js实现canvas窗外玻璃雨滴下滑落下下雨动画效果代码
代码语言:html
所属分类:动画
代码描述:js实现canvas窗外玻璃雨滴下滑落下下雨动画效果代码
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<!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <style media="screen" type="text/css"> img { display: none; } body { overflow: hidden; } #canvas { position: absolute; top: 0px; left: 0px; } </style> <script type="text/javascript"> /** * Defines a new instance of the rainyday.js. * @param canvasid DOM id of the canvas used for rendering * @param sourceid DOM id of the image element used as background image * @param width width of the rendering * @param height height of the rendering * @param opacity opacity attribute value of the glass canvas (default: 1) * @param blur blur radius (default: 20) */ function RainyDay(canvasid, sourceid, width, height, opacity, blur) { this.canvasid = canvasid; this.canvas = document.getElementById(canvasid); this.sourceid = sourceid; this.img = document.getElementById(sourceid); // draw and blur the backgroiund image this.prepareBackground(blur ? blur : 20, width, height); this.w = this.canvas.width; this.h = this.canvas.height; // create the glass canvas this.prepareGlass(opacity ? opacity : 1); // assume default reflection mechanism this.reflection = this.REFLECTION_MINIATURE; // assume default trail mechanism this.trail = this.TRAIL_DROPS; // assume default gravity this.gravity = this.GRAVITY_NON_LINEAR; // drop size threshold for the gravity algorhitm this.VARIABLE_GRAVITY_THRESHOLD = 3; // gravity angle this.VARIABLE_GRAVITY_ANGLE = Math.PI / 2; // frames per second animation speed this.VARIABLE_FPS = 25; // context fill style when no REFLECTION_NONE is used this.VARIABLE_FILL_STYLE = '#8ED6FF'; // collisions enabled by default this.VARIABLE_COLLISIONS = false; // assume default collision algorhitm this.collision = this.COLLISION_SIMPLE; } /** * Create the helper canvas for rendering raindrop reflections. */ RainyDay.prototype.prepareReflections = function() { // new canvas this.reflected = document.createElement('canvas'); this.reflected.width = this.canvas.width; this.reflected.height = this.canvas.height; var ctx = this.reflected.getContext('2d'); // rotate by 180 degress ctx.translate(this.reflected.width / 2, this.reflected.height / 2); ctx.rotate(Math.PI); ctx.drawImage(this.img, -this.reflected.width / 2, -this.reflected.height / 2, this.reflected.width, this.reflected.height); }; /** * Create the glass canvas and position it directly over the main one. * @param opacity opacity attribute value of the glass canvas */ RainyDay.prototype.prepareGlass = function(opacity) { this.glass = document.createElement('canvas'); this.glass.width = this.canvas.width; this.glass.height = this.canvas.height; this.glass.style.position = "absolute"; this.glass.style.top = this.canvas.offsetTop; this.glass.style.left = this.canvas.offsetLeft; this.glass.style.zIndex = this.canvas.style.zIndex + 100; this.canvas.parentNode.appendChild(this.glass); this.context = this.glass.getContext('2d'); this.glass.style.opacity = opacity; }; /** * Creates a new preset object with given attributes. * @param min minimum size of a drop * @param base base value for randomizing drop size * @param quan probability of selecting this preset (must be between 0 and 1) * @returns present object with given attributes */ RainyDay.prototype.preset = function(min, base, quan) { return { "min": min, "base": base, "quan": quan } }; /** * Main function for starting rain rendering. * @param presets list of presets to be applied * @param speed speed of the animation (if not provided or 0 static image will be generated) */ RainyDay.prototype.rain = function(presets, speed) { // prepare canvas for drop reflections if (this.reflection != this.REFLECTION_NONE) { this.prepareReflections(); } if (speed > 0) { // animation this.presets = presets; this.PRIVATE_GRAVITY_FORCE_FACTOR_Y = (this.VARIABLE_FPS * 0.005) / 25; this.PRIVATE_GRAVITY_FORCE_FACTOR_X = ((Math.PI / 2) - this.VARIABLE_GRAVITY_ANGLE) * (this.VARIABLE_FPS * 0.005) / 50; // prepare gravity matrix if (this.VARIABLE_COLLISIONS) { // calculate max radius of a drop to establish gravity matrix resolution var maxDropRadius = 0; for (var i = 0; i < presets.length; i++) { if (presets[i].base + presets[i].min > maxDropRadius) { maxDropRadius = Math.floor(presets[i].base + presets[i].min); } } if (maxDropRadius > 0) { // initialize the gravity matrix var mwi = Math.ceil(this.w / maxDropRadius); var mhi = Math.ceil(this.h / maxDropRadius); this.matrix = new CollisionMatrix(mwi, mhi, maxDropRadius); } else { this.VARIABLE_COLLISIONS = false; } } setInterval( (function(self) { return function() { var random = Math.random(); // select matching preset var preset; for (var i = 0; i < presets.length; i++) { if (random < presets[i].quan) { preset = presets[i]; break; } } if (preset) { self.putDrop(new Drop(self, Math.random() * self.w, Math.random() * self.h, preset.min, preset.base)); } } })(this), speed ); } else { // static picture for (var i = 0; i < presets.length; i++) { var preset = presets[i]; for (var c = 0; c < preset.quan; ++c) { this.putDrop(new Drop(this, Math.random() * this.w, Math.random() * this.h, preset.min, preset.base)); } } } }; /** * Adds a new raindrop to the animation. * @param drop drop object to be added to the animation */ RainyDay.prototype.putDrop = function(drop) { drop.draw(); if (this.gravity && drop.r1 > this.VARIABLE_GRAVITY_THRESHOLD) { if (this.VARIABLE_COLLISIONS) { // put on the gravity matrix this.matrix.update(drop); } drop.animate(); } }; /** * Imperfectly approximates shape of a circle. * @param iterations number of iterations applied to the size approximation algorithm * @returns list of points approximating a circle shape */ RainyDay.prototype.getLinepoints = function(iterations) { var pointList = {}; pointList.first = { x: 0, y: 1 }; var lastPoint = { x: 1, y: 1 } var minY = 1; var maxY = 1; var point; var nextPoint; var dx, newX, newY; pointList.first.next = lastPoint; for (var i = 0; i < iterations; i++) { point = pointList.first; while (point.next != null) { nextPoint = point.next; dx = nextPoint.x - point.x; newX = 0.5 * (point.x + nextPoint.x); newY = 0.5 * (point.y + nextPoint.y); newY += dx * (Math.random() * 2 - 1); var newPoint = { x: newX, y: newY }; //min, max if (newY < minY) { minY = newY; } else if (newY > maxY) { maxY = newY; } //put between points newPoint.next = nextPoint; point.next = newPoint; point = nextPoint; } } //normalize to values between 0 and 1 if (maxY != minY) { var normalizeRate = 1 / (maxY - minY); point = pointList.first; while (point != null) { point.y = normalizeRate * (point.y - minY); point = point.next; } } else { point = pointList.first; while (point != null) { point.y = 1; point = point.next; } } return pointList; }; /** * Defines a new raindrop object. * @param rainyday reference to the parent object * @param centerX x position of the center of this drop * @param centerY y position of the center of this drop * @param min minimum size of a drop * @param base base value for randomizing drop size */ function Drop(rainyday, centerX, centerY, min, base) { this.x = Math.floor(centerX); this.y = Math.floor(centerY); this.r1 = (Math.random() * base) + min; this.rainyday = rainyday; var iterations = 4; this.r2 = 0.8 * this.r1; this.linepoints = rainyday.getLinepoints(iterations); this.context = rainyday.context; this.reflection = rainyday.reflected; } /** * Draws a raindrop on canvas at the current position. */ Drop.prototype.draw = function() { var phase = 0; var point; var rad, theta; var x0, y0; this.context.save(); this.context.beginPath(); point = this.linepoints.first; theta = phase; rad = this.r2 + 0.5 * Math.random() * (this.r2 - this.r1); x0 = this.x + rad * Math.cos(theta); y0 = this.y + rad * Math.sin(theta); this.context.lineTo(x0, y0); while (point.next != null) { point = point.next; theta = (Math.PI * 2 * point.x) + phase; rad = this.r2 + 0.5 * Math.random() * (this.r2 - this.r1); x0 = this.x + rad * Math.cos(theta); y0 = this.y + rad * Math.sin(theta); this.context.lineTo(x0, y0); } this.context.clip(); if (this.rainyday.reflection) { this.rainyday.reflection(this); } this.context.restore(); }; /** * Clears the raindrop region. * @param force force stop * @returns true if the animation is stopped */ Drop.prototype.clear = function(force) { this.context.clearRect(this.x - this.r1 - 1, this.y - this.r1 - 1, 2 * this.r1 + 2, 2 * this.r1 + 2); if (force) { // forced clearInterval(this.intid); return true; } if (this.y - this.r1 > this.rainyday.h) { // over the bottom edge, stop the thread clearInterval(this.intid); return true; } if ((this.x - this.r1 > this.rainyday.w) || (this.x + this.r1 < 0)) { // over the right or left edge, stop the thread clearInterval(this.intid); return true; } return false; }; /** * Moves the raindrop to a new position according to the gravity. */ Drop.prototype.animate = function() { this.intid = setInterval( (function(self) { return function() { var stopped = self.rainyday.gravity(self); if (!stopped && self.rainyday.trail) { self.rainyday.trail(self); } if (self.rainyday.VARIABLE_COLLISIONS) { var collision = self.rainyday.matrix.update(self, stopped); if (collision) { self.rainyday.collision(self, collision.drop); } } } })(this), Math.floor(1000 / this.rainyday.VARIABLE_FPS) ); }; /** * TRAIL function: no trail at all * @param drop raindrop object */ RainyDay.prototype.TRAIL_NONE = function(drop) { // nothing going on here }; /** * TRAIL function: trail of small drops (default) * @param drop raindrop object */ RainyDay.prototype.TRAIL_DROPS = function(drop) { if (!drop.trail_y || drop.y - drop.trail_y >= Math.random() * 10 * drop.r1) { drop.trail_y = drop.y; this.putDrop(new Drop(this, drop.x, drop.y - drop.r1 - 5, 0, Math.ceil(drop.r1 / 5))); } }; /** * GRAVITY function: no gravity at all * @param drop raindrop object * @returns true if the animation is stopped */ RainyDay.prototype.GRAVITY_NONE = function(drop) { return true; }; /** * GRAVITY function: linear gravity * @param drop raindrop object * @returns true if the animation is stopped */ RainyDay.prototype.GRAVITY_LINEAR = function(drop) { if (drop.clear()) { return true; } if (drop.yspeed) { drop.yspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_Y * Math.floor(drop.r1); drop.xspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_X * Math.floor(drop.r1); } else { drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y; drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X; } drop.y += drop.yspeed; drop.draw(); return false; }; /** * GRAVITY function: non-linear gravity (default) * @param drop raindrop object * @returns true if the animation is stopped */ RainyDay.prototype.GRAVITY_NON_LINEAR = function(drop) { if (drop.clear()) { return true; } if (!drop.seed || drop.seed < 0) { drop.seed = Math.floor(Math.random() * this.VARIABLE_FPS); drop.skipping = drop.skipping ==.........完整代码请登录后点击上方下载按钮下载查看
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