效果图:
html页面:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>仿知乎登录页面动画</title>
<style>
html{height: 100%;}
body{margin: 0;height: 100%;background: #f7fafc}
canvas{display: block;width: 100%;height: 100%;}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script type="text/javascript" src='main.js'></script>
</body>
</html>
main.js页面:
class Circle{
constructor(x, y) {
this.x = x;
this.y = y;
this.r = Math.random() * 14 + 1;
this._mx = Math.random() * 2 - 1;
this._my = Math.random() * 2 - 1;
}
drawCircle(ctx) {
ctx.beginPath();
ctx.arc(this.x, this.y, this.r, 0, 360);
ctx.closePath();
ctx.fillStyle = 'rgba(204, 204, 204, 0.2)';
ctx.fill();
}
drawLine(ctx, _circle) {
let dx = this.x - _circle.x;
let dy = this.y - _circle.y;
let d = Math.sqrt(dx * dx + dy * dy);
if(d < 150) {
ctx.beginPath();
ctx.moveTo(this.x, this.y);//起始点
ctx.lineTo(_circle.x, _circle.y);//终点
ctx.closePath();
ctx.strokeStyle = 'rgba(204, 204, 204, 0.1)';
ctx.stroke();
}
}
move(w, h) {
this._mx = (this.x < w && this.x > 0) ? this._mx: ( - this._mx);
this._my = (this.y < h && this.y > 0) ? this._my: ( - this._my);
this.x += this._mx/2;
this.y += this._my/2;
}
}
class currentCircle extends Circle {
constructor(x, y) {
super(x, y);
}
drawCircle(ctx) {
ctx.beginPath();
this.r = (this.r < 14 && this.r > 1)? this.r + (Math.random() * 2 - 1): 2;
ctx.arc(this.x, this.y, this.r, 0, 360);
ctx.closePath();
ctx.fillStyle = 'rgba(45, 120, 244, ' + (parseInt(Math.random()*100)/100) + ')';
ctx.fill();
}
}
window.requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
let canvas = document.querySelector("#canvas");
let ctx = canvas.getContext("2d");
let w = canvas.width = canvas.offsetWidth;
let h = canvas.height = canvas.offsetHeight;
let circles = [];
let current_circle = new currentCircle(0, 0);
let draw = function(){
ctx.clearRect(0, 0, w, h);
for(let i = 0; i < circles.length; i++) {
circles[i].move(w, h);
circles[i].drawCircle(ctx);
for(j = i + 1; j < circles.length; j++) {
circles[i].drawLine(ctx, circles[j])
}
}
if(current_circle.x){
current_circle.drawCircle(ctx);
for(var k = 1; k < circles.length; k++) {
current_circle.drawLine(ctx, circles[k]);
}
}
requestAnimationFrame(draw);
}
let init = function(num){
for(var i = 0; i < num; i ++){
circles.push(new Circle(Math.random() * w, Math.random() * h));
}
draw();
}
window.addEventListener('load', init(80));
window.onmousemove = function(e) {
e = e || window.event;
current_circle.x = e.clientX;
current_circle.y = e.clientY;
}, window.onmouseout = function() {
current_circle.x = null;
current_circle.y = null;
};
主要的知识点
-
canvas画图
-
es6 class 语法应用
总体思路
-
创建对象
以一个圆为对象
设置随机的 x,y坐标,r半径,_mx,_my移动的距离
-
canvas 画圆和画直线
画圆就是正常的用canvas画一个圆
画直线是两个圆连线,为了避免直线过多,给圆圈距离设置了一个值,距离很远的圆圈,就不做连线处理
圆圈移动
圆圈移动的距离必须在屏幕范围内
鼠标点画圆闪烁变动
更新页面用requestAnimationFrame替代setTimeout