JavaScript+html5 canvas實現(xiàn)圖片破碎重組動畫特效
也許你見過HTML5圖片破碎動畫特效,實現(xiàn)的原理也挺簡單的。但是你應(yīng)該沒有見過視頻也可以破碎重組,這個HTML5動畫就是利用Canvas的相關(guān)特性,實現(xiàn)了點擊鼠標(biāo)讓視頻破碎重組的效果。在視頻區(qū)域點擊鼠標(biāo),即可讓該區(qū)域的視頻破碎,讓后經(jīng)過一段時間后,破碎的區(qū)域又可以重組還原,視覺效果非常棒。
HTML代碼
<div style="display:none"> <video id="sourcevid" autoplay="true" loop="true"> <source src="BigBuckBunny_640x360.mp4" type="video/mp4"/> <source src="BigBuckBunny_640x360.ogv" type="video/ogg"/> </video> <canvas id="sourcecopy" width="640" height="360"></canvas> </div> <div> <center> <div style="z-index:1;position:relative;text-align:center;font-size:16px;font-weight:bold;width:1000px;top:60px;">Click video to blow it up!</div> <canvas id="output" width="1000" height="600" onmousedown="dropBomb(event, this)" style="border: 0 none"> </canvas> </center> </div>
JavaScript代碼
var video; var copy; var copycanvas; var draw; var TILE_WIDTH = 32; var TILE_HEIGHT = 24; var TILE_CENTER_WIDTH = 16; var TILE_CENTER_HEIGHT = 12; var SOURCERECT = {x:0, y:0, width:0, height:0}; var PAINTRECT = {x:0, y:0, width:1000, height:600}; function init(){ video = document.getElementById('sourcevid'); copycanvas = document.getElementById('sourcecopy'); copy = copycanvas.getContext('2d'); var outputcanvas = document.getElementById('output'); draw = outputcanvas.getContext('2d'); setInterval("processFrame()", 33); } function createTiles(){ var offsetX = TILE_CENTER_WIDTH+(PAINTRECT.width-SOURCERECT.width)/2; var offsetY = TILE_CENTER_HEIGHT+(PAINTRECT.height-SOURCERECT.height)/2; var y=0; while(y < SOURCERECT.height){ var x=0; while(x < SOURCERECT.width){ var tile = new Tile(); tile.videoX = x; tile.videoY = y; tile.originX = offsetX+x; tile.originY = offsetY+y; tile.currentX = tile.originX; tile.currentY = tile.originY; tiles.push(tile); x+=TILE_WIDTH; } y+=TILE_HEIGHT; } } var RAD = Math.PI/180; var randomJump = false; var tiles = []; var debug = false; function processFrame(){ if(!isNaN(video.duration)){ if(SOURCERECT.width == 0){ SOURCERECT = {x:0,y:0,width:video.videoWidth,height:video.videoHeight}; createTiles(); } //this is to keep my sanity while developing if(randomJump){ randomJump = false; video.currentTime = Math.random()*video.duration; } //loop if(video.currentTime == video.duration){ video.currentTime = 0; } } var debugStr = ""; //copy tiles copy.drawImage(video, 0, 0); draw.clearRect(PAINTRECT.x, PAINTRECT.y,PAINTRECT.width,PAINTRECT.height); for(var i=0; i<tiles.length; i++){ var tile = tiles[i]; if(tile.force > 0.0001){ //expand tile.moveX *= tile.force; tile.moveY *= tile.force; tile.moveRotation *= tile.force; tile.currentX += tile.moveX; tile.currentY += tile.moveY; tile.rotation += tile.moveRotation; tile.rotation %= 360; tile.force *= 0.9; if(tile.currentX <= 0 || tile.currentX >= PAINTRECT.width){ tile.moveX *= -1; } if(tile.currentY <= 0 || tile.currentY >= PAINTRECT.height){ tile.moveY *= -1; } }else if(tile.rotation != 0 || tile.currentX != tile.originX || tile.currentY != tile.originY){ //contract var diffx = (tile.originX-tile.currentX)*0.2; var diffy = (tile.originY-tile.currentY)*0.2; var diffRot = (0-tile.rotation)*0.2; if(Math.abs(diffx) < 0.5){ tile.currentX = tile.originX; }else{ tile.currentX += diffx; } if(Math.abs(diffy) < 0.5){ tile.currentY = tile.originY; }else{ tile.currentY += diffy; } if(Math.abs(diffRot) < 0.5){ tile.rotation = 0; }else{ tile.rotation += diffRot; } }else{ tile.force = 0; } draw.save(); draw.translate(tile.currentX, tile.currentY); draw.rotate(tile.rotation*RAD); draw.drawImage(copycanvas, tile.videoX, tile.videoY, TILE_WIDTH, TILE_HEIGHT, -TILE_CENTER_WIDTH, -TILE_CENTER_HEIGHT, TILE_WIDTH, TILE_HEIGHT); draw.restore(); } if(debug){ debug = false; document.getElementById('trace').innerHTML = debugStr; } } function explode(x, y){ for(var i=0; i<tiles.length; i++){ var tile = tiles[i]; var xdiff = tile.currentX-x; var ydiff = tile.currentY-y; var dist = Math.sqrt(xdiff*xdiff + ydiff*ydiff); var randRange = 220+(Math.random()*30); var range = randRange-dist; var force = 3*(range/randRange); if(force > tile.force){ tile.force = force; var radians = Math.atan2(ydiff, xdiff); tile.moveX = Math.cos(radians); tile.moveY = Math.sin(radians); tile.moveRotation = 0.5-Math.random(); } } tiles.sort(zindexSort); processFrame(); } function zindexSort(a, b){ return (a.force-b.force); } function dropBomb(evt, obj){ var posx = 0; var posy = 0; var e = evt || window.event; if (e.pageX || e.pageY){ posx = e.pageX; posy = e.pageY; }else if (e.clientX || e.clientY) { posx = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft; posy = e.clientY + document.body.scrollTop + document.documentElement.scrollTop; } var canvasX = posx-obj.offsetLeft; var canvasY = posy-obj.offsetTop; explode(canvasX, canvasY); } function Tile(){ this.originX = 0; this.originY = 0; this.currentX = 0; this.currentY = 0; this.rotation = 0; this.force = 0; this.z = 0; this.moveX= 0; this.moveY= 0; this.moveRotation = 0; this.videoX = 0; this.videoY = 0; } /* getPixel return pixel object {r,g,b,a} */ function getPixel(imageData, x, y){ var data = imageData.data; var pos = (x + y * imageData.width) * 4; return {r:data[pos], g:data[pos+1], b:data[pos+2], a:data[pos+3]} } /* setPixel set pixel object {r,g,b,a} */ function setPixel(imageData, x, y, pixel){ var data = imageData.data; var pos = (x + y * imageData.width) * 4; data[pos] = pixel.r; data[pos+1] = pixel.g; data[pos+2] = pixel.b; data[pos+3] = pixel.a; } /* copyPixel faster then using getPixel/setPixel combo */ function copyPixel(sImageData, sx, sy, dImageData, dx, dy){ var spos = (sx + sy * sImageData.width) * 4; var dpos = (dx + dy * dImageData.width) * 4; dImageData.data[dpos] = sImageData.data[spos]; //R dImageData.data[dpos+1] = sImageData.data[spos+1]; //G dImageData.data[dpos+2] = sImageData.data[spos+2]; //B dImageData.data[dpos+3] = sImageData.data[spos+3]; //A } </script>
希望本文所述對大家學(xué)習(xí)javascript程序設(shè)計有所幫助。
- 純JavaScript實現(xiàn)HTML5 Canvas六種特效濾鏡示例
- 教你用幾十行js實現(xiàn)很炫的canvas交互特效
- js canvas實現(xiàn)星空連線背景特效
- js canvas實現(xiàn)隨機粒子特效
- javascript結(jié)合html5 canvas實現(xiàn)(可調(diào)畫筆顏色/粗細(xì)/橡皮)的涂鴉板
- Javascript保存網(wǎng)頁為圖片借助于html2canvas庫實現(xiàn)
- js+canvas實現(xiàn)滑動拼圖驗證碼功能
- JavaScript+html5 canvas實現(xiàn)本地截圖教程
- JS+Canvas 實現(xiàn)下雨下雪效果
- html5 canvas js(數(shù)字時鐘)實例代碼
- js和canvas繪制圓形金屬質(zhì)感特效
相關(guān)文章
js循環(huán)中使用正則失效異常的踩坑實戰(zhàn)
這篇文章主要給大家介紹了關(guān)于js循環(huán)中使用正則失效異常的踩坑實戰(zhàn),文中通過實例代碼介紹的非常詳細(xì),對大家的學(xué)習(xí)或者工作具有一定的參考學(xué)習(xí)價值,需要的朋友可以參考下2023-05-05javascript檢測是否聯(lián)網(wǎng)的實現(xiàn)代碼
這篇文章主要介紹了javascript檢測是否聯(lián)網(wǎng)的實現(xiàn)代碼,需要的朋友可以參考下2014-09-09vscode錄音及語音實時轉(zhuǎn)寫插件開發(fā)并在工作區(qū)生成本地mp3文件附踩坑日記!
以目前的vscode版本來說,作者并沒有開放訪問本地媒體權(quán)限,所以插件市場里面的所有語音相關(guān)插件也并沒有直接獲取vscode的媒體權(quán)限,這篇文章主要介紹了vscode錄音及語音實時轉(zhuǎn)寫插件開發(fā)并在工作區(qū)生成本地mp3文件?踩坑日記!,需要的朋友可以參考下2023-05-05