[英]Why does this canvas react differently in different browsers
I was looking through codepen and found this nice little canvas particle effect: 我正在通过codepen找到这个漂亮的小画布粒子效果:
/**
* Generates random particles using canvas
*
* @class Particles
* @constructor
*/
function Particles(){
//particle colors
this.colors = [
'255, 255, 255',
'255, 99, 71',
'19, 19, 19'
]
//adds gradient to particles on true
this.blurry = true;
//adds white border
this.border = false;
//particle radius min/max
this.minRadius = 10;
this.maxRadius = 35;
//particle opacity min/max
this.minOpacity = .005;
this.maxOpacity = .5;
//particle speed min/max
this.minSpeed = .05;
this.maxSpeed = .5;
//frames per second
this.fps = 60;
//number of particles
this.numParticles = 75;
//required canvas variables
this.canvas = document.getElementById('canvas');
this.ctx = this.canvas.getContext('2d');
}
/**
* Initializes everything
* @method init
*/
Particles.prototype.init = function(){
this.render();
this.createCircle();
}
/**
* generates random number between min and max values
* @param {number} min value
* @param {number} max malue
* @return {number} random number between min and max
* @method _rand
*/
Particles.prototype._rand = function(min, max){
return Math.random() * (max - min) + min;
}
/**
* Sets canvas size and updates values on resize
* @method render
*/
Particles.prototype.render = function(){
var self = this,
wHeight = $(window).height(),
wWidth = $(window).width();
self.canvas.width = wWidth;
self.canvas.height = wHeight;
$(window).on('resize', self.render);
}
/**
* Randomly creates particle attributes
* @method createCircle
*/
Particles.prototype.createCircle = function(){
var particle = [];
for (var i = 0; i < this.numParticles; i++) {
var self = this,
color = self.colors[~~(self._rand(0, self.colors.length))];
particle[i] = {
radius : self._rand(self.minRadius, self.maxRadius),
xPos : self._rand(0, canvas.width),
yPos : self._rand(0, canvas.height),
xVelocity : self._rand(self.minSpeed, self.maxSpeed),
yVelocity : self._rand(self.minSpeed, self.maxSpeed),
color : 'rgba(' + color + ',' + self._rand(self.minOpacity, self.maxOpacity) + ')'
}
//once values are determined, draw particle on canvas
self.draw(particle, i);
}
//...and once drawn, animate the particle
self.animate(particle);
}
/**
* Draws particles on canvas
* @param {array} Particle array from createCircle method
* @param {number} i value from createCircle method
* @method draw
*/
Particles.prototype.draw = function(particle, i){
var self = this,
ctx = self.ctx;
if (self.blurry === true ) {
//creates gradient if blurry === true
var grd = ctx.createRadialGradient(particle[i].xPos, particle[i].yPos, particle[i].radius, particle[i].xPos, particle[i].yPos, particle[i].radius/1.25);
grd.addColorStop(1.000, particle[i].color);
grd.addColorStop(0.000, 'rgba(34, 34, 34, 0)');
ctx.fillStyle = grd;
} else {
//otherwise sets to solid color w/ opacity value
ctx.fillStyle = particle[i].color;
}
if (self.border === true) {
ctx.strokeStyle = '#fff';
ctx.stroke();
}
ctx.beginPath();
ctx.arc(particle[i].xPos, particle[i].yPos, particle[i].radius, 0, 2 * Math.PI, false);
ctx.fill();
}
/**
* Animates particles
* @param {array} particle value from createCircle & draw methods
* @method animate
*/
Particles.prototype.animate = function(particle){
var self = this,
ctx = self.ctx;
setInterval(function(){
//clears canvas
self.clearCanvas();
//then redraws particles in new positions based on velocity
for (var i = 0; i < self.numParticles; i++) {
particle[i].xPos += particle[i].xVelocity;
particle[i].yPos -= particle[i].yVelocity;
//if particle goes off screen call reset method to place it offscreen to the left/bottom
if (particle[i].xPos > self.canvas.width + particle[i].radius || particle[i].yPos > self.canvas.height + particle[i].radius) {
self.resetParticle(particle, i);
} else {
self.draw(particle, i);
}
}
}, 1000/self.fps);
}
/**
* Resets position of particle when it goes off screen
* @param {array} particle value from createCircle & draw methods
* @param {number} i value from createCircle method
* @method resetParticle
*/
Particles.prototype.resetParticle = function(particle, i){
var self = this;
var random = self._rand(0, 1);
if (random > .5) {
// 50% chance particle comes from left side of window...
particle[i].xPos = -particle[i].radius;
particle[i].yPos = self._rand(0, canvas.height);
} else {
//... or bottom of window
particle[i].xPos = self._rand(0, canvas.width);
particle[i].yPos = canvas.height + particle[i].radius;
}
//redraw particle with new values
self.draw(particle, i);
}
/**
* Clears canvas between animation frames
* @method clearCanvas
*/
Particles.prototype.clearCanvas = function(){
this.ctx.clearRect(0, 0, canvas.width, canvas.height);
}
// go go go!
var particle = new Particles().init();
http://codepen.io/trhino/pen/JFmiK . http://codepen.io/trhino/pen/JFmiK 。 Why does it work fine in Chrome, no color in Firefox, look + run terrible in internet explorer, and is there any way to fix that? 为什么它在Chrome中运行良好,在Firefox中没有颜色,在Internet Explorer中看起来很糟糕,并且有什么办法可以解决这个问题吗? I made sure all 3 browsers were running latest update. 我确保所有3个浏览器都运行最新更新。
Creating a gradient is an operation you should avoid in a frequently called loop. 创建渐变是在频繁调用的循环中应该避免的操作。 Here i think this is the reason why Edge does not make it. 在这里,我认为这就是Edge没有成功的原因。
But even in FF/Chrome, you'll have much better performances by creating the gradient only once then re-use it. 但即使在FF / Chrome中,只需创建一次渐变然后重复使用它,您就可以获得更好的性能。
How would you do it ? 你会怎么做?
1) create normalized radial gradients, meaning a centered gradient, with a radius of 1. 1)创建标准化的径向渐变,意味着居中的渐变,半径为1。
// add this in the Particles cttor
( function() {
var gradients = [], grd = null;
var colors = this.colors, color=null;
//
for (var i=0; color=colors[i]; i++) {
var grd = ctx.createRadialGradient(0,0,1, 0,0,1/1.25);
grd.addColorStop(0.000, 'rgba(34, 34, 34, 0)');
grd.addColorStop(1.000, color);
gradients.push(grd);
}
this.colorGradients = gradients;
})();
2) when you draw, translate and scale so that you are drawing at 0,0 with a radius of 1 : 2)当你绘制,平移和缩放时,你绘制的是0,0,半径为1:
var thisParticle = particles[i];
//
if (this.blurry) {
ctx.save();
ctx.translate(thisParticle.xPos, thisParticle.yPos);
ctx.scale(thisParticle.radius, thisParticle.radius);
ctx.beginPath();
ctx.arc(0,0,1,0, 2*Math.PI);
ctx.fillStyle = this.colorGradients[thisParticle.colorIndex];
ctx.fill();
ctx.restore();
}
Now a few performance tips : 现在有一些性能提示:
• (also for readablity) : cache your code : when you wrote several times particles[i]
, it's time to cache it into aParticle
, for instance. •(也用于可读性): 缓存你的代码:当你多次写入particles[i]
,是时候将它缓存到aParticle
中了。
• do not use rgba, rather use globalAlpha, you'll avoid costly string operations + color conversions. •不要使用rgba,而是使用globalAlpha,您将避免昂贵的字符串操作+颜色转换。
• Store the color index rather than the color for each particle. •存储颜色指数而不是每个粒子的颜色。
• do not access the DOM : store the widt and height of the canvas. •不访问DOM:存储画布的宽度和高度。
• Use requestAnimationFrame to animate. •使用requestAnimationFrame进行动画处理。
• trick : convert the 'rgb(...)' strings using the context just by writing : •trick:仅使用上下文转换'rgb(...)'字符串:
ctx.strokeStyle = ...some 'rgb ' color string
var convertedColor = ctx.strokeStyle ; // converted color is '#...' color string
A few Rq : 几个Rq:
• do not draw in init or reset. •不要在init中绘制或重置。
• render is better called resize. •渲染更好称为调整大小。
• you stroke before the beginPath, so you actually stroke the previous particle each time. •您在beginPath之前进行描边,因此每次实际描绘前一个粒子。
• you forgot to bind your onResize handler + hook only once. •您忘记仅绑定onResize处理程序+钩子一次。
You can see those changes and some others here, by profiling i saw cpu use dropped from 25% to 15%... why not ! 你可以在这里看到这些变化和其他一些变化,通过分析我看到cpu使用率从25%下降到15%......为什么不呢!
http://codepen.io/gamealchemist/full/bEWyyY/ http://codepen.io/gamealchemist/full/bEWyyY/
In FF the problem is that: 在FF中,问题是:
In the blurry if, change these two lines: 在模糊的情况下,改变这两行:
grd.addColorStop(1.000, particle[i].color);
grd.addColorStop(0.000, 'rgba(34, 34, 34, 0)');
To: 至:
grd.addColorStop(0.000, 'rgba(34, 34, 34, 0)');
grd.addColorStop(1.000, particle[i].color);
In EDGE the problem is the blurry code too, if you set the blurry "false" all animation is fluid. 在EDGE中,问题也是模糊的代码,如果你设置模糊的“假”,所有的动画都是流畅的。 I try to solve it if I can... 如果可以,我会尝试解决它...
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