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基于canvas粒子系統(tǒng)的構(gòu)建詳解

2019-11-19 15:35:55
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供稿:網(wǎng)友

前面的話

本文將從最基本的imageData對象的理論知識說開去,詳細(xì)介紹canvas粒子系統(tǒng)的構(gòu)建

imageData

關(guān)于圖像數(shù)據(jù)imageData共有3個方法,包括getImageData()、putImageData()、createImageData()

【getImageData()】

2D上下文可以通過getImageData()取得原始圖像數(shù)據(jù)。這個方法接收4個參數(shù):畫面區(qū)域的x和y坐標(biāo)以及該區(qū)域的像素寬度和高度

例如,要取得左上角坐標(biāo)為(10,5)、大小為50*50像素的區(qū)域的圖像數(shù)據(jù),可以使用以下代碼:

var imageData = context.getImageData(10,5,50,50);

返回的對象是ImageData的實例,每個ImageData對象有3個屬性:width/height/data

1、width:表示imageData對角的寬度

2、height:表示imageData對象的高度

3、data是一個數(shù)組,保存著圖像中每一個像素的數(shù)據(jù)。在data數(shù)組中,每一個像素用4個元素來保存,分別表示red、green、blue、透明度

[注意]圖像中有多少像素,data的長度就等于像素個數(shù)乘以4

//第一個像素如下var data = imageData.data;var red = data[0];var green = data[1]; var blue = data[2];var alpha = data[3];

數(shù)組中每個元素的值是在0-255之間,能夠直接訪問到原始圖像數(shù)據(jù),就能夠以各種方式來操作這些數(shù)據(jù)

[注意]如果要使用getImageData()獲取的canvas中包含drawImage()方法,則該方法中的URL不能跨域

【createImageData()】

createImageData(width,height)方法創(chuàng)建新的空白ImageData對象。新對象的默認(rèn)像素值 transparent black,相當(dāng)于rgba(0,0,0,0)

var imgData = context.createImageData(100,100);

【putImageData()】

putImageData()方法將圖像數(shù)據(jù)從指定的ImageData對象放回畫布上,該方法共有以下參數(shù)

imgData:要放回畫布的ImageData對象(必須)x:imageData對象的左上角的x坐標(biāo)(必須)y:imageData對象的左上角的y坐標(biāo)(必須)dirtyX:在畫布上放置圖像的水平位置(可選)dirtyY:在畫布上放置圖像的垂直位置(可選)dirtyWidth:在畫布上繪制圖像所使用的寬度(可選)dirtyHeight:在畫布上繪制圖像所使用的高度(可選)

[注意]參數(shù)3到7要么都沒有,要么都存在

context.putImageData(imgData,0,0);
context.putImageData(imgData,0,0,50,50,200,200);

粒子寫入

粒子,指圖像數(shù)據(jù)imageData中的每一個像素點。下面以一個簡易實例來說明完全寫入與粒子寫入

【完全寫入】

200*200的canvas1中存在文字'小火柴',并將canvas1整個作為圖像數(shù)據(jù)寫入同樣尺寸的canvas2中

<canvas id="drawing1" style="border:1px solid black"></canvas><canvas id="drawing2" style="border:1px solid black"></canvas><script>var drawing1 = document.getElementById('drawing1');var drawing2 = document.getElementById('drawing2');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var cxt2 = drawing2.getContext('2d'); var W = drawing1.width = drawing2.width = 200; var H = drawing1.height = drawing2.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  //寫入drawing2中  cxt2.putImageData(imageData,0,0);</script>

【粒子寫入】

對于完全寫入而言,相當(dāng)于只是簡單的復(fù)制粘貼,如果要對每個像素點進行精細(xì)地控制,則需要使用粒子寫入。canvas1中存在著大量的空白區(qū)域,只有'小火柴'這三個字的區(qū)域是有效的。于是,可以根據(jù)圖像數(shù)據(jù)imageData中的透明度對粒子進行篩選,只篩選出透明度大于0的粒子

<canvas id="drawing1" style="border:1px solid black"></canvas><canvas id="drawing2" style="border:1px solid black"></canvas><script>var drawing1 = document.getElementById('drawing1');var drawing2 = document.getElementById('drawing2');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var cxt2 = drawing2.getContext('2d'); var W = drawing1.width = drawing2.width = 200; var H = drawing1.height = drawing2.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  //寫入drawing2中  cxt2.putImageData(setData(imageData),0,0); function setData(imageData){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; for(var i = 0; i < W; i++){  for(var j = 0; j < H ;j++){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);  }  } } //40000 2336 console.log(i*j,dots.length); //新建一個imageData,并將篩選后的粒子信息保存到新建的imageData中 var oNewImage = cxt.createImageData(W,H); for(var i = 0; i < dots.length; i++){  oNewImage.data[dots[i]+0] = imageData.data[dots[i]+0];  oNewImage.data[dots[i]+1] = imageData.data[dots[i]+1];  oNewImage.data[dots[i]+2] = imageData.data[dots[i]+2];  oNewImage.data[dots[i]+3] = imageData.data[dots[i]+3]; } return oNewImage; }}</script>

雖然結(jié)果看上去相同,但canvas2只使用了canvas1中40000個粒子中的2336個

粒子篩選

當(dāng)粒子完全寫入時,與canvas復(fù)制粘貼的效果相同。而當(dāng)粒子有所篩選時,則會出現(xiàn)一些奇妙的效果

【按序篩選】

由于取得粒子時,使用的是寬度值*高度值的雙重循環(huán),且都以加1的形式遞增。如果不是加1,而是加n,則可以實現(xiàn)按序篩選的效果

<canvas id="drawing1" style="border:1px solid black"></canvas><canvas id="drawing2" style="border:1px solid black"></canvas><div id="con"> <button>1</button> <button>2</button> <button>3</button> <button>4</button> <button>5</button></div><script>var oCon = document.getElementById('con');oCon.onclick = function(e){ e = e || event; var tempN = e.target.innerHTML; if(tempN){ cxt2.clearRect(0,0,W,H); cxt2.putImageData(setData(imageData,Number(tempN)),0,0); }}var drawing1 = document.getElementById('drawing1');var drawing2 = document.getElementById('drawing2');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var cxt2 = drawing2.getContext('2d'); var W = drawing1.width = drawing2.width = 200; var H = drawing1.height = drawing2.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  //寫入drawing2中  cxt2.putImageData(setData(imageData,1),0,0); function setData(imageData,n){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; for(var i = 0; i < W; i+=n){  for(var j = 0; j < H ;j+=n){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);  }  } } //新建一個imageData,并將篩選后的粒子信息保存到新建的imageData中 var oNewImage = cxt.createImageData(W,H); for(var i = 0; i < dots.length; i++){  oNewImage.data[dots[i]+0] = imageData.data[dots[i]+0];  oNewImage.data[dots[i]+1] = imageData.data[dots[i]+1];  oNewImage.data[dots[i]+2] = imageData.data[dots[i]+2];  oNewImage.data[dots[i]+3] = imageData.data[dots[i]+3]; } return oNewImage; }}</script>

【隨機篩選】

除了使用按序篩選,還可以使用隨機篩選。 通過雙重循環(huán)得到的粒子的位置信息,放到dots數(shù)組中。通過splice()方法進行篩選,將篩選后的位置信息放到新建的newDots數(shù)組中,然后再使用createImageData(),新建一個圖像數(shù)據(jù)對象并返回

<canvas id="drawing1" style="border:1px solid black"></canvas><canvas id="drawing2" style="border:1px solid black"></canvas><div id="con"> <button>1000</button> <button>2000</button> <button>3000</button> <button>4000</button></div><script>var oCon = document.getElementById('con');oCon.onclick = function(e){ e = e || event; var tempN = e.target.innerHTML; if(tempN){ cxt2.clearRect(0,0,W,H); cxt2.putImageData(setData(imageData,1,Number(tempN)),0,0); }}var drawing1 = document.getElementById('drawing1');var drawing2 = document.getElementById('drawing2');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var cxt2 = drawing2.getContext('2d'); var W = drawing1.width = drawing2.width = 200; var H = drawing1.height = drawing2.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  //寫入drawing2中  cxt2.putImageData(setData(imageData,1),0,0); function setData(imageData,n,m){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; for(var i = 0; i < W; i+=n){  for(var j = 0; j < H ;j+=n){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);  }  } }  //篩選粒子,僅保存m個到newDots數(shù)組中。如果不傳入m,則不進行篩選 var newDots = []; if(m && (dots.length > m)){  for(var i = 0; i < m; i++){  newDots.push(Number(dots.splice(Math.floor(Math.random()*dots.length),1)));  } }else{  newDots = dots; }  //新建一個imageData,并將篩選后的粒子信息保存到新建的imageData中 var oNewImage = cxt.createImageData(W,H); for(var i = 0; i < newDots.length; i++){  oNewImage.data[newDots[i]+0] = imageData.data[newDots[i]+0];  oNewImage.data[newDots[i]+1] = imageData.data[newDots[i]+1];  oNewImage.data[newDots[i]+2] = imageData.data[newDots[i]+2];  oNewImage.data[newDots[i]+3] = imageData.data[newDots[i]+3]; } return oNewImage; }}</script>

像素顯字

下面來使用粒子篩選來實現(xiàn)一個像素顯字的效果。像素顯字即從不清晰的效果逐步過渡到完全顯示

【按序像素顯字】

按序像素顯字的實現(xiàn)原理非常簡單,比如,共有2000個粒子,共10個程度的過渡效果。則使用10個數(shù)組,分別保存200,400,600,800,100,1200,1400,1600,1800和2000個粒子。然后使用定時器將其逐步顯示出來即可

<canvas id="drawing1" style="border:1px solid black"></canvas><button id="btn">開始顯字</button><script>var drawing1 = document.getElementById('drawing1');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var W = drawing1.width = 200; var H = drawing1.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  cxt.clearRect(0,0,W,H); //獲得10組粒子 var imageDataArr = []; var n = 10; var index = 0; for(var i = n; i > 0; i--){ imageDataArr.push(setData(imageData,i)); } var oTimer = null; btn.onclick = function(){ clearTimeout(oTimer); showData(); } function showData(){ oTimer = setTimeout(function(){  cxt.clearRect(0,0,W,H);  //寫入drawing1中   cxt.putImageData(imageDataArr[index++],0,0);   //迭代函數(shù)    showData();    if(index == 10){    index = 0;  clearTimeout(oTimer);  }   },100);   }  function setData(imageData,n,m){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; for(var i = 0; i < W; i+=n){  for(var j = 0; j < H ;j+=n){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);  }  } }  //篩選粒子,僅保存m個到newDots數(shù)組中。如果不傳入m,則不進行篩選 var newDots = []; if(m && (dots.length > m)){  for(var i = 0; i < m; i++){  newDots.push(Number(dots.splice(Math.floor(Math.random()*dots.length),1)));  } }else{  newDots = dots; }  //新建一個imageData,并將篩選后的粒子信息保存到新建的imageData中 var oNewImage = cxt.createImageData(W,H); for(var i = 0; i < newDots.length; i++){  oNewImage.data[newDots[i]+0] = imageData.data[newDots[i]+0];  oNewImage.data[newDots[i]+1] = imageData.data[newDots[i]+1];  oNewImage.data[newDots[i]+2] = imageData.data[newDots[i]+2];  oNewImage.data[newDots[i]+3] = imageData.data[newDots[i]+3]; } return oNewImage; }}</script>

【隨機像素顯字】

隨機像素顯字的原理類似,保存多個不同數(shù)量的隨機像素的數(shù)組即可

<canvas id="drawing1" style="border:1px solid black"></canvas><button id="btn">開始顯字</button><script>var drawing1 = document.getElementById('drawing1');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var W = drawing1.width = 200; var H = drawing1.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  cxt.clearRect(0,0,W,H); //獲得10組粒子 var imageDataArr = []; var n = 10; var index = 0; for(var i = n; i > 0; i--){ imageDataArr.push(setData(imageData,1,i)); } var oTimer = null; btn.onclick = function(){ clearTimeout(oTimer); showData(); } function showData(){ oTimer = setTimeout(function(){  cxt.clearRect(0,0,W,H);  //寫入drawing1中   cxt.putImageData(imageDataArr[index++],0,0);   //迭代函數(shù)    showData();    if(index == 10){  clearTimeout(oTimer);  index = 0;  }   },100);   }  function setData(imageData,n,m){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; for(var i = 0; i < W; i+=n){  for(var j = 0; j < H ;j+=n){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);  }  } }  //篩選粒子,僅保存dots.length/m個到newDots數(shù)組中 var newDots = []; var len = Math.floor(dots.length/m); for(var i = 0; i < len; i++){  newDots.push(Number(dots.splice(Math.floor(Math.random()*dots.length),1))); } //新建一個imageData,并將篩選后的粒子信息保存到新建的imageData中 var oNewImage = cxt.createImageData(W,H); for(var i = 0; i < newDots.length; i++){  oNewImage.data[newDots[i]+0] = imageData.data[newDots[i]+0];  oNewImage.data[newDots[i]+1] = imageData.data[newDots[i]+1];  oNewImage.data[newDots[i]+2] = imageData.data[newDots[i]+2];  oNewImage.data[newDots[i]+3] = imageData.data[newDots[i]+3]; } return oNewImage; }}</script>

粒子動畫

粒子動畫并不是粒子在做動畫,而是通過getImageData()方法獲得粒子的隨機坐標(biāo)和最終坐標(biāo)后,通過fillRect()方法繪制的小方塊在做運動。使用定時器,不斷的繪制坐標(biāo)變化的小方塊,以此來產(chǎn)生運動的效果

【隨機位置】

<canvas id="drawing1" style="border:1px solid black"></canvas><button id="btn1">開始顯字</button><button id="btn2">重新混亂</button><script>var drawing1 = document.getElementById('drawing1');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var W = drawing1.width = 200; var H = drawing1.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  cxt.clearRect(0,0,W,H); function setData(imageData,n,m){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; //dots的索引 var index = 0; for(var i = 0; i < W; i+=n){  for(var j = 0; j < H ;j+=n){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);   dots[index++] = {   'index':index,   'x':i,   'y':j,   'red':k,   'randomX':Math.random()*W,   'randomY':Math.random()*H,   }  }  } }  //篩選粒子,僅保存dots.length/m個到newDots數(shù)組中 var newDots = []; var len = Math.floor(dots.length/m); for(var i = 0; i < len; i++){  newDots.push(dots.splice(Math.floor(Math.random()*dots.length),1)[0]); } return newDots; } //獲得粒子數(shù)組 var dataArr = setData(imageData,1,1); var oTimer1 = null; var oTimer2 = null; btn1.onclick = function(){ clearTimeout(oTimer1); showData(10); }  btn2.onclick = function(){ clearTimeout(oTimer2); showRandom(10); }  function showData(n){ oTimer1 = setTimeout(function(){  cxt.clearRect(0,0,W,H);  for(var i = 0; i < dataArr.length; i++){  var temp = dataArr[i];  var x0 = temp.randomX;  var y0 = temp.randomY;  var disX = temp.x - temp.randomX;  var disY = temp.y - temp.randomY;  cxt.fillRect(x0 + disX/n,y0 + disY/n,1,1);   }   showData(n-1);   if(n === 1){  clearTimeout(oTimer1);  }   },60);  }  function showRandom(n){ oTimer2 = setTimeout(function fn(){  cxt.clearRect(0,0,W,H);  for(var i = 0; i < dataArr.length; i++){  var temp = dataArr[i];  var x0 = temp.x;  var y0 = temp.y;  var disX = temp.randomX - temp.x;  var disY = temp.randomY - temp.y;  cxt.fillRect(x0 + disX/n,y0 + disY/n,1,1);      }    showRandom(n-1);   if(n === 1){  clearTimeout(oTimer2);  }   },60);  } }</script>

【飄入效果】 

飄入效果與隨機顯字的原理相似,不再贅述

<canvas id="drawing1" style="border:1px solid black"></canvas><button id="btn1">左上角飄入</button><script>var drawing1 = document.getElementById('drawing1');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var W = drawing1.width = 200; var H = drawing1.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  cxt.clearRect(0,0,W,H); function setData(imageData,n,m){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; //dots的索引 var index = 0; for(var i = 0; i < W; i+=n){  for(var j = 0; j < H ;j+=n){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);   dots[index++] = {   'index':index,   'x':i,   'y':j,   'red':k,   'randomX':Math.random()*W,   'randomY':Math.random()*H,   }  }  } }  //篩選粒子,僅保存dots.length/m個到newDots數(shù)組中 var newDots = []; var len = Math.floor(dots.length/m); for(var i = 0; i < len; i++){  newDots.push(dots.splice(Math.floor(Math.random()*dots.length),1)[0]); } return newDots; } //獲得粒子數(shù)組 var dataArr = setData(imageData,1,1); var oTimer1 = null; btn1.onclick = function(){ clearTimeout(oTimer1); showData(10); }  function showData(n){ oTimer1 = setTimeout(function(){  cxt.clearRect(0,0,W,H);  for(var i = 0; i < dataArr.length; i++){  var temp = dataArr[i];  var x0 = 0;  var y0 = 0;  var disX = temp.x - 0;  var disY = temp.y - 0;  cxt.fillRect(x0 + disX/n,y0 + disY/n,1,1);   }   showData(n-1);   if(n === 1){  clearTimeout(oTimer1);  }   },60);  } }</script>

鼠標(biāo)交互

一般地,粒子的鼠標(biāo)交互都與isPointInPath(x,y)方法有關(guān)

【移入變色】

當(dāng)鼠標(biāo)接近粒子時,該粒子變紅。實現(xiàn)原理很簡單。鼠標(biāo)移動時,通過isPointInPath(x,y)方法檢測,有哪些粒子處于當(dāng)前指針范圍內(nèi)。如果處于,繪制1像素的紅色矩形即可

<canvas id="drawing1" style="border:1px solid black"></canvas><script>var drawing1 = document.getElementById('drawing1');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var W = drawing1.width = 200; var H = drawing1.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  function setData(imageData,n,m){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; //dots的索引 var index = 0; for(var i = 0; i < W; i+=n){  for(var j = 0; j < H ;j+=n){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);   dots[index++] = {   'index':index,   'x':i,   'y':j,   'red':k,   'randomX':Math.random()*W,   'randomY':Math.random()*H,   }  }  } }  //篩選粒子,僅保存dots.length/m個到newDots數(shù)組中 var newDots = []; var len = Math.floor(dots.length/m); for(var i = 0; i < len; i++){  newDots.push(dots.splice(Math.floor(Math.random()*dots.length),1)[0]); } return newDots; } //獲得粒子數(shù)組 var dataArr = setData(imageData,1,1);  //鼠標(biāo)移動時,當(dāng)粒子距離鼠標(biāo)指針小于10時,則進行相關(guān)操作 drawing1.onmousemove = function(e){ e = e || event; var x = e.clientX - drawing1.getBoundingClientRect().left; var y = e.clientY - drawing1.getBoundingClientRect().top; cxt.beginPath(); cxt.arc(x,y,10,0,Math.PI*2); for(var i = 0; i < dataArr.length; i++){  var temp = dataArr[i];  if(cxt.isPointInPath(temp.x,temp.y)){   cxt.fillStyle = 'red';  cxt.fillRect(temp.x,temp.y,1,1);  }   }  }}</script>

【遠(yuǎn)離鼠標(biāo)】

鼠標(biāo)點擊時,以鼠標(biāo)指針為圓心的一定范圍內(nèi)的粒子需要移動到該范圍以外。一段時間后,粒子回到原始位置

實現(xiàn)原理并不復(fù)雜,使用isPointInPath(x,y)方法即可,如果粒子處于當(dāng)前路徑中,則沿著鼠標(biāo)指針與粒子坐標(biāo)組成的直線方向,移動到路徑的邊緣

<canvas id="drawing1" style="border:1px solid black"></canvas><script>var drawing1 = document.getElementById('drawing1');if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var W = drawing1.width = 200; var H = drawing1.height = 200; var str = '小火柴'; cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } //渲染文字 cxt.fillText(str,(W - sw)/2,(H - sh)/2,W); //獲取imageData var imageData = cxt.getImageData(0,0,W,H);  cxt.clearRect(0,0,W,H); function setData(imageData,n,m){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; //dots的索引 var index = 0; for(var i = 0; i < W; i+=n){  for(var j = 0; j < H ;j+=n){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);   dots[index++] = {   'index':index,   'x':i,   'y':j,   'red':k,   'randomX':Math.random()*W,   'randomY':Math.random()*H,   'mark':false   }  }  } }  //篩選粒子,僅保存dots.length/m個到newDots數(shù)組中 var newDots = []; var len = Math.floor(dots.length/m); for(var i = 0; i < len; i++){  newDots.push(dots.splice(Math.floor(Math.random()*dots.length),1)[0]); } return newDots; } //獲得粒子數(shù)組 var dataArr = setData(imageData,2,1);  //將篩選后的粒子信息保存到新建的imageData中 var oNewImage = cxt.createImageData(W,H); for(var i = 0; i < dataArr.length; i++){ for(var j = 0; j < 4; j++){  oNewImage.data[dataArr[i].red+j] = imageData.data[dataArr[i].red+j]; } }  //寫入canvas中 cxt.putImageData(oNewImage,0,0); //設(shè)置鼠標(biāo)檢測半徑為r var r = 20; //鼠標(biāo)移動時,當(dāng)粒子距離鼠標(biāo)指針小于20時,則進行相關(guān)操作 drawing1.onmousedown = function(e){ e = e || event; var x = e.clientX - drawing1.getBoundingClientRect().left; var y = e.clientY - drawing1.getBoundingClientRect().top; cxt.beginPath(); cxt.arc(x,y,r,0,Math.PI*2); for(var i = 0; i < dataArr.length; i++){  var temp = dataArr[i];  if(cxt.isPointInPath(temp.x,temp.y)){   temp.mark = true;  var angle = Math.atan2((temp.y - y),(temp.x - x));  temp.endX = x - r*Math.cos(angle);  temp.endY = y - r*Math.sin(angle);  var disX = temp.x - temp.endX;  var disY = temp.y - temp.endY;  cxt.fillStyle = '#fff';  cxt.fillRect(temp.x,temp.y,1,1);  cxt.fillStyle = '#000';  cxt.fillRect(temp.endX,temp.endY,1,1);   dataRecovery(10);  }else{  temp.mark = false;  }   } var oTimer = null; function dataRecovery(n){  clearTimeout(oTimer);  oTimer = setTimeout(function(){  cxt.clearRect(0,0,W,H);  for(var i = 0; i < dataArr.length; i++){   var temp = dataArr[i];   if(temp.mark){   var x0 = temp.endX;   var y0 = temp.endY;   var disX = temp.x - x0;   var disY = temp.y - y0;   cxt.fillRect(x0 + disX/n,y0 + disY/n,1,1);    }else{   cxt.fillRect(temp.x,temp.y,1,1);   }  }   dataRecovery(n-1);   if(n === 1){   clearTimeout(oTimer);  }    },17); }  } }</script>

綜合實例

下面將上面的效果制作為一個可編輯的綜合實例

<!DOCTYPE html><html lang="en"><head> <meta charset="UTF-8"> <title>Document</title></head><body><canvas id="drawing1" style="border:1px solid black"></canvas><br><div style="margin-bottom:10px"> <span>粒子設(shè)置:</span> <input type="text" id="textValue" value="小火柴的藍(lán)色理想">  <button id="btnSetText">文字設(shè)置確認(rèn)</button> <button id="btnchoose2">按序篩選</button> <button id="btnchoose3">隨機篩選</button> <button id="btnchoose1">不篩選</button> </div><div style="margin-bottom:10px"> <span>粒子效果:</span> <button id="btn1">按序顯字</button> <button id="btn2">隨機顯字</button>  <button id="btn3">混亂聚合</button> <button id="btn4">重新混亂</button></div><div> <span>鼠標(biāo)效果:</span> <span>1、鼠標(biāo)移到文字上時,文字顏色變紅;</span> <span>2、鼠標(biāo)在文字上點擊時,粒子遠(yuǎn)離鼠標(biāo)指針</span></div><script>if(drawing1.getContext){ var cxt = drawing1.getContext('2d'); var W = drawing1.width = 300; var H = drawing1.height = 200;  var imageData; var dataArr; btnSetText.onclick = function(){ fnSetText(textValue.value); }  function fnSetText(str){ cxt.clearRect(0,0,W,H); cxt.textBaseline = 'top'; var sh = 60; cxt.font = sh + 'px 宋體' var sw = cxt.measureText(str).width; if(sw > W){  sw = W; } cxt.fillText(str,(W - sw)/2,(H - sh)/2,W);  imageData = cxt.getImageData(0,0,W,H);  dataArr = setData(imageData,1,1);  } fnSetText('小火柴'); btnchoose1.onclick = function(){ dataArr = setData(imageData,1,1); saveData(dataArr);  } btnchoose2.onclick = function(){ dataArr = setData(imageData,2,1); saveData(dataArr);  } btnchoose3.onclick = function(){ dataArr = setData(imageData,1,2); saveData(dataArr);  }  //篩選粒子 function setData(imageData,n,m){ //從imageData對象中取得粒子,并存儲到dots數(shù)組中 var dots = []; //dots的索引 var index = 0; for(var i = 0; i < W; i+=n){  for(var j = 0; j < H ;j+=n){  //data值中的紅色值  var k = 4*(i + j*W);  //data值中的透明度  if(imageData.data[k+3] > 0){   //將透明度大于0的data中的紅色值保存到dots數(shù)組中   dots.push(k);   dots[index++] = {   'index':index,   'x':i,   'y':j,   'red':k,   'green':k+1,   'blue':k+2,   'randomX':Math.random()*W,   'randomY':Math.random()*H,   'mark':false   }  }  } }  //篩選粒子,僅保存dots.length/m個到newDots數(shù)組中 var newDots = []; var len = Math.floor(dots.length/m); for(var i = 0; i < len; i++){  newDots.push(dots.splice(Math.floor(Math.random()*dots.length),1)[0]); } return newDots; } function saveData(dataArr){ //將篩選后的粒子信息保存到新建的imageData中 var oNewImage = cxt.createImageData(W,H); for(var i = 0; i < dataArr.length; i++){  for(var j = 0; j < 4; j++){  oNewImage.data[dataArr[i].red+j] = imageData.data[dataArr[i].red+j];  } } //寫入canvas中 cxt.putImageData(oNewImage,0,0);   } //顯示粒子 function showData(arr,oTimer,index,n){ oTimer = setTimeout(function(){  cxt.clearRect(0,0,W,H);  //寫入canvas中   saveData(arr[index++]);   if(index == n){  clearTimeout(oTimer);  }else{  //迭代函數(shù)    showData(arr,oTimer,index,n);     }       },60);   }  //重新混亂 function showDataToRandom(dataArr,oTimer,n){ oTimer = setTimeout(function fn(){  cxt.clearRect(0,0,W,H);  for(var i = 0; i < dataArr.length; i++){  var temp = dataArr[i];  var x0 = temp.x;  var y0 = temp.y;  var disX = temp.randomX - temp.x;  var disY = temp.randomY - temp.y;  cxt.fillRect(x0 + disX/n,y0 + disY/n,1,1);      }   n--;  if(n === 0){  clearTimeout(oTimer);  }else{  showDataToRandom(dataArr,oTimer,n);   }     },60);  }  //混亂聚合 function showRandomToData(dataArr,oTimer,n){ oTimer = setTimeout(function(){  cxt.clearRect(0,0,W,H);  for(var i = 0; i < dataArr.length; i++){  var temp = dataArr[i];  var x0 = temp.randomX;  var y0 = temp.randomY;  var disX = temp.x - temp.randomX;  var disY = temp.y - temp.randomY;  cxt.fillRect(x0 + disX/n,y0 + disY/n,1,1);   }   n--;  if(n === 0){  clearTimeout(oTimer);  }else{  showRandomToData(dataArr,oTimer,n);   }   },60);  } btn1.onclick = function(){ btn1.arr = []; for(var i = 10; i > 1; i--){  btn1.arr.push(setData(imageData,i,1)); } showData(btn1.arr,btn1.oTimer,0,9); } btn2.onclick = function(){ btn2.arr = []; for(var i = 10; i > 0; i--){  btn2.arr.push(setData(imageData,2,i)); } showData(btn2.arr,btn2.oTimer,0,10); }  btn3.onclick = function(){ clearTimeout(btn3.oTimer); showRandomToData(dataArr,btn3.oTimer,10); } btn4.onclick = function(){ clearTimeout(btn4.oTimer); showDataToRandom(dataArr,btn4.oTimer,10); }  //鼠標(biāo)移動 drawing1.onmousemove = function(e){ e = e || event; var x = e.clientX - drawing1.getBoundingClientRect().left; var y = e.clientY - drawing1.getBoundingClientRect().top; cxt.beginPath(); cxt.arc(x,y,10,0,Math.PI*2); for(var i = 0; i < dataArr.length; i++){  var temp = dataArr[i];  if(cxt.isPointInPath(temp.x,temp.y)){   cxt.fillStyle = 'red';  cxt.fillRect(temp.x,temp.y,1,1);  }   } cxt.fillStyle = 'black';  }  //鼠標(biāo)點擊 drawing1.onmousedown = function(e){ var r = 20; e = e || event; var x = e.clientX - drawing1.getBoundingClientRect().left; var y = e.clientY - drawing1.getBoundingClientRect().top; cxt.beginPath(); cxt.arc(x,y,r,0,Math.PI*2); for(var i = 0; i < dataArr.length; i++){  var temp = dataArr[i];  if(cxt.isPointInPath(temp.x,temp.y)){   temp.mark = true;  var angle = Math.atan2((temp.y - y),(temp.x - x));  temp.endX = x - r*Math.cos(angle);  temp.endY = y - r*Math.sin(angle);  var disX = temp.x - temp.endX;  var disY = temp.y - temp.endY;  cxt.fillStyle = '#fff';  cxt.fillRect(temp.x,temp.y,1,1);  cxt.fillStyle = '#f00';  cxt.fillRect(temp.endX,temp.endY,1,1);   cxt.fillStyle="#000";  dataRecovery(10);  }else{  temp.mark = false;  }   } var oTimer = null; function dataRecovery(n){  clearTimeout(oTimer);  oTimer = setTimeout(function(){  cxt.clearRect(0,0,W,H);  for(var i = 0; i < dataArr.length; i++){   var temp = dataArr[i];   if(temp.mark){   var x0 = temp.endX;   var y0 = temp.endY;   var disX = temp.x - x0;   var disY = temp.y - y0;   cxt.fillRect(x0 + disX/n,y0 + disY/n,1,1);    }else{   cxt.fillRect(temp.x,temp.y,1,1);   }  }   dataRecovery(n-1);   if(n === 1){   clearTimeout(oTimer);  }    },17); }  } }</script> </body></html>

以上這篇基于canvas粒子系統(tǒng)的構(gòu)建詳解就是小編分享給大家的全部內(nèi)容了,希望能給大家一個參考,也希望大家多多支持武林網(wǎng)。

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