canvas可调参数的烟花定点绽放动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas可调参数的烟花定点绽放动画效果代码
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <style> html, body { margin: 0; padding: 0; } body { background: #171717; color: #999; font: 100%/18px helvetica, arial, sans-serif; } a { color: #2fa1d6; font-weight: bold; text-decoration: none; } a:hover { color: #fff; } #canvas-container { background: #000 url(//repo.bfw.wiki/bfwrepo/images/bg/bg.jpg); height: 400px; left: 50%; margin: -200px 0 0 -300px; position: absolute; top: 50%; width: 600px; z-index: 2; } canvas { cursor: crosshair; display: block; position: relative; z-index: 3; } canvas:active { cursor: crosshair; } #skyline { background: url(//repo.bfw.wiki/bfwrepo/images/bg/skyline.png) repeat-x 50% 0; bottom: 0; height: 135px; left: 0; position: absolute; width: 100%; z-index: 1; } #mountains1 { background: url(//repo.bfw.wiki/bfwrepo/images/bg/mountains1.png) repeat-x 40% 0; bottom: 0; height: 200px; left: 0; position: absolute; width: 100%; z-index: 1; } #mountains2 { background: url(//repo.bfw.wiki/bfwrepo/images/bg/mountains2.png) repeat-x 30% 0; bottom: 0; height: 250px; left: 0; position: absolute; width: 100%; z-index: 1; } #gui { right: 0; position: fixed; top: 0; z-index: 3; } </style> </head> <body> <div id="gui"></div> <div id="canvas-container"> <div id="mountains2"></div> <div id="mountains1"></div> <div id="skyline"></div> </div> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/jquery.2.11.js"></script> <script type="text/javascript" src="//repo.bfw.wiki/bfwrepo/js/dat.gui-min.js"></script> <script > var Fireworks = function () { /*=============================================================================*/ /* Utility /*=============================================================================*/ var self = this; var rand = function (rMi, rMa) {return ~~(Math.random() * (rMa - rMi + 1) + rMi);}; var hitTest = function (x1, y1, w1, h1, x2, y2, w2, h2) {return !(x1 + w1 < x2 || x2 + w2 < x1 || y1 + h1 < y2 || y2 + h2 < y1);}; window.requestAnimFrame = function () {return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (a) {window.setTimeout(a, 1E3 / 60);};}(); /*=============================================================================*/ /* Initialize /*=============================================================================*/ self.init = function () { self.canvas = document.createElement('canvas'); self.canvasContainer = $('#canvas-container'); var canvasContainerDisabled = document.getElementById('canvas-container'); self.canvas.onselectstart = function () { return false; }; self.canvas.width = self.cw = 600; self.canvas.height = self.ch = 400; self.particles = []; self.partCount = 30; self.fireworks = []; self.mx = self.cw / 2; self.my = self.ch / 2; self.currentHue = 170; self.partSpeed = 5; self.partSpeedVariance = 10; self.partWind = 50; self.partFriction = 5; self.partGravity = 1; self.hueMin = 150; self.hueMax = 200; self.fworkSpeed = 2; self.fworkAccel = 4; self.hueVariance = 30; self.flickerDensity = 20; self.showShockwave = false; self.showTarget = true; self.clearAlpha = 25; self.canvasContainer.append(self.canvas); self.ctx = self.canvas.getContext('2d'); self.ctx.lineCap = 'round'; self.ctx.lineJoin = 'round'; self.lineWidth = 1; self.bindEvents(); self.canvasLoop(); self.canvas.onselectstart = function () { return false; }; }; /*=============================================================================*/ /* Particle Constructor /*=============================================================================*/ var Particle = function (x, y, hue) { this.x = x; this.y = y; this.coordLast = [ { x: x, y: y }, { x: x, y: y }, { x: x, y: y }]; this.angle = rand(0, 360); this.speed = rand(self.partSpeed - self.partSpeedVariance <= 0 ? 1 : self.partSpeed - self.partSpeedVariance, self.partSpeed + self.partSpeedVariance); this.friction = 1 - self.partFriction / 100; this.gravity = self.partGravity / 2; this.hue = rand(hue - self.hueVariance, hue + self.hueVariance); this.brightness = rand(50, 80); this.alpha = rand(40, 100) / 100; this.decay = rand(10, 50) / 1000; this.wind = (rand(0, self.partWind) - self.partWind / 2) / 25; this.lineWidth = self.lineWidth; }; Particle.prototype.update = function (index) { var radians = this.angle * Math.PI / 180; var vx = Math.cos(radians) * this.speed; var vy = Math.sin(radians) * this.speed + this.gravity; this.speed *= this.friction; this.coordLast[2].x = this.coordLast[1].x; this.coordLast[2].y = this.coordLast[1].y; this.coordLast[1].x = this.coordLast[0].x; this.coordLast[1].y = this.coordLast[0].y; this.coordLast[0].x = this.x; this.coordLast[0].y = this.y; this.x += vx; this.y += vy; this.angle += this.wind; this.alpha -= this.decay; if (!hitTest(0, 0, self.cw, self.ch, this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2) || this.alpha < .05) { self.particles.splice(index, 1); } }; Particle.prototype.draw = function () { var coordRand = rand(1, 3) - 1; self.ctx.beginPath(); self.ctx.moveTo(Math.round(this.coordLast[coordRand].x), Math.round(this.coordLast[coordRand].y)); self.ctx.lineTo(Math.round(this.x), Math.round(this.y)); self.ctx.closePath(); self.ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')'; self.ctx.stroke(); if (self.flickerDensity > 0) { var inverseDensity = 50 - self.flickerDensity; if (rand(0, inverseDensity) === inverseDensity) { self.ctx.beginPath(); self.ctx.arc(Math.round(this.x), Math.round(this.y), rand(this.lineWidth, this.lineWidth + 3) / 2, 0, Math.PI * 2, false); self.ctx.closePath(); var randAlpha = rand(50, 100) / 100; self.ctx.fillStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + randAlpha + ')'; self.ctx.fill(); } } }; /*=============================================================================*/ /* Create Particles /*=============================================================================*/ self.createParticles = function (x, y, hue) { var countdown = self.partCount; while (countdown--) { self.particles.push(new Particle(x, y, hue)); } }; /*=============================================================================*/ /* Update Particles /*=============================================================================*/ self.updateParticles = function () { var i = self.particles.length; while (i--) { var p = self.particles[i]; p.update(i); }; }; /*=============================================================================*/ /* Draw Particles /*=============================================================================*/ self.drawParticles = function () { var i = self.particles.length; while (i--) { var p = self.particles[i]; p.draw(); }; }; /*=============================================================================*/ /* Firework Constructor /*=============================================================================*/ var Firework = function (startX, startY, targetX, targetY) { this.x = startX; this.y = startY; this.startX = startX; this.startY = startY; this.hitX = false; this.hitY = false; this.coordLast = [ { x: startX, y: startY }, { x: startX, y: startY }, { x: startX, y: startY }]; this.targetX = targetX; this.targetY = targetY; this.speed = self.fworkSpeed; this.angle = Math.atan2(targetY - startY, targetX - startX); this.shockwaveAngle = Math.atan2(targetY - startY, targetX - startX) + 90 * (Math.PI / 180); this.acceleration = self.fworkAccel / 100; this.hue = self.currentHue; this.brightness = rand(50, 80); this.alpha = rand(50, 100) / 100; this.lineWidth = self.lineWidth; this.targetRadius = 1; }; Firework.prototype.update = function (index) { self.ctx.lineWidth = this.lineWidth; vx = Math.cos(this.angle) * this.speed, vy = Math.sin(this.angle) * this.speed; this.speed *= 1 + this.acceleration; this.coordLast[2].x = this.coordLast[1].x; this.coordLast[2].y = this.coordLast[1].y; this.coordLast[1].x = this.coordLast[0].x; this.coordLast[1].y = this.coordLast[0].y; this.coordLast[0].x = this.x; this.coordLast[0].y = this.y; if (self.showTarget) { if (this.targetRadius < 8) { this.targetRadius += .25; } else { this.targetRadius = 1; } } if (this.startX >= this.targetX) { if (this.x + vx <= this.targetX) { this.x = this.targetX; this.hitX = true; } else { this.x += vx; } } else { if (this.x + vx >= this.targetX) { this.x = this.targetX; this.hitX = true; } else { this.x += vx; } } if (this.startY >= this.targetY) { if (this.y + vy <= this.targetY) { this.y = this.targetY; this.hitY = true; } else { this.y += vy; } } else { if (this.y + vy >= this.targetY) { this.y = this.targetY; this.hitY = true; } else { this.y += vy; } } if (this.hitX && this.hitY) { var randExplosion = rand(0, 9); self.createParticles(this.targetX, this.targetY, this.hue); self.fireworks.splice(index, 1); } }; Firework.prototype.draw = function () { self.ctx.lineWidth = this.lineWidth; var coordRand = rand(1, 3) - 1; self.ctx.beginPath(); self.ctx.moveTo(Math.round(this.coordLast[coordRand].x), Math.round(this.coordLast[coordRand].y)); self.ctx.lineTo(Math.round(this.x), Math.round(this.y)); self.ctx.closePath(); self.ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')'; self.ctx.stroke(); if (self.showTarget) { self.ctx.save(); self.ctx.beginPath(); self.ctx.arc(Math.round(this.targetX), Math.round(this.targetY), this.targetRadius, 0, Math.PI * 2, false); self.ctx.closePath(); self.ctx.lineWidth = 1; .........完整代码请登录后点击上方下载按钮下载查看
网友评论0