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 buildDr.........完整代码请登录后点击上方下载按钮下载查看
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