本文实例为大家分享了JavaScript实现瀑布动画的具体代码,供大家参考,具体内容如下 !DOCTYPE htmlhtml head meta charset="utf8" meta http-equiv=“X-UA-Compatible” content="IE-edge, c
本文实例为大家分享了JavaScript实现瀑布动画的具体代码,供大家参考,具体内容如下
<!DOCTYPE html> <html> <head> <meta charset="utf8"> <meta http-equiv=“X-UA-Compatible” content="IE-edge, chrome=1"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>瀑布(waterful)</title> <style> body { background: #222; } </style> </head> <body> <script> //判断浏览器是否支持canvas function isSupportCanvas() { var canvas = document.createElement('canvas'); return !!(canvas.getContext && canvas.getContext("2d")); } //requestAnimationFrame会自动使用最优的帧率进行渲染,在我的浏览器上是每秒60帧 function setupRAF() { var lastTime = 0; var vendors = ['webkit', 'ms', 'moz', 'o']; for(var i=0; i<vendors.length && !window.requestAnimationFrame; i++) { window.requestAnimationFrame = window[vendors[i] + "RequestAnimationFrame"]; window.cancelAnimationFrame = window[vendors[i] + "CancelAnimationFrame"] || window[vendors[i] + "CancelRequestAnimationFrame"] } if(!window.requestAnimationFrame) { window.requestAnimationFrame = function(callback, element) { var currentTime = new Date().getTime(); var timeToCall = Math.max(0, 16 - (currentTime - lastTime)); var futureTime = currentTime + timeToCall; var id = window.setTimeout(function() { callback(futureTime); }, timeToCall); lastTime = futureTime; return id; } } if(!window.cancelAnimationFrame) { window.cancelAnimationFrame = function(id) { clearTimeout(id); } } } //在给定的范围内随机选取一个整数 function randomInt(min, max) { /* 由于位运算的操作数要求是整数,其结果也是整数,所以经过位运算的都会自动变成整数 可用的取整方法: (1)~~n (2)n<<0 (3)n>>0 (4)n|0 (5)Math.floor() (6)Math.ceil() (7)Math.round() 值得注意的是,位运算只是去掉小数部分,并不会改变整数部分 */ return ~~(Math.random() * (max - min) + min); } //在对象所表示的范围中随机选取一个数 function randomAtRange(obj) { return Math.random() * (obj.max - obj.min) + obj.min; } //在对象所表示的范围中随机选取一个整数 function randomIntAtRange(obj) { return randomInt(obj.min, obj.max); } //瀑布 var Waterful = function(width, height) { var doublePI = Math.PI * 2; var canvas; var ctx; //存放水粒子的数组 var particles = []; //每帧生成或销毁粒子的数量 var particleChangeRate = width / 25; //垂直方向上的加速度(即重力), 小数点前的0可以省略 var gravity = .15; //水流粒子 var WaterParticle = function() { //水流粒子宽度范围 var waterWidthRange = {min: 1, max: 20}; //水流粒子高度范围 var waterHeightRange = {min: 1, max: 45}; //水流粒子落到地上溅起的水花半径范围 var waterBubbleRadiusRange = {min: 1, max: 8}; //水花溅起的高度范围 var waterBubbleSpringRange = {min: 20, max: 30}; //色相范围 var hueRange = {min: 200, max: 220}; //饱和度范围 var saturationRange = {min: 30, max: 60}; //亮度 var lightnessRange = {min: 30, max: 60}; //拼接成一个HSLA颜色值(注意:普通函数的this指代它自己) this.joinHSLA = function(alpha) { return "hsla(" + [this.hue, this.saturation + "%", this.lightness + "%", alpha].join(",") + ")"; } this.init = function() { //水流粒子的最大半径 var waterMaxRadius = waterWidthRange.max / 2; //水流粒子初始X坐标的范围 var xRange = {min: waterMaxRadius, max: canvas.width - waterMaxRadius}; //水流粒子宽度 this.width = randomAtRange(waterWidthRange); //水流粒子高度 this.height = randomAtRange(waterHeightRange); //水流粒子初始X坐标 this.x = randomAtRange(xRange); //水流粒子初始Y坐标 this.y = -this.height; //水流粒子垂直方向上的初始速度 this.velocity = 0; //水流半径等于水流粒子宽度的一半 this.waterRadius = this.width / 2; //水花半径 this.waterBubbleRadius = randomAtRange(waterBubbleRadiusRange); //水花溅起的高度 this.waterBubbleSpring = randomAtRange(waterBubbleSpringRange); //水流颜色 this.hue = randomIntAtRange(hueRange); this.saturation = randomIntAtRange(saturationRange); this.lightness = randomIntAtRange(lightnessRange); //地板高度 this.floorHeight = canvas.height - waterBubbleSpringRange.min - this.height; //水流粒子是否已经落地变成水花 this.isDead = false; } this.update = function() { this.velocity += gravity; this.y += this.velocity; if(this.y > this.floorHeight) { this.isDead = true; } } this.render = function() { if(this.isDead) { //绘制水花 ctx.fillStyle = "hsla(" + this.hue + ", 40%, 40%, 1)"; ctx.fillStyle = this.joinHSLA(.3); ctx.beginPath(); ctx.arc(this.x, canvas.height - this.waterBubbleSpring, this.waterBubbleRadius, 0, doublePI); ctx.fill(); } else { //绘制水流 ctx.strokeStyle = this.joinHSLA(.05); ctx.lineCap = "round"; ctx.lineWidth = this.waterRadius; ctx.beginPath(); ctx.moveTo(this.x, this.y); ctx.lineTo(this.x, this.y + this.height); ctx.stroke(); } } this.init(); } this.init = function() { canvas = document.createElement("canvas"); //如果html不支持canvas的话会显示该文本,否则不显示 var textNode = document.createTextNode("Your browser can not support canvas"); canvas.appendChild(textNode); document.body.appendChild(canvas); canvas.width = width; canvas.height = height; //如果不支持canvas就没必要继续下去了 if(!isSupportCanvas()) { return; } ctx = canvas.getContext("2d"); setupRAF(); loop(); } function loop() { /* 先绘制一层朦胧的白非常重要,这样可以省去很多用来填充颜色的粒子 将下面3句换成clearRect就能发现其实绘制的粒子颜色本身是很淡的,如果直接换成深的颜色就会发现空隙衔接处很不均匀 增大粒子数目可以发现颜色会变深,但是粒子数越多画面越卡,所以先绘制上一层白色的蒙版是一种非常取巧的做法 */ ctx.globalCompositeOperation = 'destination-out'; ctx.fillStyle = 'rgba(255,255,255,.06)'; ctx.fillRect(0, 0, canvas.width, canvas.height); //ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.globalCompositeOperation = "lighter"; //添加新粒子 for(var i=0; i<particleChangeRate; i++) { particles.push(new WaterParticle()); } //更新渲染粒子 for(var i=0; i<particles.length; i++) { particles[i].update(); particles[i].render(); } //绘制水花,并删除消亡的粒子 for(var i=particles.length-1; i>=0; i--) { if(particles[i].isDead) { particles.splice(i, 1); } } requestAnimationFrame(loop); } } function init() { var waterful = new Waterful(300, 300); waterful.init(); } init(); </script> </body> </html>
效果:
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