本文作者html5tricks,转载请注明出处
这又是一款基于HTML5 Canvas火焰燃烧动画和纯CSS3实现打火机火焰动画。一般像这样的
接下来我们要简单分析一下实现这款HTML5火焰燃烧动画的具体步骤和代码,主要由HTML代码、CSS代码和Javascript代码组成。
HTML代码:
这里我们仅仅是定义了一个canvas容器,我们的火焰效果就是在canvas上绘制而成的。
接下来是CSS代码,也非常简单。
CSS代码:
.wrapper {
margin: 20px auto;
text-align: center;
}
canvas {
width: 100%;
height: 100%;
}
只是用CSS定义了画布canvas的尺寸,那么火焰燃烧的效果是怎么来的呢?下面就要看Javascript的作用了。
Javascript代码:
$( document ).ready(function() {
// Set canvas drawing surface
var space = document.getElementById("surface");
var surface = space.getContext("2d");
surface.scale(1,1);
// Set Particles
var particles = [];
var particle_count = 150;
for(var i = 0; i < particle_count; i++) {
particles.push(new particle());
}
var time = 0;
// Set wrapper and canvas items size
var canvasWidth=320;
var canvasHeight=480;
$(".wrapper").css({width:canvasWidth,height:canvasHeight});
$("#surface").css({width:canvasWidth,height:canvasHeight});
// shim layer with setTimeout fallback from Paul Irish
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 6000 / 60);
};
})();
function particle() {
this.speed = {x: -1+Math.random()*2, y: -5+Math.random()*5};
canvasWidth = (document.getElementById("surface").width);
canvasHeight= (document.getElementById("surface").height);
this.location = {x: canvasWidth/2, y: (canvasHeight/2)+35};
this.radius = .5+Math.random()*1;
this.life = 10+Math.random()*10;
this.death = this.life;
this.r = 255;
this.g = Math.round(Math.random()*155);
this.b = 0;
}
function ParticleAnimation(){
surface.globalCompositeOperation = "source-over";
surface.fillStyle = "black";
surface.fillRect(0, 0, canvasWidth, canvasHeight);
surface.globalCompositeOperation = "lighter";
for(var i = 0; i < particles.length; i++)
{
var p = particles[i];
surface.beginPath();
p.opacity = Math.round(p.death/p.life*100)/100
var gradient = surface.createRadialGradient(p.location.x, p.location.y, 0, p.location.x, p.location.y, p.radius);
gradient.addColorStop(0, "rgba("+p.r+", "+p.g+", "+p.b+", "+p.opacity+")");
gradient.addColorStop(0.5, "rgba("+p.r+", "+p.g+", "+p.b+", "+p.opacity+")");
gradient.addColorStop(1, "rgba("+p.r+", "+p.g+", "+p.b+", 0)");
surface.fillStyle = gradient;
surface.arc(p.location.x, p.location.y, p.radius, Math.PI*2, false);
surface.fill();
p.death--;
p.radius++;
p.location.x += (p.speed.x);
p.location.y += (p.speed.y);
//regenerate particles
if(p.death < 0 || p.radius < 0){
//a brand new particle replacing the dead one
particles[i] = new particle();
}
}
requestAnimFrame(ParticleAnimation);
}
ParticleAnimation();
});
很显然,这已经封装成一个