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JavaScript如何实现瀑布动画

发布时间:2022-06-20 09:17:53 来源:亿速云 阅读:117 作者:iii 栏目:开发技术

这篇文章主要介绍“JavaScript如何实现瀑布动画”,在日常操作中,相信很多人在JavaScript如何实现瀑布动画问题上存在疑惑,小编查阅了各式资料,整理出简单好用的操作方法,希望对大家解答”JavaScript如何实现瀑布动画”的疑惑有所帮助!接下来,请跟着小编一起来学习吧!

具体代码如下

<!DOCTYPE html>
<html>
    <head>
        <meta charset="utf8">
        <meta http-equiv=“X-UA-Compatible” content="IE-edge, chrome=1">
        <meta name="viewport" content="width=device-width, initial-scale=1.0">
        <title>瀑布(waterful)</title>
        <style>
            body {
                background: #222;
            }
        </style>
    </head>
    <body>
        <script>
            //判断浏览器是否支持canvas
            function isSupportCanvas() {
                var canvas = document.createElement('canvas');
                return !!(canvas.getContext && canvas.getContext("2d"));
            }

            //requestAnimationFrame会自动使用最优的帧率进行渲染,在我的浏览器上是每秒60帧
            function setupRAF() {
                var lastTime = 0;
                var vendors = ['webkit', 'ms', 'moz', 'o'];
                for(var i=0; i<vendors.length && !window.requestAnimationFrame; i++) {
                    window.requestAnimationFrame = window[vendors[i] + "RequestAnimationFrame"];
                    window.cancelAnimationFrame = window[vendors[i] + "CancelAnimationFrame"] || window[vendors[i] + "CancelRequestAnimationFrame"]
                }
                if(!window.requestAnimationFrame) {
                    window.requestAnimationFrame = function(callback, element) {
                        var currentTime = new Date().getTime();
                        var timeToCall = Math.max(0, 16 - (currentTime - lastTime));
                        var futureTime = currentTime + timeToCall;
                        var id = window.setTimeout(function() {
                            callback(futureTime);
                        }, timeToCall);
                        lastTime = futureTime;
                        return id;
                    }
                }
                if(!window.cancelAnimationFrame) {
                    window.cancelAnimationFrame = function(id) {
                        clearTimeout(id);
                    }
                }
            }

            //在给定的范围内随机选取一个整数
            function randomInt(min, max) {
                /*
                由于位运算的操作数要求是整数,其结果也是整数,所以经过位运算的都会自动变成整数
                可用的取整方法:
                (1)~~n
                (2)n<<0
                (3)n>>0
                (4)n|0
                (5)Math.floor()
                (6)Math.ceil()
                (7)Math.round()
                值得注意的是,位运算只是去掉小数部分,并不会改变整数部分
                */
                return ~~(Math.random() * (max - min) + min);
            }

            //在对象所表示的范围中随机选取一个数
            function randomAtRange(obj) {
                return Math.random() * (obj.max - obj.min) + obj.min;
            }

            //在对象所表示的范围中随机选取一个整数
            function randomIntAtRange(obj) {
                return randomInt(obj.min, obj.max);
            }

            //瀑布
            var Waterful = function(width, height) {
                var doublePI = Math.PI * 2;

                var canvas;
                var ctx;

                //存放水粒子的数组
                var particles = [];
                //每帧生成或销毁粒子的数量
                var particleChangeRate = width / 25;
                //垂直方向上的加速度(即重力), 小数点前的0可以省略
                var gravity = .15;

                //水流粒子
                var WaterParticle = function() {
                    //水流粒子宽度范围
                    var waterWidthRange = {min: 1, max: 20};
                    //水流粒子高度范围
                    var waterHeightRange = {min: 1, max: 45};
                    //水流粒子落到地上溅起的水花半径范围
                    var waterBubbleRadiusRange = {min: 1, max: 8};
                    //水花溅起的高度范围
                    var waterBubbleSpringRange = {min: 20, max: 30};

                    //色相范围
                    var hueRange = {min: 200, max: 220};
                    //饱和度范围
                    var saturationRange = {min: 30, max: 60};
                    //亮度
                    var lightnessRange = {min: 30, max: 60};

                    //拼接成一个HSLA颜色值(注意:普通函数的this指代它自己)
                    this.joinHSLA = function(alpha) {
                        return "hsla(" + [this.hue, this.saturation + "%", this.lightness + "%", alpha].join(",") + ")";
                    }

                    this.init = function() {                        
                        //水流粒子的最大半径
                        var waterMaxRadius = waterWidthRange.max / 2;
                        //水流粒子初始X坐标的范围
                        var xRange = {min: waterMaxRadius, max: canvas.width - waterMaxRadius};

                        //水流粒子宽度
                        this.width = randomAtRange(waterWidthRange);
                        //水流粒子高度
                        this.height = randomAtRange(waterHeightRange);
                        //水流粒子初始X坐标
                        this.x = randomAtRange(xRange);
                        //水流粒子初始Y坐标
                        this.y = -this.height;
                        //水流粒子垂直方向上的初始速度
                        this.velocity = 0;
                        //水流半径等于水流粒子宽度的一半
                        this.waterRadius = this.width / 2;
                        //水花半径
                        this.waterBubbleRadius = randomAtRange(waterBubbleRadiusRange);
                        //水花溅起的高度
                        this.waterBubbleSpring = randomAtRange(waterBubbleSpringRange);
                        //水流颜色
                        this.hue = randomIntAtRange(hueRange);
                        this.saturation = randomIntAtRange(saturationRange);
                        this.lightness = randomIntAtRange(lightnessRange);
                        //地板高度
                        this.floorHeight = canvas.height - waterBubbleSpringRange.min - this.height; 

                        //水流粒子是否已经落地变成水花
                        this.isDead = false;
                    }

                    this.update = function() {
                        this.velocity += gravity;
                        this.y += this.velocity;
                        if(this.y > this.floorHeight) {
                            this.isDead = true;
                        }
                    }

                    this.render = function() {
                        if(this.isDead) {
                            //绘制水花
                            ctx.fillStyle = "hsla(" + this.hue + ", 40%, 40%, 1)";
                            ctx.fillStyle = this.joinHSLA(.3);
                            ctx.beginPath();
                            ctx.arc(this.x, canvas.height - this.waterBubbleSpring, this.waterBubbleRadius, 0, doublePI);
                            ctx.fill();
                        } else {
                            //绘制水流
                            ctx.strokeStyle = this.joinHSLA(.05);
                            ctx.lineCap = "round";
                            ctx.lineWidth = this.waterRadius;
                            ctx.beginPath();
                            ctx.moveTo(this.x, this.y);
                            ctx.lineTo(this.x, this.y + this.height);
                            ctx.stroke();
                        }
                    }

                    this.init();
                }

                this.init = function() {
                    canvas = document.createElement("canvas");
                    //如果html不支持canvas的话会显示该文本,否则不显示
                    var textNode = document.createTextNode("Your browser can not support canvas");
                    canvas.appendChild(textNode);
                    document.body.appendChild(canvas);
                    canvas.width = width;
                    canvas.height = height;
                    //如果不支持canvas就没必要继续下去了
                    if(!isSupportCanvas()) {
                        return;
                    }
                    ctx = canvas.getContext("2d");
                    setupRAF();
                    loop();
                }

                function loop() {
                    /*
                    先绘制一层朦胧的白非常重要,这样可以省去很多用来填充颜色的粒子
                    将下面3句换成clearRect就能发现其实绘制的粒子颜色本身是很淡的,如果直接换成深的颜色就会发现空隙衔接处很不均匀
                    增大粒子数目可以发现颜色会变深,但是粒子数越多画面越卡,所以先绘制上一层白色的蒙版是一种非常取巧的做法
                    */
                    ctx.globalCompositeOperation = 'destination-out';
                    ctx.fillStyle = 'rgba(255,255,255,.06)';
                    ctx.fillRect(0, 0, canvas.width, canvas.height);
                    //ctx.clearRect(0, 0, canvas.width, canvas.height);
                    ctx.globalCompositeOperation = "lighter";

                    //添加新粒子
                    for(var i=0; i<particleChangeRate; i++) {
                        particles.push(new WaterParticle());
                    }
                    //更新渲染粒子
                    for(var i=0; i<particles.length; i++) {
                        particles[i].update();
                        particles[i].render();
                    }

                    //绘制水花,并删除消亡的粒子
                    for(var i=particles.length-1; i>=0; i--) {
                        if(particles[i].isDead) {
                            particles.splice(i, 1);
                        }
                    }
                    requestAnimationFrame(loop);
                }
            }

            function init() {
                var waterful = new Waterful(300, 300);
                waterful.init();
            }

            init();
        </script>
    </body>
</html>

效果:

JavaScript如何实现瀑布动画

到此,关于“JavaScript如何实现瀑布动画”的学习就结束了,希望能够解决大家的疑惑。理论与实践的搭配能更好的帮助大家学习,快去试试吧!若想继续学习更多相关知识,请继续关注亿速云网站,小编会继续努力为大家带来更多实用的文章!

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