• canvas


    1.国际惯例,先上效果

    http://www.hanguozhi.com/plug-in/3D_nightSky/index.html

    (⊙o⊙)… 效果图看上去效果并不很炫酷啊,直接戳 这里 看效果吧!

    2代码部分

     html: 

    <canvas id="canvas" width="1920" height="1080"></canvas>

    css:

    *{margin: 0;padding: 0;}
    /*没啥必须的css*/

    js:(这个博主也是够了,那么多的js代码,一点注释都没有,差评!)公子莫慌,由于代码比较多,注释部分就不在这写啦,直接移步 效果展示 查看效果及代码注释。

    var Starry = function (canvasId, starCont) {
        this.renderLoop = null;
        this.framerate = 42;
        this.starfield = null;
        this.rings_y = 0;
        this.altitude = 0;
        this.preset = {
            radius : 600,
            fov : 260,
            cruise : 0.01,
            angle : 0.006,
            vert : -0.001,
            rings : 0.2
        };
        this.state = {
            width : document.documentElement.clientWidth,
            height : document.documentElement.clientHeight,
            altitude : 0,
            settings : this.preset,
            framerate : 50
        };
        var S = this
        if (!canvasId) return false
        S.canvas = document.getElementById(canvasId);
        S.canvas.width = document.documentElement.clientWidth;
        S.canvas.height = document.documentElement.clientHeight;
        S.ctx = S.canvas.getContext('2d');
        this.starfield = this.generateStarfield();
    }
    Starry.prototype = {
        reset: function(){
            clearTimeout(this.renderLoop)
            this.state.width = this.canvas.width = document.documentElement.clientWidth;
            this.state.height = this.canvas.height = document.documentElement.clientHeight;
            this.init()
        },
        generateStarfield : function() {
            var radius = this.state.settings.radius;
            var star_count = Math.min( 1000, Math.round( this.canvas.offsetWidth / 2 ) );
            var stars = new Array( star_count );
            for (var i = 0; i < stars.length; i++) {
                stars[i] = {
                    x: ( Math.random() * ( radius * 2 ) ) - ( radius ),
                    y: ( Math.random() * ( radius * 2 ) ) - ( radius ),
                    z: ( Math.random() * ( radius * 2 ) ) - ( radius )
                }
            };
            return stars;
        },
        move : function ( stars ) {
            var angle = this.state.settings.angle;
            var vert = this.state.settings.vert;
            var fov = this.state.settings.fov;
            var cruise = this.state.settings.cruise;
            var radius = this.state.settings.radius;
            var cosRX = Math.cos(angle);
            var sinRX = Math.sin(angle);
            var cosRY = Math.cos(vert);
            var sinRY = Math.sin(vert);
            return stars.map( function(star){
              var tempx = star.x;
              var tempy = star.y;
              var tempz = star.z + fov;
        
              var x = ( tempx * cosRX ) + ( tempz * sinRX );
              var y = ( tempy * cosRY ) + ( tempz * sinRY );
        
              // Depth based on X
              // var z = ( tempx * -sinRX ) + ( tempz * cosRX );
        
              // Depth based on Y
              var z = ( tempy * -sinRY ) + ( tempz * cosRY ) - cruise;
        
              var limit = radius;
        
              // x
              if ( x < -limit ) x = limit;
              else if ( x > limit ) x = -limit;
        
              // y
              if ( y < -limit ) y = limit;
              else if ( y > limit ) y = - limit;
        
              // z
              if ( z < -limit ) z = limit;
              else if ( z > limit ) z = -limit;
        
              return { x:x, y:y, z: z - fov };
            });
        },
        run: function () {
            var S = this;
            var width = this.state.width
            var height = this.state.height
            var fov = this.state.settings.fov
            var rings = this.state.settings.rings
            
            S.ctx.clearRect(0, 0, width, height);
            S.starfield.forEach(function(item, index){
                
              var scale = ( fov / 2 ) / ( fov + item.z );
              var x2d = ( item.x * scale ) + ( width / 2 );
              var y2d = ( item.y * scale ) + ( height / 2 );
              var opacity = Math.min( Math.max( Math.abs( scale ), 0.1 ), 1 );
              
              S.ctx.beginPath();
              S.ctx.arc(x2d, y2d, Math.min( Math.abs( scale ), 3 ) , 0, 360);
              S.ctx.fillStyle = 'rgba(167,180,224,'+opacity+')';
              S.ctx.fill();
            })
            
            var ring_radius = height * 1.6;
            var ring_center = { x: width / 4, y: height * 2 };
            
            S.ctx.beginPath();
            S.ctx.arc( ring_center.x, ring_center.y + this.rings_y, ring_radius, 0, 360);
            S.ctx.lineWidth = 1;
            S.ctx.strokeStyle = 'rgba(167,180,224,0.15)';
            S.ctx.stroke();
            S.ctx.beginPath();
            S.ctx.arc( ring_center.x + 60, ring_center.y + 60 + ( this.rings_y * 0.8 ), ring_radius, 0, 360);
            S.ctx.lineWidth = 1;
            S.ctx.strokeStyle = 'rgba(167,180,224,0.05)';
            S.ctx.stroke();
            this.rings_y += rings;
            if( this.rings_y > ( width / 2 ) ) {
                this.rings_y = -( width/ 2 )
            };
            
            S.starfield = S.move( S.starfield )
            var _this = this;
            this.renderLoop = setTimeout(function (){_this.run()}, _this.state.framerate)
        },
        init: function () {
            this.run();
        },
        pause: function () {
            var _this = this;
            clearTimeout(_this.renderLoop)
        }
    }
    
    var starbg = new Starry ('canvas', 100);
    window.onload = function () {
        starbg.init();
    } 
    window.onresize = function () {
        starbg.reset();
    }

     (未完)

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  • 原文地址:https://www.cnblogs.com/hanguozhi/p/8387118.html
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