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详解Canvas 实现炫丽的粒子运动效果(粒子生成文字)

2024-08-26 00:20:24
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没有最好,只有更好,如题所示,这篇文章只要是分享一个用 Canvas 来实现的粒子运动效果。感觉有点标题党了,但换个角度,勉勉强强算是炫丽吧,虽然色彩上与炫丽无关,但运动效果上还是算得上有点点炫的。不管怎么样,我们还是开始这个所谓的炫丽效果吧!

直接上代码 ,不懂可以看代码注释。估计就会看明白大概的思路了。

html 代码

<!DOCTYPE html><html lang="en"><head><meta charset="UTF-8"><title>Canvas 实现炫丽的粒子运动效果-云库前端</title><style>* {    margin: 0;    padding: 0;}html,body {    width: 100%;    height: 100%;}canvas {    display: block;    background: #000;}body::-webkit-scrollbar{    display: none;}.operator-box{    position: fixed;    top: 0;    left: 50%;    border: 1px solid #fff;    background: rgba(255,255,255,0.5);    padding: 20px 10px;    -webkit-transform: translateX(-50%);    transform: translateX(-50%);}.back-type,.back-animate{    margin-right: 20px;}.flex-box{    display: flex;    justify-content: center;    align-items: center;}#input-text{    line-height: 35px;    width: 260px;    height: 35px;    background: rgba(0, 0, 0,0.7);    color: #fff;    font-size: 16px;    border: none;    outline: none;    text-indent: 12px;    box-shadow: inset 0 0 12px 1px rgba(0,0,0,0.7);}#input-text::placeholder{    color: #ccc;    line-height: 55px;    height: 55px;}select{    -webkit-appearance: none;    -moz-appearance: none;    appearance: none;    border: none;    padding: 0px 20px 0px 6px;    height: 35px;    color: #fff;    text-align: left;    background: rgba(0, 0, 0,0.7) url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAUAAAAICAYAAAAx8TU7AAAAOUlEQ…R4gPgWEIMAiOYBCS4C8ZDAIrBq4gigNkztQEFMi6AuQHESAPMeXiEMiWfpAAAAAElFTkSuQmCC) no-repeat 190px 12px;    background-size: 5px 8px;    box-shadow: inset 0 0 12px 1px rgba(0,0,0,0.7);}</style></head><body><div class="operator-box"><div class="flex-box">    <div class="back-type">散开类型:        <select name="" id="selectType">            <option value="back">归位</option>            <option value="auto">随机</option>        </select>    </div>    <div class="back-animate">散开效果(对归位有效):       <select class="back-dynamics" id="selectDynamics">           <option value="spring">dynamics.spring</option>           <option value="bounce">dynamics.bounce</option>           <option value="forceWithGravity">dynamics.forceWithGravity</option>           <option value="gravity">dynamics.gravity</option>           <option value="easeInOut">dynamics.easeInOut</option>           <option value="easeIn">dynamics.easeIn</option>           <option value="easeOut">dynamics.easeOut</option>           <option value="linear">dynamics.linear</option>       </select>    </div>    <div class="input-box"><input type="text" placeholder="输入汉字后回车" id="input-text"></div></div></div><script src="dynamics.min.js"></script><script src="index.js"></script><script>var iCircle = new Circle();</script></body></html>

HTML 代码不多,只要是几个操作元素。这里一看就明白。不费过多口舌。我们来看看本文的主角 JavaScript 代码,不过,在看代码前,我们不妨先听听实现这个效果的思路:

  1. 首先,我们得先生成一堆群众演员(粒子);
  2. 把每个粒子的相关参数挂到自身的一些属性上,因为第个粒子都会有自己的运动轨迹;
  3. 接着得让它们各自运动起来。运动有两种(自由运动和生成文字的运动);

JavaScript 代码中使用了三个 Canvas 画布,this.iCanvas(主场)、this.iCanvasCalculate(用来计算文字宽度)、this.iCanvasPixel(用于画出文字,并从中得到文字对应的像素点的位置坐标)。

this.iCanvasCalculate 和 this.iCanvasPixel 这两个无需在页面中显示出来,只是辅助作用。

下面就献上棒棒的 JS 实现代码

function Circle() {    var This = this;    this.init();    this.generalRandomParam();    this.drawCircles();    this.ballAnimate();    this.getUserText();    // 窗口改变大小后,生计算并获取画面    window.onresize = function(){        This.stateW = document.body.offsetWidth;        This.stateH = document.body.offsetHeight;        This.iCanvasW = This.iCanvas.width = This.stateW;        This.iCanvasH = This.iCanvas.height = This.stateH;        This.ctx = This.iCanvas.getContext("2d");    }}// 初始化Circle.prototype.init = function(){    //父元素宽高    this.stateW = document.body.offsetWidth;    this.stateH = document.body.offsetHeight;    this.iCanvas = document.createElement("canvas");    // 设置Canvas 与父元素同宽高    this.iCanvasW = this.iCanvas.width = this.stateW;    this.iCanvasH = this.iCanvas.height = this.stateH;    // 获取 2d 绘画环境    this.ctx = this.iCanvas.getContext("2d");    // 插入到 body 元素中    document.body.appendChild(this.iCanvas);    this.iCanvasCalculate = document.createElement("canvas");    // 用于保存计算文字宽度的画布    this.mCtx =  this.iCanvasCalculate.getContext("2d");    this.mCtx.font = "128px 微软雅黑";    this.iCanvasPixel = document.createElement("canvas");    this.iCanvasPixel.setAttribute("style","position:absolute;top:0;left:0;");    this.pCtx = null; // 用于绘画文字的画布    // 随机生成圆的数量    this.ballNumber = ramdomNumber(1000, 2000);    // 保存所有小球的数组    this.balls = [];    // 保存动画中最后一个停止运动的小球    this.animte = null;    this.imageData = null;    this.textWidth = 0; // 保存生成文字的宽度    this.textHeight = 150; // 保存生成文字的高度    this.inputText = ""; // 保存用户输入的内容    this.actionCount = 0;    this.ballActor = []; // 保存生成文字的粒子    this.actorNumber = 0; // 保存生成文字的粒子数量    this.backType = "back"; // 归位    this.backDynamics = ""; // 动画效果    this.isPlay = false; // 标识(在生成文字过程中,不能再生成)}// 渲染出所有圆Circle.prototype.drawCircles = function () {    for(var i=0;i<this.ballNumber;i++){        this.renderBall(this.balls[0]);    }}// 获取用户输入文字Circle.prototype.getUserText = function(){    This = this; // 保存 this 指向    ipu = document.getElementById("input-text");    ipu.addEventListener("keydown",function(event){        if(event.which === 13){ // 如果是回车键            ipu.value = ipu.value.trim(); // 去头尾空格            var pat = /[/u4e00-/u9fa5]/; // 中文判断            var isChinese = pat.test(ipu.value);            if(ipu.value.length !=0 && isChinese){                This.inputText = ipu.value;            }else{                alert("请输入汉字");                return;            }            if(This.isPlay){                return            }            This.getAnimateType();            This.getTextPixel();            This.isPlay = true;        }    });}// 计算文字的宽Circle.prototype.calculateTextWidth = function () {    this.textWidth = this.mCtx.measureText(this.inputText).width;}// 获取文字像素点Circle.prototype.getTextPixel = function () {    if(this.pCtx){        this.pCtx.clearRect(0,0,this.textWidth,this.textHeight);    }    this.calculateTextWidth(this.inputText);    this.iCanvasPixel.width = this.textWidth;    this.iCanvasPixel.height = this.textHeight;    this.pCtx =  this.iCanvasPixel.getContext("2d");    this.pCtx.font = "128px 微软雅黑";    this.pCtx.fillStyle = "#FF0000";    this.pCtx.textBaseline = "botom";    this.pCtx.fillText(this.inputText,0,110);    this.imageData = this.pCtx.getImageData(0,0,this.textWidth,this.textHeight).data;    this.getTextPixelPosition(this.textWidth,this.textHeight);}// 获取文字粒子像素点位置Circle.prototype.getTextPixelPosition = function (width,height) {    var left = (this.iCanvasW - width)/2;    var top = (this.iCanvasH - height)/2;    var space = 4;    this.actionCount = 0;    for(var i=0;i<this.textHeight;i+=space){        for(var j=0;j<this.textWidth;j+=space){            var index = j*space+i*this.textWidth*4;            if(this.imageData[index] == 255){                if(this.actionCount<this.ballNumber){                    this.balls[this.actionCount].status = 1;                    this.balls[this.actionCount].targetX = left+j;                    this.balls[this.actionCount].targetY = top+i;                    this.balls[this.actionCount].backX = this.balls[this.actionCount].x;                    this.balls[this.actionCount].backY = this.balls[this.actionCount].y;                    this.ballActor.push(this.balls[this.actionCount]);                    this.actionCount++;                }            }        }        this.actorNumber = this.ballActor.length;    }    this.animateToText();}// 粒子运动到指定位置Circle.prototype.animateToText = function(){    for(var i=0;i<This.actorNumber;i++){        dynamics.animate(This.ballActor[i], {          x: this.ballActor[i].targetX,          y: this.ballActor[i].targetY        },{            type: dynamics.easeIn,            duration: 1024,        });    }    setTimeout(function(){        This.ballbackType();    },3000);}// 粒子原路返回Circle.prototype.ballBackPosition = function(){    for(var i=0;i<This.actorNumber;i++){        var ball = This.ballActor[i];        dynamics.animate(ball, {          x: ball.backX,          y: ball.backY        },{            type: dynamics[this.backDynamics],            duration: 991,            complete:this.changeStatus(ball)        });    }}// 获取类型|动画效果Circle.prototype.getAnimateType = function() {    var selectType = document.getElementById("selectType");    var selectDynamics = document.getElementById("selectDynamics");    this.backType = selectType.options[selectType.options.selectedIndex].value;    this.backDynamics = selectDynamics.options[selectDynamics.options.selectedIndex].value;}// 复位散开Circle.prototype.ballbackType = function(){    if(this.backType == "back"){        this.ballBackPosition();    }else{        this.ballAutoPosition();    }    this.ballActor = [];}// 随机散开Circle.prototype.ballAutoPosition = function(ball){    for(var i=0;i<this.actorNumber;i++){        this.changeStatus(this.ballActor[i])    }}// 更改小球状态Circle.prototype.changeStatus = function(ball){    ball.status = 0;    if(this.isPlay == true){        this.isPlay = false;    }}// 随机生成每个圆的相关参数Circle.prototype.generalRandomParam = function(){    for(var i=0;i<this.ballNumber;i++){        var ball = {};        ball.size = 1; // 随机生成圆半径        // 随机生成圆心 x 坐标        ball.x = ramdomNumber(0+ball.size, this.iCanvasW-ball.size);        ball.y = ramdomNumber(0+ball.size, this.iCanvasH-ball.size);        ball.speedX = ramdomNumber(-1, 1);        ball.speedY = ramdomNumber(-1, 1);        this.balls.push(ball);        ball.status = 0;        ball.targetX = 0;        ball.targetY = 0;        ball.backX = 0;        ball.backY = 0;    }}// 改变圆的位置Circle.prototype.changeposition = function(){    for(var i=0;i<this.ballNumber;i++){        if( this.balls[i].status == 0){            this.balls[i].x += this.balls[i].speedX;            this.balls[i].y += this.balls[i].speedY;        }    }}// 画圆Circle.prototype.renderBall = function(ball){    this.ctx.fillStyle = "#fff";    this.ctx.beginPath(); // 这个一定要加    this.ctx.arc(ball.x, ball.y, ball.size, 0, 2 * Math.PI);    this.ctx.closePath(); // 这个一定要加    this.ctx.fill();}// 小球碰撞判断Circle.prototype.collision = function(ball){    for(var i=0;i<this.ballNumber;i++){       if(ball.x>this.iCanvasW-ball.size || ball.x<ball.size){            if(ball.x>this.iCanvasW-ball.size){                ball.x = this.iCanvasW-ball.size;            }else{                ball.x = ball.size;            }            ball.speedX = - ball.speedX;       }       if(ball.y>this.iCanvasH-ball.size || ball.y<ball.size){            if(ball.y>this.iCanvasH-ball.size){                ball.y = this.iCanvasH-ball.size;            }else{                ball.y = ball.size;            }            ball.speedY = - ball.speedY;       }    }}// 开始动画Circle.prototype.ballAnimate = function(){    var This = this;    var animateFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;    (function move(){        animte = animateFrame(move);        This.ctx.clearRect(0, 0, This.iCanvasW, This.iCanvasH);        This.changeposition();        for(var i=0;i<This.ballNumber;i++){           This.collision(This.balls[i]);           This.renderBall(This.balls[i]);        }    })();}// 生成一个随机数function ramdomNumber(min, max) {    return Math.random() * (max - min) + min;}

看了代码估计也只是心里炫了一下,也没有让你想把这个东西做出来的欲望,为此我知道必需得让你眼睛心服口服才行。在线 DEMO: 动感的粒子示例。

人无完人,代码也一样。看起来运行顺畅的代码也或多或少有一些瑕疵,日前这个效果还只支持中文。英文的话,我得再努力一把,不管怎么样,英文后面肯定是会加入来的,只是时间问题了。还有代码中用于标记是否可再次执行生成文字的 属性:this.isPlay ,还是一点瑕疵,this.isPlay 的状态更改没有准确的在粒子归位的那一瞬间更改,而是提前更改了状态。但这个状态不会影响本例子效果的完整实现。

这个例子中用到了 dynamics.js 库,主要是用到它里面的一些运动函数,让粒子动起来更感人一些,仅此而已。

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持VeVb武林网。

 

注:相关教程知识阅读请移步到HTML教程频道。
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