html5实现的一个简单的下雨效果

<style type="text/css">
html, body{width: 100%; height: 100%; padding: 0; margin: 0; overflow: hidden;}
canvas{background: black;}
</style>
<canvas></canvas>
<script type="text/javascript" src="js/base.js"></script>
<script>
	
	var Rain = Rain || (function(){
		
		var _canvas = document.getElementsByTagName('canvas')[0];
		var _context = _canvas.getContext('2d');
		var _raindrop_count = 1;
		var _raindrop_group = [];
		var _wave_group = [];
		var _env = {
			floor_height: 100,
			canvas_width: 0,
			canvas_height: 0
		};
		var _raindrop = function(mx, my/*, lx, ly*/, lw, vx, vy, ax, ay){
			this.mx = mx;		// 起点X
			this.my = my;		// 起点Y
			//this.lx = lx;		// 结束点X
			//this.ly = ly;		// 结束点Y
			this.lw = lw;		// 线宽
			this.vx = vx;		// 水平速度
			this.vy = vy;		// 垂直速度
			this.ax = ax;		// 水平加速度
			this.ay = ay;		// 垂直加速度
		};
		var _wave = function(x, y, rx, ry, vx, vy, a, va){
			this.x = x;
			this.y = y;
			this.rx = rx;
			this.ry = ry;
			this.vx = vx;
			this.vy = vy;
			this.a = a;
			this.va = va;
		};
		
		// 方法来自http://www.cnblogs.com/shn11160/archive/2012/08/27/2658057.html
		function BezierEllipse1(context, x, y, a, b, s)
		{
		   //关键是bezierCurveTo中两个控制点的设置
		   //0.5和0.6是两个关键系数(在本函数中为试验而得)
		   var ox = 0.5 * a,
			   oy = 0.6 * b;

		   context.save();
		   context.translate(x, y);
		   context.beginPath();
		   context.strokeStyle = s;
		   //从椭圆纵轴下端开始逆时针方向绘制
		   context.moveTo(0, b); 
		   context.bezierCurveTo(ox, b, a, oy, a, 0);
		   context.bezierCurveTo(a, -oy, ox, -b, 0, -b);
		   context.bezierCurveTo(-ox, -b, -a, -oy, -a, 0);
		   context.bezierCurveTo(-a, oy, -ox, b, 0, b);
		   context.closePath();
		   context.stroke();
		   context.restore();

		};
		
		var _onResize = function(){
			_canvas.width = document.width;
			_canvas.height = document.height;
			_env.canvas_width = document.width;
			_env.canvas_height = document.height;
		}
		
		var _createRaindrop = function(){
			var mx = Math.random() * _env.canvas_width;
			var my = Math.random() * (- _env.floor_height);
			var vx = Math.random() * -1 - 1;
			var vy = Math.random() * 2 + 14;
			var ax = Math.random() * 0;
			var ay = Math.random() * 0.2;
			return new _raindrop(mx, my, 1, vx, vy, ax, ay);
		}
		
		var _createWave = function(x, y, vx, vy){
			return new _wave(x, y, 2, 1, 2, 1, 1, .05);
		}
		
		var _waving = function(){
			_wave_group.each(function(index, wave){
				wave.rx += wave.vx;
				wave.ry += wave.vy;
				wave.a -= wave.va;
				if(wave.a <= 0){
					_wave_group.remove(index);
					return false;
				}
				BezierEllipse1(_context, wave.x, wave.y, wave.rx, wave.ry, 'rgba(255, 255, 255, {0})'.format(wave.a));
			});
		}
		
		var _Rainning = function(){
			for (var i = 0; i < _raindrop_count; i++){
				var _raindrop = _createRaindrop();
				_raindrop_group.push(_raindrop);
			}
			_raindrop_group.each(function(index, raindrop){
				raindrop.lx = raindrop.mx;
				raindrop.ly = raindrop.my;
				raindrop.vx += raindrop.ax;
				raindrop.vy += raindrop.ay;
				raindrop.mx += raindrop.vx;
				raindrop.my += raindrop.vy;
				if(raindrop.my > (_env.canvas_height - _env.floor_height)){
					var wave = _createWave(raindrop.mx, raindrop.my);
					_raindrop_group.remove(index);
					_wave_group.push(wave);
					return false;
				}
				_context.beginPath();
				_context.lineWidth = raindrop.lw;
				_context.moveTo(raindrop.mx, raindrop.my);
				_context.lineTo(raindrop.lx, raindrop.ly);
				_context.stroke();
			});
		}
		
		return {
			init: function(){
				window.onresize = _onResize;
				_onResize();
				_context.strokeStyle = '#999';
				setInterval(function(){
					_context.clearRect(0, 0, _env.canvas_width, _env.canvas_height);
					_Rainning();
					_waving();
				}, 33);
			}
		}
		
	})();

	Rain.init();
	
</script>


base.js的代码请从该文章获取http://blog.csdn.net/coderq/article/details/7229050

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