使用 HTML5 Canvas 制作水波纹效果点击图片就会触发
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今天,我们继续分享 JavaScript 实现的效果例子,这篇文章会介绍使用 JavaScript 实现水波纹效果。水波效果以图片为背景,点击图片任意位置都会触发。有时候,我们使用普通的 Javascript 就可以创建一个很有趣的解决功能。

源码下载

Step 1. HTML

和以前一样,首先是 HTML 代码:

代码如下:

<!DOCTYPE html>

<html>

<head>

<meta charset=utf-8 />

<title>Water drops effect</title>

<link rel="stylesheet" href="css/main.css" type="text/css" />

<script src="js/vector2d.js" type="text/javascript" charset="utf-8"></script>

<script src="js/waterfall.js" type="text/javascript" charset="utf-8"></script>

</head>

<body>

<div class="example">

<h3><a href="#">Water drops effect</a></h3>

<canvas id="water">HTML5 compliant browser required</canvas>

<div id="switcher">

<img onclick='watereff.changePicture(this.src);' src="data_images/underwater1.jpg" />

<img onclick='watereff.changePicture(this.src);' src="data_images/underwater2.jpg" />

</div>

<div id="fps"></div>

</div>

</body>

</html> 

Step 2. CSS

这是用到的 CSS 代码:

代码如下:

body{background:#eee;margin:0;padding:0}

.example{background:#FFF;width:600px;border:1px #000 solid;margin:20px auto;padding:15px;-moz-border-radius: 3px;-webkit-border-radius: 3px}

#water {

width:500px;

height:400px;

display: block;

margin:0px auto;

cursor:pointer;

}

#switcher {

text-align:center;

overflow:hidden;

margin:15px;

}

#switcher img {

width:160px;

height:120px;

}

Step 3. JS

下面是主要的 JavaScript 代码:

代码如下:

function drop(x, y, damping, shading, refraction, ctx, screenWidth, screenHeight){

this.x = x;

this.y = y;

this.shading = shading;

this.refraction = refraction;

this.bufferSize = this.x * this.y;

this.damping = damping;

this.background = ctx.getImageData(0, 0, screenWidth, screenHeight).data;

this.imageData = ctx.getImageData(0, 0, screenWidth, screenHeight);

this.buffer1 = [];

this.buffer2 = [];

for (var i = 0; i < this.bufferSize; i++){

this.buffer1.push(0);

this.buffer2.push(0);

}

this.update = function(){

for (var i = this.x + 1, x = 1; i < this.bufferSize - this.x; i++, x++){

if ((x < this.x)){

this.buffer2[i] = ((this.buffer1[i - 1] + this.buffer1[i + 1] + this.buffer1[i - this.x] + this.buffer1[i + this.x]) / 2) - this.buffer2[i];

this.buffer2[i] *= this.damping;

} else x = 0;

}

var temp = this.buffer1;

this.buffer1 = this.buffer2;

this.buffer2 = temp;

}

this.draw = function(ctx){

var imageDataArray = this.imageData.data;

for (var i = this.x + 1, index = (this.x + 1) * 4; i < this.bufferSize - (1 + this.x); i++, index += 4){

var xOffset = ~~(this.buffer1[i - 1] - this.buffer1[i + 1]);

var yOffset = ~~(this.buffer1[i - this.x] - this.buffer1[i + this.x]);

var shade = xOffset * this.shading;

var texture = index + (xOffset * this.refraction + yOffset * this.refraction * this.x) * 4;

imageDataArray[index] = this.background[texture] + shade;

imageDataArray[index + 1] = this.background[texture + 1] + shade;

imageDataArray[index + 2] = 50 + this.background[texture + 2] + shade;

}

ctx.putImageData(this.imageData, 0, 0);

}

}

var fps = 0;

var watereff = {

// variables

timeStep : 20,

refractions : 2,

shading : 3,

damping : 0.99,

screenWidth : 500,

screenHeight : 400,

pond : null,

textureImg : null,

interval : null,

backgroundURL : 'data_images/underwater1.jpg',

// initialization

init : function() {

var canvas = document.getElementById('water');

if (canvas.getContext){

// fps countrt

fps = 0;

setInterval(function() {

document.getElementById('fps').innerHTML = fps / 2 + ' FPS';

fps = 0;

}, 2000);

canvas.onmousedown = function(e) {

var mouse = watereff.getMousePosition(e).sub(new vector2d(canvas.offsetLeft, canvas.offsetTop));

watereff.pond.buffer1[mouse.y * watereff.pond.x + mouse.x ] += 200;

}

canvas.onmouseup = function(e) {

canvas.onmousemove = null;

}

canvas.width = this.screenWidth;

canvas.height = this.screenHeight;

this.textureImg = new Image(256, 256);

this.textureImg.src = this.backgroundURL;

canvas.getContext('2d').drawImage(this.textureImg, 0, 0);

this.pond = new drop(

this.screenWidth,

this.screenHeight,

this.damping,

this.shading,

this.refractions,

canvas.getContext('2d'),

this.screenWidth, this.screenHeight

);

if (this.interval != null){

clearInterval(this.interval);

}

this.interval = setInterval(watereff.run, this.timeStep);

}

},

// change image func

changePicture : function(url){

this.backgroundURL = url;

this.init();

},

// get mouse position func

getMousePosition : function(e){

if (!e){

var e = window.event;

}

if (e.pageX || e.pageY){

return new vector2d(e.pageX, e.pageY);

} else if (e.clientX || e.clientY){

return new vector2d(e.clientX, e.clientY);

}

},

// loop drawing

run : function(){

var ctx = document.getElementById('water').getContext('2d');

watereff.pond.update();

watereff.pond.draw(ctx);

fps++;

}

}

window.onload = function(){

watereff.init();

}

正如你所看到的,这里使用 Vector2D 函数,这个函数在 vector2d.js 里提供了。另一个很难的方法是使用纯数学实现,感兴趣的可以自己实验一下。

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