Canvas 3D球形文字云动画特效

 Canvas 3D球形文字云动画特效

 效果图:

 

 代码如下,复制即可使用:

  (适用浏览器:360、FireFox、Chrome、Opera、傲游、搜狗、世界之窗. 不支持Safari、IE8及以下浏览器。)

<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>Canvas 3D球形文字云动画特效</title>

<style>
body {
    background-color:#000000;
    color:#555555;
}
h4 {
    font-family:sans-serif;
    color:#555555;
    font-size:16px;
}
h3 {
    font-family:sans-serif;
    color:#555555;
}
p {
    font-family:sans-serif;
    color:#888888;
    font-size:14px;
}
a {
    font-family:sans-serif;
    color:#d15423;
    text-decoration:none;
}
</style>

</head>
<body>
<!-- 此处需要自己修改路径 -->
<script src="js/canvas.min.js"></script>

<div style="text-align:center">

    <canvas id="canvasOne" width="900" height="520" ></canvas>

</div>

<script type="text/javascript">
window.addEventListener("load", windowLoadHandler, false);
var sphereRad = 280;
var radius_sp=1;
var opt_display_dots = false;

var unicodeFlakes = ['?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '', '', '', '', '', '', '', '', '', '', '', '?', '', '?', '', '?', '', '', '', '', '?', '', '', '', '', '', '', '', '?', '', '?', '', '', '?', '', '', '?', '', '', '', '', '?', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '饿', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '西', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '' ];

//for debug messages
var Debugger = function() { };
Debugger.log = function(message) {
    try {
        console.log(message);
    }
    catch (exception) {
        return;
    }
}

function windowLoadHandler() {
    canvasApp();
}

function canvasSupport() {
    return Modernizr.canvas;
}

function canvasApp() {
    if (!canvasSupport()) {
        return;
    }
    
    var theCanvas = document.getElementById("canvasOne");
    var context = theCanvas.getContext("2d");
    
    var displayWidth;
    var displayHeight;
    var timer;
    var wait;
    var count;
    var numToAddEachFrame;
    var particleList;
    var recycleBin;
    var particleAlpha;
    var r,g,b;
    var fLen;
    var m;
    var projCenterX;
    var projCenterY;
    var zMax;
    var turnAngle;
    var turnSpeed;
    var sphereCenterX, sphereCenterY, sphereCenterZ;
    var particleRad;
    var zeroAlphaDepth;
    var randAccelX, randAccelY, randAccelZ;
    var gravity;
    var rgbString;
    //we are defining a lot of variables used in the screen update functions globally so that they don't have to be redefined every frame.
    var p;
    var outsideTest;
    var nextParticle;
    var sinAngle;
    var cosAngle;
    var rotX, rotZ;
    var depthAlphaFactor;
    var i;
    var theta, phi;
    var x0, y0, z0;
        
    init();
    
  // INITIALLI
    function init() {
        wait = 1;
        count = wait - 1;
        numToAddEachFrame = 4;
        
        //particle color
        r = 70;
        g = 255;
        b = 140;
        
        rgbString = "rgba("+r+","+g+","+b+","; //partial string for color which will be completed by appending alpha value.
        particleAlpha = 1; //maximum alpha
        
        displayWidth = theCanvas.width;
        displayHeight = theCanvas.height;
        
        fLen = 320; //represents the distance from the viewer to z=0 depth.
        
        //projection center coordinates sets location of origin
        projCenterX = displayWidth/2;
        projCenterY = displayHeight/2;
        
        //we will not draw coordinates if they have too large of a z-coordinate (which means they are very close to the observer).
        zMax = fLen-2;
        
        particleList = {};
        recycleBin = {};
        
        //random acceleration factors - causes some random motion
        randAccelX = 0.1;
        randAccelY = 0.1;
        randAccelZ = 0.1;
        
        gravity = -0; //try changing to a positive number (not too large, for example 0.3), or negative for floating upwards.
        
        particleRad = 2.5;
        
        sphereCenterX = 0;
        sphereCenterY = 0;
        sphereCenterZ = -3 - sphereRad;
        
        //alpha values will lessen as particles move further back, causing depth-based darkening:
        zeroAlphaDepth = -750; 
        
        turnSpeed = 2*Math.PI/1200; //the sphere will rotate at this speed (one complete rotation every 1600 frames).
        turnAngle = 0; //initial angle
        
        timer = setInterval(onTimer, 10/24);
    }
    
    function onTimer() {
        //if enough time has elapsed, we will add new particles.        
        count++;
            if (count >= wait) {
                        
            count = 0;
            for (i = 0; i < numToAddEachFrame; i++) {
                theta = Math.random()*2*Math.PI;
                phi = Math.acos(Math.random()*2-1);
                x0 = sphereRad*Math.sin(phi)*Math.cos(theta);
                y0 = sphereRad*Math.sin(phi)*Math.sin(theta);
                z0 = sphereRad*Math.cos(phi);
                
                //We use the addParticle function to add a new particle. The parameters set the position and velocity components.
                //Note that the velocity parameters will cause the particle to initially fly outwards away from the sphere center (after
                //it becomes unstuck).
                var p = addParticle(x0, sphereCenterY + y0, sphereCenterZ + z0, 0.002*x0, 0.002*y0, 0.002*z0);
                
                //we set some "envelope" parameters which will control the evolving alpha of the particles.
                p.attack = 50;
                p.hold = 50;
                p.decay = 100;
                p.initValue = 0;
                p.holdValue = particleAlpha;
                p.lastValue = 0;
                
                //the particle will be stuck in one place until this time has elapsed:
                p.stuckTime = 90 + Math.random()*20;
                
                p.accelX = 0;
                p.accelY = gravity;
                p.accelZ = 0;
            }
        }
        
        //update viewing angle
        turnAngle = (turnAngle + turnSpeed) % (2*Math.PI);
        sinAngle = Math.sin(turnAngle);
        cosAngle = Math.cos(turnAngle);

        //background fill
        context.fillStyle = "#000000";
        context.fillRect(0,0,displayWidth,displayHeight);
        
        //update and draw particles
        p = particleList.first;
        while (p != null) {
            //before list is altered record next particle
            nextParticle = p.next;

            //update age
            p.age++;
            
            //if the particle is past its "stuck" time, it will begin to move.
            if (p.age > p.stuckTime) {    
                p.velX += p.accelX + randAccelX*(Math.random()*2 - 1);
                p.velY += p.accelY + randAccelY*(Math.random()*2 - 1);
                p.velZ += p.accelZ + randAccelZ*(Math.random()*2 - 1);
                
                p.x += p.velX;
                p.y += p.velY;
                p.z += p.velZ;
            }
            
            /*
            We are doing two things here to calculate display coordinates.
            The whole display is being rotated around a vertical axis, so we first calculate rotated coordinates for
            x and z (but the y coordinate will not change).
            Then, we take the new coordinates (rotX, y, rotZ), and project these onto the 2D view plane.
            */
            rotX =  cosAngle*p.x + sinAngle*(p.z - sphereCenterZ);
            rotZ =  -sinAngle*p.x + cosAngle*(p.z - sphereCenterZ) + sphereCenterZ;
            m =radius_sp* fLen/(fLen - rotZ);
            p.projX = rotX*m + projCenterX;
            p.projY = p.y*m + projCenterY;
            
            //update alpha according to envelope parameters.
            if (p.age < p.attack+p.hold+p.decay) {
                if (p.age < p.attack) {
                    p.alpha = (p.holdValue - p.initValue)/p.attack*p.age + p.initValue;
                }
                else if (p.age < p.attack+p.hold) {
                    p.alpha = p.holdValue;
                }
                else if (p.age < p.attack+p.hold+p.decay) {
                    p.alpha = (p.lastValue - p.holdValue)/p.decay*(p.age-p.attack-p.hold) + p.holdValue;
                }
            }
            else {
                p.dead = true;
            }
            
            //see if the particle is still within the viewable range.
            if ((p.projX > displayWidth)||(p.projX<0)||(p.projY<0)||(p.projY>displayHeight)||(rotZ>zMax)) {
                outsideTest = true;
            }
            else {
                outsideTest = false;
            }
            
            if (outsideTest||p.dead) {
                recycle(p);
            }
            
            else {
                //depth-dependent darkening
                depthAlphaFactor = (1-rotZ/zeroAlphaDepth);
                depthAlphaFactor = (depthAlphaFactor > 1) ? 1 : ((depthAlphaFactor<0) ? 0 : depthAlphaFactor);
                context.fillStyle = rgbString + depthAlphaFactor*p.alpha + ")";
            /*ADD TEXT function!*/
           
                context.fillText(p.flake,p.projX, p.projY);
            /*ADD TEXT function!*/
    
                //draw
                context.beginPath();
        if(opt_display_dots)
          {context.arc(p.projX, p.projY, m*particleRad, 0, 2*Math.PI, false);}
                context.closePath();
                context.fill();
            }
            
            p = nextParticle;
        }
    }
        
    function addParticle(x0,y0,z0,vx0,vy0,vz0) {
        var newParticle;
        var color;
    
        
        //check recycle bin for available drop:
        if (recycleBin.first != null) {
            newParticle = recycleBin.first;
            //remove from bin
            if (newParticle.next != null) {
                recycleBin.first = newParticle.next;
                newParticle.next.prev = null;
            }
            else {
                recycleBin.first = null;
            }
        }
        //if the recycle bin is empty, create a new particle (a new ampty object):
        else {
            newParticle = {};
        }
        
        //add to beginning of particle list
        if (particleList.first == null) {
            particleList.first = newParticle;
            newParticle.prev = null;
            newParticle.next = null;
        }
        else {
            newParticle.next = particleList.first;
            particleList.first.prev = newParticle;
            particleList.first = newParticle;
            newParticle.prev = null;
        }
        
        //initialize
        newParticle.x = x0;
        newParticle.y = y0;
        newParticle.z = z0;
        newParticle.velX = vx0;
        newParticle.velY = vy0;
        newParticle.velZ = vz0;
        newParticle.age = 0;
        newParticle.dead = false;
    
    newParticle.flake = unicodeFlakes[Math.floor(Math.random() * unicodeFlakes.length)];
        if (Math.random() < 0.5) {
            newParticle.right = true;
        }
        else {
            newParticle.right = false;
        }
        return newParticle;        
    }
    
    function recycle(p) {
        //remove from particleList
        if (particleList.first == p) {
            if (p.next != null) {
                p.next.prev = null;
                particleList.first = p.next;
            }
            else {
                particleList.first = null;
            }
        }
        else {
            if (p.next == null) {
                p.prev.next = null;
            }
            else {
                p.prev.next = p.next;
                p.next.prev = p.prev;
            }
        }
        //add to recycle bin
        if (recycleBin.first == null) {
            recycleBin.first = p;
            p.prev = null;
            p.next = null;
        }
        else {
            p.next = recycleBin.first;
            recycleBin.first.prev = p;
            recycleBin.first = p;
            p.prev = null;
        }
    }    
}
</script>

<div style="text-align:center;margin:50px 0; font:normal 14px/24px 'MicroSoft YaHei';">
<p>适用浏览器:360、FireFox、Chrome、Opera、傲游、搜狗、世界之窗. 不支持Safari、IE8及以下浏览器。</p>
</div>
</body>
</html>

  canvas.min.js

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 如有错误,欢迎联系我改正,非常感谢!!!

posted @ 2018-08-23 19:37  Foryourfuture  阅读(1733)  评论(0编辑  收藏  举报