HTML5 canvas如何绘制酷炫能量线条效果(附代码)
导读:收集整理的这篇文章主要介绍了HTML5 canvas如何绘制酷炫能量线条效果(附代码),觉得挺不错的,现在分享给大家,也给大家做个参考。本篇文章给大家介绍一下使用HTML5 canvas绘制酷炫能量线条特效的方法。有一定的参考价值,有需要的...
收集整理的这篇文章主要介绍了HTML5 canvas如何绘制酷炫能量线条效果(附代码),觉得挺不错的,现在分享给大家,也给大家做个参考。本篇文章给大家介绍一下使用HTML5 canvas绘制酷炫能量线条特效的方法。有一定的参考价值,有需要的朋友可以参考一下,希望对你们有所助。上面是效果图,下面直接附js代码,希望对大家有所帮助!!
// UTILconst PI = Math.PI, TWO_PI = Math.PI * 2;
const Util = {
}
;
Util.timeStamp = function() {
return window.PErformance.now();
}
;
Util.random = function(min, max) {
return min + Math.random() * (max - min);
}
;
Util.map = function(a, b, c, d, e) {
return (a - b) / (c - b) * (e - d) + d;
}
;
Util.lerp = function(value1, value2, amount) {
return value1 + (value2 - value1) * amount;
}
;
Util.clamp = function(value, min, max) {
return Math.max(min, Math.min(max, value));
}
;
// Vectorclass Vector {
constructor(x, y) {
this.x = x || 0;
this.y = y || 0;
}
set(x, y) {
this.x = x;
this.y = y;
}
reset() {
this.x = 0;
this.y = 0;
}
FromAngle(angle) {
let x = Math.cos(angle), y = Math.sin(angle);
return new Vector(x, y);
}
add(vector) {
this.x += vector.x;
this.y += vector.y;
}
sub(vector) {
this.x -= vector.x;
this.y -= vector.y;
}
mult(scalar) {
this.x *= scalar;
this.y *= scalar;
}
p(scalar) {
this.x /= scalar;
this.y /= scalar;
}
dot(vector) {
return vector.x * this.x + vector.y * this.y;
}
limIT(limit_value) {
if (this.mag() >
limit_value) this.setMag(limit_value);
}
mag() {
return Math.hypot(this.x, this.y);
}
setMag(new_mag) {
if (this.mag() >
0) {
this.normalize();
}
else {
this.x = 1;
this.y = 0;
}
this.mult(new_mag);
}
normalize() {
let mag = this.mag();
if (mag >
0) {
this.x /= mag;
this.y /= mag;
}
}
heading() {
return Math.atan2(this.y, this.x);
}
setHeading(angle) {
let mag = this.mag();
this.x = Math.cos(angle) * mag;
this.y = Math.sin(angle) * mag;
}
dist(vector) {
return new Vector(this.x - vector.x, this.y - vector.y).mag();
}
angle(vector) {
return Math.atan2(vector.y - this.y, vector.x - this.x);
}
copy() {
return new Vector(this.x, this.y);
}
}
// Init canvaslet canvas = document.createElement("canvas"), ctx = canvas.getContext("2d"), H = (canvas.height = window.innerHeight), W = (canvas.width = window.innerWidth);
document.body.appendChild(canvas);
// Mouselet mouse = {
x: W/2, y: H/2}
;
canvas.onmouSEMove = function(event) {
mouse.x = event.clientX - canvas.offsetLeft;
mouse.y = event.clientY - canvas.offsetTop;
}
;
document.body.onresize = function(event){
H = (canvas.height = window.innerHeight);
W = (canvas.width = window.innerWidth);
}
// Let's goclass Arrow {
constructor(x, y, target) {
this.position = new Vector(x, y);
this.velocity = new Vector().fromAngle(Util.random(0,TWO_PI));
this.acceleration = new Vector(0, 0);
this.target = target;
this.travelled_distance = 0;
this.min_size = 1;
this.max_size = 6;
this.size = Util.random(this.min_size, this.max_size);
this.zone = this.size * 4;
this.topSpeed = Util.map(this.size,this.min_size,this.max_size,40,10);
let tailLength = Math.floor(Util.map(this.size, this.min_size, this.max_size, 4, 16));
this.tail = [];
for (let i = 0;
i tailLength;
i++) {
this.tail.push({
x: this.position.x, y: this.position.y }
);
}
this.wiggle_speed = Util.map(this.size, this.min_size, this.max_size, 2 , 1.2);
this.blink_offset = Util.random(0, 100);
this.alpha = Util.random(0.1,1) }
render() {
this.update();
this.draw();
}
update() {
let old_position = this.position.copy();
// Focus on target let t = new Vector(this.target.x, this.target.y), angle = this.position.angle(t);
let d_f_target = t.dist(this.position);
let f = new Vector().fromAngle(angle);
f.setMag(Util.map(Util.clamp(d_f_target,0,400), 0, 400, 0, this.topSpeed * 0.1));
this.adDForce(f);
// Update position and velocity this.velocity.add(this.acceleration);
if(d_f_target 800){
this.velocity.limit(Util.map(Util.clamp(d_f_target,0,800), 0, 800, this.topSpeed*0.4, this.topSpeed));
}
else{
this.velocity.limit(this.topSpeed);
}
this.position.add(this.velocity);
// Reset acceleration for the next loop this.acceleration.mult(0);
this.travelled_distance += old_position.dist(this.position);
let wiggle = Math.sin(frame * this.wiggle_speed) * Util.map(this.velocity.mag(), 0, this.topSpeed, 0, this.size);
let w_a = this.velocity.heading() + Math.PI / 2;
let w_x = this.position.x + Math.cos(w_a) * wiggle, w_y = this.position.y + Math.sin(w_a) * wiggle;
this.travelled_distance = 0;
let from = this.tail.length - 1, to = 0;
let n = new Vector().fromAngle(Util.random(0,TWO_PI));
n.setMag(Math.random()*this.size);
VAR tail = {
x: w_x+ n.x, y: w_y + n.y}
;
this.tail.splice(from, 1);
this.tail.splice(to, 0, tail);
}
draw() {
let energy = Util.map(this.velocity.mag(),0,this.topSpeed,0.1,1);
let color = "hsl("+Math.sin((frame + this.blink_offset) * 0.1) * 360+",50%,"+ Util.map(this.velocity.mag(),0,this.topSpeed,40,100) * this.alpha +"%)";
ctx.globalAlpha = this.alpha;
ctx.strokeStyle = color;
for (let i = 0;
i this.tail.length - 1;
i++) {
let t = this.tail[i], next_t = this.tail[i + 1];
ctx.lineWidth = Util.map(i, 0, this.tail.length - 1, this.size, 1);
ctx.beginPath();
ctx.moveTo(t.x, t.y);
ctx.lineto(next_t.x, next_t.y);
ctx.closePath();
ctx.stroke();
}
let gradient_size = 140 * energy;
var grd = ctx.createRadialGradient( this.position.x,this.position.y , 5, this.position.x,this.position.y, gradient_size);
grd.addColorStop(0, "rgba(255,255,255,0.01)");
grd.addColorStop(0.1, "rgba(255,120,200,0.02)");
grd.addColorStop(0.9, "rgba(255,255,120,0)");
grd.addColorStop(1, "rgba(0,0,0,0)");
// Fill with gradientctx.fillStyle = grd;
ctx.fillRect(this.position.x - gradient_size / 2 ,this.position.y - gradient_size / 2 , gradient_size, gradient_size);
ctx.globalAlpha = energy+0.2;
ctx.fillStyle = "white";
for(let i = 0;
i 4;
i++){
let n = new Vector().fromAngle(Util.random(0,TWO_PI));
n.setMag(Math.random()*energy*100);
n.add(this.position);
ctx.beginPath();
ctx.arc(n.x,n.y,Math.random(),0,TWO_PI) ctx.fill();
}
}
addForce(vector) {
this.acceleration.add(vector);
}
avoid(others) {
others.foreach(other =>
{
if (other !== this) {
let dist = this.position.dist(other.position), max_dist = this.zone + other.size;
if (max_dist - dist >
= 0) {
let angle = other.position.angle(this.position);
let force = new Vector().fromAngle(angle);
force.setMag(Util.map(dist, 0, max_dist, 2, 0));
this.addForce(force);
}
}
}
);
}
}
let arrows = [];
for (let i = 0;
i 100;
i++) {
arrows.push(new Arrow(W / 2, H / 2, mouse));
}
let frame = 0;
ctx.strokeStyle = "white";
function loop() {
ctx.fillStyle="black";
ctx.globalCompositeoperation = "source-over";
ctx.globalAlpha = 0.2;
ctx.fillRect(0, 0, W, H);
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = "lighter";
arrows.forEach(a =>
{
a.avoid(arrows);
}
);
arrows.forEach(a =>
{
a.render();
}
);
frame += 1;
requestAnimationFrame(loop);
}
ctx.lineCap = "round";
ctx.lineJoin = "round";
loop();
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