前端:运用canvas标签绘制烟花,提前祝大家新年快乐
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1. 运行效果
2. 参考代码
js代码
firework.js
var SCREEN_WIDTH = window.innerWidth,
SCREEN_HEIGHT = window.innerHeight,
mousePos =
x: 400,
y: 300
,
// create canvas
canvas = document.createElement('canvas'),
context = canvas.getContext('2d'),
particles = [],
rockets = [],
MAX_PARTICLES = 400,
colorCode = 0;
// init
$(document).ready(function ()
document.body.appendChild(canvas);
canvas.width = SCREEN_WIDTH;
canvas.height = SCREEN_HEIGHT;
setInterval(launch, 800);
setInterval(loop, 1000 / 50);
);
// update mouse position
$(document).mousemove(function (e)
e.preventDefault();
mousePos =
x: e.clientX,
y: e.clientY
;
);
// launch more rockets!!!
$(document).mousedown(function (e)
for (var i = 0; i < 5; i++)
launchFrom(Math.random() * SCREEN_WIDTH * 2 / 3 + SCREEN_WIDTH / 6);
);
function launch()
launchFrom(mousePos.x);
function launchFrom(x)
if (rockets.length < 10)
var rocket = new Rocket(x);
rocket.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
rocket.vel.y = Math.random() * -3 - 4;
rocket.vel.x = Math.random() * 6 - 3;
rocket.size = 8;
rocket.shrink = 0.999;
rocket.gravity = 0.01;
rockets.push(rocket);
function loop() // update screen size
if (SCREEN_WIDTH != window.innerWidth)
canvas.width = SCREEN_WIDTH = window.innerWidth;
if (SCREEN_HEIGHT != window.innerHeight)
canvas.height = SCREEN_HEIGHT = window.innerHeight;
// clear canvas
context.fillStyle = "rgba(0, 0, 0, 0.05)";
context.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
var existingRockets = [];
for (var i = 0; i < rockets.length; i++) // update and render
rockets[i].update();
rockets[i].render(context); // calculate distance with Pythagoras
var distance = Math.sqrt(Math.pow(mousePos.x - rockets[i].pos.x, 2) + Math.pow(mousePos.y -
rockets[i].pos.y, 2
)); // random chance of 1% if rockets is above the middle
var randomChance = rockets[i].pos.y < SCREEN_HEIGHT * 2 / 3 ? Math.random() * 100 <= 1 : false;
/* Explosion rules - 80% of screen - going down - close
to the mouse - 1% chance of random explosion */
if (rockets[i].pos.y < SCREEN_HEIGHT / 5 || rockets[i].vel.y >= 0 ||
distance < 50 || randomChance)
rockets[i].explode();
else
existingRockets.push(rockets[i]);
rockets = existingRockets;
var existingParticles = [];
for (var i = 0; i < particles.length; i++)
particles[i].update(); // render and save particles that can be rendered
if (particles[i].exists())
particles[i].render(context);
existingParticles.push(particles[i]);
// update array with existing particles - old particles should be garbage collected particles = existingParticles;
while (particles.length > MAX_PARTICLES)
particles.shift();
function Particle(pos)
this.pos =
x: pos ? pos.x : 0,
y: pos ? pos.y : 0
;
this.vel =
x: 0,
y: 0
;
this.shrink = .97;
this.size = 2;
this.resistance = 1;
this.gravity = 0;
this.flick = false;
this.alpha = 1;
this.fade = 0;
this.color = 0;
Particle.prototype.update = function ()
// apply resistance
this.vel.x *= this.resistance;
this.vel.y *= this.resistance;
// gravity down
this.vel.y += this.gravity;
// update position based on speed
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
// shrink
this.size *= this.shrink;
// fade out
this.alpha -= this.fade;
;
Particle.prototype.render = function (c)
if (!this.exists())
return;
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, " + this.alpha + ")");
gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0.1)");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
;
Particle.prototype.exists = function ()
return this.alpha >= 0.1 && this.size >= 1;
;
function Rocket(x)
Particle.apply(this, [
x: x,
y: SCREEN_HEIGHT
]);
this.explosionColor = 0;
Rocket.prototype = new Particle();
Rocket.prototype.constructor = Rocket;
Rocket.prototype.explode = function ()
var count = Math.random() * 10 + 80;
for (var i = 0; i < count; i++)
var particle = new Particle(this.pos);
var angle = Math.random() * Math.PI *2; // emulate 3D effect by using cosine and put more particles in the middle var
speed = Math.cos(Math.random() * Math.PI / 2) * 15;
particle.vel.x = Math.cos(angle) * speed;
particle.vel.y = Math.sin(angle) * speed;
particle.size = 10;
particle.gravity = 0.2;
particle.resistance = 0.92;
particle.shrink = Math.random() * 0.05 + 0.93;
particle.flick = true;
particle.color = this.explosionColor;
particles.push(particle);
;
Rocket.prototype.render = function (c)
if (!this.exists())
return;
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255, 255, 255 ," + this.alpha + ")");
gradient.addColorStop(1, "rgba(0, 0, 0, " + this.alpha + ")");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0,
Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
; //# sourceURL=pen.js
html代码
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>烟花</title>
<style type="text/css">
*
margin: 0;
padding: 0;
</style>
<script src="https://blog-static.cnblogs.com/files/liuze-2/jquery.js"></script>
<script src="./firework.js"></script>
</head>
<body>
</body>
</html>
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