在Javascript中滑动/波浪效果

时间:2012-12-19 11:47:57

标签: javascript jquery jquery-plugins jquery-selectors dom-events

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?

3 个答案:

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:

  1. 遍历所有单元格,为每个单元格加载一个新图像(将图像的src应该设置)到它的背景(隐藏)div / img。
  2. 当所有图像都被加载时(“加载”事件,计算加载的图像),再次遍历细胞以按照您想要的顺序激活动画。
  3. 当单元格设置动画时,将隐藏图像设置为可见,然后将其移动到单元格中。 (确保隐藏单元格的溢出以“切割”单元格边缘的图像,并确保“新”图像位于“旧”图像上方“”
  4. 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);

})();