这篇文章主要讲解了“js怎么实现花瓣漫天飞舞特效”,文中的讲解内容简单清晰,易于学习与理解,下面请大家跟着小编的思路慢慢深入,一起来研究和学习“js怎么实现花瓣漫天飞舞特效”吧!
效果:
代码:
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML> <HEAD> <TITLE>花瓣漫天飞舞入流水</TITLE> <META NAME="Generator" CONTENT="EditPlus"> <META NAME="Author" CONTENT=""> <META NAME="Keywords" CONTENT=""> <META NAME="Description" CONTENT=""> <style> html, body{ width: 100%; height: 100%; margin: 0; padding: 0; overflow: hidden; } .container{ width: 100%; height: 100%; margin: 0; padding: 0; background-color: #000000; } </style> <script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script> </HEAD> <BODY> <div id="jsi-cherry-container" class="container"></div> <script> var RENDERER = { INIT_CHERRY_BLOSSOM_COUNT : 30, MAX_ADDING_INTERVAL : 10, init : function(){ this.setParameters(); this.reconstructMethods(); this.createCherries(); this.render(); }, setParameters : function(){ this.$container = $('#jsi-cherry-container'); this.width = this.$container.width(); this.height = this.$container.height(); this.context = $('<canvas />').attr({width : this.width, height : this.height}).appendTo(this.$container).get(0).getContext('2d'); this.cherries = []; this.maxAddingInterval = Math.round(this.MAX_ADDING_INTERVAL * 1000 / this.width); this.addingInterval = this.maxAddingInterval; }, reconstructMethods : function(){ this.render = this.render.bind(this); }, createCherries : function(){ for(var i = 0, length = Math.round(this.INIT_CHERRY_BLOSSOM_COUNT * this.width / 1000); i < length; i++){ this.cherries.push(new CHERRY_BLOSSOM(this, true)); } }, render : function(){ requestAnimationFrame(this.render); this.context.clearRect(0, 0, this.width, this.height); this.cherries.sort(function(cherry1, cherry2){ return cherry1.z - cherry2.z; }); for(var i = this.cherries.length - 1; i >= 0; i--){ if(!this.cherries[i].render(this.context)){ this.cherries.splice(i, 1); } } if(--this.addingInterval == 0){ this.addingInterval = this.maxAddingInterval; this.cherries.push(new CHERRY_BLOSSOM(this, false)); } } }; var CHERRY_BLOSSOM = function(renderer, isRandom){ this.renderer = renderer; this.init(isRandom); }; CHERRY_BLOSSOM.prototype = { FOCUS_POSITION : 300, FAR_LIMIT : 600, MAX_RIPPLE_COUNT : 100, RIPPLE_RADIUS : 100, SURFACE_RATE : 0.5, SINK_OFFSET : 20, init : function(isRandom){ this.x = this.getRandomValue(-this.renderer.width, this.renderer.width); this.y = isRandom ? this.getRandomValue(0, this.renderer.height) : this.renderer.height * 1.5; this.z = this.getRandomValue(0, this.FAR_LIMIT); this.vx = this.getRandomValue(-2, 2); this.vy = -2; this.theta = this.getRandomValue(0, Math.PI * 2); this.phi = this.getRandomValue(0, Math.PI * 2); this.psi = 0; this.dpsi = this.getRandomValue(Math.PI / 600, Math.PI / 300); this.opacity = 0; this.endTheta = false; this.endPhi = false; this.rippleCount = 0; var axis = this.getAxis(), theta = this.theta + Math.ceil(-(this.y + this.renderer.height * this.SURFACE_RATE) / this.vy) * Math.PI / 500; theta %= Math.PI * 2; this.offsetY = 40 * ((theta <= Math.PI / 2 || theta >= Math.PI * 3 / 2) ? -1 : 1); this.thresholdY = this.renderer.height / 2 + this.renderer.height * this.SURFACE_RATE * axis.rate; this.entityColor = this.renderer.context.createRadialGradient(0, 40, 0, 0, 40, 80); this.entityColor.addColorStop(0, 'hsl(330, 70%, ' + 50 * (0.3 + axis.rate) + '%)'); this.entityColor.addColorStop(0.05, 'hsl(330, 40%,' + 55 * (0.3 + axis.rate) + '%)'); this.entityColor.addColorStop(1, 'hsl(330, 20%, ' + 70 * (0.3 + axis.rate) + '%)'); this.shadowColor = this.renderer.context.createRadialGradient(0, 40, 0, 0, 40, 80); this.shadowColor.addColorStop(0, 'hsl(330, 40%, ' + 30 * (0.3 + axis.rate) + '%)'); this.shadowColor.addColorStop(0.05, 'hsl(330, 40%,' + 30 * (0.3 + axis.rate) + '%)'); this.shadowColor.addColorStop(1, 'hsl(330, 20%, ' + 40 * (0.3 + axis.rate) + '%)'); }, getRandomValue : function(min, max){ return min + (max - min) * Math.random(); }, getAxis : function(){ var rate = this.FOCUS_POSITION / (this.z + this.FOCUS_POSITION), x = this.renderer.width / 2 + this.x * rate, y = this.renderer.height / 2 - this.y * rate; return {rate : rate, x : x, y : y}; }, renderCherry : function(context, axis){ context.beginPath(); context.moveTo(0, 40); context.bezierCurveTo(-60, 20, -10, -60, 0, -20); context.bezierCurveTo(10, -60, 60, 20, 0, 40); context.fill(); for(var i = -4; i < 4; i++){ context.beginPath(); context.moveTo(0, 40); context.quadraticCurveTo(i * 12, 10, i * 4, -24 + Math.abs(i) * 2); context.stroke(); } }, render : function(context){ var axis = this.getAxis(); if(axis.y == this.thresholdY && this.rippleCount < this.MAX_RIPPLE_COUNT){ context.save(); context.lineWidth = 2; context.strokeStyle = 'hsla(0, 0%, 100%, ' + (this.MAX_RIPPLE_COUNT - this.rippleCount) / this.MAX_RIPPLE_COUNT + ')'; context.translate(axis.x + this.offsetY * axis.rate * (this.theta <= Math.PI ? -1 : 1), axis.y); context.scale(1, 0.3); context.beginPath(); context.arc(0, 0, this.rippleCount / this.MAX_RIPPLE_COUNT * this.RIPPLE_RADIUS * axis.rate, 0, Math.PI * 2, false); context.stroke(); context.restore(); this.rippleCount++; } if(axis.y < this.thresholdY || (!this.endTheta || !this.endPhi)){ if(this.y <= 0){ this.opacity = Math.min(this.opacity + 0.01, 1); } context.save(); context.globalAlpha = this.opacity; context.fillStyle = this.shadowColor; context.strokeStyle = 'hsl(330, 30%,' + 40 * (0.3 + axis.rate) + '%)'; context.translate(axis.x, Math.max(axis.y, this.thresholdY + this.thresholdY - axis.y)); context.rotate(Math.PI - this.theta); context.scale(axis.rate * -Math.sin(this.phi), axis.rate); context.translate(0, this.offsetY); this.renderCherry(context, axis); context.restore(); } context.save(); context.fillStyle = this.entityColor; context.strokeStyle = 'hsl(330, 40%,' + 70 * (0.3 + axis.rate) + '%)'; context.translate(axis.x, axis.y + Math.abs(this.SINK_OFFSET * Math.sin(this.psi) * axis.rate)); context.rotate(this.theta); context.scale(axis.rate * Math.sin(this.phi), axis.rate); context.translate(0, this.offsetY); this.renderCherry(context, axis); context.restore(); if(this.y <= -this.renderer.height / 4){ if(!this.endTheta){ for(var theta = Math.PI / 2, end = Math.PI * 3 / 2; theta <= end; theta += Math.PI){ if(this.theta < theta && this.theta + Math.PI / 200 > theta){ this.theta = theta; this.endTheta = true; break; } } } if(!this.endPhi){ for(var phi = Math.PI / 8, end = Math.PI * 7 / 8; phi <= end; phi += Math.PI * 3 / 4){ if(this.phi < phi && this.phi + Math.PI / 200 > phi){ this.phi = Math.PI / 8; this.endPhi = true; break; } } } } if(!this.endTheta){ if(axis.y == this.thresholdY){ this.theta += Math.PI / 200 * ((this.theta < Math.PI / 2 || (this.theta >= Math.PI && this.theta < Math.PI * 3 / 2)) ? 1 : -1); }else{ this.theta += Math.PI / 500; } this.theta %= Math.PI * 2; } if(this.endPhi){ if(this.rippleCount == this.MAX_RIPPLE_COUNT){ this.psi += this.dpsi; this.psi %= Math.PI * 2; } }else{ this.phi += Math.PI / ((axis.y == this.thresholdY) ? 200 : 500); this.phi %= Math.PI; } if(this.y <= -this.renderer.height * this.SURFACE_RATE){ this.x += 2; this.y = -this.renderer.height * this.SURFACE_RATE; }else{ this.x += this.vx; this.y += this.vy; } return this.z > -this.FOCUS_POSITION && this.z < this.FAR_LIMIT && this.x < this.renderer.width * 1.5; } }; $(function(){ RENDERER.init(); }); </script> </BODY> </HTML>
感谢各位的阅读,以上就是“js怎么实现花瓣漫天飞舞特效”的内容了,经过本文的学习后,相信大家对js怎么实现花瓣漫天飞舞特效这一问题有了更深刻的体会,具体使用情况还需要大家实践验证。这里是亿速云,小编将为大家推送更多相关知识点的文章,欢迎关注!
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。