主要想法:html
鼠標點擊事件觸發圓點出如今鼠標處web
圓點大小,顏色,數量隨機canvas
有一個小白圈作爲軌跡,不斷改變半徑變大變淡消失dom
圓點向外移動,自身變小,消失。隨着移動的距離遠,移動速度跟着變函數
須要處理的是,從鼠標點擊處能夠肯定圓點的x,y軸,可是動去哪,怎麼動是一個問題,
因此先肯定圓點的目標座標,再從圓點的原始座標(即鼠標點擊處)向目標座標移動,而且x,y 成比例 去移動纔不會在x,y移動距離不相等的狀況下 不平衡動畫
隨機生成圓點目標座標的函數代碼:this
let endpos = (x, y) => { let angle = random(0, 360) * Math.PI / 180, value = random(20, 150), radius = [-1, 1][random(0, 1)] * value; return { x: x + radius * Math.cos(angle), y: y + radius * Math.sin(angle) } }
由於須要大量的隨機數,因此封裝一個生成隨機數函數spa
let random = (min, max) => Math.floor(Math.random() * (max - min + 1)) + min;
圓點的移動函數,咱們須要的移動是從原始座標向目標座標由快而慢。
生成比例分紅3段。那就是原始座標到第一段座標爲第一段,第一段座標到第二段座標爲第二段,第二段座標到目標座標爲第三段。若是當前座標是處於第一段內,則速度越快,以此類推code
如今兩種狀況,一種是目標座標大於原始座標,那麼,第一段就爲最接近原始座標的那一段(Math.max(current, ff) == current ? (Math.max(current, mm) == current ? s : m) : f)
,第二種狀況是目標座標小於原始座標,那麼就反過來,第一段爲離原始座標最遠的那一段。htm
//根據不一樣距離段設置前行的步伐,分爲3個階段,離出發點近的那一段爲速度最快,中間爲速度通常,最遠爲速度最慢 //區分目標點小於出發點的狀況 //ratio爲兩點之間的距離的行走比例,比例數值越大,行走越慢 moveFun(start, end, current) { let s = random(26, 35), m = random(20, 25), f = random(15, 20), ff = start.x + ~~((end.x - start.x) / 3), mm = ff + ~~((end.x - start.x) / 3), ratio = end.x >= start.x ? (Math.max(current, ff) == current ? (Math.max(current, mm) == current ? s : m) : f) : (Math.max(current, ff) == current ? f : (Math.max(current, mm) == current ? m : s)), mp = { x: end.x - start.x, y: end.y - start.y }; return { x: Math.abs(mp.x / ratio), y: Math.abs(mp.y / ratio) } }
每個小圓點作爲一個個體,自帶移動函數,和移動的目標座標。每次Animation時,圓點進行重繪更新最新的座標
小圓點的代碼:
class Circle { constructor(x, y) { this.r = random(9, 13) this.opos = {} this.x = this.opos.x = x this.y = this.opos.y = y this.colors = ['#FF1461', '#18FF92', '#5A87FF', '#FBF38C'] this.color = this.colors[random(0, this.colors.length)]; this.tpos = endpos(x, y) } creatCircle(ctx) { ctx.beginPath() ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI) ctx.closePath() ctx.fillStyle = this.color ctx.fill() } //根據不一樣距離段設置前行的步伐,分爲3個階段,離出發點近的那一段爲速度最快,中間爲速度通常,最遠爲速度最慢 //區分目標點小於出發點的狀況 //ratio爲兩點之間的距離的行走比例,比例數值越大,行走越慢 moveFun(start, end, current) { let s = random(26, 35), m = random(20, 25), f = random(15, 20), ff = start.x + ~~((end.x - start.x) / 3), mm = ff + ~~((end.x - start.x) / 3), ratio = end.x >= start.x ? (Math.max(current, ff) == current ? (Math.max(current, mm) == current ? s : m) : f) : (Math.max(current, ff) == current ? f : (Math.max(current, mm) == current ? m : s)), mp = { x: end.x - start.x, y: end.y - start.y }; return { x: Math.abs(mp.x / ratio), y: Math.abs(mp.y / ratio) } } //根據計算出來的移動值去移動 //若是目標座標大於原始座標則向右移動,最大不能超過目標座標,反之向左移動最小不能小於目標座標 move() { var movepos = this.moveFun(this.opos, this.tpos, this.x); this.x = (this.opos.x > this.tpos.x) ? Math.max(this.x - movepos.x, this.tpos.x) : Math.min(this.x + movepos.x, this.tpos.x) this.y = this.opos.y > this.tpos.y ? Math.max(this.y - movepos.y, this.tpos.y) : Math.min(this.y + movepos.y, this.tpos.y) this.r = Math.max(Math.abs((this.r - Math.random() / 1.2).toFixed(2)), 0) } }
大圓則是從鼠標點擊處建立的一個圓,並不斷改變其半徑向外擴展,而且愈來愈透明,當它已經很大而且很透明時意味着咱們的動畫要結束了,因此以這個爲標準,中止動畫,而且清空屏幕
大圓代碼:
class BigCircle { constructor(x, y) { this.bR = random(16, 32) this.overR = random(60, 100) this.x = x this.y = y this.op = 1 } creatBigCircle(ctx) { ctx.beginPath() ctx.arc(this.x, this.y, this.bR, 0, 2 * Math.PI) ctx.closePath() ctx.strokeStyle = 'rgba(128, 128, 128, ' + this.op + ')' ctx.stroke() } changeR() { this.bR = Math.min(this.bR += random(1, 4), this.overR); this.op = Math.max((this.op - Math.random() / 12).toFixed(2), 0) } //檢查是否運行完畢,以大圓爲標準清空屏幕 complete() { return this.bR >= this.overR && this.op <= 0; } }
所有代碼:
//canvas鼠標點擊煙花特效 let endpos = (x, y) => { let angle = random(0, 360) * Math.PI / 180, value = random(20, 150), radius = [-1, 1][random(0, 1)] * value; return { x: x + radius * Math.cos(angle), y: y + radius * Math.sin(angle) } } let random = (min, max) => Math.floor(Math.random() * (max - min + 1)) + min; class Circle { constructor(x, y) { this.r = random(9, 13) this.opos = {} this.x = this.opos.x = x this.y = this.opos.y = y this.colors = ['#FF1461', '#18FF92', '#5A87FF', '#FBF38C'] this.color = this.colors[random(0, this.colors.length)]; this.tpos = endpos(x, y) } creatCircle(ctx) { ctx.beginPath() ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI) ctx.closePath() ctx.fillStyle = this.color ctx.fill() } //根據不一樣距離段設置前行的步伐,分爲3個階段,離出發點近的那一段爲速度最快,中間爲速度通常,最遠爲速度最慢 //區分目標點小於出發點的狀況 //ratio爲兩點之間的距離的行走比例,比例數值越大,行走越慢 moveFun(start, end, current) { let s = random(26, 35), m = random(20, 25), f = random(15, 20), ff = start.x + ~~((end.x - start.x) / 3), mm = ff + ~~((end.x - start.x) / 3), ratio = end.x >= start.x ? (Math.max(current, ff) == current ? (Math.max(current, mm) == current ? s : m) : f) : (Math.max(current, ff) == current ? f : (Math.max(current, mm) == current ? m : s)), mp = { x: end.x - start.x, y: end.y - start.y }; return { x: Math.abs(mp.x / ratio), y: Math.abs(mp.y / ratio) } } //根據計算出來的移動值去移動 //若是目標座標大於原始座標則向右移動,最大不能超過目標座標,反之向左移動最小不能小於目標座標 move() { var movepos = this.moveFun(this.opos, this.tpos, this.x); this.x = (this.opos.x > this.tpos.x) ? Math.max(this.x - movepos.x, this.tpos.x) : Math.min(this.x + movepos.x, this.tpos.x) this.y = this.opos.y > this.tpos.y ? Math.max(this.y - movepos.y, this.tpos.y) : Math.min(this.y + movepos.y, this.tpos.y) this.r = Math.max(Math.abs((this.r - Math.random() / 1.2).toFixed(2)), 0) } } class BigCircle { constructor(x, y) { this.bR = random(16, 32) this.overR = random(60, 100) this.x = x this.y = y this.op = 1 } creatBigCircle(ctx) { ctx.beginPath() ctx.arc(this.x, this.y, this.bR, 0, 2 * Math.PI) ctx.closePath() ctx.strokeStyle = 'rgba(128, 128, 128, ' + this.op + ')' ctx.stroke() } changeR() { this.bR = Math.min(this.bR += random(1, 4), this.overR); this.op = Math.max((this.op - Math.random() / 12).toFixed(2), 0) } //檢查是否運行完畢,以大圓爲標準清空屏幕 complete() { return this.bR >= this.overR && this.op <= 0; } } window.requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame; window.clearRequestTimeout = window.cancelAnimationFrame || window.mozCancelRequestAnimationFrame || window.webkitCancelRequestAnimationFrame || window.msCancelRequestAnimationFrame; let c = document.getElementById("fireworks"), w = c.width = c.offsetWidth, h = c.height = c.offsetHeight, ctx = c.getContext("2d"), nums = 40, circles = [], bCircle = null, animationId = false; let int = function(x, y) { circles = [] if (animationId) clearRequestTimeout(animationId) for (let i = nums; i-- > 0;) { circles.push(new Circle(x, y)) } bCircle = new BigCircle(x, y) creat() } let creat = function() { ctx.clearRect(0, 0, w, h); circles.forEach(function(v) { v.move(); v.creatCircle(ctx) }) bCircle.changeR() bCircle.creatBigCircle(ctx) animationId = requestAnimationFrame(creat) if (bCircle.complete()) { //以大圓爲標準,清空屏幕中止動畫 ctx.clearRect(0, 0, w, h); clearRequestTimeout(animationId) } } c.onclick = function(e) { e = e || window.event; int(e.clientX, e.clientY) }
html爲
<canvas id="fireworks" width="500px" height="500px"></canvas>