帮我更改一下button点击效果 水纹效果。

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帮我更改一下button点击效果 水纹效果。,第1张

首先在代码的如下位置打印事件对象,检查是不是重复调用了:

结果点击上面的“waves”和“btn”按钮分别返回了不同的事件对象,所以排除重复调用的可能。

在代码的129行,将动画定时器的时间改大(减慢动画执行速度),观察效果:

经观察,发现这个“水波纹”特效是全屏的,你看到的点击一个按钮后两个按钮上都有水波纹,其实是因为生成的那个水波纹动画层全屏覆盖住了整个页面,由于水波纹层是白色半透明的,所以页面的白色区域下你看不见,有其他颜色的区域都会看见(你可以把body的背景颜色改为除白色外的其他颜色,再点按钮试试)。

根因已经找到,解决的办法很简单,让生成的水波纹层不超出当前按钮区域即可,具体为:在代码第20行,为.waves, .btn 增加两行CSS代码:

position: relative

overflow: hidden

搜了几篇老外的文章,提到 svg 的 forginObject 内的 HTML 元素,当应用 CSS3 动画时,动画的 transform-origin 是基于最外层 body 定位的,貌似无解。

个人建议使用 svg 的 SMIL 动画来实现波纹特效,你大屏展示用的话,兼容性啥的应该不是主要问题。写了简单示例代码:

<!DOCTYPE html>

<html lang="en">

<head>

    <meta charset="UTF-8">

    <meta name="viewport" content="width=device-width, initial-scale=1.0">

    <meta http-equiv="X-UA-Compatible" content="ie=edge">

    <title>svg 动画示例</title>

    <style>

    html,

    body,

    svg {

        width: 100%

        height: 100%

    }

    body {

        padding: 0

        margin: 0

        background: #232323

    }

    .eanimation {

        stroke: rgb(181, 255, 255)

        box-shadow: inset 0px 0px 8px rgba(29, 146, 226, 0.75)

    }

    </style>

</head>

<body>

    <svg xmlns="http://www.w3.org/2000/svg">

        <g>

            <g>

                <circle class="eanimation" cx="200" cy="200" r="96" stroke-width="3" fill="transparent"/>

                <animateTransform

                 attributeName="transform"

                 type="scale"

                 dur="1s"

                 values="0.51"

                 repeatCount="indefinite"/>

            </g>

            <g>

                <circle class="eanimation" cx="200" cy="200" r="96" stroke-width="3" fill="transparent"/>

                <animateTransform

                    attributeName="transform"

                    type="scale"

                    dur="1s"

                    values="0.651"

                    additive="sum"

                    repeatCount="indefinite"/>

            </g>

            <animate attributeName="opacity" begin="0s" dur="1s" from="1" to="0" repeatCount="indefinite"/>

        </g>

    </svg>

</body>

</html>

1、首先:html

<!DOCTYPE html>

<html>

<head>

<meta charset=utf-8 />

<title>Water drops effect</title>

<link rel="stylesheet" href="css/main.css" type="text/css" />

<script src="js/vector2d.js" type="text/javascript" charset="utf-8"></script>

<script src="js/waterfall.js" type="text/javascript" charset="utf-8"></script>

</head>

<body>

<div class="example">

<h3><a href="#">Water drops effect</a></h3>

<canvas id="water">HTML5 compliant browser required</canvas>

<div id="switcher">

<img onclick='watereff.changePicture(this.src)' src="data_images/underwater1.jpg" />

<img onclick='watereff.changePicture(this.src)' src="data_images/underwater2.jpg" />

</div>

<div id="fps"></div>

</div>

</body>

</html> 

2、然后是css样式

body{background:#eeemargin:0padding:0}

.example{background:#FFFwidth:600pxborder:1px #000 solidmargin:20px autopadding:15px-moz-border-radius: 3px-webkit-border-radius: 3px}

#water {

width:500px

height:400px

display: block

margin:0px auto

cursor:pointer

}

#switcher {

text-align:center

overflow:hidden

margin:15px

}

#switcher img {

width:160px

height:120px

}

3、再然后是js代码

function drop(x, y, damping, shading, refraction, ctx, screenWidth, screenHeight){

this.x = x

this.y = y

this.shading = shading

this.refraction = refraction

this.bufferSize = this.x * this.y

this.damping = damping

this.background = ctx.getImageData(0, 0, screenWidth, screenHeight).data

this.imageData = ctx.getImageData(0, 0, screenWidth, screenHeight)

this.buffer1 = []

this.buffer2 = []

for (var i = 0i <this.bufferSizei++){

this.buffer1.push(0)

this.buffer2.push(0)

}

this.update = function(){

for (var i = this.x + 1, x = 1i <this.bufferSize - this.xi++, x++){

if ((x <this.x)){

this.buffer2[i] = ((this.buffer1[i - 1] + this.buffer1[i + 1] + this.buffer1[i - this.x] + this.buffer1[i + this.x]) / 2) - this.buffer2[i]

this.buffer2[i] *= this.damping

} else x = 0

}

var temp = this.buffer1

this.buffer1 = this.buffer2

this.buffer2 = temp

}

this.draw = function(ctx){

var imageDataArray = this.imageData.data

for (var i = this.x + 1, index = (this.x + 1) * 4i <this.bufferSize - (1 + this.x)i++, index += 4){

var xOffset = ~~(this.buffer1[i - 1] - this.buffer1[i + 1])

var yOffset = ~~(this.buffer1[i - this.x] - this.buffer1[i + this.x])

var shade = xOffset * this.shading

var texture = index + (xOffset * this.refraction + yOffset * this.refraction * this.x) * 4

imageDataArray[index] = this.background[texture] + shade

imageDataArray[index + 1] = this.background[texture + 1] + shade

imageDataArray[index + 2] = 50 + this.background[texture + 2] + shade

}

ctx.putImageData(this.imageData, 0, 0)

}

}

var fps = 0

var watereff = {

// variables

timeStep : 20,

refractions : 2,

shading : 3,

damping : 0.99,

screenWidth : 500,

screenHeight : 400,

pond : null,

textureImg : null,

interval : null,

backgroundURL : 'data_images/underwater1.jpg',

// initialization

init : function() {

var canvas = document.getElementById('water')

if (canvas.getContext){

// fps countrt

fps = 0

setInterval(function() {

document.getElementById('fps').innerHTML = fps / 2 + ' FPS'

fps = 0

}, 2000)

canvas.onmousedown = function(e) {

var mouse = watereff.getMousePosition(e).sub(new vector2d(canvas.offsetLeft, canvas.offsetTop))

watereff.pond.buffer1[mouse.y * watereff.pond.x + mouse.x ] += 200

}

canvas.onmouseup = function(e) {

canvas.onmousemove = null

}

canvas.width = this.screenWidth

canvas.height = this.screenHeight

this.textureImg = new Image(256, 256)

this.textureImg.src = this.backgroundURL

canvas.getContext('2d').drawImage(this.textureImg, 0, 0)

this.pond = new drop(

this.screenWidth,

this.screenHeight,

this.damping,

this.shading,

this.refractions,

canvas.getContext('2d'),

this.screenWidth, this.screenHeight

)

if (this.interval != null){

clearInterval(this.interval)

}

this.interval = setInterval(watereff.run, this.timeStep)

}

},

// change image func

changePicture : function(url){

this.backgroundURL = url

this.init()

},

// get mouse position func

getMousePosition : function(e){

if (!e){

var e = window.event

}

if (e.pageX || e.pageY){

return new vector2d(e.pageX, e.pageY)

} else if (e.clientX || e.clientY){

return new vector2d(e.clientX, e.clientY)

}

},

// loop drawing

run : function(){

var ctx = document.getElementById('water').getContext('2d')

watereff.pond.update()

watereff.pond.draw(ctx)

fps++

}

}

window.onload = function(){

watereff.init()

}

4、然后就没然后了