• HTML5加载动画


    <!doctype html>
    <meta charset="utf-8" />
    <title>Sonic</title>

    <style>

    body {
    background: #222;
    color: #FFF;
    text-align: center;
    font-family: sans-serif;
    font-size: .8em;
    }

    #container {
    overflow: hidden;
    padding: 20px;
    522px;
    margin: 0 auto;
    }

    #in {
    overflow: hidden;
    }

    a { color: #FFF; }

    div.l {
    float: left;
    margin: 20px 20px 0 0;
    border: 2px solid #666;
    background: #000;
    height: 150px;
    150px;
    position: relative;
    }
    .sonic {
    position: absolute;
    top: 50%;
    left: 50%;
    transform: translate(-50%, -50%);
    -webkit-transform: translate(-50%, -50%);
    }
    canvas { display: block; }
    </style>

    <body>

    <div id="container">

    <h1>&lt;canvas&gt; loaders</h1>

    <div id="in"></div>

    <p>By <a href="http://padolsey.net">Padolsey</a> | <a href="https://github.com/padolsey/Sonic">Sonic on github</a></p>

    </div>

    <script>/*
    * Sonic 0.2.1
    * --
    * https://github.com/padolsey/Sonic
    * --
    * This program is free software. It comes without any warranty, to
    * the extent permitted by applicable law. You can redistribute it
    * and/or modify it under the terms of the Do What The Fuck You Want
    * To Public License, Version 2, as published by Sam Hocevar. See
    * http://sam.zoy.org/wtfpl/COPYING for more details. */

    (function(){

    var emptyFn = function(){};

    function Sonic(d) {

    this.converter = d.converter;

    this.data = d.path || d.data;
    this.imageData = [];

    this.multiplier = d.multiplier || 1;
    this.padding = d.padding || 0;

    this.fps = d.fps || 25;

    this.stepsPerFrame = ~~d.stepsPerFrame || 1;
    this.trailLength = d.trailLength || 1;
    this.pointDistance = d.pointDistance || .05;

    this.domClass = d.domClass || 'sonic';

    this.backgroundColor = d.backgroundColor || 'rgba(0,0,0,0)';
    this.fillColor = d.fillColor;
    this.strokeColor = d.strokeColor;

    this.stepMethod = typeof d.step == 'string' ?
    stepMethods[d.step] :
    d.step || stepMethods.square;

    this._setup = d.setup || emptyFn;
    this._teardown = d.teardown || emptyFn;
    this._preStep = d.preStep || emptyFn;

    this.pixelRatio = d.pixelRatio || null;

    this.width = d.width;
    this.height = d.height;

    this.fullWidth = this.width + 2 * this.padding;
    this.fullHeight = this.height + 2 * this.padding;

    this.domClass = d.domClass || 'sonic';

    this.setup();

    }

    var argTypes = Sonic.argTypes = {
    DIM: 1,
    DEGREE: 2,
    RADIUS: 3,
    OTHER: 0
    };

    var argSignatures = Sonic.argSignatures = {
    arc: [1, 1, 3, 2, 2, 0],
    bezier: [1, 1, 1, 1, 1, 1, 1, 1],
    line: [1,1,1,1]
    };

    var pathMethods = Sonic.pathMethods = {
    bezier: function(t, p0x, p0y, p1x, p1y, c0x, c0y, c1x, c1y) {

    t = 1-t;

    var i = 1-t,
    x = t*t,
    y = i*i,
    a = x*t,
    b = 3 * x * i,
    c = 3 * t * y,
    d = y * i;

    return [
    a * p0x + b * c0x + c * c1x + d * p1x,
    a * p0y + b * c0y + c * c1y + d * p1y
    ]

    },
    arc: function(t, cx, cy, radius, start, end) {

    var point = (end - start) * t + start;

    var ret = [
    (Math.cos(point) * radius) + cx,
    (Math.sin(point) * radius) + cy
    ];

    ret.angle = point;
    ret.t = t;

    return ret;

    },
    line: function(t, sx, sy, ex, ey) {
    return [
    (ex - sx) * t + sx,
    (ey - sy) * t + sy
    ]
    }
    };

    var stepMethods = Sonic.stepMethods = {

    square: function(point, i, f, color, alpha) {
    this._.fillRect(point.x - 3, point.y - 3, 6, 6);
    },

    fader: function(point, i, f, color, alpha) {

    this._.beginPath();

    if (this._last) {
    this._.moveTo(this._last.x, this._last.y);
    }

    this._.lineTo(point.x, point.y);
    this._.closePath();
    this._.stroke();

    this._last = point;

    }

    }

    Sonic.prototype = {

    calculatePixelRatio: function(){

    var devicePixelRatio = window.devicePixelRatio || 1;
    var backingStoreRatio = this._.webkitBackingStorePixelRatio
    || this._.mozBackingStorePixelRatio
    || this._.msBackingStorePixelRatio
    || this._.oBackingStorePixelRatio
    || this._.backingStorePixelRatio
    || 1;

    return devicePixelRatio / backingStoreRatio;
    },

    setup: function() {

    var args,
    type,
    method,
    value,
    data = this.data;

    this.canvas = document.createElement('canvas');
    this._ = this.canvas.getContext('2d');

    if(this.pixelRatio == null){
    this.pixelRatio = this.calculatePixelRatio();
    }

    this.canvas.className = this.domClass;

    if(this.pixelRatio != 1){

    this.canvas.style.height = this.fullHeight + 'px';
    this.canvas.style.width = this.fullWidth + 'px';

    this.fullHeight *= this.pixelRatio;
    this.fullWidth *= this.pixelRatio;

    this.canvas.height = this.fullHeight;
    this.canvas.width = this.fullWidth;

    this._.scale(this.pixelRatio, this.pixelRatio);

    } else{

    this.canvas.height = this.fullHeight;
    this.canvas.width = this.fullWidth;

    }

    this.points = [];

    for (var i = -1, l = data.length; ++i < l;) {

    args = data[i].slice(1);
    method = data[i][0];

    if (method in argSignatures) for (var a = -1, al = args.length; ++a < al;) {

    type = argSignatures[method][a];
    value = args[a];

    switch (type) {
    case argTypes.RADIUS:
    value *= this.multiplier;
    break;
    case argTypes.DIM:
    value *= this.multiplier;
    value += this.padding;
    break;
    case argTypes.DEGREE:
    value *= Math.PI/180;
    break;
    };

    args[a] = value;

    }

    args.unshift(0);

    for (var r, pd = this.pointDistance, t = pd; t <= 1; t += pd) {

    // Avoid crap like 0.15000000000000002
    t = Math.round(t*1/pd) / (1/pd);

    args[0] = t;

    r = pathMethods[method].apply(null, args);

    this.points.push({
    x: r[0],
    y: r[1],
    progress: t
    });

    }

    }

    this.frame = 0;

    if (this.converter && this.converter.setup) {
    this.converter.setup(this);
    }

    },

    prep: function(frame) {

    if (frame in this.imageData) {
    return;
    }

    this._.clearRect(0, 0, this.fullWidth, this.fullHeight);
    this._.fillStyle = this.backgroundColor;
    this._.fillRect(0, 0, this.fullWidth, this.fullHeight);

    var points = this.points,
    pointsLength = points.length,
    pd = this.pointDistance,
    point,
    index,
    frameD;

    this._setup();

    for (var i = -1, l = pointsLength*this.trailLength; ++i < l && !this.stopped;) {

    index = frame + i;

    point = points[index] || points[index - pointsLength];

    if (!point) continue;

    this.alpha = Math.round(1000*(i/(l-1)))/1000;

    this._.globalAlpha = this.alpha;

    if (this.fillColor) {
    this._.fillStyle = this.fillColor;
    }
    if (this.strokeColor) {
    this._.strokeStyle = this.strokeColor;
    }

    frameD = frame/(this.points.length-1);
    indexD = i/(l-1);

    this._preStep(point, indexD, frameD);
    this.stepMethod(point, indexD, frameD);

    }

    this._teardown();

    this.imageData[frame] = (
    this._.getImageData(0, 0, this.fullWidth, this.fullWidth)
    );

    return true;

    },

    draw: function() {

    if (!this.prep(this.frame)) {

    this._.clearRect(0, 0, this.fullWidth, this.fullWidth);

    this._.putImageData(
    this.imageData[this.frame],
    0, 0
    );

    }

    if (this.converter && this.converter.step) {
    this.converter.step(this);
    }

    if (!this.iterateFrame()) {
    if (this.converter && this.converter.teardown) {
    this.converter.teardown(this);
    this.converter = null;
    }
    }

    },

    iterateFrame: function() {

    this.frame += this.stepsPerFrame;

    if (this.frame >= this.points.length) {
    this.frame = 0;
    return false;
    }

    return true;

    },

    play: function() {

    this.stopped = false;

    var hoc = this;

    this.timer = setInterval(function(){
    hoc.draw();
    }, 1000 / this.fps);

    },
    stop: function() {

    this.stopped = true;
    this.timer && clearInterval(this.timer);

    }
    };

    window.Sonic = Sonic;

    }());
    </script>
    <script>

    var loaders = [

    {

    100,
    height: 50,
    padding: 10,

    stepsPerFrame: 2,
    trailLength: 1,
    pointDistance: .03,

    strokeColor: '#FF7B24',

    step: 'fader',

    multiplier: 2,

    setup: function() {
    this._.lineWidth = 5;
    },

    path: [

    ['arc', 10, 10, 10, -270, -90],
    ['bezier', 10, 0, 40, 20, 20, 0, 30, 20],
    ['arc', 40, 10, 10, 90, -90],
    ['bezier', 40, 0, 10, 20, 30, 0, 20, 20]
    ]
    },

    {

    30,
    height: 30,

    stepsPerFrame: 2,
    trailLength: .3,
    pointDistance: .1,
    padding: 10,

    fillColor: '#D4FF00',
    strokeColor: '#FFF',

    setup: function() {
    this._.lineWidth = 20;
    },

    path: [
    ['line', 0, 0, 30, 0],
    ['line', 30, 0, 30, 30],
    ['line', 30, 30, 0, 30],
    ['line', 0, 30, 0, 0]
    ]
    },

    {

    100,
    height: 100,

    stepsPerFrame: 1,
    trailLength: 1,
    pointDistance: .025,

    strokeColor: '#05E2FF',

    fps: 20,

    setup: function() {
    this._.lineWidth = 2;
    },
    step: function(point, index) {

    var cx = this.padding + 50,
    cy = this.padding + 50,
    _ = this._,
    angle = (Math.PI/180) * (point.progress * 360);

    this._.globalAlpha = Math.max(.5, this.alpha);

    _.beginPath();
    _.moveTo(point.x, point.y);
    _.lineTo(
    (Math.cos(angle) * 35) + cx,
    (Math.sin(angle) * 35) + cy
    );
    _.closePath();
    _.stroke();

    _.beginPath();
    _.moveTo(
    (Math.cos(-angle) * 32) + cx,
    (Math.sin(-angle) * 32) + cy
    );
    _.lineTo(
    (Math.cos(-angle) * 27) + cx,
    (Math.sin(-angle) * 27) + cy
    );
    _.closePath();
    _.stroke();

    },
    path: [
    ['arc', 50, 50, 40, 0, 360]
    ]
    },

    {

    100,
    height: 50,

    stepsPerFrame: 1,
    trailLength: 1,
    pointDistance: .1,
    fps: 15,
    padding: 10,
    //step: 'fader',

    fillColor: '#FF2E82',

    setup: function() {
    this._.lineWidth = 20;
    },

    path: [
    ['line', 0, 20, 100, 20],
    ['line', 100, 20, 0, 20]
    ]
    },

    {

    100,
    height: 100,

    stepsPerFrame: 7,
    trailLength: .7,
    pointDistance: .01,
    fps: 30,
    fillColor: 'white',

    setup: function() {
    this._.lineWidth = 10;
    },

    path: [
    ['line', 20, 70, 50, 20],
    ['line', 50, 20, 80, 70],
    ['line', 80, 70, 20, 70]
    ]
    },

    {

    100,
    height: 100,

    stepsPerFrame: 4,
    trailLength: 1,
    pointDistance: .01,
    fps: 25,

    fillColor: '#FF7B24',

    setup: function() {
    this._.lineWidth = 10;
    },

    step: function(point, i, f) {

    var progress = point.progress,
    degAngle = 360 * progress,
    angle = Math.PI/180 * degAngle,
    angleB = Math.PI/180 * (degAngle - 180),
    size = i*5;

    this._.fillRect(
    Math.cos(angle) * 25 + (50-size/2),
    Math.sin(angle) * 15 + (50-size/2),
    size,
    size
    );

    this._.fillStyle = '#63D3FF';

    this._.fillRect(
    Math.cos(angleB) * 15 + (50-size/2),
    Math.sin(angleB) * 25 + (50-size/2),
    size,
    size
    );

    if (point.progress == 1) {

    this._.globalAlpha = f < .5 ? 1-f : f;

    this._.fillStyle = '#EEE';

    this._.beginPath();
    this._.arc(50, 50, 5, 0, 360, 0);
    this._.closePath();
    this._.fill();

    }


    },

    path: [
    ['line', 40, 10, 60, 90]
    ]
    },

    {

    100,
    height: 100,

    stepsPerFrame: 3,
    trailLength: 1,
    pointDistance: .01,
    fps: 30,
    step: 'fader',

    strokeColor: '#D4FF00',

    setup: function() {
    this._.lineWidth = 6;
    },

    path: [
    ['arc', 50, 50, 20, 360, 0]
    ]
    },

    {

    100,
    height: 100,

    stepsPerFrame: 1,
    trailLength: 1,
    pointDistance: .02,
    fps: 30,

    fillColor: '#05E2FF',

    step: function(point, index) {

    this._.beginPath();
    this._.moveTo(point.x, point.y);
    this._.arc(point.x, point.y, index * 7, 0, Math.PI*2, false);
    this._.closePath();
    this._.fill();

    },

    path: [
    ['arc', 50, 50, 30, 0, 360]
    ]

    },

    {

    100,
    height: 100,

    stepsPerFrame: 1,
    trailLength: 1,
    pointDistance: .05,

    strokeColor: '#FF2E82',

    fps: 20,

    setup: function() {
    this._.lineWidth = 4;
    },
    step: function(point, index) {

    var cx = this.padding + 50,
    cy = this.padding + 50,
    _ = this._,
    angle = (Math.PI/180) * (point.progress * 360),
    innerRadius = index === 1 ? 10 : 25;

    _.beginPath();
    _.moveTo(point.x, point.y);
    _.lineTo(
    (Math.cos(angle) * innerRadius) + cx,
    (Math.sin(angle) * innerRadius) + cy
    );
    _.closePath();
    _.stroke();

    },
    path: [
    ['arc', 50, 50, 40, 0, 360]
    ]
    }

    ];

    var d, a, container = document.getElementById('in');

    for (var i = -1, l = loaders.length; ++i < l;) {

    d = document.createElement('div');
    d.className = 'l';

    a = new Sonic(loaders[i]);

    d.appendChild(a.canvas);
    container.appendChild(d);

    a.play();

    }

    </script>

    </body>
  • 相关阅读:
    【NX二次开发】获取体是实体还是片体UF_MODL_ask_body_type()
    【creo】CREO5.0+VS2019配置(还没写完)
    【NX二次开发】导出x_t、导入x_t例子,UF_PS_export_data、UF_PS_import_data
    UG_PS Parasolid相关的操作
    【NX二次开发】创建老版的基准平面uf5374
    UnityShader之固定管线命令Combine纹理混合【Shader资料4】
    UnityShader之固定管线Fixed Function Shader【Shader资料3】
    UnityShader之Shader分类篇【Shader资料2】
    UnityShader之Shader格式篇【Shader资料1】
    Unity3D事件函数的执行顺序
  • 原文地址:https://www.cnblogs.com/wzzl/p/4555368.html
Copyright © 2020-2023  润新知