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:
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<!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"
>
<h
3
><a href=
"#"
>Water drops effect</a></h
3
>
<canvas id=
"water"
>HTML
5
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:
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body{
background
:
#eee
;
margin
:
0
;
padding
:
0
}
.example{
background
:
#FFF
;
width
:
600px
;
border
:
1px
#000
solid
;
margin
:
20px
auto
;
padding
:
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:
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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 = 0; i <
this
.bufferSize; i++){
this
.buffer1.push(0);
this
.buffer2.push(0);
}
this
.update =
function
(){
for
(
var
i =
this
.x + 1, x = 1; i <
this
.bufferSize -
this
.x; i++, 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) * 4; i <
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();
}
|
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。