有人知道如何在JavaScript中创建滑动/波浪效果,就像在kizi.com上一样吗?
当你转到下一页时,它有一个非常好的JavaScript滑动/波浪效果。当你转到上一页时,它甚至可以反转。
任何人都有此代码?或者有一个很好的教程开始?
答案 0 :(得分:0)
我建议你从http://www.schillmania.com/content/projects/javascript-animation-1/
开始我建议,一旦你深入研究这个问题,就会有一个循环同时处理所有动画,这通常会提供更好的结果。
答案 1 :(得分:0)
假设您在该网站上有一个网格,并且每个单元格都有2个div
个或图像。 1隐藏加载“下一个”图像,一个显示为“当前图像”,这几乎是你如何做到的:
src
应该设置)到它的背景(隐藏)div / img。现在,您可以浏览kizi.com上的代码,看看您是否可以确定他们是如何做到的。
答案 2 :(得分:0)
以下链接可帮助您获得类似wave的效果,希望您喜欢编码
/**
* Water ripple effect.
* Original code (Java) by Neil Wallis
* @link http://www.neilwallis.com/java/water.html
*
* @author Sergey Chikuyonok (serge.che@gmail.com)
* @link http://chikuyonok.ru
*/
(function(){
var canvas = document.getElementById('c'),
/** @type {CanvasRenderingContext2D} */
ctx = canvas.getContext('2d'),
width = 400,
height = 400,
half_width = width >> 1,
half_height = height >> 1,
size = width * (height + 2) * 2,
delay = 30,
oldind = width,
newind = width * (height + 3),
riprad = 3,
ripplemap = [],
last_map = [],
ripple,
texture,
line_width = 20,
step = line_width * 2,
count = height / line_width;
canvas.width = width;
canvas.height = height;
/*
* Water ripple demo can work with any bitmap image
* (see example here: http://media.chikuyonok.ru/ripple/)
* But I need to draw simple artwork to bypass 1k limitation
*/
with (ctx) {
fillStyle = '#a2ddf8';
fillRect(0, 0, width, height);
fillStyle = '#07b';
save();
rotate(-0.785);
for (var i = 0; i < count; i++) {
fillRect(-width, i * step, width * 3, line_width);
}
restore();
}
texture = ctx.getImageData(0, 0, width, height);
ripple = ctx.getImageData(0, 0, width, height);
for (var i = 0; i < size; i++) {
last_map[i] = ripplemap[i] = 0;
}
/**
* Main loop
*/
function run() {
newframe();
ctx.putImageData(ripple, 0, 0);
}
/**
* Disturb water at specified point
*/
function disturb(dx, dy) {
dx <<= 0;
dy <<= 0;
for (var j = dy - riprad; j < dy + riprad; j++) {
for (var k = dx - riprad; k < dx + riprad; k++) {
ripplemap[oldind + (j * width) + k] += 128;
}
}
}
/**
* Generates new ripples
*/
function newframe() {
var a, b, data, cur_pixel, new_pixel, old_data;
var t = oldind; oldind = newind; newind = t;
var i = 0;
// create local copies of variables to decrease
// scope lookup time in Firefox
var _width = width,
_height = height,
_ripplemap = ripplemap,
_last_map = last_map,
_rd = ripple.data,
_td = texture.data,
_half_width = half_width,
_half_height = half_height;
for (var y = 0; y < _height; y++) {
for (var x = 0; x < _width; x++) {
var _newind = newind + i, _mapind = oldind + i;
data = (
_ripplemap[_mapind - _width] +
_ripplemap[_mapind + _width] +
_ripplemap[_mapind - 1] +
_ripplemap[_mapind + 1]) >> 1;
data -= _ripplemap[_newind];
data -= data >> 5;
_ripplemap[_newind] = data;
//where data=0 then still, where data>0 then wave
data = 1024 - data;
old_data = _last_map[i];
_last_map[i] = data;
if (old_data != data) {
//offsets
a = (((x - _half_width) * data / 1024) << 0) + _half_width;
b = (((y - _half_height) * data / 1024) << 0) + _half_height;
//bounds check
if (a >= _width) a = _width - 1;
if (a < 0) a = 0;
if (b >= _height) b = _height - 1;
if (b < 0) b = 0;
new_pixel = (a + (b * _width)) * 4;
cur_pixel = i * 4;
_rd[cur_pixel] = _td[new_pixel];
_rd[cur_pixel + 1] = _td[new_pixel + 1];
_rd[cur_pixel + 2] = _td[new_pixel + 2];
}
++i;
}
}
}
canvas.onmousemove = function(/* Event */ evt) {
disturb(evt.offsetX || evt.layerX, evt.offsetY || evt.layerY);
};
setInterval(run, delay);
// generate random ripples
var rnd = Math.random;
setInterval(function() {
disturb(rnd() * width, rnd() * height);
}, 700);
})();