web開發中,GIF動畫效果是隨處可見,比如常見的loading加載、人物奔跑的gif圖片等等,那么這些都是怎么實現的呢?
其實實現的原理很簡單,簡而言之,這些所謂的動畫都是一幀一幀的圖片經過一段時間的間隔做出位移而來的;譬如,我們在PS里面制作GIF動畫,首先要把每一幀所需要的圖片制作出來,然后再通過導出的方式把GIF圖片保存下來;相信會PS的同學,都可以熟練的制作一個基本的GIF動畫圖片;在web開發中,要實現這樣的gif圖片,也有很多方法;在這給讀者提供一個思路,就是利用html5 canvas實現動畫效果。
利用canvas的drawImage把含有幀的圖片加載到canvas中去,再結合js實現動畫
<!DOCTYPE html> <html lang="en"><head> <meta charset="UTF-8"> <title>canvas幀--實現動畫</title> <style> *{padding:0;margin:0;} canvas{display:block;background:white} </style> </head> <body> <canvas></canvas> <script> var imgPic=new Image(); imgPic.src='http://www.cj365.cc/demo/bird/bird.png'; var canvas=document.querySelector('canvas'); canvas.width=window.innerWidth; canvas.height=window.innerHeight; var ctx=canvas.getContext('2d'); imgPic.onload=function () { drawImg() } var i=0; var lastTime=new Date().getTime(); var delatime; var timer=0; function drawImg() { window.requestAnimationFrame(drawImg); var now=new Date().getTime(); delatime=now - lastTime; lastTime=now; timer +=delatime; if (timer > 200) { i++; if (i > 7) i=0; timer=0 } console.log(delatime) ctx.drawImage(imgPic, i * 140, 0, 140, 85, (canvas.width - 140) / 2, (canvas.height - 85) / 2, 140, 85); } </script> </body> </html>
以上方法實現的前提是,需要有一張已繪制幀的圖片,有了圖片才可進行幀的動畫;利用該方法可以控制動畫的播放、暫停以及幀率
言:每當過節的時候,女朋友就抱怨我總是忘記給她買花,說程序不懂浪漫,這不我準備了幾款愛心動畫特效,打算當面向她表達一下。
寓意:告白無須多么華麗的語言,一顆顆小的愛心匯聚成一顆真心,讓你的另一半感受到濃濃的愛意。
代碼難度系數★★★
新建index.html,復制以下代碼保存在瀏覽器中打開即可。
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>canvas 心</title>
<style>
html, body {
height: 100%;
padding: 0;
margin: 0;
background: #000;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}</style>
</head>
<body>
<canvas id="pinkboard"></canvas>
<script>
/*
* Settings
*/
var settings={
particles: {
length: 500, // maximum amount of particles
duration: 2, // particle duration in sec
velocity: 100, // particle velocity in pixels/sec
effect: -0.75, // play with this for a nice effect
size: 30, // particle size in pixels
},
};
/*
* RequestAnimationFrame polyfill by Erik M?ller
*/
(function(){var b=0;var c=["ms","moz","webkit","o"];for(var a=0;a<c.length&&!window.requestAnimationFrame;++a){window.requestAnimationFrame=window[c[a]+"RequestAnimationFrame"];window.cancelAnimationFrame=window[c[a]+"CancelAnimationFrame"]||window[c[a]+"CancelRequestAnimationFrame"]}if(!window.requestAnimationFrame){window.requestAnimationFrame=function(h,e){var d=new Date().getTime();var f=Math.max(0,16-(d-b));var g=window.setTimeout(function(){h(d+f)},f);b=d+f;return g}}if(!window.cancelAnimationFrame){window.cancelAnimationFrame=function(d){clearTimeout(d)}}}());
/*
* Point class
*/
var Point=(function() {
function Point(x, y) {
this.x=(typeof x !=='undefined') ? x : 0;
this.y=(typeof y !=='undefined') ? y : 0;
}
Point.prototype.clone=function() {
return new Point(this.x, this.y);
};
Point.prototype.length=function(length) {
if (typeof length=='undefined')
return Math.sqrt(this.x * this.x + this.y * this.y);
this.normalize();
this.x *=length;
this.y *=length;
return this;
};
Point.prototype.normalize=function() {
var length=this.length();
this.x /=length;
this.y /=length;
return this;
};
return Point;
})();
/*
* Particle class
*/
var Particle=(function() {
function Particle() {
this.position=new Point();
this.velocity=new Point();
this.acceleration=new Point();
this.age=0;
}
Particle.prototype.initialize=function(x, y, dx, dy) {
this.position.x=x;
this.position.y=y;
this.velocity.x=dx;
this.velocity.y=dy;
this.acceleration.x=dx * settings.particles.effect;
this.acceleration.y=dy * settings.particles.effect;
this.age=0;
};
Particle.prototype.update=function(deltaTime) {
this.position.x +=this.velocity.x * deltaTime;
this.position.y +=this.velocity.y * deltaTime;
this.velocity.x +=this.acceleration.x * deltaTime;
this.velocity.y +=this.acceleration.y * deltaTime;
this.age +=deltaTime;
};
Particle.prototype.draw=function(context, image) {
function ease(t) {
return (--t) * t * t + 1;
}
var size=image.width * ease(this.age / settings.particles.duration);
context.globalAlpha=1 - this.age / settings.particles.duration;
context.drawImage(image, this.position.x - size / 2, this.position.y - size / 2, size, size);
};
return Particle;
})();
/*
* ParticlePool class
*/
var ParticlePool=(function() {
var particles,
firstActive=0,
firstFree=0,
duration=settings.particles.duration;
function ParticlePool(length) {
// create and populate particle pool
particles=new Array(length);
for (var i=0; i < particles.length; i++)
particles[i]=new Particle();
}
ParticlePool.prototype.add=function(x, y, dx, dy) {
particles[firstFree].initialize(x, y, dx, dy);
// handle circular queue
firstFree++;
if (firstFree==particles.length) firstFree=0;
if (firstActive==firstFree ) firstActive++;
if (firstActive==particles.length) firstActive=0;
};
ParticlePool.prototype.update=function(deltaTime) {
var i;
// update active particles
if (firstActive < firstFree) {
for (i=firstActive; i < firstFree; i++)
particles[i].update(deltaTime);
}
if (firstFree < firstActive) {
for (i=firstActive; i < particles.length; i++)
particles[i].update(deltaTime);
for (i=0; i < firstFree; i++)
particles[i].update(deltaTime);
}
// remove inactive particles
while (particles[firstActive].age >=duration && firstActive !=firstFree) {
firstActive++;
if (firstActive==particles.length) firstActive=0;
}
};
ParticlePool.prototype.draw=function(context, image) {
// draw active particles
if (firstActive < firstFree) {
for (i=firstActive; i < firstFree; i++)
particles[i].draw(context, image);
}
if (firstFree < firstActive) {
for (i=firstActive; i < particles.length; i++)
particles[i].draw(context, image);
for (i=0; i < firstFree; i++)
particles[i].draw(context, image);
}
};
return ParticlePool;
})();
/*
* Putting it all together
*/
(function(canvas) {
var context=canvas.getContext('2d'),
particles=new ParticlePool(settings.particles.length),
particleRate=settings.particles.length / settings.particles.duration, // particles/sec
time;
// get point on heart with -PI <=t <=PI
function pointOnHeart(t) {
return new Point(
160 * Math.pow(Math.sin(t), 3),
130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25
);
}
// creating the particle image using a dummy canvas
var image=(function() {
var canvas=document.createElement('canvas'),
context=canvas.getContext('2d');
canvas.width=settings.particles.size;
canvas.height=settings.particles.size;
// helper function to create the path
function to(t) {
var point=pointOnHeart(t);
point.x=settings.particles.size / 2 + point.x * settings.particles.size / 350;
point.y=settings.particles.size / 2 - point.y * settings.particles.size / 350;
return point;
}
// create the path
context.beginPath();
var t=-Math.PI;
var point=to(t);
context.moveTo(point.x, point.y);
while (t < Math.PI) {
t +=0.01; // baby steps!
point=to(t);
context.lineTo(point.x, point.y);
}
context.closePath();
// create the fill
context.fillStyle='#ea80b0';
context.fill();
// create the image
var image=new Image();
image.src=canvas.toDataURL();
return image;
})();
// render that thing!
function render() {
// next animation frame
requestAnimationFrame(render);
// update time
var newTime=new Date().getTime() / 1000,
deltaTime=newTime - (time || newTime);
time=newTime;
// clear canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// create new particles
var amount=particleRate * deltaTime;
for (var i=0; i < amount; i++) {
var pos=pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
var dir=pos.clone().length(settings.particles.velocity);
particles.add(canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y);
}
// update and draw particles
particles.update(deltaTime);
particles.draw(context, image);
}
// handle (re-)sizing of the canvas
function onResize() {
canvas.width=canvas.clientWidth;
canvas.height=canvas.clientHeight;
}
window.onresize=onResize;
// delay rendering bootstrap
setTimeout(function() {
onResize();
render();
}, 10);
})(document.getElementById('pinkboard'));</script>
</body>
</html>
寓意:將想說的話打開一顆顆的愛心氣球上,隨著氣球不斷的升空,讓整個氛圍可更加地纏綿,看到此處可以有感動的淚水。
代碼難度系數★★★
新建index.html,復制以下代碼保存在瀏覽器中打開即可。
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>情人節快樂:)</title>
<style>
canvas {
position: absolute;
top: 0;
left: 0;
}</style>
</head>
<body>
<canvas id=c></canvas>
<script>
var w=c.width=window.innerWidth,
h=c.height=window.innerHeight,
ctx=c.getContext( '2d' ),
opts={
phrases: [ "Don't die\nit's not hard", "You're the Best", "Every day,\nYou're beautiful", "Every occasion,\nYou're clever", "A world without You?\nNah", "Keep kicking ass", "You're better than them,\nwhoever they are", "You're just amazing", "You are,\ntherefore I am", "Nothing better than You \ncould have happened to the world" ],
balloons: 10,
baseVelY: -1,
addedVelY: -1,
baseVelX: -.25,
addedVelX: .5,
baseSize: 20,
addedSize: 10,
baseSizeAdder: 2,
addedSizeAdder: 2,
baseIncrementer: .01,
addedIncrementer: .03,
baseHue: -10,
addedHue: 30,
font: '15px Verdana'
},
cycle=0,
balloons=[];
ctx.font=opts.font;
function Balloon(){
this.reset();
}
Balloon.prototype.reset=function(){
this.size=opts.baseSize + opts.addedSize * Math.random();
this.sizeAdder=opts.baseSizeAdder + opts.addedSizeAdder * Math.random();
this.incrementer=opts.baseIncrementer + opts.addedIncrementer * Math.random();
this.tick=0;
this.x=Math.random() * w;
this.y=h + this.size;
this.vx=opts.baseVelX + opts.addedVelX * Math.random();
this.vy=opts.baseVelY + opts.addedVelY * Math.random();
this.color='hsla(hue,70%,60%,.8)'.replace( 'hue', opts.baseHue + opts.addedHue * Math.random() );
this.phrase=opts.phrases[ ++cycle % opts.phrases.length ].split( '\n' );
this.lengths=[];
for( var i=0; i < this.phrase.length; ++i )
this.lengths.push( -ctx.measureText( this.phrase[ i ] ).width / 2 );
}
Balloon.prototype.step=function(){
this.tick +=this.incrementer;
this.x +=this.vx;
this.y +=this.vy;
var size=this.size + this.sizeAdder * Math.sin( this.tick );
ctx.lineWidth=size / 40;
ctx.strokeStyle='#eee';
ctx.beginPath();
ctx.moveTo( this.x, this.y - 2 );
ctx.lineTo( this.x, this.y + size );
ctx.stroke();
ctx.fillStyle=this.color;
ctx.translate( this.x, this.y );
ctx.rotate( Math.PI / 4 );
//ctx.fillRect( -size / 2, -size / 2, size / 2, size / 2 );
ctx.beginPath();
ctx.moveTo( 0, 0 );
ctx.arc( -size / 2, -size / 2 + size / 4, size / 4, Math.PI / 2, Math.PI * 3 / 2 );
ctx.arc( -size / 2 + size / 4, -size / 2, size / 4, Math.PI, Math.PI * 2 );
ctx.lineTo( 0, 0 );
ctx.fill();
ctx.rotate( -Math.PI / 4 );
ctx.translate( -this.x, -this.y );
ctx.translate( this.x, this.y + size + 15 );
ctx.scale( size / this.size, size / this.size );
ctx.fillStyle='#eee';
for( var i=0; i < this.phrase.length; ++i )
ctx.fillText( this.phrase[ i ], this.lengths[ i ], i * 15 );
ctx.scale( this.size / size, this.size / size );
ctx.translate( -this.x, -( this.y + size + 15 ) );
if( this.y < -size * 3 )
this.reset();
}
function anim(){
window.requestAnimationFrame( anim );
ctx.fillStyle='#222';
ctx.fillRect( 0, 0, w, h );
if( balloons.length < opts.balloons && Math.random() < .01 )
balloons.push( new Balloon );
for( var i=0; i < balloons.length; ++i )
balloons[ i ].step();
}
anim();</script>
</body>
</html>
寓意:天空中下起了愛心雨,襯托的房間變得溫暖,也讓整個場景都變得溫馨無比,想必此時可以有一個大大的擁抱。
代碼難度系數★★★
代碼有image、js和html,所以不好貼出來,有需要的朋友直接問我要吧。
總結:程序員的工作本身就很枯燥,特定找了幾個好看的特效拿出來和大家分享,希望大家能夠快樂每一天,上述代碼親測可用,歡迎點贊收藏。
《完》
大家如果喜歡的話麻煩點贊、關注、轉發,謝謝大家。
html5創建canvas的方式來建構網頁框架,這樣可以完全擺脫前端設計思路,只要會js就可以創建一個使用HTML5、JavaScript和Canvas的網頁架構。基本步驟如下:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Canvas繪圖實例</title>
</head>
<body>
<canvas id="myCanvas" width="800" height="600"></canvas>
<!-- 根據需求可以設置canvas的寬高 -->
<script src="scripts/main.js"></script>
<!-- 引入外部或內聯的JavaScript文件 -->
</body>
</html>
// main.js
window.onload=function() {
var canvas=document.getElementById('myCanvas');
var context=canvas.getContext('2d');
// 現在你可以使用context進行繪制
// 示例:繪制一個紅色矩形
context.fillStyle='red';
context.fillRect(50, 50, 100, 100);
};
// 添加鼠標點擊事件監聽器
canvas.addEventListener('mousedown', handleMouseDown);
function handleMouseDown(event) {
// 獲取鼠標點擊位置
var rect=canvas.getBoundingClientRect();
var x=event.clientX - rect.left;
var y=event.clientY - rect.top;
// 在點擊的位置繪制一個點
context.beginPath();
context.fillStyle='blue';
context.arc(x, y, 10, 0, Math.PI * 2);
context.fill();
}
// 創建動畫函數
function draw() {
// 清除畫布重新繪制(可選)
context.clearRect(0, 0, canvas.width, canvas.height);
// 這里執行你的動畫邏輯,比如移動對象或更改圖形狀態
// 請求下一幀動畫
requestAnimationFrame(draw);
}
// 啟動動畫
draw();
通過上述步驟,您將能夠創建一個基礎的、具有交互式圖形的HTML5+JavaScript+Canvas網頁架構。根據實際需求進一步擴展代碼以完成具體的應用場景。
*請認真填寫需求信息,我們會在24小時內與您取得聯系。