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HTM5畫布,有關更改動畫效果的建議

[英]HTM5 Canvas, suggestions for changing animation effect

因此,我是新手,仍然在弄清楚事物的工作原理。 我正在嘗試制作火山噴發的動畫。 我將火山和天空分為一層,第二層是火山噴發,第三層是灰雲。 我參考了噴發動畫的一個示例,在編寫時,它使畫布變黑。 是否有其他方法可以實現已經產生的相同效果,但是該層的不透明度完全降低,因此您可以看到噴發下面的火山和天空? 這是我的代碼:

<!doctype html>
<html lang='en'>
<head>
<style>
body {
 font-family: Verdana, Helvetica, sans-serif;
}
canvas {
 border: 1px solid black;;
}
</style>
</head>


<body>
<div id="canvasesdiv" style="position:relative; width:400px; height:300px">
<canvas id="layer1" style="z-index: 1; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer2" style="z-index: 2; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
<canvas id="layer3" style="z-index: 3; position:absolute; left:0px; top:0px;" width="800" height="500"></canvas>
</div>
<script>

//var canvas = document.getElementById("myCanvas");
//var context = canvas.getContext("2d");
var layer1;
var layer2;
var layer3;
var particles;
var eruption;
var timer;
var timerRestart;

function init(){
layer1 = document.getElementById("layer1");
ctx1 = layer1.getContext("2d");
layer2 = document.getElementById("layer2");
ctx2 = layer2.getContext("2d");
canvas=layer3 = document.getElementById("layer3");
context=ctx3 = layer3.getContext("2d");

}

function animationHandler(){
fillBackgroundColor(canvas, context);
drawVolcano();
drawClouds();
eruption = setTimeout(makeParticles, 10);
}

function drawClouds(){

ctx3.beginPath();
ctx3.moveTo(0, 100);
ctx3.bezierCurveTo(0, 100, 75, 200, 150, 100);
ctx3.bezierCurveTo(150, 100, 225, 200, 300, 85);
ctx3.bezierCurveTo(300, 85, 375, 200, 450, 75);
ctx3.bezierCurveTo(450, 75, 525, 200, 600, 100);
ctx3.bezierCurveTo(600, 100, 700, 200, 800, 100);
ctx3.lineTo(800, 0);
ctx3.lineTo(0, 0);
ctx3.closePath();

ctx3.fillStyle = "#6f2a2a";
ctx3.fill();

ctx3.lineWidth = 5;
ctx3.strokeStyle = "#371515";
ctx3.stroke();

}

function drawVolcano(){

ctx1.beginPath();
ctx1.moveTo(0, 400);
ctx1.bezierCurveTo(0, 400, 250, 400, 325, 200);
ctx1.lineTo(425, 200);
ctx1.bezierCurveTo(425, 200, 450, 400, 800, 400);
ctx1.lineTo(800, 500);
ctx1.lineTo(0, 500);
ctx1.closePath();

ctx1.fillStyle = "#802b00";
ctx1.fill();

ctx1.lineWidth = 5;
ctx1.strokeStyle = "#b33c00";
ctx1.stroke();
}

function fillBackgroundColor(canvas, context){
ctx1.fillStyle = "#3399ff" ;
ctx1.fillRect(0, 0, canvas.width, canvas.height);
}

function makeParticles() {
//create an array of particles for our animation
particles = [];
for(var i = 0; i < 100; i++)
{
    particles.push(new Particle());
}

}

function degreesToRadians(degrees) {
 //converts from degrees to radians and returns
return (degrees * Math.PI)/180;
}

function Particle(){
 //the constructor for a single particle, with random starting x+y, velocity, color, and radius
 //this.x = Math.random()*canvas.width;
 //this.y = Math.random()*canvas.height;
this.x = canvas.width/2;
this.y = (0,0);
this.vx = Math.random()*16-8;
this.vy = Math.random()*10;
var colors = ["red", "#ff6600", "yellow", "#262626"];
this.color = colors[Math.floor(Math.random()*colors.length)];
this.radius = 50;
}

function moveParticles() {
 //partially clear the screen to fade previous circles, and draw a new particle at each new coordinate
ctx2.globalCompositeOperation = "source-over";
ctx2.fillStyle = "rgba(0, 0, 0, 0.3)";
ctx2.fillRect(0, 0, canvas.width, canvas.height);
ctx2.globalCompositeOperation = "lighter";
for(var i = 0; i < particles.length; i++)
{
    var p = particles[i];
    ctx2.beginPath();
    ctx2.arc(p.x, p.y, p.radius, 0, degreesToRadians(360), true);
    ctx2.fillStyle = p.color;
    ctx2.fill();
    p.x += p.vx;
    p.y += p.vy;
    if(p.x < -50) p.x = canvas.width+50;
    if(p.y < -50) p.y = canvas.height+50;
    if(p.x > canvas.width+50) p.x = -50;
    if(p.y > canvas.height+50) p.y = -50;
    p.radius -= 1;
}

}


function clearScreen(color) {
 //clears the screen and fills with the color of choice
ctx2.clearRect(0, 0, canvas.width, canvas.height);
ctx2.fillStyle = color;
ctx2.fillRect(0, 0, canvas.width, canvas.height);

}

window.onload = function() { 
init();
animationHandler();
timer = setInterval(moveParticles, 60);
//timerRestart = setInterval(makeParticles, 4000);
}

</script>
</html>

這是動畫發生的地方:

function moveParticles() {
 //partially clear the screen to fade previous circles, and draw a new particle at each new coordinate
ctx2.globalCompositeOperation = "source-over";
ctx2.fillStyle = "rgba(0, 0, 0, 0.3)";
ctx2.fillRect(0, 0, canvas.width, canvas.height);
ctx2.globalCompositeOperation = "lighter";

看起來以前繪制的粒子是通過用低alpha填充覆蓋整個畫布來“變暗”的。 但是,這也不利地導致下面的火山“變暗”。

不必通過用rgba(0,0,0,0.3)填充整個畫布來反復“變暗”,而可以通過每個新幀減少每個單獨粒子的alpha。

通過更改每個粒子的rgba填充,可以在粒子級別完成此操作。

例:

 var canvas=document.getElementById("canvas"); var ctx=canvas.getContext("2d"); var cw=canvas.width; var ch=canvas.height; var particle={ // start with red base color // use a token (here @) which will be replaced with alpha baseColor:'rgba(255,0,0,@)', // start with the particle at full alpha // this alpha will be incrementally reduced currentAlpha:1.00, }; requestAnimationFrame(animate); function animate(time){ ctx.clearRect(0,0,cw,ch); ctx.beginPath(); ctx.arc(150,50,20,0,Math.PI*2); // change this particle's alpha var fill=particle.baseColor.replace('@',particle.currentAlpha); particle.currentAlpha-=.01; if(particle.currentAlpha<=0){particle.currentAlpha=0;} ctx.fillStyle=fill; ctx.fill(); requestAnimationFrame(animate); } 
 body{ background-color: ivory; } #canvas{border:1px solid red;} 
 <h4>A particle with reducing rgba alpha</h4> <canvas id="canvas" width=300 height=300></canvas> 

為了獲得更好的性能,可以批量繪制具有相同alpha值的所有粒子。 此方法將使用context.globalAlpha繪制一批粒子,而不是更改每個粒子的rgba

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