标题:一个烟花小程序
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leeqihero
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一个烟花小程序
<html>
<head>
<meta charset=utf-8>
<style>
body {
    background: #000;
    margin: 0;
}

canvas {
    cursor: crosshair;
    display: block;
}
</style>
</head>
<body>
<canvas id=0></canvas>
</body>
<script>
$=function(b){return document.getElementById(b)};
// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
// not supported in all browsers though and sometimes needs a prefix, so we need a shim
requestAnimFrame = ( function() {
    return requestAnimationFrame || webkitRequestAnimationFrame || mozRequestAnimationFrame ||
                function( callback ) {
                    window.setTimeout( callback, 1000 / 60 );
                };
})();

// now we will setup our basic variables for the demo
var canvas = $(0),
ctx = canvas.getContext( '2d' ),
// full screen dimensions
cw = window.innerWidth,
ch = window.innerHeight,
// 烟花集合
fireworks = [],
// 粒子集合
particles = [],
// 起始色调
色调 = 120,
// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
limiterTotal = 5,
limiterTick = 0,
// this will time the auto launches of fireworks, one launch per 80 loop ticks
timerTotal = 80,
timerTick = 0,
mousedown = false,
// mouse  coordinate,
mp;
        
// set canvas dimensions
canvas.width = cw;
canvas.height = ch;

// now we are going to setup our function placeholders for the entire demo

// get a random number within a range
function random( min, max ) {
    return Math.random() * ( max - min ) + min;
}

// calculate the distance between two points
function calculateDistance( p1, p2 ) {
    var xDistance = p1[0] - p2[0],
            yDistance = p1[1] - p2[1];
    return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
}

// create 烟花
function 烟花( 起点, 目标点 ) {
    // actual 坐标集合
    this.点 = 起点;
    // starting 坐标集合
    this.起点 = 起点;
    // target 坐标集合
    this.目标点 = 目标点;
    // distance from starting point to target
    this.distanceToTarget = calculateDistance( 起点, 目标点 );
    this.distanceTraveled = 0;
    // track the past 坐标集合 of each 烟花 to create a trail effect, increase the coordinate count to create more prominent trails
    this.坐标集合 = [];
    this.coordinateCount = 3;
    // populate initial coordinate collection with the current 坐标集合
    while( this.coordinateCount-- ) {
        this.坐标集合.push( 起点 );
    }
    this.angle = Math.atan2( 目标点[1] - 起点[1], 目标点[0] - 起点[0] );
    this.速度 = 2;
    this.加速度 = 1.05;
    this.亮度 = random( 50, 70 );
    // circle target indicator radius
    this.targetRadius = 1;
}

// update 烟花
烟花.prototype.update = function( index ) {
    // remove last item in 坐标集合 array
    this.坐标集合.pop();
    // add current 坐标集合 to the start of the array
    this.坐标集合.unshift( this.点 );
   
    // cycle the circle target indicator radius
    if( this.targetRadius < 8 ) {
        this.targetRadius += 0.3;
    } else {
        this.targetRadius = 1;
    }
   
    // 速度 up the 烟花
    this.速度 *= this.加速度;
   
    // get the current velocities based on angle and 速度
    var vx = Math.cos( this.angle ) * this.速度,
            vy = Math.sin( this.angle ) * this.速度;
    // how far will the 烟花 have traveled with velocities applied?
    this.distanceTraveled = calculateDistance( this.起点, [this.点[0] + vx, this.点[1] + vy] );
   
    // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
    if( this.distanceTraveled >= this.distanceToTarget ) {
        createParticles( this.目标点 );
        // remove the 烟花, use the index passed into the update function to determine which to remove
        fireworks.splice( index, 1 );
    } else {
        // target not reached, keep traveling
        this.点=[this.点[0]+vx,this.点[1]+vy];
    }
}

// 画 烟花
烟花.prototype.画 = function() {
    ctx.beginPath();
    // move to the last tracked coordinate in the set, then 画 a line to the current point
    ctx.moveTo( this.坐标集合[ this.坐标集合.length - 1][ 0 ], this.坐标集合[ this.坐标集合.length - 1][ 1 ] );
    ctx.lineTo( this.点[0], this.点[1] );
    ctx.strokeStyle = 'hsl(' + 色调 + ', 100%, ' + this.亮度 + '%)';
    ctx.stroke();
   
    ctx.beginPath();
    // 画 the target for this 烟花 with a pulsing circle
    ctx.arc( this.目标点[0], this.目标点[1], this.targetRadius, 0, Math.PI * 2 );
    ctx.stroke();
}

// create particle
function Particle( 点 ) {
    this.点 = 点;
    // track the past 坐标集合 of each particle to create a trail effect, increase the coordinate count to create more prominent trails
    this.坐标集合 = [];
    this.coordinateCount = 5;
    while( this.coordinateCount-- ) {
        this.坐标集合.push( 点 );
    }
    // set a random angle in all possible directions, in radians
    this.angle = random( 0, Math.PI * 2 );
    this.速度 = random( 1, 10 );
    // friction will slow the particle down
    this.friction = 0.95;
    // 重力加速度 will be applied and pull the particle down
    this.重力加速度 = 1;
    // set the 色调 to a random number +-20 of the overall 色调 variable
    this.色调 = random( 色调 - 20, 色调 + 20 );
    this.亮度 = random( 50, 80 );
    this.alpha = 1;
    // set how fast the particle fades out
    this.decay = random( 0.015, 0.03 );
}

// update particle
Particle.prototype.update = function( index ) {
    // remove last item in 坐标集合 array
    this.坐标集合.pop();
    // add current 坐标集合 to the start of the array
    this.坐标集合.unshift( this.点 );
    // slow down the particle
    this.速度 *= this.friction;
    // apply velocity
    this.点=[this.点[0]+Math.cos( this.angle ) * this.速度,this.点[1]+Math.sin( this.angle ) * this.速度 + this.重力加速度];
    // fade out the particle
    this.alpha -= this.decay;
   
    // remove the particle once the alpha is low enough, based on the passed in index
    if( this.alpha <= this.decay ) {
        particles.splice( index, 1 );
    }
}

// 画 particle
Particle.prototype.画 = function() {
    ctx. beginPath();
    // move to the last tracked 坐标集合 in the set, then 画 a line to the current point
    ctx.moveTo( this.坐标集合[ this.坐标集合.length - 1 ][ 0 ], this.坐标集合[ this.坐标集合.length - 1 ][ 1 ] );
    ctx.lineTo( this.点[0], this.点[1] );
    ctx.strokeStyle = 'hsla(' + this.色调 + ', 100%, ' + this.亮度 + '%, ' + this.alpha + ')';
    ctx.stroke();
}

// create particle group/explosion
function createParticles( 点 ) {
    // increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
    var particleCount = 30;
    while( particleCount-- ) {
        particles.push( new Particle( 点 ) );
    }
}

// main demo loop
function loop() {
    requestAnimFrame( loop );
   
    // increase the 色调 to get different colored fireworks over time
    色调 += 0.5;
   
    // normally, clearRect() would be used to clear the canvas
    // we want to create a trailing effect though
    // setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
    ctx.globalCompositeOperation = 'destination-out';
    // decrease the alpha property to create more prominent trails
    ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
    ctx.fillRect( 0, 0, cw, ch );
    // change the composite operation back to our main mode
    // lighter creates bright highlight points as the fireworks and particles overlap each other
    ctx.globalCompositeOperation = 'lighter';
   
    // loop over each 烟花, 画 it, update it
    var i = fireworks.length;
    while( i-- ) {
        fireworks[ i ].画();
        fireworks[ i ].update( i );
    }
   
    // loop over each particle, 画 it, update it
    var i = particles.length;
    while( i-- ) {
        particles[ i ].画();
        particles[ i ].update( i );
    }
   
    // launch fireworks automatically to random 坐标集合, when the mouse isn't down
    if( timerTick >= timerTotal ) {
        if( !mousedown ) {
            // start the 烟花 at the bottom middle of the screen, then set the random target 坐标集合, the random y 坐标集合 will be set within the range of the top half of the screen
            fireworks.push( new 烟花( [cw / 2, ch], [random( 0, cw ), random( 0, ch / 2 )] ) );
            timerTick = 0;
        }
    } else {
        timerTick++;
    }
   
    // limit the rate at which fireworks get launched when mouse is down
    if( limiterTick >= limiterTotal ) {
        if( mousedown ) {
            // start the 烟花 at the bottom middle of the screen, then set the current mouse 坐标集合 as the target
            fireworks.push( new 烟花( [cw / 2, ch], mp ) );
            limiterTick = 0;
        }
    } else {
        limiterTick++;
    }
}

// mouse event bindings
// update the mouse 坐标集合 on mousemove
canvas.addEventListener( 'mousemove', function( e ) {
    mp = [e.pageX - canvas.offsetLeft, e.pageY - canvas.offsetTop];
});

// toggle mousedown state and prevent canvas from being selected
canvas.addEventListener( 'mousedown', function( e ) {
    e.preventDefault();
    mousedown = true;
});

canvas.addEventListener( 'mouseup', function( e ) {
    e.preventDefault();
    mousedown = false;
});

// once the window loads, we are ready for some fireworks!
window.onload = loop;
</script>
</html>
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2018-03-17 17:44



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