缘由
最近在实现一些动效较多的可视化页面,需要一个气泡生成的动画,就写了这段代码。
逻辑
首先需要传入一个 canvas dom,获取其宽高,初始化声明一个特定长度的气泡数组(长度可由外部传入),每个气泡有半径,速度,初始化所在位置等属性。
然后需要执行绘制方法,每次绘制前调用 clearRect() 清空画布,然后 window.requestAnimationFrame() 循环调用绘制方法。
绘制气泡初始化时,可以让位置随机,也可以全在底部生成. 每次气泡的高度位置变化,当到达画布顶部时,重新从底部出现。
代码
class BubbleAnimate {constructor(canvas, number=20,radius=6,color=[255,255,255],speed=0.2,speedRandomPercent=0.5,startFull=true) {
try{this.canvas = canvas;}catch{throw("please provide canvas dom");
return ;
}
this.ctx = canvas.getContext('2d');
this.width=canvas.width;
this.height=canvas.height;
this.radius=radius;
this.color=color;
this.speed=speed;
this.bubbles = [];
this.speedRandomPercent=speedRandomPercent;
this.startFull=startFull;
for(let i=0; i<number;i++) {
this.bubbles.push({
isReborn:true,
speed: speed+(Math.random()*2-1)*speedRandomPercent*speed,
});
}
this.renderCanvas();};
renderCanvas() {this.ctx.clearRect(0,0,this.width,this.height);
this.renderBubbles();
window.requestAnimationFrame(() => this.renderCanvas());
};
renderBubbles() {
// 气泡
let initPoint = [this.width/2,this.height];
for(let i = 0;i<this.bubbles.length;i++) {let bubble = this.bubbles[i];
if(bubble.isReborn) {let x = (Math.random()-0.5)*this.width*0.96 + initPoint[0];
// 气泡半径在一定范围内随机生成
let bubbleRadius = this.radius+ Math.floor(Math.random()*2-1)*0.5;
// 判断气泡初始化时是否铺满
let y = this.startFull?this.height*Math.random():(initPoint[1] - bubbleRadius);
bubble.radius = bubbleRadius;
bubble.currentLocation = [x, y];
let opacity = 0.2 + 0.4* Math.random();
bubble.color = `rgba(${this.color[0]}, ${this.color[1]},${this.color[2]}, ${opacity})`;
bubble.isReborn = false;
}else {this.renderBubble(bubble);
if(bubble.currentLocation[1]<= bubble.radius){bubble.isReborn = true;}![图片描述][1]
bubble.currentLocation[1] = bubble.currentLocation[1] -bubble.speed;
}
}
}
renderBubble(item) {this.ctx.beginPath();
this.ctx.arc(...item.currentLocation, item.radius, 0, 2*Math.PI);
this.ctx.fillStyle = item.color;
this.ctx.fill();}
}
演示地址
演示地址
代码地址
代码地址
效果