我从这个例子开始:http://thecodeplayer.com/walkthrough/html5-canvas-snow-effect
我试图添加多种形状的坠落物体。然而,只有最后一个我打电话似乎工作。它会在屏幕上覆盖其他人。
我尝试做的另一件事是将数组中的颜色随机化,但是当我添加一个随机函数时,我会得到一个疯狂的变色效果。我不完全了解发生了什么,这是我第一次潜入画布。看起来每帧都重新绘制了对象。这适用于雪,因为它是所有的白色圆圈。
知道如何进行这些更改吗?这是我的代码(SEIZURE WARNING!):http://codepen.io/paper_matthew/pen/vGpyeq
HTML
<canvas id="confetti"></canvas>
<div id="party-info">
<h2>PARTY!!</h2>
<p>Lorem ipsum dolor sit amet, consectetur adipisicing elit. Deserunt impedit animi enim iste repellat aliquam laborum consequuntur asperiores neque eos praesentium quis, consectetur cupiditate suscipit cum inventore excepturi? Vel, laudantium.</p>
</div>
CSS
html,
body {
width: 100%;
height: 100%;
margin: 0;
background-color: #fff;
overflow: hidden;
}
#confetti {
position: relative;
top:0;
left: 0;
z-index: 1;
}
#party-info {
position: absolute;
background: #fff;
padding: 20px;
margin: 0 auto;
height: 200px;
top: 0;
left: 0;
right: 0;
bottom:0;
text-align: center;
width: 400px;
z-index: 22;
color: gray;
}
的Javascript
window.onload = function() {
//canvas init
var canvas = document.getElementById("confetti");
var ctx = canvas.getContext("2d");
COLORS = [
[238, 96, 169],
[68, 213, 217],
[245, 187, 152],
[144, 148, 188],
[235, 234, 77]
];
//canvas dimensions
var W = window.innerWidth;
var H = window.innerHeight;
canvas.width = W;
canvas.height = H;
//particles
var mp = 100; //max particles
var particles = [];
for (var i = 0; i < mp; i++) {
particles.push({
x: Math.random() * W, //x-coordinate
y: Math.random() * H, //y-coordinate
r: Math.random() * 4 + 1, //radius
d: Math.random() * mp //density
})
}
// Draw the shapes
function drawCircle() {
ctx.clearRect(0, 0, W, H);
ctx.fillStyle = "rgba(" + COLORS[Math.floor(Math.random()*5+0)] + ", 0.8)";
ctx.beginPath();
for (var i = 0; i < mp; i++) {
var p = particles[i];
ctx.moveTo(p.x, p.y);
ctx.arc(p.x, p.y, p.r, 0, Math.PI * 2, true);
}
ctx.fill();
update();
}
function drawTriangle() {
ctx.clearRect(0, 0, W, H);
ctx.fillStyle = "rgba(" + COLORS[2] + ", 0.8)";
ctx.beginPath();
for (var i = 0; i < mp; i++) {
var p = particles[i];
ctx.moveTo(p.x, p.y);
ctx.lineTo(p.x + 15, p.y);
ctx.lineTo(p.x + 15, p.y + 15);
ctx.closePath();
}
ctx.fill();
update();
}
function drawLine() {
ctx.clearRect(0, 0, W, H);
ctx.strokeStyle = "rgba(" + COLORS[3] + ", 0.8)";
ctx.beginPath();
for (var i = 0; i < mp; i++) {
var p = particles[i];
ctx.moveTo(p.x, p.y);
ctx.lineTo(p.x, p.y + 20);
ctx.lineWidth = 2;
}
ctx.stroke();
update();
}
function update() {
for (var i = 0; i < mp; i++) {
var p = particles[i];
p.y += Math.cos(p.d) + 1 + p.r / 2;
p.x += Math.sin(0) * 2;
if (p.x > W + 5 || p.x < -5 || p.y > H) {
particles[i] = {
x: Math.random() * W,
y: -10,
r: p.r,
d: p.d
};
}
}
}
function drawShapes() {
drawTriangle();
drawLine();
drawCircle();
}
//animation loop
setInterval(drawShapes, 33);
}
答案 0 :(得分:1)
你正在调用drawShapes(),它会在彼此之后立即绘制3个形状。 Var ctx是全局的,因此每次绘制都会立即覆盖前一个绘图。
答案 1 :(得分:1)
画布的任何动画循环都涉及对update()和draw()的重复调用。您应该更新模型,然后绘制到画布。冲洗并重复。
我已经创建了一个新的Javascript文件来与您的HTML / CSS一起使用。它允许创建一个Particle对象,它可以是以下三种类型之一:
这里是代码,粒子数减少到40,以提高平滑的动画速度:
function Particle(ctx, width, height, maxParticles, particleType) {
COLORS = [
[238, 96, 169],
[68, 213, 217],
[245, 187, 152],
[144, 148, 188],
[235, 234, 77]
];
var ctx = ctx;
var width = width;
var height = height;
var maxParticles = maxParticles;
var particleType = particleType;
var color = COLORS[Math.floor(Math.random() * 5)];
var x = Math.random() * width;
var y = Math.random() * height;
var r = Math.random() * 4 + 1;
var d = Math.random() * maxParticles;
this.update = function() {
y += Math.cos(d) + 1 + (r / 2);
x += Math.sin(0) * 2;
if (x > width + 5 || x < -5 || y > height) {
x = Math.random() * width;
y = -10;
}
};
this.draw = function() {
ctx.save();
ctx.strokeStyle = "rgba(" + color + ", 0.8)";
ctx.fillStyle = ctx.strokeStyle;
ctx.beginPath();
for (var i = 0; i < maxParticles; i++) {
ctx.moveTo(x, y);
switch (particleType) {
case 1:
ctx.arc(x, y, r, 0, Math.PI * 2, false);
ctx.fill();
break;
case 2:
ctx.lineTo(x + 15, y);
ctx.lineTo(x + 15, y + 15);
ctx.fill();
break;
case 3:
ctx.lineWidth = 2;
ctx.lineTo(x, y + 20);
ctx.stroke();
break;
default:
console.log('Unable to draw: undefined particle type [' + particleType + ']');
break;
}
}
ctx.restore();
};
}
window.onload = function() {
//canvas init
var canvas = document.getElementById("confetti");
var ctx = canvas.getContext("2d");
//canvas dimensions
var W = window.innerWidth;
var H = window.innerHeight;
canvas.width = W;
canvas.height = H;
//particles
var mp = 40;
var particles = [];
for (var i = 0; i < mp; i++) {
var type = Math.floor(i * 3 / mp) + 1;
particles.push(new Particle(ctx, W, H, particles.length, type));
}
function drawShapes() {
update();
draw();
setTimeout(drawShapes, 20);
}
function update() {
for (var key in particles) {
particles[key].update();
}
}
function draw() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (var key in particles) {
particles[key].draw();
}
}
//animation loop
drawShapes();
}