html5 canvas 粒子特效
不知不觉就已经好久没写过博客了,自从七月正式毕业后,离开了实习了将近九个月的老东家,进了鼠厂后,做的事都是比较传统的前端活,之前在tpy的时候只管做移动h5的特效以及小游戏,再加上实习所以时间比较充裕,canvas玩的比较多,而现在因为工作都是些传统前端工作,而且也忙,就基本上没再写过canvas相关的效果了。这个博客自己只是想分享一些自己做过的一些好玩的demo,所以正经的那些项目心得、插件什么的就基本上都不会放上来了。
刚好昨天的时候闲了下来,就看了一下以前写的一些玩意,所以又想折腾下以前很喜欢折腾的粒子了。其实原理差不多,就是变着法子折腾,顺便自己也复习一下。这次的demo除了粒子运动之外,还加了鼠标的干涉。所以自己觉得还是有点搞头,所以就分享一下。
先上个demo 效果:http://demo.wanghx.cn/particle/ ,表示不要再说什么在低版本IE上没效果之类的,这个是H5啊,同时最好在chrome上看,其他浏览器我都没测,纯碎为了好玩而做出来。有兴趣的可以把代码拷回去自己深究。
图片或文字都可以分解成粒子。原理此前的博客都有说过,不过也再简单啰嗦一下,就是先将图片或者文字画在canvas上,然后通过画布对象的getImageData获取到画布上的所有像素点,也就是imageData对象的data数组,存放着画布的所有像素的rgba值。
然后再遍历像素点,获取到当前像素点的rgba的a值也就是alpha透明度不为0,我直接舍弃了地透明度的,所以我写的判断是直接大于125就行了,255为不透明。更具体的原理可查看此前我的这个博文:随便谈谈用canvas来实现文字图片粒子化
获取到粒子的位置后,就实例化出粒子对象,代码如下:
ctx.drawImage(img, this.imgx, this.imgy, img.width, img.height); var imgData = ctx.getImageData(this.imgx, this.imgy, img.width, img.height); for (var x = 0; x < img.width; x += particleSize_x) { for (var y = 0; y < img.height; y += particleSize_y) { var i = (y * imgData.width + x) * 4; if (imgData.data[i + 3] >= 125) { var color = "rgba(" + imgData.data[i] + "," + imgData.data[i + 1] + "," + imgData.data[i + 2] + "," + imgData.data[i + 3] + ")"; var x_random = x + Math.random() * 20, vx = -Math.random() * 200 + 400, y_random = img.height/2 - Math.random() * 40 + 20, vy; if (y_random < this.imgy + img.height / 2) { vy = Math.random() * 300; } else { vy = -Math.random() * 300; } particleArray.push(new Particle(x_random + this.imgx,y_random + this.imgy,x + this.imgx,y + this.imgy,vx,vy,color)); particleArray[particleArray.length - 1].drawSelf(); } } }
将实例化的粒子对象扔进一个数组里保存起来。然后执行动画循环。
particleArray.sort(function (a, b) { return a.ex - b.ex; }); if (!this.isInit) { this.isInit = true; animate(function (tickTime) { if (animateArray.length < particleArray.length) { if (that.end > (particleArray.length - 1)) { that.end = (particleArray.length - 1) } animateArray = animateArray.concat(particleArray.slice(that.start, that.end)) that.start += that.ite; that.end += that.ite; } animateArray.forEach(function (i) { this.update(tickTime); }) }) }
animate方法的回调即为每次画布逐帧循环时调用的方法,其中animateArray就是真正用于放置于循环舞台的粒子对象,也就是上面demo中看到的从左到右一个一个粒子出现的效果,其实就是从particleArray中取粒子对象,在每一帧中扔几十个进animateArray中,所以就有了粒子一个一个出来的效果。
在逐帧循环回调中,触发每个粒子对象的update,其中粒子的运动函数,绘画函数全部会由update函数触发。
下面这个是粒子对象的封装,其中x,y为粒子的位置,ex,ey为粒子的目标位置,vx,vy为粒子的速度,color为粒子的颜色,particleSize为粒子的大小,stop是粒子是否静止,maxCheckTimes和checkLength和checkTimes是检测粒子是否静止的属性,因为粒子在运动的时候,位置是无时无刻都在变化,所以是没有绝对静止的,所以需要手动检测是否约等于静止,然后再给予粒子静止状态,当粒子与目标位置的距离小于checkLength,并且在连续10帧的检测都粒子与距离目标都是小于checkLength,则说明粒子约等于静止了,将粒子的stop属性置为true,再接下来的动画逐帧循环中,对于stop为true的粒子则不进行运动计算:
function Particle(x, y, ex, ey, vx, vy, color) { this.x = x; this.y = y; this.ex = ex; this.ey = ey; this.vx = vx; this.vy = vy; this.a = 1500; this.color = color; this.width = particleSize_x; this.height = particleSize_y; this.stop = false;this.maxCheckTimes = 10; this.checkLength = 5; this.checkTimes = 0; } var oldColor = ""; Particle.prototype = { constructor: Particle, drawSelf: function () { if (oldColor != this.color) { ctx.fillStyle = this.color; oldColor = this.color } ctx.fillRect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height); }, update: function (tickTime) { if (this.stop) { this.x = this.ex; this.y = this.ey; } else { tickTime = tickTime / 1000; var cx = this.ex - this.x; var cy = this.ey - this.y; var angle = Math.atan(cy / cx); var ax = Math.abs(this.a * Math.cos(angle)); ax = this.x > this.ex ? -ax : ax var ay = Math.abs(this.a * Math.sin(angle)); ay = this.y > this.ey ? -ay : ay; this.vx += ax * tickTime; this.vy += ay * tickTime; this.vx = ~~this.vx * 0.95; this.vy = ~~this.vy * 0.95; this.x += this.vx * tickTime; this.y += this.vy * tickTime; if (Math.abs(this.x - this.ex) <= this.checkLength && Math.abs(this.y - this.ey) <= this.checkLength) { this.checkTimes++; if (this.checkTimes >= this.maxCheckTimes) { this.stop = true; } } else { this.checkTimes = 0 } } this.drawSelf(); this._checkMouse(); }, _checkMouse: function () { if (!mouseX) { if (this.recordX) { this.stop = false; this.checkTimes = 0; this.a = 1500; this.ex = this.recordX; this.ey = this.recordY; this.recordX = null; this.recordY = null; } return; } var distance = Math.sqrt(Math.pow(mouseX - this.x, 2) + Math.pow(mouseY - this.y, 2)); var angle = Math.atan((mouseY - this.y) / (mouseX - this.x)); if (distance < mouseRadius) { this.stop = false; this.checkTimes = 0; if (!this.recordX) { this.recordX = this.ex; this.recordY = this.ey; } this.a = 2000; var xc = Math.abs((mouseRadius - distance) * Math.cos(angle)); var yc = Math.abs((mouseRadius - distance) * Math.sin(angle)); xc = mouseX > this.x ? -xc : xc; yc = mouseY > this.y ? -yc : yc; this.ex = this.x + xc; this.ey = this.y + yc; } else { if (this.recordX) { this.stop = false; this.checkTimes = 0; this.a = 1500; this.ex = this.recordX; this.ey = this.recordY; this.recordX = null; this.recordY = null; } } } };
粒子的方法中,drawself为粒子的绘制自身的方法,画布的绘制对象的方法的调用次数越少,对整个动画的性能提升越大。因此,把粒子画成正方形,因为画正方形只需调用一个fillRect方法,而如果画圆形则需要先调用beginPath开始路径的绘制,再调用arc绘制路径,最后再通过fill填充颜色。性能方面肯定是画正方形性能更好,于是直接用fillRect。而也对粒子的color进行缓存,如果连续绘制的多个粒子颜色相同,就不用重复调用fillStyle方法更新画笔颜色。
然后是update方法,这个方法是粒子运动的核心,但是原理很简单,就是一些简单的运动学知识,获取到粒子与目标点夹角的角度,通过角度将粒子的加速度分解为水平和垂直加速度,再计算出粒子在新的一帧的水平速度和垂直速度,然后再通过新的速度计算出粒子新的位置,最后再绘制出来。update方法底部的if else则是判断粒子是否静止的代码。
粒子的最后一个方法,checkmouse其实就是检测鼠标位置,如果粒子跟鼠标的距离小于15,则将粒子的目标位置置于与鼠标距离为15的地方,为了保证鼠标移开后粒子还能回到原来的地方,所以用了个recordX和recordY来记录粒子初始的位置,当鼠标离开粒子时,重置粒子的目标位置。从而让粒子回到原来的位置。
基本上整个的原理就这样,还是比较简单的,下面贴出全部代码,对这个有兴趣的可以拷贝回去自己修改出自己喜欢的效果:
<!DOCTYPE html> <html> <head> <meta charset="UTF-8" /> <meta name="Keywords" content="猩"/> <meta name="Description" content="猩,猩猩,猩猩猩"/> <title></title> <link rel=‘stylesheet‘ href=‘/stylesheets/style.css‘/> <link rel="shortcut icon" href="/images/favicon.ico"/> </head> <body> <canvas id="canvas"> <img src="/images/orangutan.png" id="logo"/> </canvas> <div class="btn-group"> <a href="javascript:useImage()" class="btn image-btn">使用图片</a> <a href="javascript:useText(document.querySelector(‘.btn-group input‘).value)" class="btn text-btn">使用文字</a><input type="text" value="猩猩助手"/> </div> <script> var canvas = document.getElementById("canvas"); var ctx = canvas.getContext(‘2d‘); var img; canvas.width = window.innerWidth; canvas.height = window.innerHeight; var mouseX = null, mouseY = null; var mouseRadius = 50; var RAF = (function () { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) { window.setTimeout(callback, 1000 / 60); }; })(); Array.prototype.forEach = function (callback) { for (var i = 0; i < this.length; i++) { callback.call((typeof this[i] === "object") ? this[i] : window, i, this[i]); } }; window.onmousemove = function (e) { if (e.target.tagName == "CANVAS") { mouseX = e.clientX - e.target.getBoundingClientRect().left; mouseY = e.clientY - e.target.getBoundingClientRect().top; } else { mouseX = null; mouseY = null; } }; var particleArray = []; var animateArray = []; var particleSize_x = 1; var particleSize_y = 2; var canvasHandle = { init: function () { this._reset(); this._initImageData(); this._execAnimate(); }, _reset: function () { particleArray.length = 0; animateArray.length = 0; this.ite = 30; this.start = 0; this.end = this.start + this.ite; }, _initImageData: function () { this.imgx = (canvas.width - img.width) / 2; this.imgy = (canvas.height - img.height) / 2; ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.drawImage(img, this.imgx, this.imgy, img.width, img.height); console.log(this.imgx) console.log(img.width) var imgData = ctx.getImageData(this.imgx, this.imgy, img.width, img.height); for (var x = 0; x < img.width; x += particleSize_x) { for (var y = 0; y < img.height; y += particleSize_y) { var i = (y * imgData.width + x) * 4; if (imgData.data[i + 3] >= 125) { var color = "rgba(" + imgData.data[i] + "," + imgData.data[i + 1] + "," + imgData.data[i + 2] + "," + imgData.data[i + 3] + ")"; var x_random = x + Math.random() * 20, vx = -Math.random() * 200 + 400, y_random = img.height/2 - Math.random() * 40 + 20, vy; if (y_random < this.imgy + img.height / 2) { vy = Math.random() * 300; } else { vy = -Math.random() * 300; } particleArray.push( new Particle( x_random + this.imgx, y_random + this.imgy, x + this.imgx, y + this.imgy, vx, vy, color ) ); particleArray[particleArray.length - 1].drawSelf(); } } } }, _execAnimate: function () { var that = this; var mouseSize = 10; particleArray.sort(function (a, b) { return a.ex - b.ex; }); if (!this.isInit) { this.isInit = true; animate(function (tickTime) { if (animateArray.length < particleArray.length) { if (that.end > (particleArray.length - 1)) { that.end = (particleArray.length - 1) } animateArray = animateArray.concat(particleArray.slice(that.start, that.end)) that.start += that.ite; that.end += that.ite; } animateArray.forEach(function (i) { this.update(tickTime); }) }) } } } var timestamp , isrunning = false; function animate(tick) { if (typeof tick == "function") { var newtime = new Date(); var tickTime = timestamp ? ((newtime = new Date()) - timestamp) : 0; ctx.clearRect(0, 0, canvas.width, canvas.height); timestamp = newtime; tick(tickTime); RAF(function () { animate(tick) }) } } function Particle(x, y, ex, ey, vx, vy, color) { this.x = x; this.y = y; this.ex = ex; this.ey = ey; this.vx = vx; this.vy = vy; this.a = 1500; this.color = color; this.width = particleSize_x; this.height = particleSize_y; this.stop = false; this.static = false; this.maxCheckTimes = 10; this.checkLength = 5; this.checkTimes = 0; } var oldColor = ""; Particle.prototype = { constructor: Particle, drawSelf: function () { if (oldColor != this.color) { ctx.fillStyle = this.color; oldColor = this.color } ctx.fillRect(this.x - this.width / 2, this.y - this.height / 2, this.width, this.height); }, update: function (tickTime) { if (this.stop) { this.x = this.ex; this.y = this.ey; } else { tickTime = tickTime / 1000; var cx = this.ex - this.x; var cy = this.ey - this.y; var angle = Math.atan(cy / cx); var ax = Math.abs(this.a * Math.cos(angle)); ax = this.x > this.ex ? -ax : ax var ay = Math.abs(this.a * Math.sin(angle)); ay = this.y > this.ey ? -ay : ay; this.vx += ax * tickTime; this.vy += ay * tickTime; this.vx = ~~this.vx * 0.95; this.vy = ~~this.vy * 0.95; this.x += this.vx * tickTime; this.y += this.vy * tickTime; if (Math.abs(this.x - this.ex) <= this.checkLength && Math.abs(this.y - this.ey) <= this.checkLength) { this.checkTimes++; if (this.checkTimes >= this.maxCheckTimes) { this.stop = true; } } else { this.checkTimes = 0 } } this.drawSelf(); this._checkMouse(); }, _checkMouse: function () { if (!mouseX) { if (this.recordX) { this.stop = false; this.checkTimes = 0; this.a = 1500; this.ex = this.recordX; this.ey = this.recordY; this.recordX = null; this.recordY = null; } return; } var distance = Math.sqrt(Math.pow(mouseX - this.x, 2) + Math.pow(mouseY - this.y, 2)); var angle = Math.atan((mouseY - this.y) / (mouseX - this.x)); if (distance < mouseRadius) { this.stop = false; this.checkTimes = 0; if (!this.recordX) { this.recordX = this.ex; this.recordY = this.ey; } this.a = 2000; var xc = Math.abs((mouseRadius - distance) * Math.cos(angle)); var yc = Math.abs((mouseRadius - distance) * Math.sin(angle)); xc = mouseX > this.x ? -xc : xc; yc = mouseY > this.y ? -yc : yc; this.ex = this.x + xc; this.ey = this.y + yc; } else { if (this.recordX) { this.stop = false; this.checkTimes = 0; this.a = 1500; this.ex = this.recordX; this.ey = this.recordY; this.recordX = null; this.recordY = null; } } } }; //use image function useImage() { img = document.getElementById("logo"); if (img.complete) { canvasHandle.init(); } else { img.onload = function () { canvasHandle.init(); } } } //use text function useText(text) { img = document.createElement(‘canvas‘); img.width = 600; img.height = 180; var imgctx = img.getContext("2d"); imgctx.textAlign = "center"; imgctx.textBaseline = "middle"; imgctx.font = "100px 微软雅黑"; imgctx.fillText(text || ‘猩猩助手‘, img.width / 2, img.height / 2); canvasHandle.init(); } useImage() </script> </body> </html>
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