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        canvas怎樣做出黑色背景的紅色煙花

        來源:懂視網(wǎng) 責編:小采 時間:2020-11-27 20:01:02
        文檔

        canvas怎樣做出黑色背景的紅色煙花

        canvas怎樣做出黑色背景的紅色煙花:這次給大家?guī)韈anvas怎樣做出黑色背景的紅色煙花,canvas做出黑色背景的紅色煙花的注意事項有哪些,下面就是實戰(zhàn)案例,一起來看一下。html<canvas id="canvas"></canvas>cssbody { background: #000;
        推薦度:
        導讀canvas怎樣做出黑色背景的紅色煙花:這次給大家?guī)韈anvas怎樣做出黑色背景的紅色煙花,canvas做出黑色背景的紅色煙花的注意事項有哪些,下面就是實戰(zhàn)案例,一起來看一下。html<canvas id="canvas"></canvas>cssbody { background: #000;
        這次給大家?guī)韈anvas怎樣做出黑色背景的紅色煙花,canvas做出黑色背景的紅色煙花的注意事項有哪些,下面就是實戰(zhàn)案例,一起來看一下。

        1.png

        html

        <canvas id="canvas"></canvas>

        css

        body { background: #000; margin: 0;
        }canvas { cursor: crosshair; display: block;}

        js

        // when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval// not supported in all browsers though and sometimes needs a prefix, so we need a shimwindow.requestAnimFrame = (function () { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function (callback) { window.setTimeout(callback, 1000 / 60);
         };
        })();// now we will setup our basic variables for the demovar canvas = document.getElementById('canvas'),
         ctx = canvas.getContext('2d'), // full screen dimensions
         cw = window.innerWidth,
         ch = window.innerHeight, // firework collection
         fireworks = [], // particle collection
         particles = [], // starting hue
         hue = 120, // when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
         limiterTotal = 5,
         limiterTick = 0, // this will time the auto launches of fireworks, one launch per 80 loop ticks
         timerTotal = 80,
         timerTick = 0,
         mousedown = false, // mouse x coordinate,
         mx, // mouse y coordinate
         my;// set canvas dimensionscanvas.width = cw;
        canvas.height = ch;// now we are going to setup our function placeholders for the entire demo// get a random number within a rangefunction random(min, max) { return Math.random() * (max - min) + min;
        }// calculate the distance between two pointsfunction calculateDistance(p1x, p1y, p2x, p2y) { var xDistance = p1x - p2x,
         yDistance = p1y - p2y; return Math.sqrt(Math.pow(xDistance, 2) + Math.pow(yDistance, 2));
        }// create fireworkfunction Firework(sx, sy, tx, ty) { // actual coordinates
         this.x = sx; this.y = sy; // starting coordinates
         this.sx = sx; this.sy = sy; // target coordinates
         this.tx = tx; this.ty = ty; // distance from starting point to target
         this.distanceToTarget = calculateDistance(sx, sy, tx, ty); this.distanceTraveled = 0; // track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
         this.coordinates = []; this.coordinateCount = 3; // populate initial coordinate collection with the current coordinates
         while (this.coordinateCount--) { this.coordinates.push([this.x, this.y]);
         } this.angle = Math.atan2(ty - sy, tx - sx); this.speed = 2; this.acceleration = 1.05; this.brightness = random(50, 70); // circle target indicator radius
         this.targetRadius = 1;
        }// update fireworkFirework.prototype.update = function (index) { // remove last item in coordinates array
         this.coordinates.pop(); // add current coordinates to the start of the array
         this.coordinates.unshift([this.x, this.y]); // cycle the circle target indicator radius
         if (this.targetRadius < 8) { this.targetRadius += 0.3;
         } else { this.targetRadius = 1;
         } // speed up the firework
         this.speed *= this.acceleration; // get the current velocities based on angle and speed
         var vx = Math.cos(this.angle) * this.speed,
         vy = Math.sin(this.angle) * this.speed; // how far will the firework have traveled with velocities applied?
         this.distanceTraveled = calculateDistance(this.sx, this.sy, this.x + vx, this.y + vy); // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
         if (this.distanceTraveled >= this.distanceToTarget) {
         createParticles(this.tx, this.ty); // remove the firework, use the index passed into the update function to determine which to remove
         fireworks.splice(index, 1);
         } else { // target not reached, keep traveling
         this.x += vx; this.y += vy;
         }
        }// draw fireworkFirework.prototype.draw = function () {
         ctx.beginPath(); // move to the last tracked coordinate in the set, then draw a line to the current x and y
         ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][ 1
         ]);
         ctx.lineTo(this.x, this.y);
         ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
         ctx.stroke();
         ctx.beginPath(); // draw the target for this firework with a pulsing circle
         ctx.arc(this.tx, this.ty, this.targetRadius, 0, Math.PI * 2);
         ctx.stroke();
        }// create particlefunction Particle(x, y) { this.x = x; this.y = y; // track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
         this.coordinates = []; this.coordinateCount = 5; while (this.coordinateCount--) { this.coordinates.push([this.x, this.y]);
         } // set a random angle in all possible directions, in radians
         this.angle = random(0, Math.PI * 2); this.speed = random(1, 10); // friction will slow the particle down
         this.friction = 0.95; // gravity will be applied and pull the particle down
         this.gravity = 1; // set the hue to a random number +-20 of the overall hue variable
         this.hue = random(hue - 20, hue + 20); this.brightness = random(50, 80); this.alpha = 1; // set how fast the particle fades out
         this.decay = random(0.015, 0.03);
        }// update particleParticle.prototype.update = function (index) { // remove last item in coordinates array
         this.coordinates.pop(); // add current coordinates to the start of the array
         this.coordinates.unshift([this.x, this.y]); // slow down the particle
         this.speed *= this.friction; // apply velocity
         this.x += Math.cos(this.angle) * this.speed; this.y += Math.sin(this.angle) * this.speed + this.gravity; // fade out the particle
         this.alpha -= this.decay; // remove the particle once the alpha is low enough, based on the passed in index
         if (this.alpha <= this.decay) {
         particles.splice(index, 1);
         }
        }// draw particleParticle.prototype.draw = function () {
         ctx.beginPath(); // move to the last tracked coordinates in the set, then draw a line to the current x and y
         ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][ 1
         ]);
         ctx.lineTo(this.x, this.y);
         ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
         ctx.stroke();
        }// create particle group/explosionfunction createParticles(x, y) { // increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
         var particleCount = 30; while (particleCount--) {
         particles.push(new Particle(x, y));
         }
        }// main demo loopfunction loop() { // this function will run endlessly with requestAnimationFrame
         requestAnimFrame(loop); // increase the hue to get different colored fireworks over time
         hue += 0.5; // normally, clearRect() would be used to clear the canvas
         // we want to create a trailing effect though
         // setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
         ctx.globalCompositeOperation = 'destination-out'; // decrease the alpha property to create more prominent trails
         ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
         ctx.fillRect(0, 0, cw, ch); // change the composite operation back to our main mode
         // lighter creates bright highlight points as the fireworks and particles overlap each other
         ctx.globalCompositeOperation = 'lighter'; var text = "HAPPY NEW YEAR !";
         ctx.font = "50px sans-serif"; var textData = ctx.measureText(text);
         ctx.fillStyle = "rgba(" + parseInt(random(0, 255)) + "," + parseInt(random(0, 255)) + "," + parseInt(random(0, 255)) + ",0.3)";
         ctx.fillText(text, cw / 2 - textData.width / 2, ch / 2); // loop over each firework, draw it, update it
         var i = fireworks.length; while (i--) {
         fireworks[i].draw();
         fireworks[i].update(i);
         } // loop over each particle, draw it, update it
         var i = particles.length; while (i--) {
         particles[i].draw();
         particles[i].update(i);
         } // launch fireworks automatically to random coordinates, when the mouse isn't down
         if (timerTick >= timerTotal) { if (!mousedown) { // start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
         for (var h = 0; h < 50; h++) {
         fireworks.push(new Firework(cw / 2, ch / 2, random(0, cw), random(0, ch)));
         }
         timerTick = 0;
         }
         } else {
         timerTick++;
         } // limit the rate at which fireworks get launched when mouse is down
         if (limiterTick >= limiterTotal) { if (mousedown) { // start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
         fireworks.push(new Firework(cw / 2, ch / 2, mx, my));
         limiterTick = 0;
         }
         } else {
         limiterTick++;
         }
        }// mouse event bindings// update the mouse coordinates on mousemovecanvas.addEventListener('mousemove', function (e) {
         mx = e.pageX - canvas.offsetLeft;
         my = e.pageY - canvas.offsetTop;
        });// toggle mousedown state and prevent canvas from being selectedcanvas.addEventListener('mousedown', function (e) {
         e.preventDefault();
         mousedown = true;
        });
        canvas.addEventListener('mouseup', function (e) {
         e.preventDefault();
         mousedown = false;
        });// once the window loads, we are ready for some fireworks!window.onload = loop;

        相信看了本文案例你已經(jīng)掌握了方法,更多精彩請關(guān)注Gxl網(wǎng)其它相關(guān)文章!

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        文檔

        canvas怎樣做出黑色背景的紅色煙花

        canvas怎樣做出黑色背景的紅色煙花:這次給大家?guī)韈anvas怎樣做出黑色背景的紅色煙花,canvas做出黑色背景的紅色煙花的注意事項有哪些,下面就是實戰(zhàn)案例,一起來看一下。html<canvas id="canvas"></canvas>cssbody { background: #000;
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