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  • 使用 HTML5 Canvas 制作水波纹效果

    今天,我们继续分享 JavaScript 实现的效果例子,这篇文章会介绍使用 JavaScript 实现水波纹效果。水波效果以图片为背景,点击图片任意位置都会触发。有时候,我们使用普通的 Javascript 就可以创建一个很有趣的解决功能。

    代码演示1    

    代码演示2

    Step 1. HTML

    和以前一样,首先是 HTML 代码:

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    <!DOCTYPE html>
    <html>
        <head>
            <meta charset=utf-8 />
            <title>Water drops effect</title>
            <link rel="stylesheet" href="css/main.css" type="text/css" />
            <script src="js/vector2d.js" type="text/javascript" charset="utf-8"></script>
            <script src="js/waterfall.js" type="text/javascript" charset="utf-8"></script>
        </head>
        <body>
            <div class="example">
                <h3><a href="#">Water drops effect</a></h3>
     
                <canvas id="water">HTML5 compliant browser required</canvas>
                <div id="switcher">
                    <img onclick='watereff.changePicture(this.src);' src="data_images/underwater1.jpg" />
                    <img onclick='watereff.changePicture(this.src);' src="data_images/underwater2.jpg" />
                </div>
                <div id="fps"></div>
            </div>
        </body>
    </html> 

    Step 2. CSS

    这是用到的 CSS 代码:

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    body{background:#eee;margin:0;padding:0}
    .example{background:#FFF;width:600px;border:1px #000 solid;margin:20px auto;padding:15px;-moz-border-radius: 3px;-webkit-border-radius: 3px}
     
    #water {
        width:500px;
        height:400px;
        displayblock;
        margin:0px auto;
        cursor:pointer;
    }
    #switcher {
        text-align:center;
        overflow:hidden;
        margin:15px;
    }
    #switcher img {
        width:160px;
        height:120px;
    }

    Step 3. JS

    下面是主要的 JavaScript 代码:

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    function drop(x, y, damping, shading, refraction, ctx, screenWidth, screenHeight){
        this.x = x;
        this.y = y;
        this.shading = shading;
        this.refraction = refraction;
        this.bufferSize = this.x * this.y;
        this.damping = damping;
        this.background = ctx.getImageData(0, 0, screenWidth, screenHeight).data;
        this.imageData = ctx.getImageData(0, 0, screenWidth, screenHeight);
     
        this.buffer1 = [];
        this.buffer2 = [];
        for (var i = 0; i < this.bufferSize; i++){
            this.buffer1.push(0);
            this.buffer2.push(0);
        }
     
        this.update = function(){
            for (var i = this.x + 1, x = 1; i < this.bufferSize - this.x; i++, x++){
                if ((x < this.x)){
                    this.buffer2[i] = ((this.buffer1[i - 1] + this.buffer1[i + 1] + this.buffer1[i - this.x] + this.buffer1[i + this.x]) / 2) - this.buffer2[i];
                    this.buffer2[i] *= this.damping;
                else x = 0;
            }
     
            var temp = this.buffer1;
            this.buffer1 = this.buffer2;
            this.buffer2 = temp;
        }
     
        this.draw = function(ctx){
            var imageDataArray = this.imageData.data;
            for (var i = this.x + 1, index = (this.x + 1) * 4; i < this.bufferSize - (1 + this.x); i++, index += 4){
                var xOffset = ~~(this.buffer1[i - 1] - this.buffer1[i + 1]);
                var yOffset = ~~(this.buffer1[i - this.x] - this.buffer1[i + this.x]);
                var shade = xOffset * this.shading;
                var texture = index + (xOffset * this.refraction  + yOffset * this.refraction * this.x) * 4;
                imageDataArray[index] = this.background[texture] + shade;
                imageDataArray[index + 1] = this.background[texture + 1] + shade;
                imageDataArray[index + 2] = 50 + this.background[texture + 2] + shade;
            }
            ctx.putImageData(this.imageData, 0, 0);
        }
    }
     
    var fps = 0;
     
    var watereff = {
        // variables
        timeStep : 20,
        refractions : 2,
        shading : 3,
        damping : 0.99,
        screenWidth : 500,
        screenHeight : 400,
        pond : null,
        textureImg : null,
        interval : null,
        backgroundURL : 'data_images/underwater1.jpg',
     
        // initialization
        init : function() {
            var canvas = document.getElementById('water');
            if (canvas.getContext){
     
                // fps countrt
                fps = 0;
                setInterval(function() {
                    document.getElementById('fps').innerHTML = fps / 2 + ' FPS';
                    fps = 0;
                }, 2000);
     
                canvas.onmousedown = function(e) {
                    var mouse = watereff.getMousePosition(e).sub(new vector2d(canvas.offsetLeft, canvas.offsetTop));
                    watereff.pond.buffer1[mouse.y * watereff.pond.x + mouse.x ] += 200;
                }
                canvas.onmouseup = function(e) {
                    canvas.onmousemove = null;
                }
     
                canvas.width  = this.screenWidth;
                canvas.height = this.screenHeight;
                this.textureImg = new Image(256, 256);
                this.textureImg.src = this.backgroundURL;
                canvas.getContext('2d').drawImage(this.textureImg, 0, 0);
                this.pond = new drop(
                    this.screenWidth,
                    this.screenHeight,
                    this.damping,
                    this.shading,
                    this.refractions,
                    canvas.getContext('2d'),
                    this.screenWidth, this.screenHeight
                );
                if (this.interval != null){
                    clearInterval(this.interval);
                }
                this.interval = setInterval(watereff.run, this.timeStep);
            }
        },
     
        // change image func
        changePicture : function(url){
            this.backgroundURL = url;
            this.init();
        },
     
        // get mouse position func
        getMousePosition : function(e){
            if (!e){
                var e = window.event;
            }
            if (e.pageX || e.pageY){
                return new vector2d(e.pageX, e.pageY);
            else if (e.clientX || e.clientY){
                return new vector2d(e.clientX, e.clientY);
            }
        },
     
        // loop drawing
        run : function(){
            var ctx = document.getElementById('water').getContext('2d');
            watereff.pond.update();
            watereff.pond.draw(ctx);
            fps++;
        }
    }
     
    window.onload = function(){
        watereff.init();
    }

      正如你所看到的,这里使用 Vector2D 函数,这个函数在 vector2d.js 里提供了。另一个很难的方法是使用纯数学实现,感兴趣的可以自己实验一下。

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  • 原文地址:https://www.cnblogs.com/0826sw/p/11702842.html
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