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分享一个HTML5画布兑现的超酷文字弹跳球效果

2012-11-22 
分享一个HTML5画布实现的超酷文字弹跳球效果日期:2012/03/05? 来源: 分享一个HTML5画布实现的超酷文字弹跳

分享一个HTML5画布实现的超酷文字弹跳球效果

日期:2012/03/05? 来源: 分享一个HTML5画布实现的超酷文字弹跳球效果

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分享一个HTML5画布兑现的超酷文字弹跳球效果

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在线演示? 本地下载

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今天我们分享一个来自于html5canvastutorials的超酷弹跳球效果,这里我们使用纯HTML5的画布来实现动画及其图形。整个效果使用小球来组合生成字体,如果你的鼠标逼近这些小球,它们会四散而逃,当你的鼠标离开后,它们又自动复原,效果很酷,希望大家喜欢!

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      <script>            window.requestAnimFrame = (function(callback){                return window.requestAnimationFrame ||                window.webkitRequestAnimationFrame ||                window.mozRequestAnimationFrame ||                window.oRequestAnimationFrame ||                window.msRequestAnimationFrame ||                function(callback){                    window.setTimeout(callback, 1000 / 60);                };            })();                        function initBalls(){                balls = [];                                var dark = "#202020";                var red = "#EF2B36";                var blue = "#2B99E6";                var green = "#02A817";                                //G                balls.push(new Ball(173, 63, 0, 0, dark));                balls.push(new Ball(158, 53, 0, 0, dark));                balls.push(new Ball(143, 52, 0, 0, dark));                balls.push(new Ball(130, 53, 0, 0, dark));                balls.push(new Ball(117, 58, 0, 0, dark));                balls.push(new Ball(110, 70, 0, 0, dark));                balls.push(new Ball(102, 82, 0, 0, dark));                balls.push(new Ball(104, 96, 0, 0, dark));                balls.push(new Ball(105, 107, 0, 0, dark));                balls.push(new Ball(110, 120, 0, 0, dark));                balls.push(new Ball(124, 130, 0, 0, dark));                balls.push(new Ball(139, 136, 0, 0, dark));                balls.push(new Ball(152, 136, 0, 0, dark));                balls.push(new Ball(166, 136, 0, 0, dark));                balls.push(new Ball(174, 127, 0, 0, dark));                balls.push(new Ball(179, 110, 0, 0, dark));                balls.push(new Ball(166, 109, 0, 0, dark));                balls.push(new Ball(156, 110, 0, 0, dark));//Bballs.push(new Ball(248, 125, 0, 0, dark));balls.push(new Ball(246, 120, 0, 0, dark));balls.push(new Ball(245, 110, 0, 0, dark));balls.push(new Ball(235, 100, 0, 0, dark));balls.push(new Ball(220, 90, 0, 0, dark));balls.push(new Ball(235, 90, 0, 0, dark));balls.push(new Ball(240, 90, 0, 0, dark));balls.push(new Ball(245, 85, 0, 0, dark));balls.push(new Ball(250, 75, 0, 0, dark));balls.push(new Ball(245, 65, 0, 0, dark));balls.push(new Ball(235, 55, 0, 0, dark));balls.push(new Ball(225, 53, 0, 0, dark));balls.push(new Ball(215, 51, 0, 0, dark));balls.push(new Ball(200, 51, 0, 0, dark));balls.push(new Ball(200, 61, 0, 0, dark));balls.push(new Ball(200, 71, 0, 0, dark));                balls.push(new Ball(200, 81, 0, 0, dark));                balls.push(new Ball(200, 91, 0, 0, dark));                balls.push(new Ball(200, 103, 0, 0, dark));                balls.push(new Ball(200, 116, 0, 0, dark));                balls.push(new Ball(200, 127, 0, 0, dark));                balls.push(new Ball(223, 135, 0, 0, dark));balls.push(new Ball(210, 135, 0, 0, dark));balls.push(new Ball(235, 135, 0, 0, dark));balls.push(new Ball(240, 132, 0, 0, dark));                      // i                var oOffset = 67;balls.push(new Ball(oOffset + 210, 136, 0, 0, blue));balls.push(new Ball(oOffset + 210, 133, 0, 0, blue));balls.push(new Ball(oOffset + 210, 123, 0, 0, blue));balls.push(new Ball(oOffset + 210, 113, 0, 0, blue));balls.push(new Ball(oOffset + 210, 108, 0, 0, blue));balls.push(new Ball(oOffset + 210, 101, 0, 0, blue));balls.push(new Ball(oOffset + 210, 70, 0, 0, blue));                // nballs.push(new Ball(310, 135, 0, 0, red));balls.push(new Ball(310, 130, 0, 0, red));balls.push(new Ball(310, 120, 0, 0, red));balls.push(new Ball(310, 110, 0, 0, red));balls.push(new Ball(310, 100, 0, 0, red));balls.push(new Ball(320, 95, 0, 0, red));balls.push(new Ball(330, 95, 0, 0, red));balls.push(new Ball(340, 100, 0, 0, red));balls.push(new Ball(340, 110, 0, 0, red));balls.push(new Ball(340, 120, 0, 0, red));balls.push(new Ball(340, 130, 0, 0, red));balls.push(new Ball(340, 135, 0, 0, red));                                // 1balls.push(new Ball(368, 135, 0, 0, green));balls.push(new Ball(374, 135, 0, 0, green));                balls.push(new Ball(382, 135, 0, 0, green));balls.push(new Ball(374, 129, 0, 0, green));balls.push(new Ball(374, 119, 0, 0, green));balls.push(new Ball(374, 109, 0, 0, green));balls.push(new Ball(374, 99, 0, 0, green));balls.push(new Ball(374, 89, 0, 0, green));balls.push(new Ball(365, 94, 0, 0, green));balls.push(new Ball(470, 89, 0, 0, dark));balls.push(new Ball(440, 89, 0, 0, dark));balls.push(new Ball(430, 115, 0, 0, red));balls.push(new Ball(435, 119, 0, 0, red));balls.push(new Ball(440, 125, 0, 0, red));balls.push(new Ball(450, 129, 0, 0, red));balls.push(new Ball(460, 129, 0, 0, red));balls.push(new Ball(470, 125, 0, 0, red));balls.push(new Ball(475, 119, 0, 0, red));balls.push(new Ball(480, 114, 0, 0, red));                                return balls;            }                        function getMousePos(canvas, evt){                // get canvas position                var obj = canvas;                var top = 0;                var left = 0;                while (obj.tagName != 'BODY') {                    top += obj.offsetTop;                    left += obj.offsetLeft;                    obj = obj.offsetParent;                }                                // return relative mouse position                var mouseX = evt.clientX - left + window.pageXOffset;                var mouseY = evt.clientY - top + window.pageYOffset;                return {                    x: mouseX,                    y: mouseY                };            }                        function updateBalls(canvas, balls, timeDiff, mousePos){                var context = canvas.getContext("2d");                var collisionDamper = 0.3;                var floorFriction = 0.0005 * timeDiff;                var mouseForceMultiplier = 1 * timeDiff;                var restoreForce = 0.002 * timeDiff;                                for (var n = 0; n < balls.length; n++) {                    var ball = balls[n];                    // set ball position based on velocity                    ball.y += ball.vy;                    ball.x += ball.vx;                                        // restore forces                    if (ball.x > ball.origX) {                        ball.vx -= restoreForce;                    }                    else {                        ball.vx += restoreForce;                    }                    if (ball.y > ball.origY) {                        ball.vy -= restoreForce;                    }                    else {                        ball.vy += restoreForce;                    }                                        // mouse forces                    var mouseX = mousePos.x;                    var mouseY = mousePos.y;                                        var distX = ball.x - mouseX;                    var distY = ball.y - mouseY;                                        var radius = Math.sqrt(Math.pow(distX, 2) +                    Math.pow(distY, 2));                                        var totalDist = Math.abs(distX) + Math.abs(distY);                                        var forceX = (Math.abs(distX) / totalDist) *                    (1 / radius) *                    mouseForceMultiplier;                    var forceY = (Math.abs(distY) / totalDist) *                    (1 / radius) *                    mouseForceMultiplier;                                        if (distX > 0) { // mouse is left of ball                        ball.vx += forceX;                    }                    else {                        ball.vx -= forceX;                    }                    if (distY > 0) { // mouse is on top of ball                        ball.vy += forceY;                    }                    else {                        ball.vy -= forceY;                    }                                        // floor friction                    if (ball.vx > 0) {                        ball.vx -= floorFriction;                    }                    else if (ball.vx < 0) {                        ball.vx += floorFriction;                    }                    if (ball.vy > 0) {                        ball.vy -= floorFriction;                    }                    else if (ball.vy < 0) {                        ball.vy += floorFriction;                    }                                        // floor condition                    if (ball.y > (canvas.height - ball.radius)) {                        ball.y = canvas.height - ball.radius - 2;                        ball.vy *= -1;                        ball.vy *= (1 - collisionDamper);                    }                                        // ceiling condition                    if (ball.y < (ball.radius)) {                        ball.y = ball.radius + 2;                        ball.vy *= -1;                        ball.vy *= (1 - collisionDamper);                    }                                        // right wall condition                    if (ball.x > (canvas.width - ball.radius)) {                        ball.x = canvas.width - ball.radius - 2;                        ball.vx *= -1;                        ball.vx *= (1 - collisionDamper);                    }                                        // left wall condition                    if (ball.x < (ball.radius)) {                        ball.x = ball.radius + 2;                        ball.vx *= -1;                        ball.vx *= (1 - collisionDamper);                    }                }            }                        function Ball(x, y, vx, vy, color){                this.x = x;                this.y = y;                this.vx = vx;                this.vy = vy;                this.color = color;                this.origX = x;                this.origY = y;                this.radius = 10;            }                        function animate(canvas, balls, lastTime, mousePos){                var context = canvas.getContext("2d");                                // update                var date = new Date();                var time = date.getTime();                var timeDiff = time - lastTime;                updateBalls(canvas, balls, timeDiff, mousePos);                lastTime = time;                                // clear                context.clearRect(0, 0, canvas.width, canvas.height);                                // render                for (var n = 0; n < balls.length; n++) {                    var ball = balls[n];                    context.beginPath();                    context.arc(ball.x, ball.y, ball.radius, 0, 2 * Math.PI, false);                    context.fillStyle = ball.color;                    context.fill();                }                                // request new frame                requestAnimFrame(function(){                    animate(canvas, balls, lastTime, mousePos);                });            }                        window.onload = function(){                var canvas = document.getElementById("myCanvas");                var balls = initBalls();                var date = new Date();                var time = date.getTime();                /*                 * set mouse position really far away                 * so the mouse forces are nearly obsolete                 */                var mousePos = {                    x: 9999,                    y: 9999                };                                canvas.addEventListener("mousemove", function(evt){                    var pos = getMousePos(canvas, evt);                    mousePos.x = pos.x;                    mousePos.y = pos.y;                });                                canvas.addEventListener("mouseout", function(evt){                    mousePos.x = 9999;                    mousePos.y = 9999;                });                                animate(canvas, balls, time, mousePos);            };        </script>
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