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canvas制作的烟花效果

2019年04月08日  | 移动技术网IT编程  | 我要评论

最近感觉canvas挺有意思的,在业余时间没事研究了一下,参考过网上一些思路,话不多说,开始啦。

github地址:https://github.com/awhitebear/fireworks

演示地址:

图片效果如下:(右上角能显示fps,是时候看看你电脑的性能了哈哈~)

 

先说一下思路吧,其实很简单,烟花分为两个部分:1.窜天猴。2.爆炸效果。  当穿天猴的竖直方向的速度为0的时候,让它爆炸。

下面是一些常量,后面类中会用到的

 1 const canvas = document.getelementbyid('canvasnode');
 2 const ctx = canvas.getcontext('2d');
 3 canvas.width = window.innerwidth;
 4 canvas.height = window.innerheight;
 5 const canvas_width = canvas.width;
 6 const canvas_height = canvas.height;
 7 const gravitational = 2.5; // 模拟重力加速度
 8 const air_resistance = 1; // 模拟空气阻力
 9 const every_firework_time = 3; // 每个烟花的持续时间,单位:秒
10 const frame = 60;
class flyingmonkey{ // 窜天猴,发射升空的,目前只能垂直发射
    constructor(x,y,speedx,speedy){
        this.x = x; // x,y 是窜天猴的位置坐标
        this.y = y;
        this.speedx = speedx;
        this.speedy = speedy;
        this.opacity = 1;
        this.count = 50; // 窜天猴和其尾巴由这50个圆绘制而成
        for(let i=0;i<this.count;i++){
            this.createcircle(i);
        }
    }
    createcircle(i) { // 创建窜天猴的圈圈尾巴
        ctx.beginpath();
        ctx.save();
        ctx.globalcompositeoperation = 'lighter';
        ctx.fillstyle = `rgba(245,123,63,${this.opacity})`;
        ctx.arc(this.x + (math.random()-0.5) * i/10 + i/this.count * this.speedx, this.y + i/this.count * this.speedy ,8 - (6 * i/this.count),0,2 * math.pi);
        ctx.fill();
        ctx.restore();
        ctx.closepath();
    }
}

上面是窜天猴类,就是最开始向上发射的烟花,下面烟花类

class firework { // 烟花,爆炸的
    constructor(x,y,speedx,speedy){
        this.x = x;
        this.y = y;
        this.speedx = speedx;
        this.speedy = speedy;
        this.opacity = 1;
        this.count = 500; // 烟花的爆炸效果由500个点组成
        this.allfireworks = [];

        this.createallfirework();
        launch.arrfirework.push(this);
    }
    createallfirework(){
        let r = math.floor(math.random()*256), g = math.floor(math.random()*256) , b =math.floor(math.random()*256);
        for(let i=0;i<this.count;i++){
            this.allfireworks.push({
                r,g,b,
                x:this.x,
                y:this.y,
                opacity:1,
                speedx:this.speedx * i/this.count*10 *(math.random()-0.5),
                speedy:this.speedy * i/this.count*10 *(math.random()-0.5)
            });
        }
        this.updateallfirework();
    }
    updateallfirework(){
        for(let i=0;i<this.allfireworks.length;i++){
            let {r,g,b,x,y,speedx,speedy,opacity} = this.allfireworks[i];
            this.allfireworks[i].y = y - speedy/frame;
            this.allfireworks[i].x = x - speedx/frame;
            this.allfireworks[i].opacity = opacity - 1/ frame / every_firework_time;
            this.allfireworks[i].speedy = speedy - gravitational;
            if(math.abs(speedx)>3/frame) { // 速度<= 3/frame 认为停止了
                this.allfireworks[i].speedx = speedx - (speedx>0?air_resistance:(air_resistance*(-1)));
            } else {
                this.allfireworks[i].speedx = 0;
            }
            ctx.beginpath();
            ctx.save();
            ctx.globalcompositeoperation = 'lighter';
            ctx.fillstyle = `rgba(${r},${g},${b},${this.allfireworks[i].opacity})`;
            ctx.arc(this.allfireworks[i].x , this.allfireworks[i].y  ,2,0,2 * math.pi);
            ctx.fill();
            ctx.restore();
            ctx.closepath();
        }
    }
}

下面是start类,用来发射窜天猴

class start{
    constructor(x,y,speedx,speedy){
        launch.arrflyingmonkey.push(this);
        this.x = x;
        this.y = y;
        this.speedx = speedx;
        this.speedy = speedy;
        this.begin();
    }
    begin(){
        this.y = this.y - this.speedy/frame; // 速度减小
        this.x = this.x - this.speedx/frame;
        this.speedy = this.speedy - gravitational;
        new flyingmonkey(this.x, this.y, this.speedx, this.speedy);
    }
}

下面是发射类,是用【requestanimationframe】来渲染的动画

class launch{ // 发射
    constructor(){
        this.fps=0;
        this.sum=0;// 帧数计数器 60帧一循环
        this.draw = this.draw.bind(this);
        this.draw();
    }
    draw(){
        ctx.clearrect(0,0,canvas_width,canvas_height);
        this.updatefps();
        launch.arrflyingmonkey.foreach((item,i)=>{
            item.begin();
            if(item.speedy < 0){
                launch.arrflyingmonkey.splice(i,1);
                new firework(item.x,item.y,7*7,5*7); // 烟花宽高比:7:5
            }
        });
        launch.arrfirework.foreach((item,i)=>{
            item.updateallfirework();
        });
        if(launch.arrfirework.length>5){ // 清理arrfirework,避免占用过多内存,其实还可以通过 every_firework_time 和 launch.timer 更及时清理。length > every_firework_time/launch.timer
            launch.arrfirework.shift();
        }
        requestanimationframe(this.draw);
    }
    updatefps(){
        if(this.sum++>=60){
            this.sum = 0;
            let nowtime = new date().gettime();
            this.fps = 60/(nowtime - launch.lasttime) *1000;
            launch.lasttime = nowtime;
        }
        ctx.save();
        ctx.fillstyle = 'red';
        ctx.font="20px arial";
        ctx.filltext(`fps: ${~~this.fps}`,canvas_width - 100,50);
        ctx.restore();
    }
}

然后添加launch静态属性

/** 添加launch静态属性*/
launch.arrflyingmonkey = [];
launch.arrfirework = [];
launch.timer = setinterval(()=>{
    new start(canvas_width * (math.random() * 0.8 + 0.1),canvas_height * 0.9,0,300 *(math.random()*0.5 + 1));
},1500);
launch.lasttime = new date().gettime();

最后在  new launch(); 就能发射出去啦。

代码还有好多可以优化的地方,在一些手机浏览器上会出现fps越来越低得到情况,画面会变卡,以后可能的话要在进行优化一下,也可以和大家讨论一下如何优化会更好,可以在评论区指导一下呀,感谢大家提出宝贵的意见~

 

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