来源地址:http://codepen.io/whqet/pen/Auzch

1、HTML5 你懂的,先看效果:

2、Html代码

<!-- setup our canvas element -->
<canvas id="canvas">Canvas is not supported in your browser.</canvas>

3、css代码

/* basic styles for black background and crosshair cursor */
body {
background: #000;
margin:;
} canvas {
cursor: crosshair;
display: block;
}

4、Js代码

// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
// not supported in all browsers though and sometimes needs a prefix, so we need a shim
window.requestAnimFrame = ( function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ) {
window.setTimeout( callback, 1000 / 60 );
};
})(); // now we will setup our basic variables for the demo
var canvas = document.getElementById( 'canvas' ),
ctx = canvas.getContext( '2d' ),
// full screen dimensions
cw = window.innerWidth,
ch = window.innerHeight,
// firework collection
fireworks = [],
// particle collection
particles = [],
// starting hue
hue = 120,
// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
limiterTotal = 5,
limiterTick = 0,
// this will time the auto launches of fireworks, one launch per 80 loop ticks
timerTotal = 80,
timerTick = 0,
mousedown = false,
// mouse x coordinate,
mx,
// mouse y coordinate
my; // set canvas dimensions
canvas.width = cw;
canvas.height = ch; // now we are going to setup our function placeholders for the entire demo // get a random number within a range
function random( min, max ) {
return Math.random() * ( max - min ) + min;
} // calculate the distance between two points
function calculateDistance( p1x, p1y, p2x, p2y ) {
var xDistance = p1x - p2x,
yDistance = p1y - p2y;
return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
} // create firework
function Firework( sx, sy, tx, ty ) {
// actual coordinates
this.x = sx;
this.y = sy;
// starting coordinates
this.sx = sx;
this.sy = sy;
// target coordinates
this.tx = tx;
this.ty = ty;
// distance from starting point to target
this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
this.distanceTraveled = 0;
// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
this.coordinates = [];
this.coordinateCount = 3;
// populate initial coordinate collection with the current coordinates
while( this.coordinateCount-- ) {
this.coordinates.push( [ this.x, this.y ] );
}
this.angle = Math.atan2( ty - sy, tx - sx );
this.speed = 2;
this.acceleration = 1.05;
this.brightness = random( 50, 70 );
// circle target indicator radius
this.targetRadius = 1;
} // update firework
Firework.prototype.update = function( index ) {
// remove last item in coordinates array
this.coordinates.pop();
// add current coordinates to the start of the array
this.coordinates.unshift( [ this.x, this.y ] ); // cycle the circle target indicator radius
if( this.targetRadius < 8 ) {
this.targetRadius += 0.3;
} else {
this.targetRadius = 1;
} // speed up the firework
this.speed *= this.acceleration; // get the current velocities based on angle and speed
var vx = Math.cos( this.angle ) * this.speed,
vy = Math.sin( this.angle ) * this.speed;
// how far will the firework have traveled with velocities applied?
this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy ); // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
if( this.distanceTraveled >= this.distanceToTarget ) {
createParticles( this.tx, this.ty );
// remove the firework, use the index passed into the update function to determine which to remove
fireworks.splice( index, 1 );
} else {
// target not reached, keep traveling
this.x += vx;
this.y += vy;
}
} // draw firework
Firework.prototype.draw = function() {
ctx.beginPath();
// move to the last tracked coordinate in the set, then draw a line to the current x and y
ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
ctx.lineTo( this.x, this.y );
ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
ctx.stroke(); ctx.beginPath();
// draw the target for this firework with a pulsing circle
ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
ctx.stroke();
} // create particle
function Particle( x, y ) {
this.x = x;
this.y = y;
// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
this.coordinates = [];
this.coordinateCount = 5;
while( this.coordinateCount-- ) {
this.coordinates.push( [ this.x, this.y ] );
}
// set a random angle in all possible directions, in radians
this.angle = random( 0, Math.PI * 2 );
this.speed = random( 1, 10 );
// friction will slow the particle down
this.friction = 0.95;
// gravity will be applied and pull the particle down
this.gravity = 1;
// set the hue to a random number +-50 of the overall hue variable
this.hue = random( hue - 50, hue + 50 );
this.brightness = random( 50, 80 );
this.alpha = 1;
// set how fast the particle fades out
this.decay = random( 0.015, 0.03 );
} // update particle
Particle.prototype.update = function( index ) {
// remove last item in coordinates array
this.coordinates.pop();
// add current coordinates to the start of the array
this.coordinates.unshift( [ this.x, this.y ] );
// slow down the particle
this.speed *= this.friction;
// apply velocity
this.x += Math.cos( this.angle ) * this.speed;
this.y += Math.sin( this.angle ) * this.speed + this.gravity;
// fade out the particle
this.alpha -= this.decay; // remove the particle once the alpha is low enough, based on the passed in index
if( this.alpha <= this.decay ) {
particles.splice( index, 1 );
}
} // draw particle
Particle.prototype.draw = function() {
ctx. beginPath();
// move to the last tracked coordinates in the set, then draw a line to the current x and y
ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
ctx.lineTo( this.x, this.y );
ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
ctx.stroke();
} // create particle group/explosion
function createParticles( x, y ) {
// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
var particleCount = 30;
while( particleCount-- ) {
particles.push( new Particle( x, y ) );
}
} // main demo loop
function loop() {
// this function will run endlessly with requestAnimationFrame
requestAnimFrame( loop ); // increase the hue to get different colored fireworks over time
//hue += 0.5; // create random color
hue= random(0, 360 ); // normally, clearRect() would be used to clear the canvas
// we want to create a trailing effect though
// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
ctx.globalCompositeOperation = 'destination-out';
// decrease the alpha property to create more prominent trails
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect( 0, 0, cw, ch );
// change the composite operation back to our main mode
// lighter creates bright highlight points as the fireworks and particles overlap each other
ctx.globalCompositeOperation = 'lighter'; // loop over each firework, draw it, update it
var i = fireworks.length;
while( i-- ) {
fireworks[ i ].draw();
fireworks[ i ].update( i );
} // loop over each particle, draw it, update it
var i = particles.length;
while( i-- ) {
particles[ i ].draw();
particles[ i ].update( i );
} // launch fireworks automatically to random coordinates, when the mouse isn't down
if( timerTick >= timerTotal ) {
if( !mousedown ) {
// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );
timerTick = 0;
}
} else {
timerTick++;
} // limit the rate at which fireworks get launched when mouse is down
if( limiterTick >= limiterTotal ) {
if( mousedown ) {
// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
fireworks.push( new Firework( cw / 2, ch, mx, my ) );
limiterTick = 0;
}
} else {
limiterTick++;
}
} // mouse event bindings
// update the mouse coordinates on mousemove
canvas.addEventListener( 'mousemove', function( e ) {
mx = e.pageX - canvas.offsetLeft;
my = e.pageY - canvas.offsetTop;
}); // toggle mousedown state and prevent canvas from being selected
canvas.addEventListener( 'mousedown', function( e ) {
e.preventDefault();
mousedown = true;
}); canvas.addEventListener( 'mouseup', function( e ) {
e.preventDefault();
mousedown = false;
}); // once the window loads, we are ready for some fireworks!
window.onload = loop;

html5实现烟花绽放效果的更多相关文章

  1. HTML5夜空烟花绽放动画效果

    模板描述:HTML5夜空烟花绽放动画效果基于HTML5 canvas制作,模拟夜空烟花绽放动画效果,烟花会在夜空打出贺词,有新年快乐.合家幸福.万事如意.心想事成.财源广进等,文字可以自定义,做成各种 ...

  2. 手搓一个“七夕限定”,用3D Engine 5分钟实现烟花绽放效果

    七夕来咯!又到了给重要的人送惊喜的时刻. 今年,除了将心意融入花和礼物,作为程序员,用自己的代码本事手搓一个技术感十足"七夕限定"惊喜,我觉得,这是不亚于车马慢时代手写信的古典主义 ...

  3. 程序员的专属浪漫——用3D Engine 5分钟实现烟花绽放效果

    谁说程序员不懂浪漫? 作为程序员,用自己的代码本事手搓一个技术感十足的惊喜,我觉得,这是不亚于车马慢时代手写信的古典主义浪漫. 那么,应该怎样创作出具有自我身份属性的浪漫惊喜呢? 玩法很多,今天给大家 ...

  4. HTML5 Canvas 超炫酷烟花绽放动画教程

    这是一个很酷的HTML5 Canvas动画,它将模拟的是我们现实生活中烟花绽放的动画特效,效果非常逼真,但是毕竟是电脑模拟,带女朋友看就算了,效果还是差了点,呵呵.这个HTML5 Canvas动画有一 ...

  5. HTML5 Canvas 超逼真烟花绽放动画

    各位前端朋友们,大家好!五一假期即将结束,在开启加班模式之前,我要给大家分享一个超酷超逼真的HTML5 Canvas烟花模拟动画.这次升级版的烟花动画有以下几个特点: 烟花绽放时,将展现不同的色彩,不 ...

  6. Canvas 放烟花合集 -- 用粉丝头像做成烟花绽放🧨

    "我对着烟花许愿,希望你永远在我身边" "凑不够满天星辰那就去看看烟花吧,人间烟火气,最抚凡人心" 小tips:喜欢的可以关注博主私信代码噢~ 也可以看看前面两 ...

  7. HTML5 模拟现实物理效果,感受 Web 技术魅力

    Ball Pool 是一个基于 HTML5 技术的实验,模拟现实物理效果,让你在 Web 中感受自然物体的运动.玩法介绍:可以随意拖动圆球.点击页面背景.晃动浏览器.双击页面背景或者按住鼠标左键,有不 ...

  8. HTML5大数据可视化效果(二)可交互地铁线路图

    前言 最近特别忙,承蒙大伙关照,3D机房的项目一个接着一个,领了一帮小弟,搞搞传帮带,乌飞兔走,转眼已经菊黄蟹肥……有个小弟很不错,勤奋好学,很快就把API都摸透了,自己折腾着做了个HTML5的魔都的 ...

  9. jq商品展示图放大镜 and 原生js和html5写的放大镜效果 ~~效果不错

    <!DOCTYPE HTML><html lang="en-US"><head> <meta charset="UTF-8&qu ...

随机推荐

  1. Unattended Setup Software Components (无人值守安装软件组件)

    原文 http://social.technet.microsoft.com/Forums/windows/en-US/d4ad85b4-8342-4401-83ed-45cefa814ec5/una ...

  2. 剑指offter-面试题7.用两个栈实现队列

    题目.用两个栈实现一个队列.队列的声明如下,请实现它的两个函数appendTail和deleteHead 分别完成在对尾插入节点和在队头删除节点. 该队列类模板如下: template <typ ...

  3. Python常用模块 (2) (loging、configparser、json、pickle、subprocess)

    logging 简单应用 将日志打印到屏幕 import logging logging.debug('debug message') logging.info('info message') log ...

  4. C# StreamReader/StreamWriter与FileStream用法详解

    http://www.360doc.com/content/13/0610/08/12579422_291878973.shtml

  5. jquery工具

    http://www.jqwidgets.com/jquery-widgets-documentation/documentation/jqxsplitter/jquery-splitter-gett ...

  6. UVA 12232 - Exclusive-OR(带权并查集)

    UVA 12232 - Exclusive-OR 题目链接 题意:有n个数字.一開始值都不知道,每次给定一个操作,I a v表示确认a值为v,I a b v,表示确认a^b = v,Q k a1 a2 ...

  7. 《JavaScript 闯关记》之数组

    数组是值的有序集合.每个值叫做一个元素,而每个元素在数组中有一个位置,以数字表示,称为索引. JavaScript 数组是无类型的,数组元素可以是任意类型,并且同一个数组中的不同元素也可能有不同的类型 ...

  8. 被「李笑来老师」拉黑之「JavaScript微博自动转发的脚本」

    故事的背景如下图,李笑来 老师于10月19日在 知乎Live 开设 一小时建立终生受用的阅读操作系统 的讲座,他老人家看到大家伙报名踊跃,便在微博上发起了一个 猜数量赢取iPhone7 的活动. 因为 ...

  9. iOS应用之间的跳转与数据传递

    在开发的时候遇到需要从其他APP调用自己的APP的需求,比如从Safari中打开APP,并且传递一些信息的需要 1.首先设置自己的URL types 打开项目中的工程文件,打开info选项,在下面的U ...

  10. 000-C#基础

    C#中数据类型的继承关系如下 System.Object |-------------System.ValueType | |-------System.Boolean | |-------Syste ...