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HTML5 Canvas實現煙花綻放的特效

2020-03-24 15:45:11
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這是一個款絢麗的HTML5 Canvas動畫,它將模擬的是我們生活中煙花綻放的動畫特效,效果非常逼真,下面我們來簡單分析一下實現這款HTML5煙花特效的過程及代碼,感興趣的小伙伴們可以參考一下

本文為大家帶來了一款,免費而又安全環保的HTML5 Canvas實現的放煙花特效。

效果如下:

代碼如下:

 !DOCTYPE HTML  html  head  title Canvas 實現放煙花特效 /title  meta charset= utf-8  meta http-equiv= X-UA-Compatible content= IE=edge  meta name= viewport content= width=device-width,height=device-height,inital-scale=1.0,maximum-scale=1.0,user-scalable=no  style type= text/css  html,body{height:100%;margin:0;padding:0}  ul,li{text-indent:0;text-decoration:none;margin:0;padding:0}  img{border:0}  body{background-color:#000;color:#999;font:100%/18px helvetica, arial, sans-serif}  canvas{cursor:crosshair;display:block;left:0;position:absolute;top:0;z-index:20}  #header img{width:100%; height:20%;}  #bg img{width:100%; height:80%;}  #header,#bg{position:fixed;left:0;right:0;z-index:10}  #header{top:0}  #bg{position:fixed;z-index:1;bottom:0}  audio{position:fixed;display:none;bottom:0;left:0;right:0;width:100%;z-index:5}  /style  /head  body  p id= bg  img id= bgimg src= https://cdn14.x6kj.com/uploads/allimg/191205/102S24930-1.jpg  script src= http://cdn.bootcss.com/jquery/2.2.0/jquery.min.js /script  script  $(function(){  var Fireworks = function(){  var self = this;  // 產生煙花隨機數  var rand = function(rMi, rMa){  //按位取反運算符  return ~~((Math.random()*(rMa-rMi+1))+rMi);  },hitTest = function(x1, y1, w1, h1, x2, y2, w2, h2){  return !(x1 + w1 x2 || x2 + w2 x1 || y1 + h1 y2 || y2 + h2 y1);  //請求動畫幀  window.requestAnimFrame=function(){  return window.requestAnimationFrame  ||window.webkitRequestAnimationFrame  ||window.mozRequestAnimationFrame  ||window.oRequestAnimationFrame  ||window.msRequestAnimationFrame  ||function(callback){  window.setTimeout(callback,1000/60);  }();  self.init = function(){  self.canvas = document.createElement( canvas  //canvas 全屏  selfself.canvas.width = self.cw = $(window).innerWidth();  selfself.canvas.height = self.ch = $(window).innerHeight();  self.particles = [];  self.partCount = 150;  self.fireworks = [];  selfself.mx = self.cw/2;  selfself.my = self.ch/2;  self.currentHue = 30;  self.partSpeed = 5;  self.partSpeedVariance = 10;  self.partWind = 50;  self.partFriction = 5;  self.partGravity = 1;  self.hueMin = 0;  self.hueMax = 360;  self.fworkSpeed = 4;  self.fworkAccel = 10;  self.hueVariance = 30;  self.flickerDensity = 25;  self.showShockwave = true;  self.showTarget = false;  self.clearAlpha = 25;  $(document.body).append(self.canvas);  selfself.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;  // 創建粒子  self.createParticles = function(x,y, hue){  var countdown = self.partCount;  while(countdown--){  var newParticle = {  x: x,  y: y,  coordLast: [  {x: x, y: y},  {x: x, y: y},  {x: x, y: y}  angle: rand(0, 360),  speed: rand(((self.partSpeed - self.partSpeedVariance) = 0) ? 1 : self.partSpeed - self.partSpeedVariance, (self.partSpeed + self.partSpeedVariance)),  friction: 1 - self.partFriction/100,  gravity: self.partGravity/2,  hue: rand(hue-self.hueVariance, hue+self.hueVariance),  brightness: rand(50, 80),  alpha: rand(40,100)/100,  decay: rand(10, 50)/1000,  wind: (rand(0, self.partWind) - (self.partWind/2))/25,  lineWidth: self.lineWidth  self.particles.push(newParticle);  // 更新粒子  self.updateParticles = function(){  var i = self.particles.length;  while(i--){  var p = self.particles[i];  var radians = p.angle * Math.PI / 180;  var vx = Math.cos(radians) * p.speed;  var vy = Math.sin(radians) * p.speed;  p.speed *= p.friction;  p.coordLast[2].x = p.coordLast[1].x;  p.coordLast[2].y = p.coordLast[1].y;  p.coordLast[1].x = p.coordLast[0].x;  p.coordLast[1].y = p.coordLast[0].y;  p.coordLast[0].x = p.x;  p.coordLast[0].y = p.y;  p.x += vx;  p.y += vy;  p.y += p.gravity;  p.angle += p.wind;  p.alpha -= p.decay;  if(!hitTest(0,0,self.cw,self.ch,p.x-p.radius, p.y-p.radius, p.radius*2, p.radius*2) || p.alpha .05){  self.particles.splice(i, 1);  // 繪制粒子  self.drawParticles = function(){  var i = self.particles.length;  while(i--){  var p = self.particles[i];  var coordRand = (rand(1,3)-1);  self.ctx.beginPath();  self.ctx.moveTo(Math.round(p.coordLast[coordRand].x), Math.round(p.coordLast[coordRand].y));  self.ctx.lineTo(Math.round(p.x), Math.round(p.y));  self.ctx.closePath();  self.ctx.strokeStyle = hsla( +p.hue+ , 100%, +p.brightness+ %, +p.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(p.x), Math.round(p.y), rand(p.lineWidth,p.lineWidth+3)/2, 0, Math.PI*2, false)  self.ctx.closePath();  var randrandAlpha = rand(50,100)/100;  self.ctx.fillStyle = hsla( +p.hue+ , 100%, +p.brightness+ %, +randAlpha+ )  self.ctx.fill();  // 創建煙花  self.createFireworks = function(startX, startY, targetX, targetY){  var newFirework = {  x: startX,  y: startY,  startX: startX,  startY: startY,  hitX: false,  hitY: false,  coordLast: [  {x: startX, y: startY},  {x: startX, y: startY},  {x: startX, y: startY}  targetX: targetX,  targetY: targetY,  speed: self.fworkSpeed,  angle: Math.atan2(targetY - startY, targetX - startX),  shockwaveAngle: Math.atan2(targetY - startY, targetX - startX)+(90*(Math.PI/180)),  acceleration: self.fworkAccel/100,  hue: self.currentHue,  brightness: rand(50, 80),  alpha: rand(50,100)/100,  lineWidth: self.lineWidth  self.fireworks.push(newFirework);  // 更新煙花  self.updateFireworks = function(){  var i = self.fireworks.length;  while(i--){  var f = self.fireworks[i];  self.ctx.lineWidth = f.lineWidth;  vx = Math.cos(f.angle) * f.speed,  vy = Math.sin(f.angle) * f.speed;  f.speed *= 1 + f.acceleration;  f.coordLast[2].x = f.coordLast[1].x;  f.coordLast[2].y = f.coordLast[1].y;  f.coordLast[1].x = f.coordLast[0].x;  f.coordLast[1].y = f.coordLast[0].y;  f.coordLast[0].x = f.x;  f.coordLast[0].y = f.y;  if(f.startX = f.targetX){  if(f.x + vx = f.targetX){  ff.x = f.targetX;  f.hitX = true;  } else {  f.x += vx;  } else {  if(f.x + vx = f.targetX){  ff.x = f.targetX;  f.hitX = true;  } else {  f.x += vx;  if(f.startY = f.targetY){  if(f.y + vy = f.targetY){  ff.y = f.targetY;  f.hitY = true;  } else {  f.y += vy;  } else {  if(f.y + vy = f.targetY){  ff.y = f.targetY;  f.hitY = true;  } else {  f.y += vy;  if(f.hitX f.hitY){  self.createParticles(f.targetX, f.targetY, f.hue);  self.fireworks.splice(i, 1);  // 繪制煙花  self.drawFireworks = function(){  var i = self.fireworks.length;  self.ctx.globalCompositeOperation = lighter  while(i--){  var f = self.fireworks[i];  self.ctx.lineWidth = f.lineWidth;  var coordRand = (rand(1,3)-1);  self.ctx.beginPath();  self.ctx.moveTo(Math.round(f.coordLast[coordRand].x), Math.round(f.coordLast[coordRand].y));  self.ctx.lineTo(Math.round(f.x), Math.round(f.y));  self.ctx.closePath();  self.ctx.strokeStyle = hsla( +f.hue+ , 100%, +f.brightness+ %, +f.alpha+ )  self.ctx.stroke();  if(self.showTarget){  self.ctx.save();  self.ctx.beginPath();  self.ctx.arc(Math.round(f.targetX), Math.round(f.targetY), rand(1,8), 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(f.x), Math.round(f.y));  self.ctx.rotate(f.shockwaveAngle);  self.ctx.beginPath();  self.ctx.arc(0, 0, 1*(f.speed/5), 0, Math.PI, true);  self.ctx.strokeStyle = hsla( +f.hue+ , 100%, +f.brightness+ %, +rand(25, 60)/100+ )  self.ctx.lineWidth = f.lineWidth;  self.ctx.stroke();  self.ctx.restore();  // 綁定事件  self.bindEvents = function(){  $(window).on( resize , function(){  clearTimeout(self.timeout);  self.timeout = setTimeout(function() {  selfself.canvas.width = self.cw = $(window).innerWidth();  selfself.canvas.height = self.ch = $(window).innerHeight();  self.ctx.lineCap = round  self.ctx.lineJoin = round  }, 100);  });  $(self.canvas).on( mousedown , function(e){  self.mx = e.pageX - self.canvas.offsetLeft;  self.my = e.pageY - self.canvas.offsetTop;  self.currentHue = rand(self.hueMin, self.hueMax);  self.createFireworks(self.cw/2, self.ch, self.mx, self.my);  $(self.canvas).on( mousemove.fireworks , function(e){  self.mx = e.pageX - self.canvas.offsetLeft;  self.my = e.pageY - self.canvas.offsetTop;  self.currentHue = rand(self.hueMin, self.hueMax);  self.createFireworks(self.cw/2, self.ch, self.mx, self.my);  });  });  $(self.canvas).on( mouseup , function(e){  $(self.canvas).off( mousemove.fireworks  });  self.clear = function(){  self.particles = [];  self.fireworks = [];  self.ctx.clearRect(0, 0, self.cw, self.ch);  self.canvasLoop = function(){  requestAnimFrame(self.canvasLoop, self.canvas);  self.ctx.globalCompositeOperation = destination-out  self.ctx.fillStyle = rgba(0,0,0, +self.clearAlpha/100+ )  self.ctx.fillRect(0,0,self.cw,self.ch);  self.updateFireworks();  self.updateParticles();  self.drawFireworks();  self.drawParticles();  self.init();  var fworks = new Fireworks();  $( #info-toggle ).on( click , function(e){  $( #info-inner ).stop(false, true).slideToggle(100);  e.preventDefault();  });  });  /script  canvas width= 1400 height= 449 /canvas  /body  /html 

是不是被HTML5強大的效果驚呆了,一飽眼福了吧。

以上就是本文的全部內容,希望對大家的學習有所幫助,更多相關內容請關注PHP !

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以上就是HTML5 Canvas實現煙花綻放的特效的詳細內容,其它編程語言

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