用canvas实现简单的下雪效果(附代码)
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首先新建一个html文件,将body的背景设置为天空的那种深蓝色,并创建一个canvas,canvas的操作逻辑都放在snow.js中:
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body {
background-color: #102a54;
}
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canvas的操作将在页面加载完之后执行,首先获取到canvas的二维context,并将canvas宽高设置为window的宽高,确保天空背景铺满整个窗口。 snow.js:
window.onload = function () {
var canvas = document.getElementById('sky');
var ctx = canvas.getContext('2d');
var W = window.innerWidth;
var H = window.innerHeight;
canvas.width = W;
canvas.height = H;
}
天空背景完成后,我们来创建雪花,思路比较简单,我们让屏幕上保持一个额定数量的雪花,并给每个雪花一个随机的位置、随机的大小以及随机的下落速度:
...
var flakesCount = 100; // 雪花个数
var flakes = [];
for (var i = 0; i 60308be2d3db46a4196a16f2fc374059 H) {
flakes[i] = { x: Math.random() * W, y: 0, r: flake.r, d: flake.d };
}
}
}
setInterval(drawFlakes, 25);
完成,我们来看一下实际效果:
嗯,还挺像那么回事儿:)
完整代码:
<!DOCTYPE html>
<head>
<style>
body {
background-color: #102a54;
}
</style>
</head>
<body>
<canvas id='sky'></canvas>
<script src=snow.js></script>
</body>
</html>
window.onload = function () {
// get the canvas and context
var canvas = document.getElementById('sky');
var ctx = canvas.getContext('2d');
// set canvas dims to window height and width
var W = window.innerWidth;
var H = window.innerHeight;
canvas.width = W;
canvas.height = H;
// generate snowflakes and apply attributes
var flakesCount = 100;
var flakes = []; // flake instances
// loop through the empty flakes and apply attributes
for (var i = 0; i < flakesCount; i++) {
flakes.push({
x: Math.random() * W,
y: Math.random() * H,
r: Math.random() * 5 + 2, // 2px - 7px
d: Math.random() + 1
});
}
// draw flakes onto canvas
function drawFlakes() {
ctx.clearRect(0, 0, W, H);
ctx.fillStyle = '#fff';
ctx.beginPath();
for (var i = 0; i < flakesCount; i++) {
var flake = flakes[i];
ctx.moveTo(flake.x, flake.y);
ctx.arc(flake.x, flake.y, flake.r, 0, Math.PI * 2, true);
}
ctx.fill();
moveFlakes();
}
var angle = 0;
function moveFlakes() {
angle += 0.01;
for (var i = 0; i < flakesCount; i++) {
var flake = flakes[i];
flake.y += Math.pow(flake.d, 2) + 1;
flake.x += Math.sin(angle) * 2;
if (flake.y > H) {
flakes[i] = { x: Math.random() * W, y: 0, r: flake.r, d: flake.d };
}
}
}
setInterval(drawFlakes, 25);
}
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