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教你如何在网页上用利用H5快速实现动画效果

教你如何在网页上用利用H5快速实现动画效果

web开发中,GIF动画效果是随处可见,比如常见的loading加载、人物奔跑的gif图片等等,那么这些都是怎么实现的呢?

其实实现的原理很简单,简而言之,这些所谓的动画都是一帧一帧的图片经过一段时间的间隔做出位移而来的;譬如,我们在PS里面制作GIF动画,首先要把每一帧所需要的图片制作出来,然后再通过导出的方式把GIF图片保存下来;相信会PS的同学,都可以熟练的制作一个基本的GIF动画图片;在web开发中,要实现这样的gif图片,也有很多方法;在这给读者提供一个思路,就是利用html5 canvas实现动画效果。

利用canvas的drawImage把含有帧的图片加载到canvas中去,再结合js实现动画

<!DOCTYPE html>
<html lang="en"><head>
 <meta charset="UTF-8">
 <title>canvas帧--实现动画</title>
 <style>
 *{padding:0;margin:0;}
 canvas{display:block;background:white}
</style>
</head>
<body> 
<canvas></canvas>
<script>
 var imgPic=new Image();
 imgPic.src='http://www.cj365.cc/demo/bird/bird.png';
 var canvas=document.querySelector('canvas');
 canvas.width=window.innerWidth;
 canvas.height=window.innerHeight;
 var ctx=canvas.getContext('2d');
 imgPic.onload=function () {
 drawImg()
 }
 var i=0;
 var lastTime=new Date().getTime();
 var delatime;
 var timer=0;
 function drawImg() {
 window.requestAnimationFrame(drawImg);
 var now=new Date().getTime();
 delatime=now - lastTime;
 lastTime=now;
 timer +=delatime;
 if (timer > 200) {
 i++;
 if (i > 7) i=0;
 timer=0
 }
 console.log(delatime)
 ctx.drawImage(imgPic, i * 140, 0, 140, 85, (canvas.width - 140) / 2, (canvas.height - 85) / 2, 140, 85);
 }
</script>
</body>
</html>

以上方法实现的前提是,需要有一张已绘制帧的图片,有了图片才可进行帧的动画;利用该方法可以控制动画的播放、暂停以及帧率

言:每当过节的时候,女朋友就抱怨我总是忘记给她买花,说程序不懂浪漫,这不我准备了几款爱心动画特效,打算当面向她表达一下。

第一款:html5通过canvas实现浪漫告白爱心动画特效

寓意:告白无须多么华丽的语言,一颗颗小的爱心汇聚成一颗真心,让你的另一半感受到浓浓的爱意。

代码难度系数★★★

新建index.html,复制以下代码保存在浏览器中打开即可。

<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>canvas 心</title>

<style>
html, body {
  height: 100%;
  padding: 0;
  margin: 0;
  background: #000;
}
canvas {
  position: absolute;
  width: 100%;
  height: 100%;
}</style>
</head>
<body>

<canvas id="pinkboard"></canvas>

<script>
/*
 * Settings
 */
var settings={
  particles: {
    length:   500, // maximum amount of particles
    duration:   2, // particle duration in sec
    velocity: 100, // particle velocity in pixels/sec
    effect: -0.75, // play with this for a nice effect
    size:      30, // particle size in pixels
  },
};

/*
 * RequestAnimationFrame polyfill by Erik M?ller
 */
(function(){var b=0;var c=["ms","moz","webkit","o"];for(var a=0;a<c.length&&!window.requestAnimationFrame;++a){window.requestAnimationFrame=window[c[a]+"RequestAnimationFrame"];window.cancelAnimationFrame=window[c[a]+"CancelAnimationFrame"]||window[c[a]+"CancelRequestAnimationFrame"]}if(!window.requestAnimationFrame){window.requestAnimationFrame=function(h,e){var d=new Date().getTime();var f=Math.max(0,16-(d-b));var g=window.setTimeout(function(){h(d+f)},f);b=d+f;return g}}if(!window.cancelAnimationFrame){window.cancelAnimationFrame=function(d){clearTimeout(d)}}}());

/*
 * Point class
 */
var Point=(function() {
  function Point(x, y) {
    this.x=(typeof x !=='undefined') ? x : 0;
    this.y=(typeof y !=='undefined') ? y : 0;
  }
  Point.prototype.clone=function() {
    return new Point(this.x, this.y);
  };
  Point.prototype.length=function(length) {
    if (typeof length=='undefined')
      return Math.sqrt(this.x * this.x + this.y * this.y);
    this.normalize();
    this.x *=length;
    this.y *=length;
    return this;
  };
  Point.prototype.normalize=function() {
    var length=this.length();
    this.x /=length;
    this.y /=length;
    return this;
  };
  return Point;
})();

/*
 * Particle class
 */
var Particle=(function() {
  function Particle() {
    this.position=new Point();
    this.velocity=new Point();
    this.acceleration=new Point();
    this.age=0;
  }
  Particle.prototype.initialize=function(x, y, dx, dy) {
    this.position.x=x;
    this.position.y=y;
    this.velocity.x=dx;
    this.velocity.y=dy;
    this.acceleration.x=dx * settings.particles.effect;
    this.acceleration.y=dy * settings.particles.effect;
    this.age=0;
  };
  Particle.prototype.update=function(deltaTime) {
    this.position.x +=this.velocity.x * deltaTime;
    this.position.y +=this.velocity.y * deltaTime;
    this.velocity.x +=this.acceleration.x * deltaTime;
    this.velocity.y +=this.acceleration.y * deltaTime;
    this.age +=deltaTime;
  };
  Particle.prototype.draw=function(context, image) {
    function ease(t) {
      return (--t) * t * t + 1;
    }
    var size=image.width * ease(this.age / settings.particles.duration);
    context.globalAlpha=1 - this.age / settings.particles.duration;
    context.drawImage(image, this.position.x - size / 2, this.position.y - size / 2, size, size);
  };
  return Particle;
})();

/*
 * ParticlePool class
 */
var ParticlePool=(function() {
  var particles,
      firstActive=0,
      firstFree=0,
      duration=settings.particles.duration;
  
  function ParticlePool(length) {
    // create and populate particle pool
    particles=new Array(length);
    for (var i=0; i < particles.length; i++)
      particles[i]=new Particle();
  }
  ParticlePool.prototype.add=function(x, y, dx, dy) {
    particles[firstFree].initialize(x, y, dx, dy);
    
    // handle circular queue
    firstFree++;
    if (firstFree==particles.length) firstFree=0;
    if (firstActive==firstFree       ) firstActive++;
    if (firstActive==particles.length) firstActive=0;
  };
  ParticlePool.prototype.update=function(deltaTime) {
    var i;
    
    // update active particles
    if (firstActive < firstFree) {
      for (i=firstActive; i < firstFree; i++)
        particles[i].update(deltaTime);
    }
    if (firstFree < firstActive) {
      for (i=firstActive; i < particles.length; i++)
        particles[i].update(deltaTime);
      for (i=0; i < firstFree; i++)
        particles[i].update(deltaTime);
    }
    
    // remove inactive particles
    while (particles[firstActive].age >=duration && firstActive !=firstFree) {
      firstActive++;
      if (firstActive==particles.length) firstActive=0;
    }
    
    
  };
  ParticlePool.prototype.draw=function(context, image) {
    // draw active particles
    if (firstActive < firstFree) {
      for (i=firstActive; i < firstFree; i++)
        particles[i].draw(context, image);
    }
    if (firstFree < firstActive) {
      for (i=firstActive; i < particles.length; i++)
        particles[i].draw(context, image);
      for (i=0; i < firstFree; i++)
        particles[i].draw(context, image);
    }
  };
  return ParticlePool;
})();

/*
 * Putting it all together
 */
(function(canvas) {
  var context=canvas.getContext('2d'),
      particles=new ParticlePool(settings.particles.length),
      particleRate=settings.particles.length / settings.particles.duration, // particles/sec
      time;
  
  // get point on heart with -PI <=t <=PI
  function pointOnHeart(t) {
    return new Point(
      160 * Math.pow(Math.sin(t), 3),
      130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25
    );
  }
  
  // creating the particle image using a dummy canvas
  var image=(function() {
    var canvas=document.createElement('canvas'),
        context=canvas.getContext('2d');
    canvas.width=settings.particles.size;
    canvas.height=settings.particles.size;
    // helper function to create the path
    function to(t) {
      var point=pointOnHeart(t);
      point.x=settings.particles.size / 2 + point.x * settings.particles.size / 350;
      point.y=settings.particles.size / 2 - point.y * settings.particles.size / 350;
      return point;
    }
    // create the path
    context.beginPath();
    var t=-Math.PI;
    var point=to(t);
    context.moveTo(point.x, point.y);
    while (t < Math.PI) {
      t +=0.01; // baby steps!
      point=to(t);
      context.lineTo(point.x, point.y);
    }
    context.closePath();
    // create the fill
    context.fillStyle='#ea80b0';
    context.fill();
    // create the image
    var image=new Image();
    image.src=canvas.toDataURL();
    return image;
  })();
  
  // render that thing!
  function render() {
    // next animation frame
    requestAnimationFrame(render);
    
    // update time
    var newTime=new Date().getTime() / 1000,
        deltaTime=newTime - (time || newTime);
    time=newTime;
    
    // clear canvas
    context.clearRect(0, 0, canvas.width, canvas.height);
    
    // create new particles
    var amount=particleRate * deltaTime;
    for (var i=0; i < amount; i++) {
      var pos=pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
      var dir=pos.clone().length(settings.particles.velocity);
      particles.add(canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y);
    }
    
    // update and draw particles
    particles.update(deltaTime);
    particles.draw(context, image);
  }
  
  // handle (re-)sizing of the canvas
  function onResize() {
    canvas.width=canvas.clientWidth;
    canvas.height=canvas.clientHeight;
  }
  window.onresize=onResize;
  
  // delay rendering bootstrap
  setTimeout(function() {
    onResize();
    render();
  }, 10);
})(document.getElementById('pinkboard'));</script>

</body>
</html>

第二款:html5通过canvas实现爱心气球上升动画特效

寓意:将想说的话打开一颗颗的爱心气球上,随着气球不断的升空,让整个氛围可更加地缠绵,看到此处可以有感动的泪水。

代码难度系数★★★

新建index.html,复制以下代码保存在浏览器中打开即可。

<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>情人节快乐:)</title>

<style>
canvas {
	position: absolute;
	top: 0;
	left: 0;
}</style>
</head>
<body>
<canvas id=c></canvas>

<script>
var w=c.width=window.innerWidth,
		h=c.height=window.innerHeight,
		ctx=c.getContext( '2d' ),
		
		opts={
			phrases: [ "Don't die\nit's not hard", "You're the Best", "Every day,\nYou're beautiful", "Every occasion,\nYou're clever", "A world without You?\nNah", "Keep kicking ass", "You're better than them,\nwhoever they are", "You're just amazing", "You are,\ntherefore I am", "Nothing better than You \ncould have happened to the world" ],
			balloons: 10,
			baseVelY: -1,
			addedVelY: -1,
			baseVelX: -.25,
			addedVelX: .5,
			baseSize: 20,
			addedSize: 10,
			baseSizeAdder: 2,
			addedSizeAdder: 2,
			baseIncrementer: .01,
			addedIncrementer: .03,
			baseHue: -10,
			addedHue: 30,
			font: '15px Verdana'
		},
		
		cycle=0,
		balloons=[];

ctx.font=opts.font;

function Balloon(){
	this.reset();
}
Balloon.prototype.reset=function(){
	
	this.size=opts.baseSize + opts.addedSize * Math.random();
	this.sizeAdder=opts.baseSizeAdder + opts.addedSizeAdder * Math.random();
	this.incrementer=opts.baseIncrementer + opts.addedIncrementer * Math.random();
	
	this.tick=0;
	
	this.x=Math.random() * w;
	this.y=h + this.size;
	
	this.vx=opts.baseVelX + opts.addedVelX * Math.random();
	this.vy=opts.baseVelY + opts.addedVelY * Math.random();
	
	this.color='hsla(hue,70%,60%,.8)'.replace( 'hue', opts.baseHue + opts.addedHue * Math.random() );
	this.phrase=opts.phrases[ ++cycle % opts.phrases.length ].split( '\n' );
	this.lengths=[];
	
	for( var i=0; i < this.phrase.length; ++i )
		this.lengths.push( -ctx.measureText( this.phrase[ i ] ).width / 2 );
}
Balloon.prototype.step=function(){
	
	this.tick +=this.incrementer;
	this.x +=this.vx;
	this.y +=this.vy;
	
	var size=this.size + this.sizeAdder * Math.sin( this.tick );
	
	ctx.lineWidth=size / 40;
	ctx.strokeStyle='#eee';
	ctx.beginPath();
	ctx.moveTo( this.x, this.y - 2 );
	ctx.lineTo( this.x, this.y + size );
	ctx.stroke();
	ctx.fillStyle=this.color;
	
	ctx.translate( this.x, this.y );
	ctx.rotate( Math.PI / 4 );
	//ctx.fillRect( -size / 2, -size / 2, size / 2, size / 2 );
	ctx.beginPath();
	ctx.moveTo( 0, 0 );
	ctx.arc( -size / 2, -size / 2 + size / 4, size / 4, Math.PI / 2, Math.PI * 3 / 2 );
	ctx.arc( -size / 2 + size / 4, -size / 2, size / 4, Math.PI, Math.PI * 2 );
	ctx.lineTo( 0, 0 );
	ctx.fill();
	ctx.rotate( -Math.PI / 4 );
	ctx.translate( -this.x, -this.y );
	
	ctx.translate( this.x, this.y + size + 15 );
	ctx.scale( size / this.size, size / this.size );
	ctx.fillStyle='#eee';
	for( var i=0; i < this.phrase.length; ++i )
		ctx.fillText( this.phrase[ i ], this.lengths[ i ], i * 15 );
	ctx.scale( this.size / size, this.size / size );
	ctx.translate( -this.x, -( this.y + size + 15 ) );
	
	if( this.y < -size * 3 )
		this.reset();
	
}

function anim(){
	
	window.requestAnimationFrame( anim );
	
	ctx.fillStyle='#222';
	ctx.fillRect( 0, 0, w, h );
	
	if( balloons.length < opts.balloons && Math.random() < .01 )
		balloons.push( new Balloon );
	
	for( var i=0; i < balloons.length; ++i )
		balloons[ i ].step();
}
anim();</script>

</body>
</html>

第三款:jQuery+css3实现爱心雨动画特效

寓意:天空中下起了爱心雨,衬托的房间变得温暖,也让整个场景都变得温馨无比,想必此时可以有一个大大的拥抱。

代码难度系数★★★

代码有image、js和html,所以不好贴出来,有需要的朋友直接问我要吧。

总结:程序员的工作本身就很枯燥,特定找了几个好看的特效拿出来和大家分享,希望大家能够快乐每一天,上述代码亲测可用,欢迎点赞收藏。

《完》

大家如果喜欢的话麻烦点赞、关注、转发,谢谢大家。

html5创建canvas的方式来建构网页框架,这样可以完全摆脱前端设计思路,只要会js就可以创建一个使用HTML5、JavaScript和Canvas的网页架构。基本步骤如下:

  1. 创建HTML结构在HTML文件中,首先需要定义一个<canvas>元素作为绘图区域。
<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Canvas绘图实例</title>
</head>
<body>
    <canvas id="myCanvas" width="800" height="600"></canvas>
    <!-- 根据需求可以设置canvas的宽高 -->
    <script src="scripts/main.js"></script>
    <!-- 引入外部或内联的JavaScript文件 -->
</body>
</html>
  1. 初始化Canvas上下文在JavaScript文件(例如上面引用的main.js)中,获取到<canvas>元素,并创建绘图环境(即2D渲染上下文)。
// main.js
window.onload=function() {
    var canvas=document.getElementById('myCanvas');
    var context=canvas.getContext('2d');

    // 现在你可以使用context进行绘制
    // 示例:绘制一个红色矩形
    context.fillStyle='red';
    context.fillRect(50, 50, 100, 100);
};
  1. 添加交互与动画使用JavaScript来处理用户的交互事件,比如鼠标点击、移动等,并根据需要创建动画效果。这通常涉及监听事件和使用requestAnimationFrame函数来实现连续的帧更新。
// 添加鼠标点击事件监听器
canvas.addEventListener('mousedown', handleMouseDown);

function handleMouseDown(event) {
    // 获取鼠标点击位置
    var rect=canvas.getBoundingClientRect();
    var x=event.clientX - rect.left;
    var y=event.clientY - rect.top;

    // 在点击的位置绘制一个点
    context.beginPath();
    context.fillStyle='blue';
    context.arc(x, y, 10, 0, Math.PI * 2);
    context.fill();
}

// 创建动画函数
function draw() {
    // 清除画布重新绘制(可选)
    context.clearRect(0, 0, canvas.width, canvas.height);

    // 这里执行你的动画逻辑,比如移动对象或更改图形状态

    // 请求下一帧动画
    requestAnimationFrame(draw);
}

// 启动动画
draw();
  1. 进阶功能您还可以结合更多的HTML5特性,如Web Workers、WebGL(用于3D图形)、触摸事件支持等来增强您的应用。如果你需要更复杂的交互和动画,可能还需要额外的库,比如Hammer.js处理触摸手势,或Three.js处理3D Canvas内容。

通过上述步骤,您将能够创建一个基础的、具有交互式图形的HTML5+JavaScript+Canvas网页架构。根据实际需求进一步扩展代码以完成具体的应用场景。