這篇文章主要介紹了用HTML5制作煙火效果的教程,主要利用到了Canvas API,需要的朋友可以參考下
原理很簡(jiǎn)單。。。就寫一個(gè)煙火類以及碎屑類,實(shí)例化后讓它飛起來(lái),然后到達(dá)某個(gè)點(diǎn)后,把這個(gè)煙火對(duì)象的dead屬性置為true,然后再實(shí)例化出一定數(shù)量的碎屑對(duì)象,并且給與碎屑對(duì)象隨機(jī)一個(gè)要到達(dá)的目標(biāo)點(diǎn),然后讓所有碎屑對(duì)象飛過(guò)去就行了。
【煙火】
XML/HTML Code
var Boom = function(x,r,c,boomArea,shape){ //煙火對(duì)象
this.booms = [];
this.x = x;
this.y = (canvas.height+r);
this.r = r;
this.c = c;
this.shape = shape || false;
this.boomArea = boomArea;
this.theta = 0;
this.dead = false;
this.ba = parseInt(getRandom(80 , 200));
}
Boom.prototype = {
_paint:function(){
ctx.save();
ctx.beginPath();
ctx.arc(this.x,this.y,this.r,0,2*Math.PI);
ctx.fillStyle = this.c;
ctx.fill();
ctx.restore();
},
_move:function(){
var dx = this.boomArea.x - this.x , dy = this.boomArea.y - this.y;
thisthis.x = this.x+dx*0.01;
thisthis.y = this.y+dy*0.01;
if(Math.abs(dx)<=this.ba && Math.abs(dy)<=this.ba){
if(this.shape){
this._shapBoom();
}
else this._boom();
this.dead = true;
}
else {
this._paint();
}
},
_drawLight:function(){
ctx.save();
ctx.fillStyle = "rgba(255,228,150,0.3)";
ctx.beginPath();
ctx.arc(this.x , this.y , this.r+3*Math.random()+1 , 0 , 2*Math.PI);
ctx.fill();
ctx.restore();
},
_boom:function(){ //普通爆炸
var fragNum = getRandom(30 , 200);
var style = getRandom(0,10)>=5? 1 : 2;
var color;
if(style===1){
color = {
a:parseInt(getRandom(128,255)),
b:parseInt(getRandom(128,255)),
c:parseInt(getRandom(128,255))
}
}
var fanwei = parseInt(getRandom(300, 400));
for(var i=0;i<fragNum;i++){
if(style===2){
color = {
a:parseInt(getRandom(128,255)),
b:parseInt(getRandom(128,255)),
c:parseInt(getRandom(128,255))
}
}
var a = getRandom(-Math.PI, Math.PI);
var x = getRandom(0, fanwei) * Math.cos(a) + this.x;
var y = getRandom(0, fanwei) * Math.sin(a) + this.y;
var radius = getRandom(0 , 2)
var frag = new Frag(this.x , this.y , radius , color , x , y );
this.booms.push(frag);
}
},
_shapBoom:function(){ //有形狀的爆炸
var that = this;
putValue(ocas , octx , this.shape , 5, function(dots){
var dx = canvas.width/2-that.x;
var dy = canvas.height/2-that.y;
for(var i=0;i<dots.length;i++){
color = {a:dots[i].a,b:dots[i].b,c:dots[i].c}
var x = dots[i].x;
var y = dots[i].y;
var radius = 1;
var frag = new Frag(that.x , that.y , radius , color , x-dx , y-dy);
that.booms.push(frag);
}
})
}
}
【碎屑】
XML/HTML Code
var Frag = function(centerX , centerY , radius , color ,tx , ty){ //煙火碎屑對(duì)象
this.tx = tx;
this.ty = ty;
this.x = centerX;
this.y = centerY;
this.dead = false;
this.centerX = centerX;
this.centerY = centerY;
this.radius = radius;
this.color = color;
}
Frag.prototype = {
paint:function(){
ctx.save();
ctx.beginPath();
ctx.arc(this.x , this.y , this.radius , 0 , 2*Math.PI);
ctx.fillStyle = "rgba("+this.color.a+","+this.color.b+","+this.color.c+",1)";
ctx.fill()
ctx.restore();
},
moveTo:function(index){
thisthis.ty = this.ty+0.3;
var dx = this.tx - this.x , dy = this.ty - this.y;
this.x = Math.abs(dx)<0.1 ? this.tx : (this.x+dx*0.1);
this.y = Math.abs(dy)<0.1 ? this.ty : (this.y+dy*0.1);
if(dx===0 && Math.abs(dy)<=80){
this.dead = true;
}
this.paint();
}
}
讓碎屑產(chǎn)生虛影也很簡(jiǎn)單,就是每次刷新畫布時(shí),不是擦掉重繪,而是繪制透明度為0.1(如果想虛影更長(zhǎng),可以把這個(gè)值弄的更小)的背景顏色。然后虛影就可以做出來(lái)了。也就是:
XML/HTML Code
ctx.save();
ctx.fillStyle = "rgba(0,5,24,0.1)";
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.restore();
讓煙火形成自己想要的形狀,比如字體,圖片之類的,也很簡(jiǎn)單,就是可以通過(guò)離屏canvas以及canvas的getImageData這個(gè)方法就可以做出來(lái)。離屏canvas,顧名思義就是離開屏幕的,也就是不可見的canvas,直接在js里面用document.createElement("canvas")就可以生成一個(gè)canvas dom對(duì)象了,只要不把這個(gè)dom對(duì)象賦給body,這個(gè)canvas對(duì)象就相當(dāng)于一個(gè)離屏對(duì)象了,我們就可以獲取到這個(gè)離屏canvas的context對(duì)象,然后再用戶看不到的地方做任何我們想做的事情了。
讓煙火形成自己想要的形狀就是先把文字或者圖片畫在離屏canvas上,然后用getImageData獲取畫布上的像素?cái)?shù)組,然后遍歷數(shù)組,獲取有顏色的像素,也就是我們想要的內(nèi)容,保存起來(lái)后,再放到主canvas對(duì)象中顯示出來(lái)。