canvas彩色线条旋转交织动画效果代码
代码语言:html
所属分类:动画
代码描述:canvas彩色线条旋转交织动画效果代码
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> body { font-family: Arial, Helvetica, "Liberation Sans", FreeSans, sans-serif; background-color: #000; margin: 0; padding: 0; border-width: 0; overflow: hidden; } </style> </head> <body translate="no"> <script > "use strict"; const LIMIT_FRACT = 5; // in pixels const DURATION = 1500; // in ms, for each recursion level let canv, ctx; // canvas and context let maxx, maxy; // canvas dimensions // for animation let messages; let dragon; let baseline, basep; let clear = false; const b90 = 4 / 3 * (Math.sqrt(2) - 1); // to draw 1/4 circle with Bézier curves // shortcuts for Math. const mrandom = Math.random; const mfloor = Math.floor; const mround = Math.round; const mceil = Math.ceil; const mabs = Math.abs; const mmin = Math.min; const mmax = Math.max; const mPI = Math.PI; const mPIS2 = Math.PI / 2; const mPIS3 = Math.PI / 3; const m2PI = Math.PI * 2; const m2PIS3 = Math.PI * 2 / 3; const msin = Math.sin; const mcos = Math.cos; const matan2 = Math.atan2; const mhypot = Math.hypot; const msqrt = Math.sqrt; const rac2s2 = msqrt(2) / 2; //------------------------------------------------------------------------ function alea(mini, maxi) { // random number in given range if (typeof maxi == "undefined") return mini * mrandom(); // range 0..mini return mini + mrandom() * (maxi - mini); // range mini..maxi } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function intAlea(mini, maxi) { // random integer in given range (mini..maxi - 1 or 0..mini - 1) // if (typeof maxi == "undefined") return mfloor(mini * mrandom()); // range 0..mini - 1 return mini + mfloor(mrandom() * (maxi - mini)); // range mini .. maxi - 1 } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function middle(p0, p1) { return { x: (p0.x + p1.x) / 2, y: (p0.y + p1.y) / 2 }; } // middle // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function lerp(p0, p1, alpha) { return { x: p1.x * alpha + p0.x * (1 - alpha), y: p1.y * alpha + p0.y * (1 - alpha) }; } // lerp // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - function Noise1DOneShotModulo(period, modulo, step, random = Math.random) { /* returns a 1D single-shot noise generator. modulo must be > 0 the (optional) random function must return a value between 0 and 1 the returned function has no parameter, and will return a new number every time it is called. If the random function provides reproducible values (and is not used elsewhere), this one will return reproducible values too. period should be > 1. The bigger period is, the smoother output noise is All values between 0 and modulo have an equal probablilty. The values wrap from 0 to modulo and vice versa This makes the returned function suitable for directions or hues */ let currx = 1 + random() * 0.5; // start with random offset let y0; let y1 = modulo * random(); // 'previous' value const dx = 1 / period; return function () { currx += dx; if (currx > 1) { currx -= 1; y0 = y1 % modulo; y1 = y0 + step * (2 * random() - 1); // 'next' value while (y1 < 0) { y0 += modulo; y1 += modulo; } } let z = (3 - 2 * currx) * currx * currx; return (z * y1 + (1 - z) * y0) % modulo; }; } // Noise1DOneShotModulo //------------------------------------------------------------------------ function cutCubicIn2(bezier) { const pa = middle(bezier[0], bezier[1]); const pb = middle(bezier[1], bezier[2]); const pc = middle(bezier[2], bezier[3]); const pd = middle(pa, pb); const pe = middle(pb, pc); const pf = middle(pd, pe); return [ [bezier[0], pa, pd, pf], [pf, pe, pc, bezier[3]]]; } // cutCubicIn2 //------------------------------------------------------------------------ function buildDragon(level) { // defined ona 1x1 rectangular grid. Will be rotated and scaled when drawn // dragon of level n (0 ..level) is just the 2^n first elements of the dragon array let turn; let turns = ""; for (let k = 0; k < level; ++k) { turns += "0"; for (let kc = turns.length - 2; kc >= 0; --kc) turns += turns.charAt(kc) == "0" ? "1" : "0"; } // for k dragon = [ { x: 0, y: 0 }, { x: 1, y: 0 }]; // begin with simple segment let dir = 0; // must be actual direction of segment above (0=E,1=S,2=W,3=N) let { x, y } = dragon[1]; for (let k = 0; k < turns.length; ++k) { turn = turns.charAt(k) == "0" ? 1 : -1; // exchange 1 with -1 will exchange right and left turns dir = (dir - turn + 4) % 4; x += [1, 0, -1, 0][dir]; y += [0, +1, 0, -1][dir]; dragon.push({ x, y }); // new point } } // buildDragon //------------------------------------------------------------------------ function makeLevel(level) { // level must NOT be greater than the level provided in buildDragon /* for a baseline of 500, the whole curve fits in rectangle (-166,-333),(582,166) */ let rot = -mPI / 4 * level; let scale = baseline / Math.pow(2, level / 2); let mat = new DOMMatrix([ scale * mcos(rot), scale * msin(-rot), scale * msin(rot), scale * mcos(rot), 0, 0]); const nbPts = (1 << level) + 1; let drag = []; for (let k = 0; k < nbPts; ++k) drag[k] = DOMPointReadOnly.fromPoint(dragon[k]).matrixTransform(mat); let mid, pmid, p; let curve; curve = []; for (let k = 0; k < nbPts; ++k) { p = drag[k]; if (k == nbPts - 1) { curve.push([pmid, lerp(pmid, p, 0.25), lerp(pmid, p, 0.75), p]); // final segment } else { mid = middle(p, drag[k + 1]); if (k == 0) { curve.push([p, lerp(p, mid, 0.25), lerp(p, mid, 0.75), mid]); // final segment } else { let p0 = lerp(pmid, p, b90); let p1 = lerp(mid, p, b90); curve.push([pmid, p0, p1, mid]); } } pmid = .........完整代码请登录后点击上方下载按钮下载查看
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