效果:
- 逼真的火焰跟随鼠标,还冒出火花,照亮背景文字
- 使用 canvas 绘制
- 使用 javascript,但并无复杂逻辑。上手程度:简单
- 欢迎来我的博客看此文章:https://clatterrr.com/archive…
源码:
- 演示地址:https://clatterrr.github.io/f…
- 源码已在下方给出, 或者访问 github 代码仓库 https://github.com/clatterrr/…
学习笔记:
google 字体
在上一篇中已讲过。好看漂亮的 html5 网页特效学习笔记 (3)_猜猜下一个颜色是什么?
javascript 分步详细解释
第一步:
很简单的初始化函数。
var oCanvas;
init = function()
{oCanvas = new Fire();
oCanvas.run();}
window.onload = init;
第二步:
初始化 canvas,定义各种基础的东西,以及为鼠标添加事件监测。addEventListener 第三个参数的意思是,若为 false,则为事件处理顺序为先进先处理,为 true 则为先进后处理。具体请看 https://www.runoob.com/jsref/…
var Fire = function(){this.canvas = document.getElementById('fire');
this.ctx = this.canvas.getContext('2d');
this.canvas.height = window.innerHeight;
this.canvas.width = window.innerWidth;
this.aFires = [];
this.aSpark = [];
this.aSpark2 = [];
this.mouse = {
x : this.canvas.width * .5,
y : this.canvas.height * .75,
}
// 一旦鼠标移动,就更新 this.mouse.x 和 this.mouse.y,因为设置了 false,所以先进来的事件先处理
this.canvas.addEventListener('mousemove', this.updateMouse.bind( this), false);
}
Fire.prototype.updateMouse = function(e){
this.mouse.x = e.clientX;
this.mouse.y = e.clientY;
}
第三步:
使用 requestAnimationFrame 使下一帧重新运行一遍 run 函数。为什么不用 setInterval 呢?因为内在运行机制会让它运行速度随机器性能变化而变化,导致时间控制不精确。而 requestAnimationFrame 使用系统时间,保证每秒执行 60 次。参考:https://www.cnblogs.com/xiaoh…
并用 bind() 方法创建一个新的函数,在 bind() 被调用时,这个新函数的 this 被 bind 的第一个参数指定,其余的参数将作为新函数的参数供调用时使用。参考:https://developer.mozilla.org…
Fire.prototype.run = function(){
// 重新新绘制火焰和火花
this.update();
this.draw();
// 稳定重绘画面
requestAnimationFrame(this.run.bind( this) );
}
第四步:
重新绘制一个火焰(实际上是红色的圆)和两个火花(实际上是小长方形)。若有火焰或火花的生命周期完了,那么就用删除它。否则继续更新它。
注意火焰火花原本被存储在数组里,所以删除用 slice 就好了。
Fire.prototype.update = function(){
// 绘制新的火焰(红色的圆)以及火花
this.aFires.push(new Flame( this.mouse) );
this.aSpark.push(new Spark( this.mouse) );
this.aSpark2.push(new Spark( this.mouse) );
// 之前元素,即新的火焰(红色的圆)以及火花的生命周期未完的话,就继续更新它,否则就删除它
for (var i = this.aFires.length - 1; i >= 0; i--) {if( this.aFires[i].alive )
this.aFires[i].update();
else
this.aFires.splice(i, 1);
}
for (var i = this.aSpark.length - 1; i >= 0; i--) {if( this.aSpark[i].alive )
this.aSpark[i].update();
else
this.aSpark.splice(i, 1);
}
for (var i = this.aSpark2.length - 1; i >= 0; i--) {if( this.aSpark2[i].alive )
this.aSpark2[i].update();
else
this.aSpark2.splice(i, 1);
}
}
第五步:
以火焰为粒子。部分注释在代码中。先使用构造函数确定火焰的各项参数。若火焰被更新,那么就更新它的坐标,生命周期,以及用生命周期计算颜色。这里的颜色使用的是 HSLA 颜色,参考:http://caibaojian.com/css3/va…。
火花的构造参数和更新参数也是一样的。
var Flame = function(mouse){
// 鼠标坐标
this.cx = mouse.x;
this.cy = mouse.y;
// 随机在鼠标周围产生
this.x = rand(this.cx - 25, this.cx + 25);
this.y = rand(this.cy - 5, this.cy + 5);
// 随机变量,横轴纵轴以及半径的变化
this.vy = rand(1, 3);
this.vx = rand(-1, 1);
this.r = rand(20, 30);
// 生命周期
this.life = rand(3, 6);
this.alive = true;
// 用于绘制火焰颜色
this.c = {h : Math.floor( rand( 2, 40) ),
s : 100,
l : rand(80, 100),
a : 0,
ta : rand(0.8, 0.9)
}
}
Flame.prototype.update = function()
{
// y 坐标变化
this.y -= this.vy;
this.vy += 0.05;
// x 坐标变化
this.x += this.vx;
if(this.x < this.cx)
this.vx += 0.1;
else
this.vx -= 0.1;
// 半径变化
if(this.r > 0)
this.r -= 0.1;
if(this.r <= 0)
this.r = 0;
// 计算生命周期,根据生命周期计算火焰颜色
this.life -= 0.15;
if(this.life <= 0){
this.c.a -= 0.05;
if(this.c.a <= 0)
this.alive = false;
}else if(this.life > 0 && this.c.a < this.c.ta){this.c.a += .08;}
}
第六步:
canvas 的主场,绘制背景,包括黑色背景,文字 FIRE,以及一个跟随在火焰后的暗红色大圆。这个大圆大圆,更像是墙壁的上的投影,需要仔细一点才能发现。canvas 参考 https://www.w3school.com.cn/t…,自己一个函数一个函数慢慢去查才能加深印象。
注意 globalCompositeOperation 的参数 soft-light 和 color-dodge 似乎国内网站都没找到解释,只在英文 mdn 上看到了样例。参考:
https://developer.mozilla.org…
Fire.prototype.draw = function(){
// 绘制背景
this.ctx.globalCompositeOperation = "source-over";
this.ctx.fillStyle = "rgba(15, 5, 2, 1)";
this.ctx.fillRect(0, 0, window.innerWidth, window.innerHeight);
// 定义渐变颜色样式
this.grd = this.ctx.createRadialGradient(this.mouse.x, this.mouse.y - 200,200,this.mouse.x, this.mouse.y - 100,0);
this.grd.addColorStop(0,"rgb( 15, 5, 2)");
this.grd.addColorStop(1,"rgb( 30, 10, 2)");
// 绘制一个圆形,并使用颜色渐变样式。这个圆是一个暗红色的大圆
// 跟随在火焰后的大圆,更像是墙壁的上的投影,需要仔细一点才能发现
this.ctx.beginPath();
this.ctx.arc(this.mouse.x, this.mouse.y - 100, 200, 0, 2*Math.PI);
this.ctx.fillStyle= this.grd;
this.ctx.fill();
// 绘制文字 Fire
this.ctx.font = "15em Amatic SC";
this.ctx.textAlign = "center";
this.ctx.strokeStyle = "rgb(50, 20, 0)";
this.ctx.fillStyle = "rgb(120, 10, 0)";
this.ctx.lineWidth = 2;
this.ctx.strokeText("Fire",this.canvas.width/2, this.canvas.height * .72);
this.ctx.fillText("Fire",this.canvas.width/2, this.canvas.height * .72);
// 绘制火焰
this.ctx.globalCompositeOperation = "overlay";
for (var i = this.aFires.length - 1; i >= 0; i--)this.aFires[i].draw(this.ctx);
// 绘制粒子
this.ctx.globalCompositeOperation = "soft-light";
for (var i = this.aSpark.length - 1; i >= 0; i--)
if(( i % 2) === 0 )
this.aSpark[i].draw(this.ctx);
// 绘制粒子 2
this.ctx.globalCompositeOperation = "color-dodge";
for (var i = this.aSpark2.length - 1; i >= 0; i--) this.aSpark2[i].draw(this.ctx);
}
最后一步:
最关键但也很简单的地方,就是真正的绘制火焰和火花啦。beginpath(),arc(),fillstyle() 和 fill() 都是 canvas 的方法。慢慢查找资料吧。只是注意这儿的颜色用的是 hsla 颜色而不是 rgba 颜色哦。
Flame.prototype.draw = function(ctx){ctx.beginPath();
ctx.arc(this.x, this.y, this.r * 3, 0, 2*Math.PI);
ctx.fillStyle = "hsla(" + this.c.h + "," + this.c.s + "%," + this.c.l + "%," + (this.c.a/20) + ")";
ctx.fill();
ctx.beginPath();
ctx.arc(this.x, this.y, this.r, 0, 2*Math.PI);
ctx.fillStyle = "hsla(" + this.c.h + "," + this.c.s + "%," + this.c.l + "%," + this.c.a + ")";
ctx.fill();}
完整源码:
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Canvas 实现火焰跟随鼠标动画 </title>
<style>
html, body {
margin:0;
padding:0;
height: 100%;
}
</style>
</head>
<body>
<div style="text-align:center;clear:both;">
</div>
<canvas id="fire"></canvas>
<script>
var Fire = function(){this.canvas = document.getElementById('fire');
this.ctx = this.canvas.getContext('2d');
this.canvas.height = window.innerHeight;
this.canvas.width = window.innerWidth;
this.aFires = [];
this.aSpark = [];
this.aSpark2 = [];
this.mouse = {
x : this.canvas.width * .5,
y : this.canvas.height * .75,
}
// 一旦鼠标移动,就更新 this.mouse.x 和 this.mouse.y,因为设置了 false,所以先进来的事件先处理
this.canvas.addEventListener('mousemove', this.updateMouse.bind( this), false);
}
Fire.prototype.run = function(){
// 重新新绘制火焰和
this.update();
this.draw();
// 稳定重绘画面
requestAnimationFrame(this.run.bind(this));
}
Fire.prototype.update = function(){
// 绘制新的火焰(红色的圆)以及火花
this.aFires.push(new Flame( this.mouse) );
this.aSpark.push(new Spark( this.mouse) );
this.aSpark2.push(new Spark( this.mouse) );
// 之前元素,即新的火焰(红色的圆)以及火花的生命周期未完的话,就继续更新它,否则就删除它
for (var i = this.aFires.length - 1; i >= 0; i--) {if( this.aFires[i].alive )
this.aFires[i].update();
else
this.aFires.splice(i, 1);
}
for (var i = this.aSpark.length - 1; i >= 0; i--) {if( this.aSpark[i].alive )
this.aSpark[i].update();
else
this.aSpark.splice(i, 1);
}
for (var i = this.aSpark2.length - 1; i >= 0; i--) {if( this.aSpark2[i].alive )
this.aSpark2[i].update();
else
this.aSpark2.splice(i, 1);
}
}
Fire.prototype.draw = function(){
// 绘制背景
this.ctx.globalCompositeOperation = "source-over";
this.ctx.fillStyle = "rgba(15, 5, 2, 1)";
this.ctx.fillRect(0, 0, window.innerWidth, window.innerHeight);
// 定义渐变颜色样式
this.grd = this.ctx.createRadialGradient(this.mouse.x, this.mouse.y - 200,200,this.mouse.x, this.mouse.y - 100,0);
this.grd.addColorStop(0,"rgb( 15, 5, 2)");
this.grd.addColorStop(1,"rgb( 30, 10, 2)");
// 绘制一个圆形,并使用颜色渐变样式。这个圆是一个暗红色的大圆
// 跟随在火焰后的大圆,更像是墙壁的上的投影,需要仔细一点才能发现
this.ctx.beginPath();
this.ctx.arc(this.mouse.x, this.mouse.y - 100, 200, 0, 2*Math.PI);
this.ctx.fillStyle= this.grd;
this.ctx.fill();
// 绘制文字 Fire
this.ctx.font = "15em Amatic SC";
this.ctx.textAlign = "center";
this.ctx.strokeStyle = "rgb(50, 20, 0)";
this.ctx.fillStyle = "rgb(120, 10, 0)";
this.ctx.lineWidth = 2;
this.ctx.strokeText("Fire",this.canvas.width/2, this.canvas.height * .72);
this.ctx.fillText("Fire",this.canvas.width/2, this.canvas.height * .72);
// 绘制火焰
this.ctx.globalCompositeOperation = "overlay";
for (var i = this.aFires.length - 1; i >= 0; i--)this.aFires[i].draw(this.ctx);
// 绘制粒子
this.ctx.globalCompositeOperation = "soft-light";
for (var i = this.aSpark.length - 1; i >= 0; i--)
if(( i % 2) === 0 )
this.aSpark[i].draw(this.ctx);
// 绘制粒子 2
this.ctx.globalCompositeOperation = "color-dodge";
for (var i = this.aSpark2.length - 1; i >= 0; i--) this.aSpark2[i].draw(this.ctx);
}
Fire.prototype.updateMouse = function(e){
this.mouse.x = e.clientX;
this.mouse.y = e.clientY;
}
var Flame = function(mouse){
// 鼠标坐标
this.cx = mouse.x;
this.cy = mouse.y;
// 随机在鼠标周围产生
this.x = rand(this.cx - 25, this.cx + 25);
this.y = rand(this.cy - 5, this.cy + 5);
// 随机变量,横轴纵轴以及半径的变化
this.vy = rand(1, 3);
this.vx = rand(-1, 1);
this.r = rand(20, 30);
// 生命周期
this.life = rand(3, 6);
this.alive = true;
// 用于绘制火焰颜色
this.c = {h : Math.floor( rand( 2, 40) ),
s : 100,
l : rand(80, 100),
a : 0,
ta : rand(0.8, 0.9)
}
}
Flame.prototype.update = function()
{
// y 坐标变化
this.y -= this.vy;
this.vy += 0.05;
// x 坐标变化
this.x += this.vx;
if(this.x < this.cx)
this.vx += 0.1;
else
this.vx -= 0.1;
// 半径变化
if(this.r > 0)
this.r -= 0.1;
if(this.r <= 0)
this.r = 0;
// 计算生命周期,根据生命周期计算火焰颜色
this.life -= 0.15;
if(this.life <= 0){
this.c.a -= 0.05;
if(this.c.a <= 0)
this.alive = false;
}else if(this.life > 0 && this.c.a < this.c.ta){this.c.a += .08;}
}
Flame.prototype.draw = function(ctx){ctx.beginPath();
ctx.arc(this.x, this.y, this.r * 3, 0, 2*Math.PI);
ctx.fillStyle = "hsla(" + this.c.h + "," + this.c.s + "%," + this.c.l + "%," + (this.c.a/20) + ")";
ctx.fill();
ctx.beginPath();
ctx.arc(this.x, this.y, this.r, 0, 2*Math.PI);
ctx.fillStyle = "hsla(" + this.c.h + "," + this.c.s + "%," + this.c.l + "%," + this.c.a + ")";
ctx.fill();}
var Spark = function(mouse){
this.cx = mouse.x;
this.cy = mouse.y;
this.x = rand(this.cx -40, this.cx + 40);
this.y = rand(this.cy, this.cy + 5);
this.lx = this.x;
this.ly = this.y;
this.vy = rand(1, 3);
this.vx = rand(-4, 4);
this.r = rand(0, 1);
this.life = rand(4, 5);
this.alive = true;
this.c = {h : Math.floor( rand( 2, 40) ),
s : 100,
l : rand(40, 100),
a : rand(0.8, 0.9)
}
}
Spark.prototype.update = function()
{
this.lx = this.x;
this.ly = this.y;
this.y -= this.vy;
this.x += this.vx;
if(this.x < this.cx)
this.vx += 0.2;
else
this.vx -= 0.2;
this.vy += 0.08;
this.life -= 0.1;
if(this.life <= 0){
this.c.a -= 0.05;
if(this.c.a <= 0)
this.alive = false;
}
}
Spark.prototype.draw = function(ctx){ctx.beginPath();
ctx.moveTo(this.lx , this.ly);
ctx.lineTo(this.x, this.y);
ctx.strokeStyle = "hsla(" + this.c.h + "," + this.c.s + "%," + this.c.l + "%," + (this.c.a / 2) + ")";
ctx.lineWidth = this.r * 2;
ctx.lineCap = 'round';
ctx.stroke();
ctx.closePath();
ctx.beginPath();
ctx.moveTo(this.lx , this.ly);
ctx.lineTo(this.x, this.y);
ctx.strokeStyle = "hsla(" + this.c.h + "," + this.c.s + "%," + this.c.l + "%," + this.c.a + ")";
ctx.lineWidth = this.r;
ctx.stroke();
ctx.closePath();}
rand = function(min, max){return Math.random() * (max - min) + min; };
onresize = function () { oCanvas.canvas.width = window.innerWidth; oCanvas.canvas.height = window.innerHeight;};
var oCanvas;
init = function()
{oCanvas = new Fire();
oCanvas.run();}
window.onload = init;
</script>
</body>
</html>