這篇文章主要介紹了JS+canvas畫布實現炫酷的旋轉星空效果,結合實例形式分析了js結合HTML5 canvas圖形繪製與數值計算相關操作技巧,需要的朋友可以參考下
本文實例講述了JS+canvas畫布實現炫酷的旋轉星空效果。分享給大家供大家參考,具體如下:
canvas是html5的新標籤,其畫布功能尤爲強大。當然了canvas在IE10以下瀏覽器是不兼容的,所以呢爲了特效肯定是犧牲一定的兼容性。這裏呢,分享一個基於canvas開發的浩瀚星河插件,其實這個源代碼是網上下載的,我把它整合了一下,重新封裝一些參數提供更多的可改項。
首先引入兩個javascript腳本,一個是jquery插件,另一個是封裝好的cosmos_canvas.js
<script src="js/jquery-1.11.0.js" type="text/javascript" charset="utf-8"></script> <script src="canvas/cosmos_canvas.js" type="text/javascript" charset="utf-8"></script>
HTML,當然如果瀏覽器不支持canvas的話,運行程序沒效果,並顯示“該瀏覽器不支持canvas”
<canvas id="starts">該瀏覽器不支持canvas</canvas>
cosmos_canvas.js腳本
function canvas(id,starscolor,starsamount,starsradius,movrange,speed,trailing){ //宇宙特效 "use strict"; var canvas = document.getElementById(id), ctx = canvas.getContext('2d'), w = canvas.width = window.innerWidth, h = canvas.height = window.innerHeight, hue = starscolor,//230 stars = [], count = 0, maxStars = starsamount;//星星數量 var canvas2 = document.createElement('canvas'), ctx2 = canvas2.getContext('2d'); canvas2.width = 100; canvas2.height = 100; var half = canvas2.width / 2, gradient2 = ctx2.createRadialGradient(half, half, 0, half, half, half); gradient2.addColorStop(0.025, '#CCC'); gradient2.addColorStop(0.1, 'hsl(' + hue + ', 61%, 33%)'); gradient2.addColorStop(0.25, 'hsl(' + hue + ', 64%, 6%)'); gradient2.addColorStop(1, 'transparent'); ctx2.fillStyle = gradient2; ctx2.beginPath(); ctx2.arc(half, half, half, 0, Math.PI * 2); ctx2.fill(); // End cache function random(min, max) { if (arguments.length < 2) { max = min; min = 0; } if (min > max) { var hold = max; max = min; min = hold; } return Math.floor(Math.random() * (max - min + 1)) + min; } function maxOrbit(x, y) { var max = Math.max(x, y), diameter = Math.round(Math.sqrt(max * max + max * max)); return diameter / movrange; //星星移動範圍,值越大範圍越小, } var Star = function() { this.orbitRadius = random(maxOrbit(w, h)); this.radius = random(starsradius, this.orbitRadius) / 8; //星星半徑大小 this.orbitX = w / 2; this.orbitY = h / 2; this.timePassed = random(0, maxStars); this.speed = random(this.orbitRadius) / speed; //星星移動速度 this.alpha = random(2, 10) / 10; count++; stars[count] = this; } Star.prototype.draw = function() { var x = Math.sin(this.timePassed) * this.orbitRadius + this.orbitX, y = Math.cos(this.timePassed) * this.orbitRadius + this.orbitY, twinkle = random(10); if (twinkle === 1 && this.alpha > 0) { this.alpha -= 0.05; } else if (twinkle === 2 && this.alpha < 1) { this.alpha += 0.05; } ctx.globalAlpha = this.alpha; ctx.drawImage(canvas2, x - this.radius / 2, y - this.radius / 2, this.radius, this.radius); this.timePassed += this.speed; } for (var i = 0; i < maxStars; i++) { new Star(); } function animation() { ctx.globalCompositeOperation = 'source-over'; ctx.globalAlpha = trailing; //尾巴 ctx.fillStyle = 'hsla(' + hue + ', 64%, 6%, 2)'; ctx.fillRect(0, 0, w, h) ctx.globalCompositeOperation = 'lighter'; for (var i = 1, l = stars.length; i < l; i++) { stars[i].draw(); }; window.requestAnimationFrame(animation); } animation(); }
調用方法:這裏沒寫任何樣式所以默認情況下是全屏效果
$(function(){ //canvas的id名,星星顏色(hsla的hue色調),星星數量,星星半徑比,星星移動範圍(值越大範圍越小),星星移動速度(值越大速度越慢),星星拖尾效果(0~1值越小拖尾越明顯) canvas("starts",230,1000,60,2,50000,0.5); });
效果:
然後我再加3個canvas,改些參數做效果對比吧
HTML
<canvas id="starts">該瀏覽器不支持canvas</canvas> <canvas id="starts1">該瀏覽器不支持canvas</canvas> <canvas id="starts2">該瀏覽器不支持canvas</canvas> <canvas id="starts3">該瀏覽器不支持canvas</canvas>
javascript
$(function(){ //canvas的id名,星星顏色(hsla的hue色調),星星數量,星星半徑比,星星移動範圍(值越大範圍越小),星星移動速度(值越大速度越慢),星星拖尾效果(0~1值越小拖尾越明顯) canvas("starts",230,1000,60,2,50000,0.5); canvas("starts1",160,800,70,2.5,55000,0.4); canvas("starts2",80,600,80,3,60000,0.3); canvas("starts3",0,400,90,3.5,65000,0.2); $("canvas").width($(window).width()/2); $("canvas").height($(window).height()/2); $("canvas").css("float","left"); });
就這樣,四個浩瀚的宇宙出來了
更多關於JavaScript相關內容還可查看本站專題:《JavaScript+HTML5特效與技巧彙總》、《JavaScript圖形繪製技巧總結》、《JavaScript錯誤與調試技巧總結》、《JavaScript數據結構與算法技巧總結》、《JavaScript遍歷算法與技巧總結》及《JavaScript數學運算用法總結》
希望本文所述對大家JavaScript程序設計有所幫助。