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  • 烟花 光影

     WEB烟花效果——Canvas实现 - 朱雀桥边 - 博客园 https://www.cnblogs.com/visualiz/p/fireworks.html

    <!DOCTYPE html>
    <html>
    	<head>
    		<meta charset="utf-8">
    		<title></title>
    	</head>
    	<body>
    	</body>
    	<style>
    		body {
    			background-color: #000000;
    			margin: 0px;
    			overflow: hidden;
    		}
    	</style>
    	<script src="https://cdn.bootcdn.net/ajax/libs/jquery/3.6.0/jquery.min.js"></script>
    	<script>
    		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 = 0.97;
    			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();
    		};
    	</script>
    </html>
    

      

    WEB烟花效果——Canvas实现 - 朱雀桥边 - 博客园 https://www.cnblogs.com/visualiz/p/fireworks.html

     JavaScript动画基础:canvas绘制简单动画 - aTeacher - 博客园 https://www.cnblogs.com/cs-whut/p/13292760.html

    CSS 奇技淫巧 | 妙用 drop-shadow 实现线条光影效果 - 掘金 https://juejin.cn/post/7016521320183644173

    CSS 幻术 | 有关光影效果的黑魔法-技术圈 https://jishuin.proginn.com/p/763bfbd5b459

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  • 原文地址:https://www.cnblogs.com/rsapaper/p/15695014.html
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