• Canvas 3D球形文字云动画特效


     Canvas 3D球形文字云动画特效

     效果图:

     

     代码如下,复制即可使用:

      (适用浏览器:360、FireFox、Chrome、Opera、傲游、搜狗、世界之窗. 不支持Safari、IE8及以下浏览器。)

    <!doctype html>
    <html>
    <head>
    <meta charset="utf-8">
    <title>Canvas 3D球形文字云动画特效</title>
    
    <style>
    body {
        background-color:#000000;
        color:#555555;
    }
    h4 {
        font-family:sans-serif;
        color:#555555;
        font-size:16px;
    }
    h3 {
        font-family:sans-serif;
        color:#555555;
    }
    p {
        font-family:sans-serif;
        color:#888888;
        font-size:14px;
    }
    a {
        font-family:sans-serif;
        color:#d15423;
        text-decoration:none;
    }
    </style>
    
    </head>
    <body>
    <!-- 此处需要自己修改路径 -->
    <script src="js/canvas.min.js"></script>
    
    <div style="text-align:center">
    
        <canvas id="canvasOne" width="900" height="520" ></canvas>
    
    </div>
    
    <script type="text/javascript">
    window.addEventListener("load", windowLoadHandler, false);
    var sphereRad = 280;
    var radius_sp=1;
    var opt_display_dots = false;
    
    var unicodeFlakes = ['?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '', '', '', '', '', '', '', '', '', '', '', '?', '', '?', '', '?', '', '', '', '', '?', '', '', '', '', '', '', '', '?', '', '?', '', '', '?', '', '', '?', '', '', '', '', '?', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '?', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '饿', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '西', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '', '' ];
    
    //for debug messages
    var Debugger = function() { };
    Debugger.log = function(message) {
        try {
            console.log(message);
        }
        catch (exception) {
            return;
        }
    }
    
    function windowLoadHandler() {
        canvasApp();
    }
    
    function canvasSupport() {
        return Modernizr.canvas;
    }
    
    function canvasApp() {
        if (!canvasSupport()) {
            return;
        }
        
        var theCanvas = document.getElementById("canvasOne");
        var context = theCanvas.getContext("2d");
        
        var displayWidth;
        var displayHeight;
        var timer;
        var wait;
        var count;
        var numToAddEachFrame;
        var particleList;
        var recycleBin;
        var particleAlpha;
        var r,g,b;
        var fLen;
        var m;
        var projCenterX;
        var projCenterY;
        var zMax;
        var turnAngle;
        var turnSpeed;
        var sphereCenterX, sphereCenterY, sphereCenterZ;
        var particleRad;
        var zeroAlphaDepth;
        var randAccelX, randAccelY, randAccelZ;
        var gravity;
        var rgbString;
        //we are defining a lot of variables used in the screen update functions globally so that they don't have to be redefined every frame.
        var p;
        var outsideTest;
        var nextParticle;
        var sinAngle;
        var cosAngle;
        var rotX, rotZ;
        var depthAlphaFactor;
        var i;
        var theta, phi;
        var x0, y0, z0;
            
        init();
        
      // INITIALLI
        function init() {
            wait = 1;
            count = wait - 1;
            numToAddEachFrame = 4;
            
            //particle color
            r = 70;
            g = 255;
            b = 140;
            
            rgbString = "rgba("+r+","+g+","+b+","; //partial string for color which will be completed by appending alpha value.
            particleAlpha = 1; //maximum alpha
            
            displayWidth = theCanvas.width;
            displayHeight = theCanvas.height;
            
            fLen = 320; //represents the distance from the viewer to z=0 depth.
            
            //projection center coordinates sets location of origin
            projCenterX = displayWidth/2;
            projCenterY = displayHeight/2;
            
            //we will not draw coordinates if they have too large of a z-coordinate (which means they are very close to the observer).
            zMax = fLen-2;
            
            particleList = {};
            recycleBin = {};
            
            //random acceleration factors - causes some random motion
            randAccelX = 0.1;
            randAccelY = 0.1;
            randAccelZ = 0.1;
            
            gravity = -0; //try changing to a positive number (not too large, for example 0.3), or negative for floating upwards.
            
            particleRad = 2.5;
            
            sphereCenterX = 0;
            sphereCenterY = 0;
            sphereCenterZ = -3 - sphereRad;
            
            //alpha values will lessen as particles move further back, causing depth-based darkening:
            zeroAlphaDepth = -750; 
            
            turnSpeed = 2*Math.PI/1200; //the sphere will rotate at this speed (one complete rotation every 1600 frames).
            turnAngle = 0; //initial angle
            
            timer = setInterval(onTimer, 10/24);
        }
        
        function onTimer() {
            //if enough time has elapsed, we will add new particles.        
            count++;
                if (count >= wait) {
                            
                count = 0;
                for (i = 0; i < numToAddEachFrame; i++) {
                    theta = Math.random()*2*Math.PI;
                    phi = Math.acos(Math.random()*2-1);
                    x0 = sphereRad*Math.sin(phi)*Math.cos(theta);
                    y0 = sphereRad*Math.sin(phi)*Math.sin(theta);
                    z0 = sphereRad*Math.cos(phi);
                    
                    //We use the addParticle function to add a new particle. The parameters set the position and velocity components.
                    //Note that the velocity parameters will cause the particle to initially fly outwards away from the sphere center (after
                    //it becomes unstuck).
                    var p = addParticle(x0, sphereCenterY + y0, sphereCenterZ + z0, 0.002*x0, 0.002*y0, 0.002*z0);
                    
                    //we set some "envelope" parameters which will control the evolving alpha of the particles.
                    p.attack = 50;
                    p.hold = 50;
                    p.decay = 100;
                    p.initValue = 0;
                    p.holdValue = particleAlpha;
                    p.lastValue = 0;
                    
                    //the particle will be stuck in one place until this time has elapsed:
                    p.stuckTime = 90 + Math.random()*20;
                    
                    p.accelX = 0;
                    p.accelY = gravity;
                    p.accelZ = 0;
                }
            }
            
            //update viewing angle
            turnAngle = (turnAngle + turnSpeed) % (2*Math.PI);
            sinAngle = Math.sin(turnAngle);
            cosAngle = Math.cos(turnAngle);
    
            //background fill
            context.fillStyle = "#000000";
            context.fillRect(0,0,displayWidth,displayHeight);
            
            //update and draw particles
            p = particleList.first;
            while (p != null) {
                //before list is altered record next particle
                nextParticle = p.next;
    
                //update age
                p.age++;
                
                //if the particle is past its "stuck" time, it will begin to move.
                if (p.age > p.stuckTime) {    
                    p.velX += p.accelX + randAccelX*(Math.random()*2 - 1);
                    p.velY += p.accelY + randAccelY*(Math.random()*2 - 1);
                    p.velZ += p.accelZ + randAccelZ*(Math.random()*2 - 1);
                    
                    p.x += p.velX;
                    p.y += p.velY;
                    p.z += p.velZ;
                }
                
                /*
                We are doing two things here to calculate display coordinates.
                The whole display is being rotated around a vertical axis, so we first calculate rotated coordinates for
                x and z (but the y coordinate will not change).
                Then, we take the new coordinates (rotX, y, rotZ), and project these onto the 2D view plane.
                */
                rotX =  cosAngle*p.x + sinAngle*(p.z - sphereCenterZ);
                rotZ =  -sinAngle*p.x + cosAngle*(p.z - sphereCenterZ) + sphereCenterZ;
                m =radius_sp* fLen/(fLen - rotZ);
                p.projX = rotX*m + projCenterX;
                p.projY = p.y*m + projCenterY;
                
                //update alpha according to envelope parameters.
                if (p.age < p.attack+p.hold+p.decay) {
                    if (p.age < p.attack) {
                        p.alpha = (p.holdValue - p.initValue)/p.attack*p.age + p.initValue;
                    }
                    else if (p.age < p.attack+p.hold) {
                        p.alpha = p.holdValue;
                    }
                    else if (p.age < p.attack+p.hold+p.decay) {
                        p.alpha = (p.lastValue - p.holdValue)/p.decay*(p.age-p.attack-p.hold) + p.holdValue;
                    }
                }
                else {
                    p.dead = true;
                }
                
                //see if the particle is still within the viewable range.
                if ((p.projX > displayWidth)||(p.projX<0)||(p.projY<0)||(p.projY>displayHeight)||(rotZ>zMax)) {
                    outsideTest = true;
                }
                else {
                    outsideTest = false;
                }
                
                if (outsideTest||p.dead) {
                    recycle(p);
                }
                
                else {
                    //depth-dependent darkening
                    depthAlphaFactor = (1-rotZ/zeroAlphaDepth);
                    depthAlphaFactor = (depthAlphaFactor > 1) ? 1 : ((depthAlphaFactor<0) ? 0 : depthAlphaFactor);
                    context.fillStyle = rgbString + depthAlphaFactor*p.alpha + ")";
                /*ADD TEXT function!*/
               
                    context.fillText(p.flake,p.projX, p.projY);
                /*ADD TEXT function!*/
        
                    //draw
                    context.beginPath();
            if(opt_display_dots)
              {context.arc(p.projX, p.projY, m*particleRad, 0, 2*Math.PI, false);}
                    context.closePath();
                    context.fill();
                }
                
                p = nextParticle;
            }
        }
            
        function addParticle(x0,y0,z0,vx0,vy0,vz0) {
            var newParticle;
            var color;
        
            
            //check recycle bin for available drop:
            if (recycleBin.first != null) {
                newParticle = recycleBin.first;
                //remove from bin
                if (newParticle.next != null) {
                    recycleBin.first = newParticle.next;
                    newParticle.next.prev = null;
                }
                else {
                    recycleBin.first = null;
                }
            }
            //if the recycle bin is empty, create a new particle (a new ampty object):
            else {
                newParticle = {};
            }
            
            //add to beginning of particle list
            if (particleList.first == null) {
                particleList.first = newParticle;
                newParticle.prev = null;
                newParticle.next = null;
            }
            else {
                newParticle.next = particleList.first;
                particleList.first.prev = newParticle;
                particleList.first = newParticle;
                newParticle.prev = null;
            }
            
            //initialize
            newParticle.x = x0;
            newParticle.y = y0;
            newParticle.z = z0;
            newParticle.velX = vx0;
            newParticle.velY = vy0;
            newParticle.velZ = vz0;
            newParticle.age = 0;
            newParticle.dead = false;
        
        newParticle.flake = unicodeFlakes[Math.floor(Math.random() * unicodeFlakes.length)];
            if (Math.random() < 0.5) {
                newParticle.right = true;
            }
            else {
                newParticle.right = false;
            }
            return newParticle;        
        }
        
        function recycle(p) {
            //remove from particleList
            if (particleList.first == p) {
                if (p.next != null) {
                    p.next.prev = null;
                    particleList.first = p.next;
                }
                else {
                    particleList.first = null;
                }
            }
            else {
                if (p.next == null) {
                    p.prev.next = null;
                }
                else {
                    p.prev.next = p.next;
                    p.next.prev = p.prev;
                }
            }
            //add to recycle bin
            if (recycleBin.first == null) {
                recycleBin.first = p;
                p.prev = null;
                p.next = null;
            }
            else {
                p.next = recycleBin.first;
                recycleBin.first.prev = p;
                recycleBin.first = p;
                p.prev = null;
            }
        }    
    }
    </script>
    
    <div style="text-align:center;margin:50px 0; font:normal 14px/24px 'MicroSoft YaHei';">
    <p>适用浏览器:360、FireFox、Chrome、Opera、傲游、搜狗、世界之窗. 不支持Safari、IE8及以下浏览器。</p>
    </div>
    </body>
    </html>

      canvas.min.js

    /* Modernizr 2.6.2 (Custom Build) | MIT & BSD
     * Build: http://modernizr.com/download/#-fontface-backgroundsize-borderimage-borderradius-boxshadow-flexbox-hsla-multiplebgs-opacity-rgba-textshadow-cssanimations-csscolumns-generatedcontent-cssgradients-cssreflections-csstransforms-csstransforms3d-csstransitions-applicationcache-canvas-canvastext-draganddrop-hashchange-history-audio-video-indexeddb-input-inputtypes-localstorage-postmessage-sessionstorage-websockets-websqldatabase-webworkers-geolocation-inlinesvg-smil-svg-svgclippaths-touch-webgl-shiv-mq-cssclasses-addtest-prefixed-teststyles-testprop-testallprops-hasevent-prefixes-domprefixes-load
     */
    ;window.Modernizr=function(a,b,c){function D(a){j.cssText=a}function E(a,b){return D(n.join(a+";")+(b||""))}function F(a,b){return typeof a===b}function G(a,b){return!!~(""+a).indexOf(b)}function H(a,b){for(var d in a){var e=a[d];if(!G(e,"-")&&j[e]!==c)return b=="pfx"?e:!0}return!1}function I(a,b,d){for(var e in a){var f=b[a[e]];if(f!==c)return d===!1?a[e]:F(f,"function")?f.bind(d||b):f}return!1}function J(a,b,c){var d=a.charAt(0).toUpperCase()+a.slice(1),e=(a+" "+p.join(d+" ")+d).split(" ");return F(b,"string")||F(b,"undefined")?H(e,b):(e=(a+" "+q.join(d+" ")+d).split(" "),I(e,b,c))}function K(){e.input=function(c){for(var d=0,e=c.length;d<e;d++)u[c[d]]=c[d]in k;return u.list&&(u.list=!!b.createElement("datalist")&&!!a.HTMLDataListElement),u}("autocomplete autofocus list placeholder max min multiple pattern required step".split(" ")),e.inputtypes=function(a){for(var 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     如有错误,欢迎联系我改正,非常感谢!!!

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  • 原文地址:https://www.cnblogs.com/yidaixiaohui/p/8447395.html
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