如何使用 HTML5 Canvas 制作水波纹效果

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如何使用 HTML5 Canvas 制作水波纹效果,第1张

今天,我们继续分享 JavaScript 实现的效果例子,这篇文章会介绍使用 JavaScript 实现水波纹效果。水波效果以图片为背景,点击图片任意位置都会触发。有时候,我们使用普通的 Javascript 就可以创建一个很有趣的解决功能。

Step 1. HTML

和以前一样,首先是 HTML 代码:

<!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 > <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>

Step 2. CSS

这是用到的 CSS 代码:

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}

Step 3. JS

下面是主要的 JavaScript 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 = 0var 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()}

正如你所看到的,这里使用 Vector2D 函数,这个函数在 vector2d.js 里提供了。另一个很难的方法是使用纯数学实现,感兴趣的可以自己实验一下。

这个是要打开服务器访问的、因为他操作了图像数据流、要用到服务器

否则就会报错,没有效果。。。

The canvas has been tainted by cross-origin data.

如图所示:我放到服务器访问、效果有了