HTML5 Canvas 超炫酷烟花绽放动画教程

这是一个很酷的HTML5 Canvas动画,它将模拟的是我们现实生活中烟花绽放的动画特效,效果非常逼真,但是毕竟是电脑模拟,带女朋友看就算了,效果还是差了点,呵呵。这个HTML5 Canvas动画有一点比较出色,就是其性能,Chrome上基本没有卡的感觉,就算你放出很多烟花也一样。

html5-canvas-fireworks

你可以在这里看在线演示

下面我们来简单分析一下实现这款HTML5烟花特效的过程及代码,主要由HTML代码、CSS代码以及Javascript代码组成,当然javascript代码是最重要的。

HTML代码:

<div id=”gui”></div>

<div id=”canvas-container”>

<div id=”mountains2″></div>

<div id=”mountains1″></div>

<div id=”skyline”></div>

</div>

HTML的结构非常简单,即构造了一个canvas容器,我们会利用JS在这个容器中生成一个Canvas对象。看最后的JS代码你就会知道了。

CSS代码:

#canvas-container {

    background: #000 url(bg.jpg);

  height: 400px;

    left: 50%;

    margin: -200px 0 0 -300px;

    position: absolute;

    top: 50%;

  width: 600px;

    z-index: 2;

}



canvas {

    cursor: crosshair;

    display: block;

    position: relative;

    z-index: 3;

}



canvas:active {

    cursor: crosshair;

}



#skyline {

    background: url(skyline.png) repeat-x 50% 0;

    bottom: 0;

    height: 135px;

    left: 0;

    position: absolute;

    width: 100%;

    z-index: 1;    

}



#mountains1 {

    background: url(mountains1.png) repeat-x 40% 0;

    bottom: 0;

    height: 200px;

    left: 0;

    position: absolute;

    width: 100%;

    z-index: 1;    

}



#mountains2 {

    background: url(mountains2.png) repeat-x 30% 0;

    bottom: 0;

    height: 250px;

    left: 0;

    position: absolute;

    width: 100%;

    z-index: 1;    

}



#gui {

    right: 0;

    position: fixed;

    top: 0;

    z-index: 3;

}

CSS代码没什么特别,主要也就定义一下背景色和边框之类的。

接下来是最重要的Javascript代码。

Javascript代码:

self.init = function(){    

    self.dt = 0;

        self.oldTime = Date.now();

        self.canvas = document.createElement('canvas');                

        self.canvasContainer = $('#canvas-container');



        var canvasContainerDisabled = document.getElementById('canvas-container');

        self.canvas.onselectstart = function() {

            return false;

        };



        self.canvas.width = self.cw = 600;

        self.canvas.height = self.ch = 400;    



        self.particles = [];    

        self.partCount = 30;

        self.fireworks = [];    

        self.mx = self.cw/2;

        self.my = self.ch/2;

        self.currentHue = 170;

        self.partSpeed = 5;

        self.partSpeedVariance = 10;

        self.partWind = 50;

        self.partFriction = 5;

        self.partGravity = 1;

        self.hueMin = 150;

        self.hueMax = 200;

        self.fworkSpeed = 2;

        self.fworkAccel = 4;

        self.hueVariance = 30;

        self.flickerDensity = 20;

        self.showShockwave = false;

        self.showTarget = true;

        self.clearAlpha = 25;



        self.canvasContainer.append(self.canvas);

        self.ctx = self.canvas.getContext('2d');

        self.ctx.lineCap = 'round';

        self.ctx.lineJoin = 'round';

        self.lineWidth = 1;

        self.bindEvents();            

        self.canvasLoop();



        self.canvas.onselectstart = function() {

            return false;

        };



    };

这段JS代码主要是往canvas容器中构造一个Canvas对象,并且对这个canvas对象的外观以及动画属性作了初始化。

var Particle = function(x, y, hue){

        this.x = x;

        this.y = y;

        this.coordLast = [

            {x: x, y: y},

            {x: x, y: y},

            {x: x, y: y}

        ];

        this.angle = rand(0, 360);

        this.speed = rand(((self.partSpeed - self.partSpeedVariance) <= 0) ? 1 : self.partSpeed - self.partSpeedVariance, (self.partSpeed + self.partSpeedVariance));

        this.friction = 1 - self.partFriction/100;

        this.gravity = self.partGravity/2;

        this.hue = rand(hue-self.hueVariance, hue+self.hueVariance);

        this.brightness = rand(50, 80);

        this.alpha = rand(40,100)/100;

        this.decay = rand(10, 50)/1000;

        this.wind = (rand(0, self.partWind) - (self.partWind/2))/25;

        this.lineWidth = self.lineWidth;

    };



    Particle.prototype.update = function(index){

        var radians = this.angle * Math.PI / 180;

        var vx = Math.cos(radians) * this.speed;

        var vy = Math.sin(radians) * this.speed + this.gravity;

        this.speed *= this.friction;



        this.coordLast[2].x = this.coordLast[1].x;

        this.coordLast[2].y = this.coordLast[1].y;

        this.coordLast[1].x = this.coordLast[0].x;

        this.coordLast[1].y = this.coordLast[0].y;

        this.coordLast[0].x = this.x;

        this.coordLast[0].y = this.y;



        this.x += vx * self.dt;

        this.y += vy * self.dt;



        this.angle += this.wind;                

        this.alpha -= this.decay;



        if(!hitTest(0,0,self.cw,self.ch,this.x-this.radius, this.y-this.radius, this.radius*2, this.radius*2) || this.alpha < .05){                    

            self.particles.splice(index, 1);    

        }            

    };



    Particle.prototype.draw = function(){

        var coordRand = (rand(1,3)-1);

        self.ctx.beginPath();                                

        self.ctx.moveTo(Math.round(this.coordLast[coordRand].x), Math.round(this.coordLast[coordRand].y));

        self.ctx.lineTo(Math.round(this.x), Math.round(this.y));

        self.ctx.closePath();                

        self.ctx.strokeStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+this.alpha+')';

        self.ctx.stroke();                



        if(self.flickerDensity > 0){

            var inverseDensity = 50 - self.flickerDensity;                    

            if(rand(0, inverseDensity) === inverseDensity){

                self.ctx.beginPath();

                self.ctx.arc(Math.round(this.x), Math.round(this.y), rand(this.lineWidth,this.lineWidth+3)/2, 0, Math.PI*2, false)

                self.ctx.closePath();

                var randAlpha = rand(50,100)/100;

                self.ctx.fillStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+randAlpha+')';

                self.ctx.fill();

            }    

        }

    };

这段JS代码的功能是实现烟花爆炸后的小颗粒的绘制,从draw方法中可以看出,创建几个随机点,烟花颗粒即可在这个范围的随机点中散落。

var Firework = function(startX, startY, targetX, targetY){

        this.x = startX;

        this.y = startY;

        this.startX = startX;

        this.startY = startY;

        this.hitX = false;

        this.hitY = false;

        this.coordLast = [

            {x: startX, y: startY},

            {x: startX, y: startY},

            {x: startX, y: startY}

        ];

        this.targetX = targetX;

        this.targetY = targetY;

        this.speed = self.fworkSpeed;

        this.angle = Math.atan2(targetY - startY, targetX - startX);

        this.shockwaveAngle = Math.atan2(targetY - startY, targetX - startX)+(90*(Math.PI/180));

        this.acceleration = self.fworkAccel/100;

        this.hue = self.currentHue;

        this.brightness = rand(50, 80);

        this.alpha = rand(50,100)/100;

        this.lineWidth = self.lineWidth;

        this.targetRadius = 1;

    };



    Firework.prototype.update = function(index){

        self.ctx.lineWidth = this.lineWidth;



        vx = Math.cos(this.angle) * this.speed,

        vy = Math.sin(this.angle) * this.speed;

        this.speed *= 1 + this.acceleration;                

        this.coordLast[2].x = this.coordLast[1].x;

        this.coordLast[2].y = this.coordLast[1].y;

        this.coordLast[1].x = this.coordLast[0].x;

        this.coordLast[1].y = this.coordLast[0].y;

        this.coordLast[0].x = this.x;

        this.coordLast[0].y = this.y;



        if(self.showTarget){

            if(this.targetRadius < 8){

                this.targetRadius += .25 * self.dt;

            } else {

                this.targetRadius = 1 * self.dt;    

            }

        }



        if(this.startX >= this.targetX){

            if(this.x + vx <= this.targetX){

                this.x = this.targetX;

                this.hitX = true;

            } else {

                this.x += vx * self.dt;

            }

        } else {

            if(this.x + vx >= this.targetX){

                this.x = this.targetX;

                this.hitX = true;

            } else {

                this.x += vx * self.dt;

            }

        }



        if(this.startY >= this.targetY){

            if(this.y + vy <= this.targetY){

                this.y = this.targetY;

                this.hitY = true;

            } else {

                this.y += vy * self.dt;

            }

        } else {

            if(this.y + vy >= this.targetY){

                this.y = this.targetY;

                this.hitY = true;

            } else {

                this.y += vy * self.dt;

            }

        }                



        if(this.hitX && this.hitY){

            var randExplosion = rand(0, 9);

            self.createParticles(this.targetX, this.targetY, this.hue);

            self.fireworks.splice(index, 1);                    

        }

    };



    Firework.prototype.draw = function(){

        self.ctx.lineWidth = this.lineWidth;



        var coordRand = (rand(1,3)-1);                    

        self.ctx.beginPath();                            

        self.ctx.moveTo(Math.round(this.coordLast[coordRand].x), Math.round(this.coordLast[coordRand].y));

        self.ctx.lineTo(Math.round(this.x), Math.round(this.y));

        self.ctx.closePath();

        self.ctx.strokeStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+this.alpha+')';

        self.ctx.stroke();    



        if(self.showTarget){

            self.ctx.save();

            self.ctx.beginPath();

            self.ctx.arc(Math.round(this.targetX), Math.round(this.targetY), this.targetRadius, 0, Math.PI*2, false)

            self.ctx.closePath();

            self.ctx.lineWidth = 1;

            self.ctx.stroke();

            self.ctx.restore();

        }



        if(self.showShockwave){

            self.ctx.save();

            self.ctx.translate(Math.round(this.x), Math.round(this.y));

            self.ctx.rotate(this.shockwaveAngle);

            self.ctx.beginPath();

            self.ctx.arc(0, 0, 1*(this.speed/5), 0, Math.PI, true);

            self.ctx.strokeStyle = 'hsla('+this.hue+', 100%, '+this.brightness+'%, '+rand(25, 60)/100+')';

            self.ctx.lineWidth = this.lineWidth;

            self.ctx.stroke();

            self.ctx.restore();

        }                                 

    };

这段JS代码是创建烟花实例的,我们也可以从draw方法中看出,当我们鼠标点击画布中的某点时,烟花发射的目的地就在那个点上。

这款HTML5 Canvas烟花效果的核心代码就是这样,全部的代码还请各位下载源代码研究。源代码下载>>

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