js打造圆点波动涟漪动画效果代码
代码语言:html
所属分类:动画
代码描述:js打造圆点波动涟漪动画效果代码
下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<style>
body {
margin: 0;
overflow: hidden;
background-color: #141414;
}
.overlay {
position: fixed;
top: 0;
left: 0;
right: 0;
bottom: 0;
z-index: 100;
}
</style>
</head>
<body>
<script>
window.canvasOptions = {
autoClear: true,
autoCompensate: false,
autoPushPop: true,
canvas: true,
centered: true,
desynchronized: false,
width: null,
height: null
};
/* requestAnimationFrame */
</script>
<script >
const {
E, LN10, LN2, LOG10E, LOG2E, PI, SQRT1_2, SQRT2,
abs, acos, acosh, asin, asinh, atan, atan2, atanh, cbrt, ceil, clz32,
cosh, exp, expm1, floor, fround, hypot, imul, log, log10, log1p, log2, max,
min, pow, /* random, */round, sign, sinh, sqrt, tan, tanh, trunc } =
Math;
let _codepenIDRegex = /codepen\.io\/[^/]+\/(?:pen|debug|fullpage|fullembedgrid)\/([^?#]+)/;
// Why not?
const ZERO = 0.0;
const ONE = 1.0;
const TWO = 2.0;
const THREE = 3.0;
const FOUR = 4.0;
const FIVE = 5.0;
const SIX = 6.0;
const SEVEN = 7.0;
const EIGHT = 8.0;
const NINE = 9.0;
const TEN = 10.0;
const ELEVEN = 11.0;
const TWELVE = 12.0;
const SIXTEEN = 16.0;
const THIRTY = 30.0;
const THIRTY_TWO = 32.0;
const SIXTY = 60.0;
const HUNDRED = 100.0;
const THOUSAND = 1000.0;
const HALF = ONE / TWO;
const THIRD = ONE / THREE;
const TWO_THIRDS = THIRD * TWO;
const QUARTER = ONE / FOUR;
const THREE_QUARTER = QUARTER * THREE;
const FIFTH = ONE / FIVE;
const SIXTH = ONE / SIX;
const SEVENTH = ONE / SEVEN;
const EIGHTH = ONE / EIGHT;
const TWELFTH = ONE / TWELVE;
const SIXTEENTH = ONE / SIXTEEN;
const ONE_THIRTIETH = ONE / THIRTY;
const THIRTY_SECONDTH = ONE / THIRTY_TWO;
const SIXTIETH = ONE / SIXTY;
const TENTH = 1e-1;
const HUNDREDTH = 1e-2;
const THOUSANDTH = 1e-3;
const TEN_THOUSANDTH = 1e-4;
const HUNDRED_THOUSANDTH = 1e-5;
const MILLIONTH = 1e-6;
const TEN_MILLIONTH = 1e-7;
const HUNDRED_MILLIONTH = 1e-8;
const BILLIONTH = 1e-9;
const TEN_BILLIONTH = 1e-10;
const HUNDRED_BILLIONTH = 1e-11;
const HALF_PI = PI * HALF;
const THREE_QUARTER_PI = PI * THREE_QUARTER;
const THIRD_PI = PI * THIRD;
const QUARTER_PI = PI * QUARTER;
const FIFTH_PI = PI * FIFTH;
const SIXTH_PI = PI * SIXTH;
const SEVENTH_PI = PI * SEVENTH;
const EIGHTH_PI = PI * EIGHTH;
const TWELFTH_PI = PI * TWELFTH;
const SIXTEENTH_PI = PI * SIXTEENTH;
const THIRTY_SECONDTH_PI = PI * THIRTY_SECONDTH;
const TAU = PI * TWO;
const TWO_TAU = TAU * TWO;
const THREE_QUARTER_TAU = TAU * THREE_QUARTER;
const HALF_TAU = PI;
const THIRD_TAU = TAU * THIRD;
const QUARTER_TAU = HALF_PI;
const FIFTH_TAU = TAU * FIFTH;
const SIXTH_TAU = THIRD_PI;
const EIGHTH_TAU = QUARTER_PI;
const TWELFTH_TAU = SIXTH_PI;
const SIXTEENTH_TAU = EIGHTH_PI;
const THIRTY_SECONDTH_TAU = SIXTEENTH_PI;
const SQRT_3 = sqrt(THREE);
const SQRT_4 = sqrt(FOUR);
const SQRT_5 = sqrt(FIVE);
const PHI = (1 + sqrt(5)) * 0.5;
const GOLDEN_ANGLE = 1 / (PHI * PHI);
const COLOR_BLACK = hsl(0, 0, 0);
const COLOR_WHITE = hsl(0, 0, 100);
const COLOR_RED = hsl(0, 100, 50);
const COLOR_ORANGE = hsl(30, 100, 50);
const COLOR_YELLOW = hsl(60, 100, 50);
const COLOR_GREEN = hsl(120, 100, 50);
const COLOR_CYAN = hsl(180, 100, 50);
const COLOR_BLUE = hsl(240, 100, 50);
const COLOR_PURPLE = hsl(280, 100, 50);
const COLOR_MAGENTA = hsl(300, 100, 50);
const TEXTALIGN_LEFT = 'left';
const TEXTALIGN_CENTER = 'center';
const TEXTALIGN_RIGHT = 'right';
const TEXTBASELINE_TOP = 'top';
const TEXTBASELINE_MIDDLE = 'middle';
const TEXTBASELINE_BOTTOM = 'bottom';
let _defaulCanvasOptions = {
autoClear: false,
autoCompensate: true,
autoPushPop: false,
canvas: true,
centered: false,
desynchronized: false,
drawAndStop: false,
width: null,
height: null };
let _canvasOptions = {};
let canvas = document.getElementById('canvas');
if (canvas === null) {
canvas = document.createElement('canvas');
canvas.id = 'canvas';
document.body.appendChild(canvas);
}
let ctx = canvas.getContext('2d', {
desynchronized: window.canvasOptions && window.canvasOptions.desynchronized !== undefined ?
window.canvasOptions.desynchronized : _defaulCanvasOptions.desynchronized
// preserveDrawingBuffer: true // WebGL
});
const _originalCtx = ctx;
let _anim, _lastCanvasTime, canvasFrameRate, frameCount, width, height, width_half, height_half, width_quarter, height_quarter;
let _canvasCurrentlyCentered = false;
let _logMouseEvents = false;
let _mouseUpdateTimeThreshold = 12;
let mouseUpdate = -Infinity,mouseIn = false,mouseDown = false,mouseMove = null,mousePos = null,mousePosPrev = null,mouseDownTime = -Infinity,mouseDownPos = null;
function updateMouse(e, eventName) {// Modified from p5.js
if (_logMouseEvents) {
console.log('Mouse event', eventName, e);
}
if (e && !e.clientX) {
e = e.touches && e.touches.length ? e.touches[0] : e.changedTouches ? e.changedTouches[0] : e;
}
if (!e) {
if (_logMouseEvents) {
console.log('Missing event data');
}
return;
}
const _mouseUpdate = e.timeStamp === undefined ? performance.now() : e.timeStamp;
if (mouseUpdate > 0 && _mouseUpdate - mouseUpdate < _mouseUpdateTimeThreshold) {
if (_logMouseEvents) {
// https://nolanlawson.com/2019/08/11/high-performance-input-handling-on-the-web/
// https://bugs.chromium.org/p/chromium/issues/detail?id=992954
// http://event-timing.glitch.me/
console.log('Skipping mouse event, are the dev tools open?');
}
return;
}
mouseUpdate = _mouseUpdate;
let rect = canvas.getBoundingClientRect();
let sx = canvas.scrollWidth / width;
let sy = canvas.scrollHeight / height;
let x = (e.clientX - rect.left) / sx;
let y = (e.clientY - rect.top) / sy;
if (x < 0) x = 0;else
if (x > width) x = width;
if (y < 0) y = 0;else
if (y > height) y = height;
if (mousePos) {
mousePosPrev.set(mousePos);
mousePos.set(x, y);
}
// return { x, y, winX: e.clientX, winY: e.clientY, id: e.identifier };
}
// let mouseIn = false, mouseDown = false, mouseMove = null, mousePos = { x: 0, y: 0 };
// function updateMouse(e) {
// if(e && !e.clientX) {
// e = e.touches ? e.touches[0] : (e.changedTouches ? e.changedTouches[0] : e);
// }
// const { innerWidth: width, innerHeight: height } = window;
// uniforms.mouse.value.set(e.clientX / width, 1 - e.clientY / height);
// }
// [
// [ 'mouseenter', e => mouseIn = true ],
// [ 'mouseleave', e => (mouseIn = false, mouseDown = false) ],
// [ 'mousemove', e => (mouseIn = true, mouseMove = e.timeStamp) ],
// [ 'mousedown', e => (mouseIn = true, mouseDown = true) ],
// [ 'mouseup', e => mouseDown = false ],
// [ 'touchstart', e => mouseIn = true ],
// [ 'touchend', e => (mouseIn = false, mouseDown = false) ],
// [ 'touchcancel', e => (mouseIn = false, mouseDown = false) ],
// [ 'touchmove', e => (mouseIn = true, mouseMove = e.timeStamp) ]
// ].forEach(([ eventName, cb ]) => document.body.addEventListener(eventName, e => {
// updateMouse(e);
// cb(e);
// }));
canvas.addEventListener('mouseenter', e => (updateMouse(e, 'mouseenter'), mouseIn = true));
canvas.addEventListener('mouseleave', e => (updateMouse(e, 'mouseleave'), mouseIn = mouseDown = false));
canvas.addEventListener('mousemove', e => (updateMouse(e, 'mousemove'), mouseIn = true, mouseMove = e.timeStamp));
canvas.addEventListener('mousedown', e => {
updateMouse(e, 'mousedown');
mouseIn = mouseDown = true;
mouseDownTime = e.timeStamp;
mouseDownPos = mousePos.copy();
});
canvas.addEventListener('mouseup', e => (updateMouse(e, 'mouseup'), mouseDown = false));
canvas.addEventListener('touchstart', e => (updateMouse(e, 'touchstart'), mouseIn = true));
canvas.addEventListener('touchend', e => (updateMouse(e, 'touchend'), mouseIn = mouseDown = false));
canvas.addEventListener('touchcancel', e => (updateMouse(e, 'touchcancel'), mouseIn = mouseDown = false));
canvas.addEventListener('touchmove', e => (updateMouse(e, 'touchmove'), mouseIn = true));
window.addEventListener('resize', _resizeCanvas);
window.addEventListener('load', () => {
mousePos = new Vector();
mousePosPrev = new Vector();
mouseDownPos = new Vector();
Object.assign(
_canvasOptions,
_defaulCanvasOptions,
'canvasOptions' in window ? window.canvasOptions : {});
if (_canvasOptions.canvas === false) {
document.body.removeChild(canvas);
}
_resizeCanvas();
if ('setup' in window) {
window.setup();
}
frameCount = 0;
_anim = requestAnimationFrame(_draw);
});
function _draw(timestamp) {
frameCount++;
canvasFrameRat.........完整代码请登录后点击上方下载按钮下载查看
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