canvas实现拨开云雾见太阳光芒四射晚霞逼真动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas实现拨开云雾见太阳光芒四射晚霞逼真动画效果代码
代码标签: canvas 拨开 云雾 太阳 光芒 四射 晚霞 逼真 动画
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>
<head>
<meta charset="utf-8">
<title></title>
<style>
html, body {
height: 100%;
width: 100%;
margin: 0;
padding: 0;
border: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas></canvas>
<script>
// Currently in Chrome you need to click the "Get Adobe Flash" button so it'll ask you if you want to
// allow flash to run.
// The rest of this is formatted as:
// // Explanation of the compressed code
// // ...
//
// // Commented out, compressed code
//
// Readable (more or less) version of the code
// ...
document.addEventListener("DOMContentLoaded", go);
function go() {
"use strict";
// JS1K's HTML shim gives us a canvas (a) and its 2D context (c) for free. We'll set them up here.
let canvas = document.querySelector('canvas');
let ctx = canvas.getContext('2d');
// First off - we define an abbreviation function. This takes an object, iterates over its properties
// and stores their names as strings in a 2 or 3 letter variable ("this" is the window object).
//
// p[0]+p[6] will evaluate to the 1st and 7th letter (or the 1st+"undefined" if there's no 7th),
// [p[20]] will be an empty string if the property's name is too short ([undefined] gets coerced to
// an empty string).
//
// This is a variation on Marijn Haverbeke's technique - see https://marijnhaverbeke.nl/js1k/
//
// We won't be using it in the readable version of the demo.
// A=o=>{for(p in o)this[p[0]+p[6]+[p[20]]]=p}
// Next we abbreviate all the properties in our window object because requestAnimationFrame() is
// kind of long. We can't call A(window) because it will try to abbreviate all our abbreviations (since
// it stores them in the window object) so we'll use it on "top" which has the same properties.
// We really just need a shorter requestAnimationFrame().
//
// Sidenote: this is a clear violation of JS1K rules, which is why it's very important not to read them
// before the competition is over.
// A(top)
// Now, since our demo is fairly heavy we use a small canvas, but we want it to be fullscreen on a
// black background, so we waste ~90 bytes on some CSS to stretch it (currently "object-fit:contain"
// doesn't work for canvas on MS browsers).
//
// To avoid wasting 90 bytes just on this, we take this opportunity to define P and Q as 'width' and
// 'height' for later. This is probably a mistake since I ended up packing it with regpack anyway.
//
// The weird bit at the end is an ES6 template literal being abused to call the array's join method
// with something that will be coerced into the string ':100%;'.
// a.style=[P='width',Q='height','object-fit:contain;background:#000'].join`:100%;`
canvas.style = 'width: 100%; height: 100%; object-fit:contain; background:#000;';
// Now we need a frame counter.
// t=0
let frame = 0;
// B() is the requestAnimationFrame callback.
// B=_=>{
function onFrame() {
// Set width and height on our canvases, we'll be using a smaller canvas for the godrays. This
// also clears and resets their states. While we're at it, we'll store their dimensions in one
// letter vars for later.
// w=a[P]=512
// h=a[Q]=256
// W=E[P]=128
// H=E[Q]=64
canvas.width = 512;
canvas.height = 256;
godraysCanvas.width = 128;
godraysCanvas.height = 64;
// Set the sun's vertical position.
// T=C(t++/w)*24
let sunY = Math.cos(frame++ / 512) * 24; // This is actually the offset from the middle of the canvas.
// Get the 2D context for our godrays canvas, and create abbreviations for all the context properties.
// A(F=E.getContext`2d`)
let godraysCtx = godraysCanvas.getContext('2d');
// N.........完整代码请登录后点击上方下载按钮下载查看
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