canvas实现动画


<!doctype html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>圆形扩散</title>
    <style>
        body {
            overflow: hidden;
            background: #000;
        }
        body,
        html {
            height: 100%;
            width: 100%;
            margin: 0;
            padding: 0;
        }
    </style>
</head>
<body>
    <canvas id="canvas"></canvas>
</body>
<script type="text/javascript">
var oAnim=document.getElementById('canvas');
var context = oAnim.getContext("2d");
var radius=0
 
    function drawCircle(){
        context.beginPath();
        render(radius);
        context.arc(50,50,radius,0,Math.PI * 2);
         
        context.closePath();
 
        context.lineWidth=2;
        context.strokeStyle='rgba(250,250,50,1)';
 
        context.stroke();
        radius +=0.5;//每帧半径增加0.5
 
            if(radius > 20){
                radius=0;
            }
    }
 
    function render(x) {
    //默认值为source-over,覆盖原图上面,效果像z-index:999<br>   
     var prev = context.globalCompositeOperation;
     //<br><br>    //只显示canvas上原图像的重叠部分<br>    
     context.globalCompositeOperation = 'destination-in';
     //<br><br>    //设置主canvas的绘制透明度,圆圈中间的浅黄色部分<br> 
        context.globalAlpha = 0.95;
        //<br>  <br>    //这一步目的是将canvas上的图像变的透明<br>
            context.fillRect(0,0,40*x,40*x);
            //<br><br>    //在原图像上重叠新图像<br>    
            context.globalCompositeOperation = prev
            //;<br>    //下面代用的drawcricle方法,圆圈覆盖在正方形上
     
};
 
    //在主canvas上画新圆
    setInterval(function(){
            drawCircle();
        },20);
 
</script>
</html>

参考:https://www.cnblogs.com/anxiaoyu/p/6672187.html

canvas 雨滴效果


<!doctype html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>rain</title>
</head>
<body>
<canvas id="canvas" style="position: absolute; height: 100%; width:100%;"></canvas>
    <script>
        window.onload=main;
 
        function getRgb(r,g,b){
            return "rgb("+ r+","+g+","+b+")";
        }
 
        function main(){
            //drop来存放溅射的雨滴
            var dropList=[];
            //重力因素,保持溅射的雨滴不会飞远
            var gravity=0.8;
            //保存雨滴
            var linelist=[];
 
 
            var canvasEl = document.getElementById('canvas');
            var ctx = canvasEl.getContext('2d');
 
            //鼠标的开始点为
            var mousePos = [0, 0];
            var backgroundColor = '#000';
            canvasEl.width=canvasEl.clientWidth;
            canvasEl.height=canvasEl.clientHeight;
 
            var speedx=0;
            var maxspeedx=0;
 
            //当改变浏览器窗口大小时
            window.onresize=function () {
                canvasEl.width=canvasEl.clientWidth;
                canvasEl.height=canvasEl.clientHeight;
            }
            //当鼠标移动时,获取坐标
            window.onmousemove=function (e) {
                mousePos[0]=e.clientX;
                mousePos[1]=e.clientY;
                //最大速度-1到1个屏幕
                maxspeedx=(e.clientX-canvasEl.clientWidth/2)/(canvasEl.clientWidth/2);
           
            }
 
            //给单个雨滴加属性
            function createLine(e){
                //长度在12.5-37.5之间
                var temp= 0.25*( 50+Math.random()*100);
                //速度在16.5-50.5之间
                var myline={
                    speed:5.5*(Math.random()*6+3),
                    die:false,
                    posx:e,
                    posy:-200,
                    h:temp,
                    //颜色在
                    color:(getRgb(Math.floor(temp*255/75),Math.floor(temp*255/75),Math.floor(temp*255/75)))
                };
                //添加到数组中
                linelist.push(myline);
        }
         update();
 
         //生产小雨滴
        function createDrop(x,y){
            var mydrop={
                die:false,
                //溅射x坐标
                posx:x,
                //溅射的y坐标
                posy:y,
                //随机生成一个x轴速度
                vx:(Math.random()-0.5)*8,
                //随机生成一个y轴速度
                vy:Math.random()*(-6)-3,
                radius:Math.random()*1.5+1
            };
            return mydrop;
         }
         
        //溅射效果
        function madedrops(x,y){
            //溅射的雨滴数为5-10滴
            var maxi=Math.floor(Math.random()*5+5);
            for(var i=0;i<maxi;i++){
 
                 dropList.push(createDrop(x,y));
            }
        }
   
        function update() {
 
            //循环遍历小雨滴,显示溅射的雨滴,移除超出范围的雨滴
            if(dropList.length>0){
                dropList.forEach(function (e) {
                    //小雨滴的x轴速度=随机速度+雨滴初始速度
                    e.vx=e.vx+(speedx)/2;
                    //小雨滴的新坐标
                    e.posx=e.posx+e.vx;
                    //小雨滴的y轴速度=随机速度+重力
                    e.vy=e.vy+gravity;
                    e.posy=e.posy+e.vy;
 
                        //雨滴超出屏幕高度,则消失
                    if(e.posy>canvasEl.clientHeight){
                         e.die=true;
                    }
                });
            }
 
            //移除超出范围的雨滴
            for(var i=dropList.length-1;i>=0;i--){
                    if(dropList[i].die){
                        dropList.splice(i,1);
                }
            }
            //鼠标的位置控制雨的速度
            //当鼠标在中间maxspeedx为0,不倾斜,速度不加快
             
            speedx=speedx+(maxspeedx-speedx)/50;
   
            if(Math.random()>0){
                //雨滴的出生点的X轴坐标在-0.5到1.5倍的屏幕,这样雨滴倾斜的时候,最角落也会有雨滴
                createLine(Math.random()*1.5*canvasEl.width -Math.random()*0.5*canvasEl.width);
                createLine(Math.random()*1.5*canvasEl.width -Math.random()*0.5*canvasEl.width);
 
                createLine(Math.random()*1.5*canvasEl.width -Math.random()*0.5*canvasEl.width);
            }
 
            //雨滴到达近地面时,近地面(1到0.8的屏幕高度)
            var mydeadline=canvasEl.clientHeight- Math.random()*canvasEl.clientHeight/5;
 
            //监听雨滴,雨滴距离鼠标的直线距离小于35时,两点之间的距离公式
            linelist.forEach(function (e) {
 
                //雨滴距离鼠标的直线距离小于35时,两点之间的距离公式
                var dis=Math.sqrt( ((e.posx+speedx*e.h)-mousePos[0])*((e.posx+speedx*e.h)-mousePos[0])+(e.posy+e.h-mousePos[1])*(e.posy+e.h-mousePos[1]));
                if(dis<35){
                    //雨滴消失,产生小雨滴
                    madedrops(e.posx+speedx*e.h,e.posy+e.h);
                    e.die=true;
                 }
                 
                //当雨滴到达地面时,每个雨滴的地面不同,0.8到1个屏幕高度
                //如果每个
                if((e.posy+e.h)>mydeadline){
 
                    //每个雨滴都出水花太多了。给个0.9的概率
                    if(Math.random() > 0.9){
                        madedrops(e.posx+speedx*e.h,e.posy+e.h);
                        e.die=true;
                    }
                }
                //水滴超出屏幕高度,设置为消失
                if(e.posy>=canvasEl.clientHeight){
                    e.die=true;
                }else{
                    e.posy=e.posy+e.speed;
                    e.posx=e.posx+(e.speed*speedx);
                }
            });
 
            //消失雨滴
            for(var i=linelist.length-1;i>=0;i--){
                if(linelist[i].die){
                    linelist.splice(i,1);
                }
            }
            //清除界面
            render();
            //重绘页面
            window.requestAnimationFrame(update);
            }
            function  render() {
                ctx.fillStyle = backgroundColor;
                ctx.fillRect(0, 0, canvasEl.width, canvasEl.height);
 
                linelist.forEach(
                    //绘制雨滴
                    function (line) {
                        ctx.strokeStyle =line.color;
 
                        ctx.lineWidth=4.5;
                        ctx.beginPath();
                        ctx.moveTo(line.posx,line.posy);
                        ctx.lineTo(line.posx+speedx*line.h,line.posy+line.h);
                        ctx.stroke();
                    });
 
                    ctx.lineWidth=1;
                    ctx.strokeStyle = "#fff";
 
                    //绘制溅射雨滴
                    dropList.forEach(function (e) {
                        ctx.beginPath();
                        ctx.arc(e.posx,e.posy,e.radius,Math.random()*Math.PI*2,1*Math.PI);
                        ctx.stroke();
                    });
            }
        }
 
 
 
    </script>
</body>
</html>

参考:https://www.cnblogs.com/anxiaoyu/p/6689853.html

小球碰撞

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>小球碰撞反弹</title>
    <style type="text/css">
        #canvas1{
            border: 4px dashed black;
            margin: 0 auto;
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="canvas1" width="600" height="600"></canvas>
</body>
<script type="text/javascript">
    var canvas = document.getElementById("canvas1");
    var ctx = canvas.getContext("2d");
    //随机函数
    function randomNum (m,n) {
        return Math.floor(Math.random() * (n - m + 1) + m);
    }
    //创建小球类
    function Ball () {
        //随机小球半径
        this.r = randomNum(15,30);
        //随机颜色
        this.color = 'rgb(' + randomNum(0,255) + ',' + randomNum(0,255) + ',' + randomNum(0,255) + ')';
        //随机小球的位置
        this.x = randomNum(this.r,canvas.width-this.r);
        this.y = randomNum(this.r,canvas.height-this.r);
        //小球速度X轴1和-1;
        this.speedX = randomNum(2,5) * randomNum(0,1) ? 1 : -1;
        this.speedY = randomNum(2,5) * randomNum(0,1) ? 1 : -1;
 
    }
    //小球移动
    Ball.prototype.move = function () {
        this.x += this.speedX;
        this.y += this.speedY;
        //判断是否碰到边界
        //左边界
        if (this.x <= this.r) {
            this.x = this.r;
            //反弹
            this.speedX *= -1;
        }
        //右边界
        if (this.x >= canvas.width-this.r) {
            this.x = canvas.width-this.r;
            this.speedX *= -1;
        }
        if (this.y <= this.r) {
            this.y = this.r;
            this.speedY *= -1;
        }
        if (this.y >= canvas.height-this.r) {
            this.y = canvas.height-this.r;
            this.speedY *= -1;
        }
    }
    //绘制小球
    Ball.prototype.drawBall = function () {
        ctx.beginPath();
        ctx.arc(this.x,this.y,this.r,0,Math.PI*2,false);
        ctx.fillStyle = this.color;
        ctx.fill();            
    }
    //创建小球的对象
    var balls = [];
    for (var i = 0;i < 10;i++) {
        var ball = new Ball();
        balls.push(ball);
    }
    //让小球移动
    setInterval(function () {
        ctx.clearRect(0,0,canvas.width,canvas.height);
        for (var i = 0;i < balls.length;i++) {
            balls[i].move();
            balls[i].drawBall();
            //移动后检测小球碰撞反弹
            for (j = 0;j < balls.length;j++) {
                //判断不是同一个球
                if (balls[i] == balls[j]) {
                    continue;//不做碰撞检测
                }
                //碰撞检测
                if (ballCrash(balls[i],balls[j])) {
                
                    /*
                     1.物理公式动量守恒,假设每个球的质地均匀,那么小球的质量与半径有关
                     2.我们用1一次方的算法,实际平面球质量和r的平方有关,立体球和r的三次方有关
                     3.由动量守恒,m1*v1+m2*v2=m1*v1'+m2*v2'
                     4.机械能守恒,平方我就不写了,两个方程联立
                     */
                    var fzx=(balls[i].r - balls[j].r)*balls[i].speedX + 2*balls[j].r*balls[j].speedX;
                    var fzx2=2*balls[i].r*balls[i].speedX+(balls[i].r - balls[j].r)*balls[j].speedX;
                    var fzy=(balls[i].r - balls[j].r)*balls[i].speedY + 2*balls[j].r*balls[j].speedY;
                    var fzy2=2*balls[i].r*balls[i].speedY+(balls[i].r - balls[j].r)*balls[j].speedY;
                    var fm=balls[i].r + balls[j].r;
 
                    balls[i].speedX=(fzx/fm);
                    balls[i].speedY=(fzy/fm);
                    balls[j].speedX=(fzx2/fm);
                    balls[j].speedY=(fzy2/fm);             
                }
            }
        }
    },1)
   
 
    //碰撞检测
    function ballCrash (ball1,ball2) {
 
        //两个小球之间的距离
        var distance = Math.sqrt(Math.pow(ball1.x - ball2.x,2) + Math.pow(ball1.y - ball2.y,2));
        //两球的距离小于两个半径的和即为碰撞
        if (distance == ball1.r + ball2.r) {
 
            return true;//碰撞
        }else if( distance < ball1.r + ball2.r){
            if(Math.pow(ball1.speedX,2)+Math.pow(ball1.speedY,2)>Math.pow(ball2.speedX,2)+Math.pow(ball2.speedY,2)){
                if(ball1.speedX>0){
                    ball2.x=ball2.x+ball1.r + ball2.r - distance;
                    if(ball1.speedY > 0){
                        ball2.y=ball2.y+ball1.r + ball2.r - distance;
                    }else{
                        ball2.y=ball2.y-ball1.r - ball2.r + distance;
                    }
                }else{
                     ball2.x=ball2.x-ball1.r - ball2.r + distance;
                     if(ball1.speedY > 0){
                        ball2.y=ball2.y+ball1.r + ball2.r - distance;
                    }else{
                        ball2.y=ball2.y-ball1.r - ball2.r + distance;
                    }
                }
                 
           }else{
                if(ball2.speedX>0){
                    ball1.x=ball1.x+ball1.r + ball2.r - distance;
                    if(ball2.speedY > 0){
                        ball1.y=ball1.y+ball1.r + ball2.r - distance;
                    }else{
                        ball1.y=ball1.y-ball1.r - ball2.r + distance;
                    }
                }else{
                     ball1.x=ball1.x-ball1.r - ball2.r + distance;
                     if(ball2.speedY > 0){
                        ball1.y=ball1.y+ball1.r + ball2.r - distance;
                    }else{
                        ball1.y=ball1.y-ball1.r - ball2.r + distance;
                    }
                }
           }
           return true;
        }
        else{
            return false;//没有碰撞
        }
    }
 
</script>
</html>

参考https://www.cnblogs.com/anxiaoyu/p/6707836.html


<!doctype html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>动态进度加载小球</title>
    <style>
        #c{
            margin: 0 auto;
            display: block;
        }
        #r{
            display: block;
            margin: 0 auto;
        }
        #r::before{
            color: black;
            content: attr(min);
            padding-right: 10px;
        }
        #r::after{
            color: black;
            content: attr(max);
            padding-left: 10px;
        }
    </style>
</head>
<body>
    <canvas id="c"></canvas>
    <input type="range" id="r" min="0" max="100" step="1">
    <script>
        var canvas = document.getElementById('c');
        var ctx = canvas.getContext('2d');
        var range = document.getElementById('r');
 
        //range控件信息
        var rangeValue = range.value;
 
        var nowRange = 0;   //用于做一个临时的range
 
        //画布属性
        var mW = canvas.width = 250;
        var mH = canvas.height = 250;
        var lineWidth = 2;
 
        //圆属性
        var r = mH / 2; //圆心
        var cR = r - 16 * lineWidth; //圆半径
 
        //Sin 曲线属性
        var sX = 0;
        var sY = mH / 2;
        var axisLength = mW; //轴长
        var waveWidth = 0.015 ;   //波浪宽度(曲线周期),数越小越宽   
        var waveHeight = 6; //波浪高度(波峰),数越大越高
        var speed = 0.09; //波浪水平速度,数越大速度越快
        var xOffset = 0; //波浪x偏移量
 
        ctx.lineWidth = lineWidth;
 
        //画圈函数
        var IsdrawCircled = false;
        var drawCircle = function(){
             
            ctx.beginPath();
            ctx.strokeStyle = '#1080d0';
            //画外圆
            ctx.arc(r, r, cR+5, 0, 2 * Math.PI);
            ctx.stroke();
            ctx.beginPath();
            //显示水部分的圆
            ctx.arc(r, r, cR, 0, 2 * Math.PI);
            //剪裁圆形,去掉多于的水
            ctx.clip();
             
        }
 
        //画sin 曲线函数
        var drawSin = function(xOffset){
            ctx.save();
             
            var points=[];  //用于存放绘制Sin曲线的点,用于封闭曲线
             
            ctx.beginPath();
            //在整个轴长上取点
            for(var x = sX; x < sX + axisLength; x += 20 / axisLength){
 
                //此处坐标(x,y)的取点,依靠公式 “振幅高*sin(x*振幅宽 + 振幅偏移量)”
                //y=sin(TX+x)
                var y = -Math.sin((sX + x) * waveWidth + xOffset);
                //dY是波浪的高度,-是因为水从下往上
                var dY = mH * (1 - nowRange / 100 );
             
                points.push([x, dY + y * waveHeight]);
                //描绘点
                ctx.lineTo(x, dY + y * waveHeight);    
            }
            //现在一条线从左端绘制到了右端
            //封闭路径
            //接着连右下端
            ctx.lineTo(axisLength, mH);
            //左下端
            ctx.lineTo(sX, mH);
            //曲线图的最左端
            //封闭完成后,调用上面的ctx.clip(),去掉圆外面的水
            ctx.lineTo(points[0][0],points[0][1]);
            ctx.fillStyle = '#1c86d1';
            ctx.fill();
             
            ctx.restore();
 
        };
 
        //写百分比文本函数
        var drawText = function(){
            ctx.save();
             
            var size = 0.4*cR;
            ctx.font = size + 'px Microsoft Yahei';
            ctx.textAlign = 'center';
            ctx.fillStyle = "rgba(06, 85, 128, 0.8)";
            ctx.fillText(nowRange + '%', r, r + size / 2);
             
            ctx.restore();
        };
 
        var render = function(){
            ctx.clearRect(0, 0, mW, mH);
            //通过不断刷新来获取range的值
            rangeValue = range.value;
            if(IsdrawCircled == false){
                drawCircle();  
            }
            //如果拖动input,就安每次加减1的速度增减
            if(nowRange <= rangeValue){
                var tmp = 1;
                nowRange += tmp;
            }
             
            if(nowRange > rangeValue){
                var tmp = 1;
                nowRange -= tmp;
            }
            //不停的偏移,让波浪动起来
            drawSin(xOffset);
            drawText();
            //偏移量加大
            xOffset += speed;
 
            requestAnimationFrame(render);
        }
 
        render();
    </script>
</body>
</html>

转载:https://www.cnblogs.com/anxiaoyu/p/6840334.html

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

web修理工

你的鼓励将是我创作的最大动力

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值