这是一个很酷的HTML5 Canvas动画,它将模拟的是我们现实生活中**绽放的动画特效,效果非常逼真,但是毕竟是电脑模拟,带女朋友看就算了,效果还是差了点,呵呵。这个HTML5 Canvas动画有一点比较出色,就是其性能,Chrome上基本没有卡的感觉,就算你放出很多**也一样。
下面我们来简单分析一下实现这款HTML5**特效的过程及代码,主要由HTML代码、CSS代码以及Javascript代码组成,当然javascript代码是最重要的。
HTML代码:
- <div id=”gui”></div>
- <div id=”canvas-container”>
- <div id=”mountains2″></div>
- <div id=”mountains1″></div>
- <div id=”skyline”></div>
- </div>
CSS代码:
- #canvas-container {
- background: #000 url(bg.jpg);
- height: 400px;
- left: 50%;
- margin: -200px 0 0 -300px;
- position: absolute;
- top: 50%;
- width: 600px;
- z-index: 2;
- }
-
- canvas {
- cursor: crosshair;
- display: block;
- position: relative;
- z-index: 3;
- }
-
- canvas:active {
- cursor: crosshair;
- }
-
- #skyline {
- background: url(skyline.png) repeat-x 50% 0;
- bottom: 0;
- height: 135px;
- left: 0;
- position: absolute;
- width: 100%;
- z-index: 1;
- }
-
- #mountains1 {
- background: url(mountains1.png) repeat-x 40% 0;
- bottom: 0;
- height: 200px;
- left: 0;
- position: absolute;
- width: 100%;
- z-index: 1;
- }
-
- #mountains2 {
- background: url(mountains2.png) repeat-x 30% 0;
- bottom: 0;
- height: 250px;
- left: 0;
- position: absolute;
- width: 100%;
- z-index: 1;
- }
-
- #gui {
- right: 0;
- position: fixed;
- top: 0;
- z-index: 3;
- }
接下来是最重要的Javascript代码。
Javascript代码:
- self.init = function(){
- self.dt = 0;
- self.oldTime = Date.now();
- self.canvas = document.createElement('canvas');
- self.canvasContainer = $('#canvas-container');
-
- var canvasContainerDisabled = document.getElementById('canvas-container');
- self.canvas.onselectstart = function() {
- return false;
- };
-
- self.canvas.width = self.cw = 600;
- self.canvas.height = self.ch = 400;
-
- self.particles = [];
- self.partCount = 30;
- self.fireworks = [];
- self.mx = self.cw/2;
- self.my = self.ch/2;
- self.currentHue = 170;
- self.partSpeed = 5;
- self.partSpeedVariance = 10;
- self.partWind = 50;
- self.partFriction = 5;
- self.partGravity = 1;
- self.hueMin = 150;
- self.hueMax = 200;
- self.fworkSpeed = 2;
- self.fworkAccel = 4;
- self.hueVariance = 30;
- self.flickerDensity = 20;
- self.showShockwave = false;
- self.showTarget = true;
- self.clearAlpha = 25;
-
- self.canvasContainer.append(self.canvas);
- self.ctx = self.canvas.getContext('2d');
- self.ctx.lineCap = 'round';
- self.ctx.lineJoin = 'round';
- self.lineWidth = 1;
- self.bindEvents();
- self.canvasLoop();
-
- self.canvas.onselectstart = function() {
- return false;
- };
-
- };
- var Particle = function(x, y, hue){
- this.x = x;
- this.y = y;
- this.coordLast = [
- {x: x, y: y},
- {x: x, y: y},
- {x: x, y: y}
- ];
- this.angle = rand(0, 360);
- this.speed = rand(((self.partSpeed - self.partSpeedVariance) <= 0) ? 1 : self.partSpeed - self.partSpeedVariance, (self.partSpeed + self.partSpeedVariance));
- this.friction = 1 - self.partFriction/100;
- this.gravity = self.partGravity/2;
- this.hue = rand(hue-self.hueVariance, hue+self.hueVariance);
- this.brightness = rand(50, 80);
- this.alpha = rand(40,100)/100;
- this.decay = rand(10, 50)/1000;
- this.wind = (rand(0, self.partWind) - (self.partWind/2))/25;
- this.lineWidth = self.lineWidth;
- };
-
- Particle.prototype.update = function(index){
- var radians = this.angle * Math.PI / 180;
- var vx = Math.cos(radians) * this.speed;
- var vy = Math.sin(radians) * this.speed + this.gravity;
- this.speed *= this.friction;
-
- this.coordLast[2].x = this.coordLast[1].x;
- this.coordLast[2].y = this.coordLast[1].y;
- this.coordLast[1].x = this.coordLast[0].x;
- this.coordLast[1].y = this.coordLast[0].y;
- this.coordLast[0].x = this.x;
- this.coordLast[0].y = this.y;
-
- this.x += vx * self.dt;
- this.y += vy * self.dt;
-
- this.angle += this.wind;
- this.alpha -= this.decay;
-
- if(!hitTest(0,0,self.cw,self.ch,this.x-this.radius, this.y-this.radius, this.radius*2, this.radius*2) || this.alpha < .05){
- self.particles.splice(index, 1);
- }
- };
-
- Particle.prototype.draw = function(){
- var coordRand = (rand(1,3)-1);
- self.ctx.beginPath();
- self.ctx.moveTo(Math.round(this.coordLast[coordRand].x), Math.round(this.coordLast[coordRand].y));
- self.ctx.lineTo(Math.round(this.x), Math.round(this.y));
- self.ctx.closePath();
- self.ctx.strokeStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+this.alpha+')';
- self.ctx.stroke();
-
- if(self.flickerDensity > 0){
- var inverseDensity = 50 - self.flickerDensity;
- if(rand(0, inverseDensity) === inverseDensity){
- self.ctx.beginPath();
- self.ctx.arc(Math.round(this.x), Math.round(this.y), rand(this.lineWidth,this.lineWidth+3)/2, 0, Math.PI*2, false)
- self.ctx.closePath();
- var randAlpha = rand(50,100)/100;
- self.ctx.fillStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+randAlpha+')';
- self.ctx.fill();
- }
- }
- };
- var Firework = function(startX, startY, targetX, targetY){
- this.x = startX;
- this.y = startY;
- this.startX = startX;
- this.startY = startY;
- this.hitX = false;
- this.hitY = false;
- this.coordLast = [
- {x: startX, y: startY},
- {x: startX, y: startY},
- {x: startX, y: startY}
- ];
- this.targetX = targetX;
- this.targetY = targetY;
- this.speed = self.fworkSpeed;
- this.angle = Math.atan2(targetY - startY, targetX - startX);
- this.shockwaveAngle = Math.atan2(targetY - startY, targetX - startX)+(90*(Math.PI/180));
- this.acceleration = self.fworkAccel/100;
- this.hue = self.currentHue;
- this.brightness = rand(50, 80);
- this.alpha = rand(50,100)/100;
- this.lineWidth = self.lineWidth;
- this.targetRadius = 1;
- };
-
- Firework.prototype.update = function(index){
- self.ctx.lineWidth = this.lineWidth;
-
- vx = Math.cos(this.angle) * this.speed,
- vy = Math.sin(this.angle) * this.speed;
- this.speed *= 1 + this.acceleration;
- this.coordLast[2].x = this.coordLast[1].x;
- this.coordLast[2].y = this.coordLast[1].y;
- this.coordLast[1].x = this.coordLast[0].x;
- this.coordLast[1].y = this.coordLast[0].y;
- this.coordLast[0].x = this.x;
- this.coordLast[0].y = this.y;
-
- if(self.showTarget){
- if(this.targetRadius < 8){
- this.targetRadius += .25 * self.dt;
- } else {
- this.targetRadius = 1 * self.dt;
- }
- }
-
- if(this.startX >= this.targetX){
- if(this.x + vx <= this.targetX){
- this.x = this.targetX;
- this.hitX = true;
- } else {
- this.x += vx * self.dt;
- }
- } else {
- if(this.x + vx >= this.targetX){
- this.x = this.targetX;
- this.hitX = true;
- } else {
- this.x += vx * self.dt;
- }
- }
-
- if(this.startY >= this.targetY){
- if(this.y + vy <= this.targetY){
- this.y = this.targetY;
- this.hitY = true;
- } else {
- this.y += vy * self.dt;
- }
- } else {
- if(this.y + vy >= this.targetY){
- this.y = this.targetY;
- this.hitY = true;
- } else {
- this.y += vy * self.dt;
- }
- }
-
- if(this.hitX && this.hitY){
- var randExplosion = rand(0, 9);
- self.createParticles(this.targetX, this.targetY, this.hue);
- self.fireworks.splice(index, 1);
- }
- };
-
- Firework.prototype.draw = function(){
- self.ctx.lineWidth = this.lineWidth;
-
- var coordRand = (rand(1,3)-1);
- self.ctx.beginPath();
- self.ctx.moveTo(Math.round(this.coordLast[coordRand].x), Math.round(this.coordLast[coordRand].y));
- self.ctx.lineTo(Math.round(this.x), Math.round(this.y));
- self.ctx.closePath();
- self.ctx.strokeStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+this.alpha+')';
- self.ctx.stroke();
-
- if(self.showTarget){
- self.ctx.save();
- self.ctx.beginPath();
- self.ctx.arc(Math.round(this.targetX), Math.round(this.targetY), this.targetRadius, 0, Math.PI*2, false)
- self.ctx.closePath();
- self.ctx.lineWidth = 1;
- self.ctx.stroke();
- self.ctx.restore();
- }
-
- if(self.showShockwave){
- self.ctx.save();
- self.ctx.translate(Math.round(this.x), Math.round(this.y));
- self.ctx.rotate(this.shockwaveAngle);
- self.ctx.beginPath();
- self.ctx.arc(0, 0, 1*(this.speed/5), 0, Math.PI, true);
- self.ctx.strokeStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+rand(25, 60)/100+')';
- self.ctx.lineWidth = this.lineWidth;
- self.ctx.stroke();
- self.ctx.restore();
- }
- };