html鼠标四种效果,鼠标html5 火焰效果

JavaScript

function aa(){

var canvas = document.getElementById("myCanvas");

var ctx = canvas.getContext("2d");

//Make the canvas occupy the full page

var W = window.innerWidth, H = window.innerHeight;

canvas.width = W;

canvas.height = H;

var particles = [];

var mouse = {};

//Lets create some particles now

var particle_count = 50;

for(var i = 0; i < particle_count; i++)

{

particles.push(new particle());

}

//finally some mouse tracking

canvas.addEventListener('mousemove', track_mouse, false);

function track_mouse(e)

{

//since the canvas = full page the position of the mouse

//relative to the document will suffice

mouse.x = e.pageX;

mouse.y = e.pageY;

}

function particle()

{

//speed, life, location, life, colors

//speed.x range = -2.5 to 2.5

//speed.y range = -15 to -5 to make it move upwards

//lets change the Y speed to make it look like a flame

this.speed = {x: -2.5+Math.random()*5, y: -15+Math.random()*10};

//location = mouse coordinates

//Now the flame follows the mouse coordinates

if(mouse.x && mouse.y)

{

this.location = {x: mouse.x, y: mouse.y};

}

else

{

this.location = {x: W/2, y: H/2};

}

//radius range = 10-30

this.radius = 10+Math.random()*20;

//life range = 20-30

this.life = 20+Math.random()*10;

this.remaining_life = this.life;

//colors

this.r = Math.round(Math.random()*255);

this.g = Math.round(Math.random()*255);

this.b = Math.round(Math.random()*255);

}

function draw()

{

//Painting the canvas black

//Time for lighting magic

//particles are painted with "lighter"

//In the next frame the background is painted normally without blending to the

//previous frame

ctx.globalCompositeOperation = "source-over";

ctx.fillStyle = "black";

ctx.fillRect(0, 0, W, H);

ctx.globalCompositeOperation = "lighter";

for(var i = 0; i < particles.length; i++)

{

var p = particles[i];

ctx.beginPath();

//changing opacity according to the life.

//opacity goes to 0 at the end of life of a particle

p.opacity = Math.round(p.remaining_life/p.life*100)/100

//a gradient instead of white fill

var gradient = ctx.createRadialGradient(p.location.x, p.location.y, 0, p.location.x, p.location.y, p.radius);

gradient.addColorStop(0, "rgba("+p.r+", "+p.g+", "+p.b+", "+p.opacity+")");

gradient.addColorStop(0.5, "rgba("+p.r+", "+p.g+", "+p.b+", "+p.opacity+")");

gradient.addColorStop(1, "rgba("+p.r+", "+p.g+", "+p.b+", 0)");

ctx.fillStyle = gradient;

ctx.arc(p.location.x, p.location.y, p.radius, Math.PI*2, false);

ctx.fill();

//lets move the particles

p.remaining_life--;

p.radius--;

p.location.x += p.speed.x;

p.location.y += p.speed.y;

//regenerate particles

if(p.remaining_life < 0 || p.radius < 0)

{

//a brand new particle replacing the dead one

particles[i] = new particle();

}

}

}

setInterval(draw, 30);

}aa();

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