我有以下代码(来自代码笔分支),并希望在页面上的动画上方添加一个简单的Html H1标签。我尝试了下面的内容,但由于某种原因,H1标签只显示一秒钟(闪烁),然后从屏幕上消失。
我尝试将它放在几个地方并使用了标签,但同样的事情发生了。
有人可以建议修复并解释为什么会发生这种情况吗?
html,javascript文件:和 CSS文件(style.css)
class Canvas {
constructor(element, ctx, w, h) {
this.element = element
this.ctx = ctx
this.width = w
this.height = h
this.interactive = false
this.playing = true
this.point = {
value: 150,
speed: 0.25,
limit: 70,
floor: 10,
up: true,
animating: false
}
this.multiplier = {
value: 1,
speed: 0.005,
limit: 20,
floor: 1,
up: true,
animating: true
}
this.center = {
x: w / 2,
y: h / 2,
targetX: w / 2,
targetY: h / 2,
easing: 0.02
}
this.radius = {
val: h / 2.2,
targetVal: h / 2.2,
easing: 0.02
}
document.body.addEventListener('click', this.click.bind(this))
document.body.addEventListener('mousemove', this.move.bind(this))
document.body.addEventListener('keyup', this.keyup.bind(this))
this.hue = 160
}
click(e) {
this.interactive = !this.interactive
if (!this.interactive) {
this.center.targetX = this.width / 2
this.center.targetY = this.height / 2
this.radius.targetVal = this.height / 2.2
this.element.classList.remove('interactive')
} else {
this.element.classList.add('interactive')
}
}
move(e) {
if (!this.interactive) {
return
}
const h3 = this.height / 3
this.center.targetX = e.pageX
this.center.targetY = Math.max(e.pageY, h3)
this.radius.targetVal = h3 + (e.pageY * 0.8)
}
keyup(e) {
if (e.which != 32) {
return
}
this.playing = !this.playing
if (this.playing && this.drawLoop) {
this.drawLoop()
}
}
update() {
this.clear()
this.animate(this.point)
this.animate(this.multiplier)
this.ease(this.center)
this.ease(this.radius)
this.hue += 0.3
const h = (this.hue % 360)
this.ctx.fillStyle = 'hsl(' + h + ',70%,20%)'
this.ctx.strokeStyle = 'hsla(' + h + ',80%,60%,0.2)'
this.ctx.globalCompositeOperation = 'lighter'
}
clear() {
this.ctx.globalCompositeOperation = 'source-over'
this.ctx.fillStyle = 'rgba(0,0,0,0.1)'
this.ctx.rect(0, 0, this.width, this.height)
this.ctx.fill()
}
draw() {
let radius = this.radius.val
const w2 = this.center.x,
h2 = this.center.y
this.ctx.beginPath()
this.ctx.shadowBlur = 0
this.ctx.shadowColor = 'black'
const points = this.point.value
const multiplier = this.multiplier.value
for (let p = 0; p < points; p++) {
const t = (p / points) * Math.PI * 2
const t2 = ((p * multiplier) / points) * Math.PI * 2
const x = radius * Math.cos(t) + w2
const y = radius * Math.sin(t) + h2
const x2 = radius * Math.cos(t2) + w2
const y2 = radius * Math.sin(t2) + h2
this.ctx.moveTo(x, y)
this.ctx.lineTo(x2, y2)
}
this.ctx.arc(w2, h2, radius, 0, 2 * Math.PI)
this.ctx.stroke()
this.ctx.closePath()
}
animate(object) {
if (!object.animating) {
return
}
if (object.up) {
object.value += object.speed
} else {
object.value -= object.speed
}
if (object.value > object.limit) {
object.up = false
} else if (object.value < object.floor) {
object.up = true
}
}
ease(object) {
if (object.val) {
const dv = object.targetVal - object.val
object.val += dv * object.easing
return
}
const dx = object.targetX - object.x
const dy = object.targetY - object.y
object.x += dx * object.easing
object.y += dy * object.easing
}
random(from, to) {
return from + (Math.rand() * (to - from))
}
resize(w, h) {
this.width = w
this.height = h
this.center.targetX = w / 2
this.center.targetY = h / 2
this.radius.targetVal = h / 2.2
}
}
(_ => {
const canvasElement = document.getElementById('canvas'),
ctx = canvasElement.getContext('2d')
let w = canvasElement.width = window.innerWidth,
h = canvasElement.height = window.innerHeight,
density = 1
const canvas = new Canvas(canvasElement, ctx, w, h)
function setup() {
window.addEventListener('resize', resize)
density = window.devicePixelRatio != undefined ? window.devicePixelRatio : 1.0
canvasElement.width = w * density
canvasElement.height = h * density
canvas.width = w
canvas.height = h
canvas.drawLoop = draw
ctx.scale(density, density)
draw()
}
function draw() {
canvas.update()
canvas.draw()
if (canvas.playing) {
window.requestAnimationFrame(draw)
}
}
function resize() {
w = canvasElement.width = window.innerWidth
h = canvasElement.height = window.innerHeight
canvasElement.width = w * density
canvasElement.height = h * density
canvas.resize(w, h)
ctx.scale(density, density)
}
setup()
})()
body {
background: #000;
overflow: hidden;
}
canvas {
width: 100%;
height: 100%;
position: absolute;
left: 0;
top: 0;
}
canvas.interactive {
cursor: none;
}
<html>
<head>
<link rel="stylesheet" href="style.css">
<center>
<h1>
<font color="white">This is the H1 Tag</font>
</h1>
</center>
</head>
<body>
<br>
<br>
<br>
<br>
<canvas id="canvas"></canvas>
更新
由于下面的答案,我已将css更改为以下内容,并且标签显示,但动画不居中。如何重新定位画布,以便其他“元素”或对象可以适合它?
canvas {
width: 30%;
height: 30%;
position: absolute;
left: 0;
top: 0;
}
答案 0 :(得分:2)
这是因为您的canvas
样式设置为占用整个页面。您的h1
也位于文档的head
内。因此,需求也会转移到body
。
canvas {
width: 100%;
height: 100%;
position: absolute;
left: 0;
top: 0;
}
如果删除canvas
样式,则h1
将位于画布上方。
修改强> 线之间的读取OP希望图像按比例缩小并居中。我已经创建了一个小提琴来展示如何实现这一目标。
答案 1 :(得分:1)
向z-index
添加一些h1
并删除过时的代码:
class Canvas {
constructor(element, ctx, w, h) {
this.element = element
this.ctx = ctx
this.width = w
this.height = h
this.interactive = false
this.playing = true
this.point = {
value: 150,
speed: 0.25,
limit: 70,
floor: 10,
up: true,
animating: false
}
this.multiplier = {
value: 1,
speed: 0.005,
limit: 20,
floor: 1,
up: true,
animating: true
}
this.center = {
x: w / 2,
y: h / 2,
targetX: w / 2,
targetY: h / 2,
easing: 0.02
}
this.radius = {
val: h / 2.2,
targetVal: h / 2.2,
easing: 0.02
}
document.body.addEventListener('click', this.click.bind(this))
document.body.addEventListener('mousemove', this.move.bind(this))
document.body.addEventListener('keyup', this.keyup.bind(this))
this.hue = 160
}
click(e) {
this.interactive = !this.interactive
if (!this.interactive) {
this.center.targetX = this.width / 2
this.center.targetY = this.height / 2
this.radius.targetVal = this.height / 2.2
this.element.classList.remove('interactive')
} else {
this.element.classList.add('interactive')
}
}
move(e) {
if (!this.interactive) {
return
}
const h3 = this.height / 3
this.center.targetX = e.pageX
this.center.targetY = Math.max(e.pageY, h3)
this.radius.targetVal = h3 + (e.pageY * 0.8)
}
keyup(e) {
if (e.which != 32) {
return
}
this.playing = !this.playing
if (this.playing && this.drawLoop) {
this.drawLoop()
}
}
update() {
this.clear()
this.animate(this.point)
this.animate(this.multiplier)
this.ease(this.center)
this.ease(this.radius)
this.hue += 0.3
const h = (this.hue % 360)
this.ctx.fillStyle = 'hsl(' + h + ',70%,20%)'
this.ctx.strokeStyle = 'hsla(' + h + ',80%,60%,0.2)'
this.ctx.globalCompositeOperation = 'lighter'
}
clear() {
this.ctx.globalCompositeOperation = 'source-over'
this.ctx.fillStyle = 'rgba(0,0,0,0.1)'
this.ctx.rect(0, 0, this.width, this.height)
this.ctx.fill()
}
draw() {
let radius = this.radius.val
const w2 = this.center.x,
h2 = this.center.y
this.ctx.beginPath()
this.ctx.shadowBlur = 0
this.ctx.shadowColor = 'black'
const points = this.point.value
const multiplier = this.multiplier.value
for (let p = 0; p < points; p++) {
const t = (p / points) * Math.PI * 2
const t2 = ((p * multiplier) / points) * Math.PI * 2
const x = radius * Math.cos(t) + w2
const y = radius * Math.sin(t) + h2
const x2 = radius * Math.cos(t2) + w2
const y2 = radius * Math.sin(t2) + h2
this.ctx.moveTo(x, y)
this.ctx.lineTo(x2, y2)
}
this.ctx.arc(w2, h2, radius, 0, 2 * Math.PI)
this.ctx.stroke()
this.ctx.closePath()
}
animate(object) {
if (!object.animating) {
return
}
if (object.up) {
object.value += object.speed
} else {
object.value -= object.speed
}
if (object.value > object.limit) {
object.up = false
} else if (object.value < object.floor) {
object.up = true
}
}
ease(object) {
if (object.val) {
const dv = object.targetVal - object.val
object.val += dv * object.easing
return
}
const dx = object.targetX - object.x
const dy = object.targetY - object.y
object.x += dx * object.easing
object.y += dy * object.easing
}
random(from, to) {
return from + (Math.rand() * (to - from))
}
resize(w, h) {
this.width = w
this.height = h
this.center.targetX = w / 2
this.center.targetY = h / 2
this.radius.targetVal = h / 2.2
}
}
(_ => {
const canvasElement = document.getElementById('canvas'),
ctx = canvasElement.getContext('2d')
let w = canvasElement.width = window.innerWidth,
h = canvasElement.height = window.innerHeight,
density = 1
const canvas = new Canvas(canvasElement, ctx, w, h)
function setup() {
window.addEventListener('resize', resize)
density = window.devicePixelRatio != undefined ? window.devicePixelRatio : 1.0
canvasElement.width = w * density
canvasElement.height = h * density
canvas.width = w
canvas.height = h
canvas.drawLoop = draw
ctx.scale(density, density)
draw()
}
function draw() {
canvas.update()
canvas.draw()
if (canvas.playing) {
window.requestAnimationFrame(draw)
}
}
function resize() {
w = canvasElement.width = window.innerWidth
h = canvasElement.height = window.innerHeight
canvasElement.width = w * density
canvasElement.height = h * density
canvas.resize(w, h)
ctx.scale(density, density)
}
setup()
})()
body {
background: #000;
overflow: hidden;
}
h1 {
position:relative;
z-index:2;
color:#fff;
text-align:center;
}
canvas {
width: 100%;
height: 100%;
position: absolute;
left: 0;
top: 0;
}
canvas.interactive {
cursor: none;
}
<canvas id="canvas"></canvas>
<h1>This is a title</h1>
答案 2 :(得分:1)
这是因为你的画布样式。如果在画布上添加margin-top,则不会删除h1,请尝试这样:
h1
您现在已经看到dissapearing
不再是{{1}}了。
修改强>
在OP之间读取OP似乎希望缩小并居中,所以我创建了一个更新代码的小提琴。