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HTML+CSS+JS realisiert magische Tanzanimationseffekte (Code-Sharing)

青灯夜游
青灯夜游nach vorne
2020-07-03 10:31:402262Durchsuche

In diesem Artikel wird der Code von HTML+CSS+JS mit Ihnen geteilt, um einen magischen Tanzanimationseffekt zu erzielen. Es hat einen gewissen Referenzwert. Freunde in Not können sich darauf beziehen. Ich hoffe, es wird für alle hilfreich sein.

Verwenden Sie HTML+CSS+JS, um den magischen Tanz zu realisieren, lasst uns aufgeregt sein! ! !

Rendering:

HTML+CSS+JS realisiert magische Tanzanimationseffekte (Code-Sharing)

Der Code lautet wie folgt. Kopieren Sie den Code und Sie können ihn verwenden:

<!DOCTYPE html>
<html >
<head>
  <meta charset="UTF-8">
  <title>The Last Experience</title>
  <style>
      html {
 overflow: hidden;
}
body {
 position: absolute;
 margin: 0;
 padding: 0;
 width: 100%;
 height: 100%;
 background: #000;
}
canvas {
 position: absolute;
 width: 100%;
 height: 100%;
 background: #000;
}
  </style>
  
</head>
<body>
  
    <script>
        &#39;use strict&#39;;
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var Robot = function () {
 function Robot(color, light, size, x, y, struct) {
  _classCallCheck(this, Robot);
  this.points = [];
  this.links = [];
  this.frame = 0;
  this.dir = 1;
  this.size = size;
  this.color = Math.round(color);
  this.light = light;
  // ---- points ----
  var id = 0;
  for (var _iterator = struct.points, _isArray = Array.isArray(_iterator), _i = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator]();;) {
   var _ref;
   if (_isArray) {
    if (_i >= _iterator.length) break;
    _ref = _iterator[_i++];
   } else {
    _i = _iterator.next();
    if (_i.done) break;
    _ref = _i.value;
   }
   var p = _ref;
   this.points.push(new Point(id++, size * p[0] + x, size * p[1] + y, p[2]));
  }
  // ---- links ----
  for (var _iterator2 = struct.links, _isArray2 = Array.isArray(_iterator2), _i2 = 0, _iterator2 = _isArray2 ? _iterator2 : _iterator2[Symbol.iterator]();;) {
   var _ref2;
   if (_isArray2) {
    if (_i2 >= _iterator2.length) break;
    _ref2 = _iterator2[_i2++];
   } else {
    _i2 = _iterator2.next();
    if (_i2.done) break;
    _ref2 = _i2.value;
   }
   var l = _ref2;
   var p0 = this.points[l[0]];
   var p1 = this.points[l[1]];
   var dx = p0.x - p1.x;
   var dy = p0.y - p1.y;
   this.links.push(new Link(this, p0, p1, Math.sqrt(dx * dx + dy * dy), l[2] * size / 3, l[3], l[4]));
  }
 }
 Robot.prototype.update = function update() {
  // ---- beat ----
  if (++this.frame % 20 === 0) this.dir = -this.dir;
  // ---- create giants ----
  if (dancerDrag && this === dancerDrag && this.size < 16 && this.frame > 600) {
   dancerDrag = null;
   dancers.push(new Robot(this.color, this.light * 1.25, this.size * 2, pointer.x, pointer.y - 100 * this.size * 2, struct));
   dancers.sort(function (d0, d1) {
    return d0.size - d1.size;
   });
  }
  // ---- update links ----
  for (var _iterator3 = this.links, _isArray3 = Array.isArray(_iterator3), _i3 = 0, _iterator3 = _isArray3 ? _iterator3 : _iterator3[Symbol.iterator]();;) {
   var _ref3;
   if (_isArray3) {
    if (_i3 >= _iterator3.length) break;
    _ref3 = _iterator3[_i3++];
   } else {
    _i3 = _iterator3.next();
    if (_i3.done) break;
    _ref3 = _i3.value;
   }
   var link = _ref3;
   var p0 = link.p0;
   var p1 = link.p1;
   var dx = p0.x - p1.x;
   var dy = p0.y - p1.y;
   var dist = Math.sqrt(dx * dx + dy * dy);
   if (dist) {
    var tw = p0.w + p1.w;
    var r1 = p1.w / tw;
    var r0 = p0.w / tw;
    var dz = (link.distance - dist) * link.force;
    dx = dx / dist * dz;
    dy = dy / dist * dz;
    p1.x -= dx * r0;
    p1.y -= dy * r0;
    p0.x += dx * r1;
    p0.y += dy * r1;
   }
  }
  // ---- update points ----
  for (var _iterator4 = this.points, _isArray4 = Array.isArray(_iterator4), _i4 = 0, _iterator4 = _isArray4 ? _iterator4 : _iterator4[Symbol.iterator]();;) {
   var _ref4;
   if (_isArray4) {
    if (_i4 >= _iterator4.length) break;
    _ref4 = _iterator4[_i4++];
   } else {
    _i4 = _iterator4.next();
    if (_i4.done) break;
    _ref4 = _i4.value;
   }
   var point = _ref4;
   // ---- drag ----
   if (this === dancerDrag && point === pointDrag) {
    point.x += (pointer.x - point.x) * 0.1;
    point.y += (pointer.y - point.y) * 0.1;
   }
   // ---- dance ----
   if (this !== dancerDrag) {
    point.fn && point.fn(16 * Math.sqrt(this.size), this.dir);
   }
   // ---- verlet integration ----
   point.vx = point.x - point.px;
   point.vy = point.y - point.py;
   point.px = point.x;
   point.py = point.y;
   point.vx *= 0.995;
   point.vy *= 0.995;
   point.x += point.vx;
   point.y += point.vy + 0.01;
  }
  for (var _iterator5 = this.links, _isArray5 = Array.isArray(_iterator5), _i5 = 0, _iterator5 = _isArray5 ? _iterator5 : _iterator5[Symbol.iterator]();;) {
   var _ref5;
   if (_isArray5) {
    if (_i5 >= _iterator5.length) break;
    _ref5 = _iterator5[_i5++];
   } else {
    _i5 = _iterator5.next();
    if (_i5.done) break;
    _ref5 = _i5.value;
   }
   var link = _ref5;
   var p1 = link.p1;
   // ---- ground ----
   if (p1.y > canvas.height * ground - link.size * 0.5) {
    p1.y = canvas.height * ground - link.size * 0.5;
    p1.x -= p1.vx;
    p1.vx = 0;
    p1.vy = 0;
   }
   // ---- borders ----
   if (p1.id === 1 || p1.id === 2) {
    if (p1.x > canvas.width - link.size) p1.x = canvas.width - link.size;else if (p1.x < link.size) p1.x = link.size;
   }
  }
 };
 Robot.prototype.draw = function draw() {
  for (var _iterator6 = this.links, _isArray6 = Array.isArray(_iterator6), _i6 = 0, _iterator6 = _isArray6 ? _iterator6 : _iterator6[Symbol.iterator]();;) {
   var _ref6;
   if (_isArray6) {
    if (_i6 >= _iterator6.length) break;
    _ref6 = _iterator6[_i6++];
   } else {
    _i6 = _iterator6.next();
    if (_i6.done) break;
    _ref6 = _i6.value;
   }
   var link = _ref6;
   if (link.size) {
    var dx = link.p1.x - link.p0.x;
    var dy = link.p1.y - link.p0.y;
    var a = Math.atan2(dy, dx);
    var d = Math.sqrt(dx * dx + dy * dy);
    // ---- shadow ----
    ctx.save();
    ctx.translate(link.p0.x + link.size * 0.25, link.p0.y + link.size * 0.25);
    ctx.rotate(a);
    ctx.drawImage(link.shadow, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);
    ctx.restore();
    // ---- stroke ----
    ctx.save();
    ctx.translate(link.p0.x, link.p0.y);
    ctx.rotate(a);
    ctx.drawImage(link.image, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);
    ctx.restore();
   }
  }
 };
 return Robot;
}();
var Link = function Link(parent, p0, p1, dist, size, light, force) {
 _classCallCheck(this, Link);
 // ---- cache strokes ----
 function stroke(color, axis) {
  var image = document.createElement(&#39;canvas&#39;);
  image.width = dist + size;
  image.height = size;
  var ict = image.getContext(&#39;2d&#39;);
  ict.beginPath();
  ict.lineCap = "round";
  ict.lineWidth = size;
  ict.strokeStyle = color;
  ict.moveTo(size * 0.5, size * 0.5);
  ict.lineTo(size * 0.5 + dist, size * 0.5);
  ict.stroke();
  if (axis) {
   var s = size / 10;
   ict.fillStyle = "#000";
   ict.fillRect(size * 0.5 - s, size * 0.5 - s, s * 2, s * 2);
   ict.fillRect(size * 0.5 - s + dist, size * 0.5 - s, s * 2, s * 2);
  }
  return image;
 }
 this.p0 = p0;
 this.p1 = p1;
 this.distance = dist;
 this.size = size;
 this.light = light || 1.0;
 this.force = force || 0.5;
 this.image = stroke("hsl(" + parent.color + " ,30%, " + parent.light * this.light + "%)", true);
 this.shadow = stroke("rgba(0,0,0,0.5)");
};
var Point = function Point(id, x, y, fn, w) {
 _classCallCheck(this, Point);
 this.id = id;
 this.x = x;
 this.y = y;
 this.w = w || 0.5;
 this.fn = fn || null;
 this.px = x;
 this.py = y;
 this.vx = 0;
 this.vy = 0;
};
var Canvas = function () {
 function Canvas() {
  var _this = this;
  _classCallCheck(this, Canvas);
  this.elem = document.createElement(&#39;canvas&#39;);
  this.ctx = this.elem.getContext(&#39;2d&#39;);
  document.body.appendChild(this.elem);
  this.resize();
  window.addEventListener(&#39;resize&#39;, function () {
   return _this.resize();
  }, false);
 }
 Canvas.prototype.resize = function resize() {
  this.width = this.elem.width = this.elem.offsetWidth;
  this.height = this.elem.height = this.elem.offsetHeight;
  ground = this.height > 500 ? 0.85 : 1.0;
 };
 return Canvas;
}();
var Pointer = function () {
 function Pointer(canvas) {
  var _this2 = this;
  _classCallCheck(this, Pointer);
  this.x = 0;
  this.y = 0;
  this.canvas = canvas;
  window.addEventListener(&#39;mousemove&#39;, function (e) {
   return _this2.move(e);
  }, false);
  canvas.elem.addEventListener(&#39;touchmove&#39;, function (e) {
   return _this2.move(e);
  }, false);
  window.addEventListener(&#39;mousedown&#39;, function (e) {
   return _this2.down(e);
  }, false);
  window.addEventListener(&#39;touchstart&#39;, function (e) {
   return _this2.down(e);
  }, false);
  window.addEventListener(&#39;mouseup&#39;, function (e) {
   return _this2.up(e);
  }, false);
  window.addEventListener(&#39;touchend&#39;, function (e) {
   return _this2.up(e);
  }, false);
 }
 Pointer.prototype.down = function down(e) {
  this.move(e);
  for (var _iterator7 = dancers, _isArray7 = Array.isArray(_iterator7), _i7 = 0, _iterator7 = _isArray7 ? _iterator7 : _iterator7[Symbol.iterator]();;) {
   var _ref7;
   if (_isArray7) {
    if (_i7 >= _iterator7.length) break;
    _ref7 = _iterator7[_i7++];
   } else {
    _i7 = _iterator7.next();
    if (_i7.done) break;
    _ref7 = _i7.value;
   }
   var dancer = _ref7;
   for (var _iterator8 = dancer.points, _isArray8 = Array.isArray(_iterator8), _i8 = 0, _iterator8 = _isArray8 ? _iterator8 : _iterator8[Symbol.iterator]();;) {
    var _ref8;
    if (_isArray8) {
     if (_i8 >= _iterator8.length) break;
     _ref8 = _iterator8[_i8++];
    } else {
     _i8 = _iterator8.next();
     if (_i8.done) break;
     _ref8 = _i8.value;
    }
    var point = _ref8;
    var dx = pointer.x - point.x;
    var dy = pointer.y - point.y;
    var d = Math.sqrt(dx * dx + dy * dy);
    if (d < 60) {
     dancerDrag = dancer;
     pointDrag = point;
     dancer.frame = 0;
    }
   }
  }
 };
 Pointer.prototype.up = function up(e) {
  dancerDrag = null;
 };
 Pointer.prototype.move = function move(e) {
  var touchMode = e.targetTouches,
      pointer = undefined;
  if (touchMode) {
   e.preventDefault();
   pointer = touchMode[0];
  } else pointer = e;
  this.x = pointer.clientX;
  this.y = pointer.clientY;
 };
 return Pointer;
}();
// ---- init ----
var ground = 1.0;
var canvas = new Canvas();
var ctx = canvas.ctx;
var pointer = new Pointer(canvas);
var dancerDrag = null;
var pointDrag = null;
// ---- main loop ----
function run() {
 requestAnimationFrame(run);
 ctx.clearRect(0, 0, canvas.width, canvas.height);
 ctx.fillStyle = "#222";
 ctx.fillRect(0, 0, canvas.width, canvas.height * 0.15);
 ctx.fillRect(0, canvas.height * 0.85, canvas.width, canvas.height * 0.15);
 for (var _iterator9 = dancers, _isArray9 = Array.isArray(_iterator9), _i9 = 0, _iterator9 = _isArray9 ? _iterator9 : _iterator9[Symbol.iterator]();;) {
  var _ref9;
  if (_isArray9) {
   if (_i9 >= _iterator9.length) break;
   _ref9 = _iterator9[_i9++];
  } else {
   _i9 = _iterator9.next();
   if (_i9.done) break;
   _ref9 = _i9.value;
  }
  var dancer = _ref9;
  dancer.update();
  dancer.draw();
 }
}
// ---- robot structure ----
var struct = {
 points: [[0, -4, function (s, d) {
  this.y -= 0.01 * s;
 }], [0, -16, function (s, d) {
  this.y -= 0.02 * s * d;
 }], [0, 12, function (s, d) {
  this.y += 0.02 * s * d;
 }], [-12, 0], [12, 0], [-3, 34, function (s, d) {
  if (d > 0) {
   this.x += 0.01 * s;
   this.y -= 0.015 * s;
  } else {
   this.y += 0.02 * s;
  }
 }], [3, 34, function (s, d) {
  if (d > 0) {
   this.y += 0.02 * s;
  } else {
   this.x -= 0.01 * s;
   this.y -= 0.015 * s;
  }
 }], [-28, 0, function (s, d) {
  this.x += this.vx * 0.035;
  this.y -= 0.001 * s;
 }], [28, 0, function (s, d) {
  this.x += this.vx * 0.035;
  this.y -= 0.001 * s;
 }], [-3, 64, function (s, d) {
  this.y += 0.02 * s;
  if (d > 0) {
   this.y -= 0.01 * s;
  } else {
   this.y += 0.05 * s;
  }
 }], [3, 64, function (s, d) {
  this.y += 0.02 * s;
  if (d > 0) {
   this.y += 0.05 * s;
  } else {
   this.y -= 0.01 * s;
  }
 }], [0, -4.1]],
 links: [[3, 7, 12, 0.5], [1, 3, 24, 0.5], [1, 0, 18, 0.5], [0, 11, 60, 0.8], [5, 9, 16, 0.5], [2, 5, 32, 0.5], [1, 2, 50, 1], [6, 10, 16, 1.5], [2, 6, 32, 1.5], [4, 8, 12, 1.5], [1, 4, 24, 1.5]]
};
// ---- instanciate robots ----
var dancers = [];
for (var i = 0; i < 6; i++) {
 dancers.push(new Robot(i * 360 / 7, 80, 4, (i + 2) * canvas.width / 9, canvas.height * ground - 295, struct));
}
run();
    </script>
</body>
</html>

Wenn Fehler auftreten Bitte kontaktieren Sie mich, um sie zu korrigieren. Vielen Dank! ! !

Weitere coole CSS3-, HTML5- und Javascript-Spezialeffektcodes finden Sie unter: JS-Spezialeffektsammlung

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