如何使用 HTML5 Canvas 制作水波纹效果

今天,我们继续分享 JavaScript 实现的效果例子,这篇文章会介绍使用 JavaScript 实现水波纹效果。水波效果以图片为背景,点击图片任意位置都会触发。有时候,我们使用普通的 Javascript可以创建一个很有趣的解决功能。

 

如何使用 HTML5 Canvas 制作水波纹效果

在线演示      源码下载

 

Step 1. HTML

和以前一样,首先是 HTML 代码:

<!DOCTYPE html>  <html>      <head>          <meta charset=utf-8 />          <title>Water drops effect</title>          <link rel="stylesheet" href="css/main.css" type="text/css" />          <script src="js/vector2d.js" type="text/javascript" charset="utf-8"></script>          <script src="js/waterfall.js" type="text/javascript" charset="utf-8"></script>      </head>      <body>          <div class="example">              <h3><a href="#">Water drops effect</a></h3>                <canvas id="water">HTML5 compliant browser required</canvas>              <div id="switcher">                  <img onclick='watereff.changePicture(this.src);' src="data_images/underwater1.jpg" />                  <img onclick='watereff.changePicture(this.src);' src="data_images/underwater2.jpg" />              </div>              <div id="fps"></div>          </div>      </body>  </html>

Step 2. CSS

这是用到的 CSS 代码:

body{background:#eee;margin:0;padding:0}  .example{background:#FFF;width:600px;border:1px #000 solid;margin:20px auto;padding:15px;-moz-border-radius: 3px;-webkit-border-radius: 3px}    #water {      width:500px;      height:400px;      display: block;      margin:0px auto;      cursor:pointer;  }  #switcher {      text-align:center;      overflow:hidden;      margin:15px;  }  #switcher img {      width:160px;      height:120px;  }

Step 3. JS

下面是主要的 JavaScript 代码:

function drop(x, y, damping, shading, refraction, ctx, screenWidth, screenHeight){      this.x = x;      this.y = y;      this.shading = shading;      this.refraction = refraction;      this.bufferSize = this.x * this.y;      this.damping = damping;      this.background = ctx.getImageData(0, 0, screenWidth, screenHeight).data;      this.imageData = ctx.getImageData(0, 0, screenWidth, screenHeight);        this.buffer1 = [];      this.buffer2 = [];      for (var i = 0; i < this.bufferSize; i++){          this.buffer1.push(0);          this.buffer2.push(0);      }        this.update = function(){          for (var i = this.x + 1, x = 1; i < this.bufferSize - this.x; i++, x++){              if ((x < this.x)){                  this.buffer2[i] = ((this.buffer1[i - 1] + this.buffer1[i + 1] + this.buffer1[i - this.x] + this.buffer1[i + this.x]) / 2) - this.buffer2[i];                  this.buffer2[i] *= this.damping;              } else x = 0;          }            var temp = this.buffer1;          this.buffer1 = this.buffer2;          this.buffer2 = temp;      }        this.draw = function(ctx){          var imageDataArray = this.imageData.data;          for (var i = this.x + 1, index = (this.x + 1) * 4; i < this.bufferSize - (1 + this.x); i++, index += 4){              var xOffset = ~~(this.buffer1[i - 1] - this.buffer1[i + 1]);              var yOffset = ~~(this.buffer1[i - this.x] - this.buffer1[i + this.x]);              var shade = xOffset * this.shading;              var texture = index + (xOffset * this.refraction  + yOffset * this.refraction * this.x) * 4;              imageDataArray[index] = this.background[texture] + shade;               imageDataArray[index + 1] = this.background[texture + 1] + shade;              imageDataArray[index + 2] = 50 + this.background[texture + 2] + shade;          }          ctx.putImageData(this.imageData, 0, 0);      }  }    var fps = 0;    var watereff = {      // variables      timeStep : 20,      refractions : 2,      shading : 3,      damping : 0.99,      screenWidth : 500,      screenHeight : 400,      pond : null,      textureImg : null,      interval : null,      backgroundURL : 'data_images/underwater1.jpg',        // initialization      init : function() {          var canvas = document.getElementById('water');          if (canvas.getContext){                // fps countrt              fps = 0;              setInterval(function() {                   document.getElementById('fps').innerHTML = fps / 2 + ' FPS';                   fps = 0;              }, 2000);                canvas.onmousedown = function(e) {                  var mouse = watereff.getMousePosition(e).sub(new vector2d(canvas.offsetLeft, canvas.offsetTop));                  watereff.pond.buffer1[mouse.y * watereff.pond.x + mouse.x ] += 200;              }              canvas.onmouseup = function(e) {                  canvas.onmousemove = null;              }                canvas.width  = this.screenWidth;              canvas.height = this.screenHeight;              this.textureImg = new Image(256, 256);              this.textureImg.src = this.backgroundURL;              canvas.getContext('2d').drawImage(this.textureImg, 0, 0);              this.pond = new drop(                  this.screenWidth,                   this.screenHeight,                   this.damping,                  this.shading,                   this.refractions,                  canvas.getContext('2d'),                  this.screenWidth, this.screenHeight              );              if (this.interval != null){                  clearInterval(this.interval);              }              this.interval = setInterval(watereff.run, this.timeStep);          }      },        // change image func      changePicture : function(url){          this.backgroundURL = url;          this.init();      },        // get mouse position func      getMousePosition : function(e){          if (!e){              var e = window.event;          }           if (e.pageX || e.pageY){              return new vector2d(e.pageX, e.pageY);          } else if (e.clientX || e.clientY){              return new vector2d(e.clientX, e.clientY);          }       },        // loop drawing      run : function(){          var ctx = document.getElementById('water').getContext('2d');          watereff.pond.update();          watereff.pond.draw(ctx);          fps++;      }  }    window.onload = function(){      watereff.init();  }

正如你所看到的,这里使用 Vector2D 函数,这个函数在 vector2d.js 里提供了。另一个很难的方法是使用纯数学实现,感兴趣的可以自己实验一下。

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