<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title>点击放烟花, 右击清空</title>
<style>
*{margin:0;padding:0;background-color:black;}
canvas{border:1px solid;}
</style>
<!-- 烟花类 和烟花碎屑类 -->
<script>
// 烟花
function Firework(sx, sy, ex, ey, hue){
this.sx = sx; // 开始x轴
this.sy = sy; // 开始y轴
this.ex = ex; // 结束x轴
this.ey = ey; // 结束y轴
this.x = sx; // 实时x轴
this.y = sy; // 实时y轴
this.old = new Array(); // 之前的旧角度
this.speed = random(50, 100);
this.angle = Math.atan2(ey - sy, ex - sx); // 角度
this.actualDistance = 0; // 实际路径
this.distance = countDistance(sx, sy, ex, ey); // 计算总距离
this.acceleration = 1.05; // 加速
this.friction = 0.95 //摩擦力
this.gravity = 1; //重力
this.hue = hue; // 色调
this.brightness = random(50, 80); //随机明度
this.alpha = 1; //初始透明度
this.decay = random(0.015, 0.03); //碎屑小时的时间
this.color = "black";
// 现将old存储两个xy, 防止画出的时候下标溢出
this.old.push({x:this.x, y:this.y});
this.old.push({x:this.x, y:this.y});
}
// 烟花路径更新
Firework.prototype.update = function(){
this.old.push({x:this.x, y:this.y}); // 储存废旧路径
var x = Math.cos(this.angle) * this.speed;
var y = Math.sin(this.angle) * this.speed;
this.actualDistance = countDistance(this.sx, this.sy, this.x + x, this.y + y);
this.x += x;
this.y += y;
this.old.push({x:this.x, y:this.y});
if(this.distance < this.actualDistance) // 行走路径大于实际路径
return false; // 烟花到目标燃放点
else
return true; // 烟花未到目标燃放点
}
// 爆炸颗粒
function Particle(x, y, hue){
this.x = x;
this.y = y;
this.old = new Array(); // 记录步数
this.angle = random(0, 2 * Math.PI); // 任意角度
this.speed = random(1, 10); //随机速度
this.friction = 0.95 //摩擦力
this.gravity = 1; //重力
this.hue = random(hue - 20, hue + 20); //生成与烟花色彩相近的碎屑
this.brightness = random(50, 80); //随机明度
this.alpha = 1; //初始透明度
this.decay = random(0.015, 0.03); //碎屑存在时间
// 现将old存储两个xy, 防止画出的时候下标溢出
this.old.push({x:this.x, y:this.y});
this.old.push({x:this.x, y:this.y});
}
// 爆炸颗粒更新
Particle.prototype.update = function(){
this.old.push({x:this.x, y:this.y});
this.speed *= this.friction; // 添加重力
this.x += Math.cos(this.angle) * this.speed; // 计算下一步x轴
this.y += Math.sin(this.angle) * this.speed + this.gravity; // 计算下一步y轴 + 重力
this.old.push({x:this.x, y:this.y});
this.alpha -= this.decay; // 每走一步消除碎屑透明度
if(this.alpha < this.decay){ // 碎屑透明度轻于碎屑存在时间
return false; // 烟花要消失
}else{
return true; // 烟花在燃放
}
}
// 爆炸颗粒工厂
function ParticleFactory(sx, sy, hue){
var array = new Array();
var size = random(50, 500); // 烟花数量
var scope = random(50, 500); // 烟花范围
for(var i = 0 ; i < size ; i++){
array.push(new Particle(sx, sy, hue));
}
return array;
}
</script>
<!-- 工具类 -->
<script>
// 随机数
function random(min, max) {
return Math.random() * (max - min) + min;
}
// 随机颜色
function randomRgba(min, max) {
var r = random(0, 255);
var g = random(0, 255);
var b = random(0, 255);
var opacity = random(0.1, 1);
var color = "rgba(" + r + ", " + g + ", " + b + ", " + opacity + ")";
return color;
}
// 计算角度
function countDistance(x, y, xx, yy) {
var a = x - xx;
var b = y - yy;
return Math.sqrt(a * a + b * b);
}
// 清空画布
function clear(){
// ctx.clearRect(0, 0, width, height);
ctx.globalCompositeOperation = 'destination-out';
ctx.fillStyle = 'rgba(0, 0, 0, 0.9)';
ctx.fillRect(0, 0, width, height);
ctx.globalCompositeOperation = 'lighter';
}
// 画线
function draw(obj){
ctx.beginPath();
ctx.moveTo(obj.old[obj.old.length-2].x, obj.old[obj.old.length-2].y);
ctx.lineTo(obj.x, obj.y);
var color = 'hsla(' + obj.hue + ',100%,' + obj.brightness + '%,' + obj.alpha + ')';
ctx.strokeStyle = color;
ctx.stroke();
}
</script>
</head>
<body>
<canvas style="background-color:black;" id="canvas"></canvas>
</body>
<script>
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var width = window.innerWidth - 10, height = window.innerHeight - 10;
var widthBorder = width * 0.1;
var heightBorder = height * 0.1;
canvas.width = width;
canvas.height = height;
var fireworks = [];
var particles = [];
// 组合
function create(){
var x = width / 2;
var y = height;
var xx = random(widthBorder, width - widthBorder);
var yy = random(heightBorder, height - heightBorder);
fireworks.push(new Firework(x, y, xx, yy, random(0, 360)));
}
setInterval(create, 500);
setInterval(function(){
var i = fireworks.length;
clear();
while(i--){
draw(fireworks[i]);
if(!fireworks[i].update()){
draw(fireworks[i]);
particles = particles.concat(ParticleFactory(fireworks[i].x, fireworks[i].y, fireworks[i].hue));
fireworks.splice(i, 1);
}
}
i = particles.length;
while(i--){
draw(particles[i]);
if(!particles[i].update()){
draw(particles[i]);
particles.splice(i, 1);
}
}
}, 50);
</script>
</html>