我正在通过codepen查找并发现了这个漂亮的小画布粒子效果:
/**
* Generates random particles using canvas
*
* @class Particles
* @constructor
*/
function Particles(){
//particle colors
this.colors = [
'255, 255, 255',
'255, 99, 71',
'19, 19, 19'
]
//adds gradient to particles on true
this.blurry = true;
//adds white border
this.border = false;
//particle radius min/max
this.minRadius = 10;
this.maxRadius = 35;
//particle opacity min/max
this.minOpacity = .005;
this.maxOpacity = .5;
//particle speed min/max
this.minSpeed = .05;
this.maxSpeed = .5;
//frames per second
this.fps = 60;
//number of particles
this.numParticles = 75;
//required canvas variables
this.canvas = document.getElementById('canvas');
this.ctx = this.canvas.getContext('2d');
}
/**
* Initializes everything
* @method init
*/
Particles.prototype.init = function(){
this.render();
this.createCircle();
}
/**
* generates random number between min and max values
* @param {number} min value
* @param {number} max malue
* @return {number} random number between min and max
* @method _rand
*/
Particles.prototype._rand = function(min, max){
return Math.random() * (max - min) + min;
}
/**
* Sets canvas size and updates values on resize
* @method render
*/
Particles.prototype.render = function(){
var self = this,
wHeight = $(window).height(),
wWidth = $(window).width();
self.canvas.width = wWidth;
self.canvas.height = wHeight;
$(window).on('resize', self.render);
}
/**
* Randomly creates particle attributes
* @method createCircle
*/
Particles.prototype.createCircle = function(){
var particle = [];
for (var i = 0; i < this.numParticles; i++) {
var self = this,
color = self.colors[~~(self._rand(0, self.colors.length))];
particle[i] = {
radius : self._rand(self.minRadius, self.maxRadius),
xPos : self._rand(0, canvas.width),
yPos : self._rand(0, canvas.height),
xVelocity : self._rand(self.minSpeed, self.maxSpeed),
yVelocity : self._rand(self.minSpeed, self.maxSpeed),
color : 'rgba(' + color + ',' + self._rand(self.minOpacity, self.maxOpacity) + ')'
}
//once values are determined, draw particle on canvas
self.draw(particle, i);
}
//...and once drawn, animate the particle
self.animate(particle);
}
/**
* Draws particles on canvas
* @param {array} Particle array from createCircle method
* @param {number} i value from createCircle method
* @method draw
*/
Particles.prototype.draw = function(particle, i){
var self = this,
ctx = self.ctx;
if (self.blurry === true ) {
//creates gradient if blurry === true
var grd = ctx.createRadialGradient(particle[i].xPos, particle[i].yPos, particle[i].radius, particle[i].xPos, particle[i].yPos, particle[i].radius/1.25);
grd.addColorStop(1.000, particle[i].color);
grd.addColorStop(0.000, 'rgba(34, 34, 34, 0)');
ctx.fillStyle = grd;
} else {
//otherwise sets to solid color w/ opacity value
ctx.fillStyle = particle[i].color;
}
if (self.border === true) {
ctx.strokeStyle = '#fff';
ctx.stroke();
}
ctx.beginPath();
ctx.arc(particle[i].xPos, particle[i].yPos, particle[i].radius, 0, 2 * Math.PI, false);
ctx.fill();
}
/**
* Animates particles
* @param {array} particle value from createCircle & draw methods
* @method animate
*/
Particles.prototype.animate = function(particle){
var self = this,
ctx = self.ctx;
setInterval(function(){
//clears canvas
self.clearCanvas();
//then redraws particles in new positions based on velocity
for (var i = 0; i < self.numParticles; i++) {
particle[i].xPos += particle[i].xVelocity;
particle[i].yPos -= particle[i].yVelocity;
//if particle goes off screen call reset method to place it offscreen to the left/bottom
if (particle[i].xPos > self.canvas.width + particle[i].radius || particle[i].yPos > self.canvas.height + particle[i].radius) {
self.resetParticle(particle, i);
} else {
self.draw(particle, i);
}
}
}, 1000/self.fps);
}
/**
* Resets position of particle when it goes off screen
* @param {array} particle value from createCircle & draw methods
* @param {number} i value from createCircle method
* @method resetParticle
*/
Particles.prototype.resetParticle = function(particle, i){
var self = this;
var random = self._rand(0, 1);
if (random > .5) {
// 50% chance particle comes from left side of window...
particle[i].xPos = -particle[i].radius;
particle[i].yPos = self._rand(0, canvas.height);
} else {
//... or bottom of window
particle[i].xPos = self._rand(0, canvas.width);
particle[i].yPos = canvas.height + particle[i].radius;
}
//redraw particle with new values
self.draw(particle, i);
}
/**
* Clears canvas between animation frames
* @method clearCanvas
*/
Particles.prototype.clearCanvas = function(){
this.ctx.clearRect(0, 0, canvas.width, canvas.height);
}
// go go go!
var particle = new Particles().init();
http://codepen.io/trhino/pen/JFmiK。为什么它在Chrome中运行良好,在Firefox中没有颜色,在Internet Explorer中看起来很糟糕,并且有什么办法可以解决这个问题吗?我确保所有3个浏览器都运行最新更新。
答案 0 :(得分:2)
创建渐变是您应该在频繁调用的循环中避免的操作。在这里,我认为这就是Edge没有成功的原因 但即使在FF / Chrome中,只需创建一次渐变然后重复使用它,您就可以获得更好的性能 你会怎么做?
1)创建标准化径向渐变,意味着居中渐变,半径为1.
// add this in the Particles cttor
( function() {
var gradients = [], grd = null;
var colors = this.colors, color=null;
//
for (var i=0; color=colors[i]; i++) {
var grd = ctx.createRadialGradient(0,0,1, 0,0,1/1.25);
grd.addColorStop(0.000, 'rgba(34, 34, 34, 0)');
grd.addColorStop(1.000, color);
gradients.push(grd);
}
this.colorGradients = gradients;
})();
2)当你绘制,平移和缩放时,你绘制的是0,0,半径为1:
var thisParticle = particles[i];
//
if (this.blurry) {
ctx.save();
ctx.translate(thisParticle.xPos, thisParticle.yPos);
ctx.scale(thisParticle.radius, thisParticle.radius);
ctx.beginPath();
ctx.arc(0,0,1,0, 2*Math.PI);
ctx.fillStyle = this.colorGradients[thisParticle.colorIndex];
ctx.fill();
ctx.restore();
}
现在提供一些性能提示:
•(也用于可读性):缓存您的代码:当您多次写particles[i]
时,是时候将其缓存到aParticle
中。
•不要使用rgba,而是使用globalAlpha,您将避免昂贵的字符串操作+颜色转换
•存储颜色指数而不是每个粒子的颜色
•不要访问DOM:存储画布的宽度和高度
•使用requestAnimationFrame进行动画制作
•trick:仅使用上下文转换'rgb(...)'字符串:
ctx.strokeStyle = ...some 'rgb ' color string
var convertedColor = ctx.strokeStyle ; // converted color is '#...' color string
一些Rq:
•不要在初始化或重置时绘制
•渲染最好称为调整大小。
•您在beginPath之前进行描边,因此每次实际描绘之前的粒子
•您忘记仅绑定onResize处理程序+钩子一次。
你可以在这里看到这些变化和其他一些变化,通过剖析我看到cpu使用率从25%下降到15%......为什么不呢!
答案 1 :(得分:1)
在FF中,问题是:
在模糊的情况下,改变这两行:
grd.addColorStop(1.000, particle[i].color);
grd.addColorStop(0.000, 'rgba(34, 34, 34, 0)');
要:
grd.addColorStop(0.000, 'rgba(34, 34, 34, 0)');
grd.addColorStop(1.000, particle[i].color);
在EDGE中,问题是模糊的代码,如果你设置模糊&#34;假&#34;所有的动画都很流畅。如果可以,我会尝试解决它...