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。
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。
<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。
#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。
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。