如何用html、css、js实现动画效果?很多新手对此不是很清楚,为了帮助大家解决这个难题,下面小编将为大家详细讲解,有这方面需求的人可以来学习下,希望你能有所收获。
制作动态的网页是是前端工程师必备的技能,很好的实现动画能够极大的提高用户体验,增强交互效果。
效果图:
代码如下,复制代码即可使用:
<!DOCTYPE html>
<html >
<head>
<meta charset="UTF-8">
<title>The Last Experience</title>
<style>
html {
overflow: hidden;
}
body {
position: absolute;
margin: 0;
padding: 0;
width: 100%;
height: 100%;
background: #000;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
background: #000;
}
</style>
</head>
<body>
<script>
'use strict';
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var Robot = function () {
function Robot(color, light, size, x, y, struct) {
_classCallCheck(this, Robot);
this.points = [];
this.links = [];
this.frame = 0;
this.dir = 1;
this.size = size;
this.color = Math.round(color);
this.light = light;
// ---- points ----
var id = 0;
for (var _iterator = struct.points, _isArray = Array.isArray(_iterator), _i = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator]();;) {
var _ref;
if (_isArray) {
if (_i >= _iterator.length) break;
_ref = _iterator[_i++];
} else {
_i = _iterator.next();
if (_i.done) break;
_ref = _i.value;
}
var p = _ref;
this.points.push(new Point(id++, size * p[0] + x, size * p[1] + y, p[2]));
}
// ---- links ----
for (var _iterator2 = struct.links, _isArray2 = Array.isArray(_iterator2), _i2 = 0, _iterator2 = _isArray2 ? _iterator2 : _iterator2[Symbol.iterator]();;) {
var _ref2;
if (_isArray2) {
if (_i2 >= _iterator2.length) break;
_ref2 = _iterator2[_i2++];
} else {
_i2 = _iterator2.next();
if (_i2.done) break;
_ref2 = _i2.value;
}
var l = _ref2;
var p0 = this.points[l[0]];
var p1 = this.points[l[1]];
var dx = p0.x - p1.x;
var dy = p0.y - p1.y;
this.links.push(new Link(this, p0, p1, Math.sqrt(dx * dx + dy * dy), l[2] * size / 3, l[3], l[4]));
}
}
Robot.prototype.update = function update() {
// ---- beat ----
if (++this.frame % 20 === 0) this.dir = -this.dir;
// ---- create giants ----
if (dancerDrag && this === dancerDrag && this.size < 16 && this.frame > 600) {
dancerDrag = null;
dancers.push(new Robot(this.color, this.light * 1.25, this.size * 2, pointer.x, pointer.y - 100 * this.size * 2, struct));
dancers.sort(function (d0, d1) {
return d0.size - d1.size;
});
}
// ---- update links ----
for (var _iterator3 = this.links, _isArray3 = Array.isArray(_iterator3), _i3 = 0, _iterator3 = _isArray3 ? _iterator3 : _iterator3[Symbol.iterator]();;) {
var _ref3;
if (_isArray3) {
if (_i3 >= _iterator3.length) break;
_ref3 = _iterator3[_i3++];
} else {
_i3 = _iterator3.next();
if (_i3.done) break;
_ref3 = _i3.value;
}
var link = _ref3;
var p0 = link.p0;
var p1 = link.p1;
var dx = p0.x - p1.x;
var dy = p0.y - p1.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist) {
var tw = p0.w + p1.w;
var r1 = p1.w / tw;
var r0 = p0.w / tw;
var dz = (link.distance - dist) * link.force;
dx = dx / dist * dz;
dy = dy / dist * dz;
p1.x -= dx * r0;
p1.y -= dy * r0;
p0.x += dx * r1;
p0.y += dy * r1;
}
}
// ---- update points ----
for (var _iterator4 = this.points, _isArray4 = Array.isArray(_iterator4), _i4 = 0, _iterator4 = _isArray4 ? _iterator4 : _iterator4[Symbol.iterator]();;) {
var _ref4;
if (_isArray4) {
if (_i4 >= _iterator4.length) break;
_ref4 = _iterator4[_i4++];
} else {
_i4 = _iterator4.next();
if (_i4.done) break;
_ref4 = _i4.value;
}
var point = _ref4;
// ---- drag ----
if (this === dancerDrag && point === pointDrag) {
point.x += (pointer.x - point.x) * 0.1;
point.y += (pointer.y - point.y) * 0.1;
}
// ---- dance ----
if (this !== dancerDrag) {
point.fn && point.fn(16 * Math.sqrt(this.size), this.dir);
}
// ---- verlet integration ----
point.vx = point.x - point.px;
point.vy = point.y - point.py;
point.px = point.x;
point.py = point.y;
point.vx *= 0.995;
point.vy *= 0.995;
point.x += point.vx;
point.y += point.vy + 0.01;
}
for (var _iterator5 = this.links, _isArray5 = Array.isArray(_iterator5), _i5 = 0, _iterator5 = _isArray5 ? _iterator5 : _iterator5[Symbol.iterator]();;) {
var _ref5;
if (_isArray5) {
if (_i5 >= _iterator5.length) break;
_ref5 = _iterator5[_i5++];
} else {
_i5 = _iterator5.next();
if (_i5.done) break;
_ref5 = _i5.value;
}
var link = _ref5;
var p1 = link.p1;
// ---- ground ----
if (p1.y > canvas.height * ground - link.size * 0.5) {
p1.y = canvas.height * ground - link.size * 0.5;
p1.x -= p1.vx;
p1.vx = 0;
p1.vy = 0;
}
// ---- borders ----
if (p1.id === 1 || p1.id === 2) {
if (p1.x > canvas.width - link.size) p1.x = canvas.width - link.size;else if (p1.x < link.size) p1.x = link.size;
}
}
};
Robot.prototype.draw = function draw() {
for (var _iterator6 = this.links, _isArray6 = Array.isArray(_iterator6), _i6 = 0, _iterator6 = _isArray6 ? _iterator6 : _iterator6[Symbol.iterator]();;) {
var _ref6;
if (_isArray6) {
if (_i6 >= _iterator6.length) break;
_ref6 = _iterator6[_i6++];
} else {
_i6 = _iterator6.next();
if (_i6.done) break;
_ref6 = _i6.value;
}
var link = _ref6;
if (link.size) {
var dx = link.p1.x - link.p0.x;
var dy = link.p1.y - link.p0.y;
var a = Math.atan2(dy, dx);
var d = Math.sqrt(dx * dx + dy * dy);
// ---- shadow ----
ctx.save();
ctx.translate(link.p0.x + link.size * 0.25, link.p0.y + link.size * 0.25);
ctx.rotate(a);
ctx.drawImage(link.shadow, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);
ctx.restore();
// ---- stroke ----
ctx.save();
ctx.translate(link.p0.x, link.p0.y);
ctx.rotate(a);
ctx.drawImage(link.image, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);
ctx.restore();
}
}
};
return Robot;
}();
var Link = function Link(parent, p0, p1, dist, size, light, force) {
_classCallCheck(this, Link);
// ---- cache strokes ----
function stroke(color, axis) {
var image = document.createElement('canvas');
image.width = dist + size;
image.height = size;
var ict = image.getContext('2d');
ict.beginPath();
ict.lineCap = "round";
ict.lineWidth = size;
ict.strokeStyle = color;
ict.moveTo(size * 0.5, size * 0.5);
ict.lineTo(size * 0.5 + dist, size * 0.5);
ict.stroke();
if (axis) {
var s = size / 10;
ict.fillStyle = "#000";
ict.fillRect(size * 0.5 - s, size * 0.5 - s, s * 2, s * 2);
ict.fillRect(size * 0.5 - s + dist, size * 0.5 - s, s * 2, s * 2);
}
return image;
}
this.p0 = p0;
this.p1 = p1;
this.distance = dist;
this.size = size;
this.light = light || 1.0;
this.force = force || 0.5;
this.image = stroke("hsl(" + parent.color + " ,30%, " + parent.light * this.light + "%)", true);
this.shadow = stroke("rgba(0,0,0,0.5)");
};
var Point = function Point(id, x, y, fn, w) {
_classCallCheck(this, Point);
this.id = id;
this.x = x;
this.y = y;
this.w = w || 0.5;
this.fn = fn || null;
this.px = x;
this.py = y;
this.vx = 0;
this.vy = 0;
};
var Canvas = function () {
function Canvas() {
var _this = this;
_classCallCheck(this, Canvas);
this.elem = document.createElement('canvas');
this.ctx = this.elem.getContext('2d');
document.body.appendChild(this.elem);
this.resize();
window.addEventListener('resize', function () {
return _this.resize();
}, false);
}
Canvas.prototype.resize = function resize() {
this.width = this.elem.width = this.elem.offsetWidth;
this.height = this.elem.height = this.elem.offsetHeight;
ground = this.height > 500 ? 0.85 : 1.0;
};
return Canvas;
}();
var Pointer = function () {
function Pointer(canvas) {
var _this2 = this;
_classCallCheck(this, Pointer);
this.x = 0;
this.y = 0;
this.canvas = canvas;
window.addEventListener('mousemove', function (e) {
return _this2.move(e);
}, false);
canvas.elem.addEventListener('touchmove', function (e) {
return _this2.move(e);
}, false);
window.addEventListener('mousedown', function (e) {
return _this2.down(e);
}, false);
window.addEventListener('touchstart', function (e) {
return _this2.down(e);
}, false);
window.addEventListener('mouseup', function (e) {
return _this2.up(e);
}, false);
window.addEventListener('touchend', function (e) {
return _this2.up(e);
}, false);
}
Pointer.prototype.down = function down(e) {
this.move(e);
for (var _iterator7 = dancers, _isArray7 = Array.isArray(_iterator7), _i7 = 0, _iterator7 = _isArray7 ? _iterator7 : _iterator7[Symbol.iterator]();;) {
var _ref7;
if (_isArray7) {
if (_i7 >= _iterator7.length) break;
_ref7 = _iterator7[_i7++];
} else {
_i7 = _iterator7.next();
if (_i7.done) break;
_ref7 = _i7.value;
}
var dancer = _ref7;
for (var _iterator8 = dancer.points, _isArray8 = Array.isArray(_iterator8), _i8 = 0, _iterator8 = _isArray8 ? _iterator8 : _iterator8[Symbol.iterator]();;) {
var _ref8;
if (_isArray8) {
if (_i8 >= _iterator8.length) break;
_ref8 = _iterator8[_i8++];
} else {
_i8 = _iterator8.next();
if (_i8.done) break;
_ref8 = _i8.value;
}
var point = _ref8;
var dx = pointer.x - point.x;
var dy = pointer.y - point.y;
var d = Math.sqrt(dx * dx + dy * dy);
if (d < 60) {
dancerDrag = dancer;
pointDrag = point;
dancer.frame = 0;
}
}
}
};
Pointer.prototype.up = function up(e) {
dancerDrag = null;
};
Pointer.prototype.move = function move(e) {
var touchMode = e.targetTouches,
pointer = undefined;
if (touchMode) {
e.preventDefault();
pointer = touchMode[0];
} else pointer = e;
this.x = pointer.clientX;
this.y = pointer.clientY;
};
return Pointer;
}();
// ---- init ----
var ground = 1.0;
var canvas = new Canvas();
var ctx = canvas.ctx;
var pointer = new Pointer(canvas);
var dancerDrag = null;
var pointDrag = null;
// ---- main loop ----
function run() {
requestAnimationFrame(run);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = "#222";
ctx.fillRect(0, 0, canvas.width, canvas.height * 0.15);
ctx.fillRect(0, canvas.height * 0.85, canvas.width, canvas.height * 0.15);
for (var _iterator9 = dancers, _isArray9 = Array.isArray(_iterator9), _i9 = 0, _iterator9 = _isArray9 ? _iterator9 : _iterator9[Symbol.iterator]();;) {
var _ref9;
if (_isArray9) {
if (_i9 >= _iterator9.length) break;
_ref9 = _iterator9[_i9++];
} else {
_i9 = _iterator9.next();
if (_i9.done) break;
_ref9 = _i9.value;
}
var dancer = _ref9;
dancer.update();
dancer.draw();
}
}
// ---- robot structure ----
var struct = {
points: [[0, -4, function (s, d) {
this.y -= 0.01 * s;
}], [0, -16, function (s, d) {
this.y -= 0.02 * s * d;
}], [0, 12, function (s, d) {
this.y += 0.02 * s * d;
}], [-12, 0], [12, 0], [-3, 34, function (s, d) {
if (d > 0) {
this.x += 0.01 * s;
this.y -= 0.015 * s;
} else {
this.y += 0.02 * s;
}
}], [3, 34, function (s, d) {
if (d > 0) {
this.y += 0.02 * s;
} else {
this.x -= 0.01 * s;
this.y -= 0.015 * s;
}
}], [-28, 0, function (s, d) {
this.x += this.vx * 0.035;
this.y -= 0.001 * s;
}], [28, 0, function (s, d) {
this.x += this.vx * 0.035;
this.y -= 0.001 * s;
}], [-3, 64, function (s, d) {
this.y += 0.02 * s;
if (d > 0) {
this.y -= 0.01 * s;
} else {
this.y += 0.05 * s;
}
}], [3, 64, function (s, d) {
this.y += 0.02 * s;
if (d > 0) {
this.y += 0.05 * s;
} else {
this.y -= 0.01 * s;
}
}], [0, -4.1]],
links: [[3, 7, 12, 0.5], [1, 3, 24, 0.5], [1, 0, 18, 0.5], [0, 11, 60, 0.8], [5, 9, 16, 0.5], [2, 5, 32, 0.5], [1, 2, 50, 1], [6, 10, 16, 1.5], [2, 6, 32, 1.5], [4, 8, 12, 1.5], [1, 4, 24, 1.5]]
};
// ---- instanciate robots ----
var dancers = [];
for (var i = 0; i < 6; i++) {
dancers.push(new Robot(i * 360 / 7, 80, 4, (i + 2) * canvas.width / 9, canvas.height * ground - 295, struct));
}
run();
</script>
</body>
</html>
扩展:
制作动画效果还有其他方法
网上可以搜到很多封装好的动画插件,这些插件可以直接引入到页面中,通过初试话和配置的方式进行设定,直接在页面中展示动画。
如:waves,textillate.js等等。
使用canvas制作动画
我们还可以使用canvas在浏览器上画图,并且利用其api,制作动画。canvas使用的地方非常多,尤其是在制作h5小游戏上。
同样都是使用编码的方式由前端开发工程师完成动画效果,canvas要比原生js效率高的多,流畅的多。通过画笔的方式,能够轻松的实现更多的动画效果。
引用gif图片
如果在需求特别紧急,而且动画又特别复杂的情况下,自己没有把握按时实现效果,或者代价太大,真的,别犹豫,上gif图片吧,不要在技术上纠结了,虽然在工程师的角度上这样做很low,但是,用户的体验是没有影响的~所以,别纠结,就是要快!完成最重要了!
看完上述内容是否对您有帮助呢?如果还想对相关知识有进一步的了解或阅读更多相关文章,请关注亿速云行业资讯频道,感谢您对亿速云的支持。
亿速云「云服务器」,即开即用、新一代英特尔至强铂金CPU、三副本存储NVMe SSD云盘,价格低至29元/月。点击查看>>
免责声明:本站发布的内容(图片、视频和文字)以原创、转载和分享为主,文章观点不代表本网站立场,如果涉及侵权请联系站长邮箱:is@yisu.com进行举报,并提供相关证据,一经查实,将立刻删除涉嫌侵权内容。