html里如何实现放烟花状态,html5实现烟花绽放效果

该博客详细介绍了如何使用HTML5 Canvas和JavaScript创建逼真的烟花动画效果。通过requestAnimationFrame实现平滑动画,同时展示了Firework和Particle类的定义及更新、绘制方法,实现了烟花从发射到爆炸以及粒子产生的动态过程。文章还包含了鼠标事件绑定,使得用户可以交互式触发烟花发射。
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//when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval//not supported in all browsers though and sometimes needs a prefix, so we need a shim

window.requestAnimFrame = ( function() {return window.requestAnimationFrame ||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||

function( callback ) {

window.setTimeout( callback,1000 / 60);

};

})();//now we will setup our basic variables for the demo

var canvas = document.getElementById( 'canvas'),

ctx= canvas.getContext( '2d'),//full screen dimensions

cw =window.innerWidth,

ch=window.innerHeight,//firework collection

fireworks =[],//particle collection

particles =[],//starting hue

hue = 120,//when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks

limiterTotal = 5,

limiterTick= 0,//this will time the auto launches of fireworks, one launch per 80 loop ticks

timerTotal = 80,

timerTick= 0,

mousedown= false,//mouse x coordinate,

mx,//mouse y coordinate

my;//set canvas dimensions

canvas.width =cw;

canvas.height=ch;//now we are going to setup our function placeholders for the entire demo

//get a random number within a range

functionrandom( min, max ) {return Math.random() * ( max - min ) +min;

}//calculate the distance between two points

functioncalculateDistance( p1x, p1y, p2x, p2y ) {var xDistance = p1x -p2x,

yDistance= p1y -p2y;return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2) );

}//create firework

functionFirework( sx, sy, tx, ty ) {//actual coordinates

this.x =sx;this.y =sy;//starting coordinates

this.sx =sx;this.sy =sy;//target coordinates

this.tx =tx;this.ty =ty;//distance from starting point to target

this.distanceToTarget =calculateDistance( sx, sy, tx, ty );this.distanceTraveled = 0;//track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails

this.coordinates =[];this.coordinateCount = 3;//populate initial coordinate collection with the current coordinates

while( this.coordinateCount--) {this.coordinates.push( [ this.x, this.y ] );

}this.angle = Math.atan2( ty - sy, tx -sx );this.speed = 2;this.acceleration = 1.05;this.brightness = random( 50, 70);//circle target indicator radius

this.targetRadius = 1;

}//update firework

Firework.prototype.update = function( index ) {//remove last item in coordinates array

this.coordinates.pop();//add current coordinates to the start of the array

this.coordinates.unshift( [ this.x, this.y ] );//cycle the circle target indicator radius

if( this.targetRadius < 8) {this.targetRadius += 0.3;

}else{this.targetRadius = 1;

}//speed up the firework

this.speed *= this.acceleration;//get the current velocities based on angle and speed

var vx = Math.cos( this.angle ) * this.speed,

vy= Math.sin( this.angle ) * this.speed;//how far will the firework have traveled with velocities applied?

this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y +vy );//if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached

if( this.distanceTraveled >= this.distanceToTarget ) {

createParticles(this.tx, this.ty );//remove the firework, use the index passed into the update function to determine which to remove

fireworks.splice( index, 1);

}else{//target not reached, keep traveling

this.x +=vx;this.y +=vy;

}

}//draw firework

Firework.prototype.draw = function() {

ctx.beginPath();//move to the last tracked coordinate in the set, then draw a line to the current x and y

ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1] );

ctx.lineTo(this.x, this.y );

ctx.strokeStyle= 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';

ctx.stroke();

ctx.beginPath();//draw the target for this firework with a pulsing circle

ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2);

ctx.stroke();

}//create particle

functionParticle( x, y ) {this.x =x;this.y =y;//track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails

this.coordinates =[];this.coordinateCount = 5;while( this.coordinateCount--) {this.coordinates.push( [ this.x, this.y ] );

}//set a random angle in all possible directions, in radians

this.angle = random( 0, Math.PI * 2);this.speed = random( 1, 10);//friction will slow the particle down

this.friction = 0.95;//gravity will be applied and pull the particle down

this.gravity = 1;//set the hue to a random number +-50 of the overall hue variable

this.hue = random( hue - 50, hue + 50);this.brightness = random( 50, 80);this.alpha = 1;//set how fast the particle fades out

this.decay = random( 0.015, 0.03);

}//update particle

Particle.prototype.update = function( index ) {//remove last item in coordinates array

this.coordinates.pop();//add current coordinates to the start of the array

this.coordinates.unshift( [ this.x, this.y ] );//slow down the particle

this.speed *= this.friction;//apply velocity

this.x += Math.cos( this.angle ) * this.speed;this.y += Math.sin( this.angle ) * this.speed + this.gravity;//fade out the particle

this.alpha -= this.decay;//remove the particle once the alpha is low enough, based on the passed in index

if( this.alpha <= this.decay ) {

particles.splice( index,1);

}

}//draw particle

Particle.prototype.draw = function() {

ctx. beginPath();//move to the last tracked coordinates in the set, then draw a line to the current x and y

ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1] );

ctx.lineTo(this.x, this.y );

ctx.strokeStyle= 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';

ctx.stroke();

}//create particle group/explosion

functioncreateParticles( x, y ) {//increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though

var particleCount = 30;while( particleCount--) {

particles.push(newParticle( x, y ) );

}

}//main demo loop

functionloop() {//this function will run endlessly with requestAnimationFrame

requestAnimFrame( loop );//increase the hue to get different colored fireworks over time

//hue += 0.5;

//create random color

hue= random(0, 360);//normally, clearRect() would be used to clear the canvas

//we want to create a trailing effect though

//setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely

ctx.globalCompositeOperation = 'destination-out';//decrease the alpha property to create more prominent trails

ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';

ctx.fillRect(0, 0, cw, ch );//change the composite operation back to our main mode

//lighter creates bright highlight points as the fireworks and particles overlap each other

ctx.globalCompositeOperation = 'lighter';//loop over each firework, draw it, update it

var i =fireworks.length;while( i--) {

fireworks[ i ].draw();

fireworks[ i ].update( i );

}//loop over each particle, draw it, update it

var i =particles.length;while( i--) {

particles[ i ].draw();

particles[ i ].update( i );

}//launch fireworks automatically to random coordinates, when the mouse isn't down

if( timerTick >=timerTotal ) {if( !mousedown ) {//start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen

fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2) ) );

timerTick= 0;

}

}else{

timerTick++;

}//limit the rate at which fireworks get launched when mouse is down

if( limiterTick >=limiterTotal ) {if( mousedown ) {//start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target

fireworks.push( new Firework( cw / 2, ch, mx, my ) );

limiterTick= 0;

}

}else{

limiterTick++;

}

}//mouse event bindings//update the mouse coordinates on mousemove

canvas.addEventListener( 'mousemove', function( e ) {

mx= e.pageX -canvas.offsetLeft;

my= e.pageY -canvas.offsetTop;

});//toggle mousedown state and prevent canvas from being selected

canvas.addEventListener( 'mousedown', function( e ) {

e.preventDefault();

mousedown= true;

});

canvas.addEventListener('mouseup', function( e ) {

e.preventDefault();

mousedown= false;

});//once the window loads, we are ready for some fireworks!

window.onload = loop;

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