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:https://awhitebear.github.io/fireworks/
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~
原文:https://www.cnblogs.com/zxsm/p/10666643.html