Canvas 3D球形文字云动画特效
效果图:
代码如下,复制即可使用:
(适用浏览器:360、FireFox、Chrome、Opera、傲游、搜狗、世界之窗. 不支持Safari、IE8及以下浏览器。)
<!doctype html> <html> <head> <meta charset="utf-8"> <title>Canvas 3D球形文字云动画特效</title> <style> body { background-color:#000000; color:#555555; } h4 { font-family:sans-serif; color:#555555; font-size:16px; } h3 { font-family:sans-serif; color:#555555; } p { font-family:sans-serif; color:#888888; font-size:14px; } a { font-family:sans-serif; color:#d15423; text-decoration:none; } </style> </head> <body> <!-- 此处需要自己修改路径 --> <script src="js/canvas.min.js"></script> <div style="text-align:center"> <canvas id="canvasOne" width="900" height="520" ></canvas> </div> <script type="text/javascript"> window.addEventListener("load", windowLoadHandler, false); var sphereRad = 280; var radius_sp=1; var opt_display_dots = false; var unicodeFlakes = [\'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'我\', \'蒌\', \'火\', \'的\', \'山\', \'首\', \'页\', \'嫖\', \'是\', \'肺\', \'化\', \'?\', \'化\', \'?\', \'符\', \'?\', \'是\', \'原\', \'子\', \'序\', \'?\', \'是\', \'它\', \'是\', \'肺\', \'灰\', \'白\', \'色\', \'?\', \'金\', \'?\', \'有\', \'光\', \'?\', \'冱\', \'硬\', \'?\', \'於\', \'碳\', \'族\', \'化\', \'?\', \'性\', \'冱\', \'陪\', \'同\', \'族\', \'的\', \'遽\', \'陪\', \'矽\', \'相\', \'共\', \'有\', \'五\', \'肺\', \'同\', \'位\', \'素\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'?\', \'才\', \'菜\', \'参\', \'餐\', \'层\', \'茶\', \'差\', \'长\', \'常\', \'场\', \'唱\', \'超\', \'车\', \'成\', \'城\', \'程\', \'吃\', \'店\', \'定\', \'订\', \'丢\', \'东\', \'冬\', \'懂\', \'动\', \'都\', \'读\', \'独\', \'度\', \'短\', \'对\', \'多\', \'饿\', \'儿\', \'而\', \'发\', \'法\', \'反\', \'饭\', \'方\', \'房\', \'放\', \'飞\', \'非\', \'费\', \'分\', \'份\', \'风\', \'封\', \'夫\', \'服\', \'附\', \'父\', \'复\', \'该\', \'改\', \'干\', \'感\', \'刚\', \'高\', \'告\', \'哥\', \'歌\', \'格\', \'个\', \'给\', \'号\', \'喝\', \'和\', \'河\', \'贺\', \'黑\', \'很\', \'红\', \'后\', \'候\', \'湖\', \'护\', \'花\', \'化\', \'画\', \'话\', \'坏\', \'欢\', \'还\', \'换\', \'黄\', \'回\', \'会\', \'婚\', \'活\', \'火\', \'或\', \'机\', \'鸡\', \'级\', \'极\', \'急\', \'际\', \'济\', \'继\', \'寄\', \'加\', \'家\', \'假\', \'价\', \'力\', \'历\', \'丽\', \'联\', \'凉\', \'两\', \'亮\', \'谅\', \'辆\', \'了\', \'林\', \'零\', \'六\', \'楼\', \'路\', \'录\', \'旅\', \'妈\', \'马\', \'码\', \'吗\', \'买\', \'卖\', \'满\', \'慢\', \'忙\', \'猫\', \'毛\', \'贸\', \'么\', \'没\', \'每\', \'美\', \'妹\', \'米\', \'面\', \'民\', \'明\', \'末\', \'母\', \'目\', \'拿\', \'哪\', \'那\', \'奶\', \'男\', \'南\', \'难\', \'脑\', \'呢\', \'能\', \'你\', \'年\', \'念\', \'鸟\', \'您\', \'牛\', \'农\', \'努\', \'女\', \'暖\', \'欧\', \'怕\', \'乓\', \'旁\', \'胖\', \'跑\', \'朋\', \'片\', \'漂\', \'票\', \'乒\', \'平\', \'期\', \'其\', \'奇\', \'骑\', \'起\', \'气\', \'汽\', \'千\', \'前\', \'签\', \'轻\', \'清\', \'情\', \'请\', \'秋\', \'球\', \'区\', \'取\', \'去\', \'趣\', \'全\', \'然\', \'让\', \'首\', \'售\', \'书\', \'术\', \'树\', \'双\', \'谁\', \'水\', \'睡\', \'说\', \'司\', \'思\', \'死\', \'四\', \'送\', \'诉\', \'算\', \'虽\', \'岁\', \'孙\', \'所\', \'他\', \'她\', \'它\', \'台\', \'太\', \'谈\', \'汤\', \'堂\', \'套\', \'特\', \'踢\', \'提\', \'题\', \'体\', \'天\', \'填\', \'条\', \'铁\', \'听\', \'厅\', \'庭\', \'通\', \'同\', \'头\', \'图\', \'外\', \'玩\', \'完\', \'晚\', \'万\', \'王\', \'网\', \'往\', \'忘\', \'望\', \'卫\', \'为\', \'位\', \'文\', \'我\', \'卧\', \'五\', \'午\', \'务\', \'物\', \'西\', \'吸\', \'希\', \'息\', \'习\', \'牙\', \'亚\', \'烟\', \'言\', \'羊\', \'阳\', \'样\', \'药\', \'要\', \'也\', \'业\', \'夜\', \'一\', \'衣\', \'医\', \'已\', \'以\', \'易\', \'意\', \'因\', \'音\', \'印\', \'银\', \'应\', \'英\', \'影\', \'硬\', \'用\', \'邮\', \'油\', \'游\', \'友\', \'有\', \'又\', \'右\', \'鱼\', \'愉\', \'雨\', \'语\', \'元\', \'员\', \'园\', \'原\', \'远\', \'院\', \'愿\', \'月\', \'在\', \'早\', \'怎\', \'张\', \'找\', \'照\', \'者\', \'这\', \'真\', \'正\', \'证\', \'知\', \'只\', \'之\', \'直\', \'止\', \'纸\', \'至\', \'治\', \'中\', \'钟\', \'种\', \'重\', \'周\', \'洲\', \'主\', \'住\', \'助\', \'祝\', \'注\', \'专\', \'准\' ]; //for debug messages var Debugger = function() { }; Debugger.log = function(message) { try { console.log(message); } catch (exception) { return; } } function windowLoadHandler() { canvasApp(); } function canvasSupport() { return Modernizr.canvas; } function canvasApp() { if (!canvasSupport()) { return; } var theCanvas = document.getElementById("canvasOne"); var context = theCanvas.getContext("2d"); var displayWidth; var displayHeight; var timer; var wait; var count; var numToAddEachFrame; var particleList; var recycleBin; var particleAlpha; var r,g,b; var fLen; var m; var projCenterX; var projCenterY; var zMax; var turnAngle; var turnSpeed; var sphereCenterX, sphereCenterY, sphereCenterZ; var particleRad; var zeroAlphaDepth; var randAccelX, randAccelY, randAccelZ; var gravity; var rgbString; //we are defining a lot of variables used in the screen update functions globally so that they don\'t have to be redefined every frame. var p; var outsideTest; var nextParticle; var sinAngle; var cosAngle; var rotX, rotZ; var depthAlphaFactor; var i; var theta, phi; var x0, y0, z0; init(); // INITIALLI function init() { wait = 1; count = wait - 1; numToAddEachFrame = 4; //particle color r = 70; g = 255; b = 140; rgbString = "rgba("+r+","+g+","+b+","; //partial string for color which will be completed by appending alpha value. particleAlpha = 1; //maximum alpha displayWidth = theCanvas.width; displayHeight = theCanvas.height; fLen = 320; //represents the distance from the viewer to z=0 depth. //projection center coordinates sets location of origin projCenterX = displayWidth/2; projCenterY = displayHeight/2; //we will not draw coordinates if they have too large of a z-coordinate (which means they are very close to the observer). zMax = fLen-2; particleList = {}; recycleBin = {}; //random acceleration factors - causes some random motion randAccelX = 0.1; randAccelY = 0.1; randAccelZ = 0.1; gravity = -0; //try changing to a positive number (not too large, for example 0.3), or negative for floating upwards. particleRad = 2.5; sphereCenterX = 0; sphereCenterY = 0; sphereCenterZ = -3 - sphereRad; //alpha values will lessen as particles move further back, causing depth-based darkening: zeroAlphaDepth = -750; turnSpeed = 2*Math.PI/1200; //the sphere will rotate at this speed (one complete rotation every 1600 frames). turnAngle = 0; //initial angle timer = setInterval(onTimer, 10/24); } function onTimer() { //if enough time has elapsed, we will add new particles. count++; if (count >= wait) { count = 0; for (i = 0; i < numToAddEachFrame; i++) { theta = Math.random()*2*Math.PI; phi = Math.acos(Math.random()*2-1); x0 = sphereRad*Math.sin(phi)*Math.cos(theta); y0 = sphereRad*Math.sin(phi)*Math.sin(theta); z0 = sphereRad*Math.cos(phi); //We use the addParticle function to add a new particle. The parameters set the position and velocity components. //Note that the velocity parameters will cause the particle to initially fly outwards away from the sphere center (after //it becomes unstuck). var p = addParticle(x0, sphereCenterY + y0, sphereCenterZ + z0, 0.002*x0, 0.002*y0, 0.002*z0); //we set some "envelope" parameters which will control the evolving alpha of the particles. p.attack = 50; p.hold = 50; p.decay = 100; p.initValue = 0; p.holdValue = particleAlpha; p.lastValue = 0; //the particle will be stuck in one place until this time has elapsed: p.stuckTime = 90 + Math.random()*20; p.accelX = 0; p.accelY = gravity; p.accelZ = 0; } } //update viewing angle turnAngle = (turnAngle + turnSpeed) % (2*Math.PI); sinAngle = Math.sin(turnAngle); cosAngle = Math.cos(turnAngle); //background fill context.fillStyle = "#000000"; context.fillRect(0,0,displayWidth,displayHeight); //update and draw particles p = particleList.first; while (p != null) { //before list is altered record next particle nextParticle = p.next; //update age p.age++; //if the particle is past its "stuck" time, it will begin to move. if (p.age > p.stuckTime) { p.velX += p.accelX + randAccelX*(Math.random()*2 - 1); p.velY += p.accelY + randAccelY*(Math.random()*2 - 1); p.velZ += p.accelZ + randAccelZ*(Math.random()*2 - 1); p.x += p.velX; p.y += p.velY; p.z += p.velZ; } /* We are doing two things here to calculate display coordinates. The whole display is being rotated around a vertical axis, so we first calculate rotated coordinates for x and z (but the y coordinate will not change). Then, we take the new coordinates (rotX, y, rotZ), and project these onto the 2D view plane. */ rotX = cosAngle*p.x + sinAngle*(p.z - sphereCenterZ); rotZ = -sinAngle*p.x + cosAngle*(p.z - sphereCenterZ) + sphereCenterZ; m =radius_sp* fLen/(fLen - rotZ); p.projX = rotX*m + projCenterX; p.projY = p.y*m + projCenterY; //update alpha according to envelope parameters. if (p.age < p.attack+p.hold+p.decay) { if (p.age < p.attack) { p.alpha = (p.holdValue - p.initValue)/p.attack*p.age + p.initValue; } else if (p.age < p.attack+p.hold) { p.alpha = p.holdValue; } else if (p.age < p.attack+p.hold+p.decay) { p.alpha = (p.lastValue - p.holdValue)/p.decay*(p.age-p.attack-p.hold) + p.holdValue; } } else { p.dead = true; } //see if the particle is still within the viewable range. if ((p.projX > displayWidth)||(p.projX<0)||(p.projY<0)||(p.projY>displayHeight)||(rotZ>zMax)) { outsideTest = true; } else { outsideTest = false; } if (outsideTest||p.dead) { recycle(p); } else { //depth-dependent darkening depthAlphaFactor = (1-rotZ/zeroAlphaDepth); depthAlphaFactor = (depthAlphaFactor > 1) ? 1 : ((depthAlphaFactor<0) ? 0 : depthAlphaFactor); context.fillStyle = rgbString + depthAlphaFactor*p.alpha + ")"; /*ADD TEXT function!*/ context.fillText(p.flake,p.projX, p.projY); /*ADD TEXT function!*/ //draw context.beginPath(); if(opt_display_dots) {context.arc(p.projX, p.projY, m*particleRad, 0, 2*Math.PI, false);} context.closePath(); context.fill(); } p = nextParticle; } } function addParticle(x0,y0,z0,vx0,vy0,vz0) { var newParticle; var color; //check recycle bin for available drop: if (recycleBin.first != null) { newParticle = recycleBin.first; //remove from bin if (newParticle.next != null) { recycleBin.first = newParticle.next; newParticle.next.prev = null; } else { recycleBin.first = null; } } //if the recycle bin is empty, create a new particle (a new ampty object): else { newParticle = {}; } //add to beginning of particle list if (particleList.first == null) { particleList.first = newParticle; newParticle.prev = null; newParticle.next = null; } else { newParticle.next = particleList.first; particleList.first.prev = newParticle; particleList.first = newParticle; newParticle.prev = null; } //initialize newParticle.x = x0; newParticle.y = y0; newParticle.z = z0; newParticle.velX = vx0; newParticle.velY = vy0; newParticle.velZ = vz0; newParticle.age = 0; newParticle.dead = false; newParticle.flake = unicodeFlakes[Math.floor(Math.random() * unicodeFlakes.length)]; if (Math.random() < 0.5) { newParticle.right = true; } else { newParticle.right = false; } return newParticle; } function recycle(p) { //remove from particleList if (particleList.first == p) { if (p.next != null) { p.next.prev = null; particleList.first = p.next; } else { particleList.first = null; } } else { if (p.next == null) { p.prev.next = null; } else { p.prev.next = p.next; p.next.prev = p.prev; } } //add to recycle bin if (recycleBin.first == null) { recycleBin.first = p; p.prev = null; p.next = null; } else { p.next = recycleBin.first; recycleBin.first.prev = p; recycleBin.first = p; p.prev = null; } } } </script> <div style="text-align:center;margin:50px 0; font:normal 14px/24px \'MicroSoft YaHei\';"> <p>适用浏览器:360、FireFox、Chrome、Opera、傲游、搜狗、世界之窗. 不支持Safari、IE8及以下浏览器。</p> </div> </body> </html>
canvas.min.js
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如有错误,欢迎联系我改正,非常感谢!!!