Tutorial on creating fireworks effects with HTML5_html5 tutorial skills
It’s the Chinese New Year, and all I can think of during the Chinese New Year is setting off fireworks. . . . So I used canvas to write a fireworks effect. Clicking the mouse will also produce fireworks, but don't produce too many fireworks. The particles emitted by a fireworks are between 30 and 200. When the number of particles on the page reaches a certain Sometimes, the page will be very stuck, and I didn’t deliberately optimize Shenma. Let’s talk about it later when we have time.
Go directly to the DEMO: Set off fireworks
The principle is very simple. . . Just write a firework class and a debris class, instantiate it and let it fly. Then when it reaches a certain point, set the dead attribute of the fireworks object to true, then instantiate a certain number of debris objects, and give Just randomly create a target point for the debris objects to reach, and then let all the debris objects fly there.
【Fireworks】
- var Boom = function(x,r,c,boomArea,shape){ //烟火对象
- this.booms = [];
- this.x = x;
- this.y = (canvas.height r);
- this.r = r;
- this.c = c;
- this.shape = shape || false;
- this.boomArea = boomArea;
- this.theta = 0;
- this.dead = false;
- this.ba = parseInt(getRandom(80 , 200));
- }
- Boom.prototype = {
- _paint:function(){
- ctx.save();
- ctx.beginPath();
- ctx.arc(this.x,this.y,this.r,0,2*Math.PI);
- ctx.fillStyle = this.c;
- ctx.fill();
- ctx.restore();
- },
- _move:function(){
- var dx = this.boomArea.x - this.x , dy = this.boomArea.y - this.y;
- thisthis.x = this.x dx*0.01;
- thisthis.y = this.y dy*0.01;
- if(Math.abs(dx)=this.ba && Math.abs(dy)=this.ba){
- if(this.shape){
- this._shapBoom();
- }
- else this._boom();
- this.dead = true;
- }
- else {
- this._paint();
- }
- },
- _drawLight:function(){
- ctx.save();
- ctx.fillStyle = "rgba(255,228,150,0.3)";
- ctx.beginPath();
- ctx.arc(this.x , this.y , this.r 3*Math.random() 1 , 0 , 2*Math.PI);
- ctx.fill();
- ctx.restore();
- },
- _boom:function(){ //普通爆炸
- var fragNum = getRandom(30 , 200);
- var style = getRandom(0,10)>=5? 1 : 2;
- var color;
- if(style===1){
- color = {
- a:parseInt(getRandom(128,255)),
- b:parseInt(getRandom(128,255)),
- c:parseInt(getRandom(128,255))
- }
- }
- var fanwei = parseInt(getRandom(300, 400));
- for(var i=0;ifragNum;i ){
- if(style===2){
- color = {
- a:parseInt(getRandom(128,255)),
- b:parseInt(getRandom(128,255)),
- c:parseInt(getRandom(128,255))
- }
- }
- var a = getRandom(-Math.PI, Math.PI);
- var x = getRandom(0, fanwei) * Math.cos(a) this.x;
- var y = getRandom(0, fanwei) * Math.sin(a) this.y;
- var radius = getRandom(0 , 2)
- var frag = new Frag(this.x , this.y , radius , color , x , y );
- this.booms.push(frag);
- }
- },
- _shapBoom:function(){ //有形状的爆炸
- var that = this;
- putValue(ocas , octx , this.shape , 5, function(dots){
- var dx = canvas.width/2-that.x;
- var dy = canvas.height/2-that.y;
- for(var i=0;idots.length;i ){
- color = {a:dots[i].a,b:dots[i].b,c:dots[i].c}
- var x = dots[i].x;
- var y = dots[i].y;
- var radius = 1;
- var frag = new Frag(that.x , that.y , radius , color , x-dx , y-dy);
- that.booms.push(frag);
- }
- })
- }
- }
【碎屑】
- var Frag = function(centerX , centerY , radius , color ,tx , ty){ //烟火碎屑对象
- this.tx = tx;
- this.ty = ty;
- this.x = centerX;
- this.y = centerY;
- this.dead = false;
- this.centerX = centerX;
- this.centerY = centerY;
- this.radius = radius;
- this.color = color;
- }
- Frag.prototype = {
- paint:function(){
- ctx.save();
- ctx.beginPath();
- ctx.arc(this.x , this.y , this.radius , 0 , 2*Math.PI);
- ctx.fillStyle = "rgba(" this.color.a "," this.color.b "," this.color.c ",1)";
- ctx.fill()
- ctx.restore();
- },
- moveTo:function(index){
- thisthis.ty = this.ty 0.3;
- var dx = this.tx - this.x , dy = this.ty - this.y;
- this.x = Math.abs(dx)0.1 ? this.tx : (this.x dx*0.1);
- this.y = Math.abs(dy)0.1 ? this.ty : (this.y dy*0.1);
- if(dx===0 && Math.abs(dy)=80){
- this.dead = true;
- }
- this.paint();
- }
- }
让碎屑产生虚影也很简单,就是每次刷新画布时,不是擦掉重绘,而是绘制透明度为0.1(如果想虚影更长,可以把这个值弄的更小)的背景颜色。然后虚影就可以做出来了。也就是:
- ctx.save();
- ctx.fillStyle = "rgba(0,5,24,0.1)";
- ctx.fillRect(0,0,canvas.width,canvas.height);
- ctx.restore();
Let the fireworks form the shape you want, such as fonts, pictures, etc. It is also very simple. You can do it through the off-screen canvas and the getImageData method of the canvas. Off-screen canvas, as the name suggests, is an invisible canvas. You can use document.createElement("canvas") directly in js to generate a canvas dom object. As long as the dom object is not assigned to the body, this The canvas object is equivalent to an off-screen object. We can obtain the context object of this off-screen canvas, and then do whatever we want to do where the user cannot see it.
To make the fireworks form the shape you want, you first draw the text or picture on the off-screen canvas, then use getImageData to get the pixel array on the canvas, and then traverse the array to get the colored pixels, which is what we want. After the content is saved, it is displayed in the main canvas object.
I have talked about the pixel processing of getImageData in my previous blog. If you don’t know how to use it, please click here: Let’s talk about using canvas to achieve particleization of text and pictures
Source code address: https://github.com/whxaxes/canvas-test/tree/gh-pages/src/Funny-demo/shotFire

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HTML5 is a key technology for building modern web pages, providing many new elements and features. 1. HTML5 introduces semantic elements such as, , etc., which enhances web page structure and SEO. 2. Support multimedia elements and embed media without plug-ins. 3. Forms enhance new input types and verification properties, simplifying the verification process. 4. Offer offline and local storage functions to improve web page performance and user experience.

Best practices for H5 code include: 1. Use correct DOCTYPE declarations and character encoding; 2. Use semantic tags; 3. Reduce HTTP requests; 4. Use asynchronous loading; 5. Optimize images. These practices can improve the efficiency, maintainability and user experience of web pages.

Web standards and technologies have evolved from HTML4, CSS2 and simple JavaScript to date and have undergone significant developments. 1) HTML5 introduces APIs such as Canvas and WebStorage, which enhances the complexity and interactivity of web applications. 2) CSS3 adds animation and transition functions to make the page more effective. 3) JavaScript improves development efficiency and code readability through modern syntax of Node.js and ES6, such as arrow functions and classes. These changes have promoted the development of performance optimization and best practices of web applications.

H5 is not just the abbreviation of HTML5, it represents a wider modern web development technology ecosystem: 1. H5 includes HTML5, CSS3, JavaScript and related APIs and technologies; 2. It provides a richer, interactive and smooth user experience, and can run seamlessly on multiple devices; 3. Using the H5 technology stack, you can create responsive web pages and complex interactive functions.

H5 and HTML5 refer to the same thing, namely HTML5. HTML5 is the fifth version of HTML, bringing new features such as semantic tags, multimedia support, canvas and graphics, offline storage and local storage, improving the expressiveness and interactivity of web pages.

H5referstoHTML5,apivotaltechnologyinwebdevelopment.1)HTML5introducesnewelementsandAPIsforrich,dynamicwebapplications.2)Itsupportsmultimediawithoutplugins,enhancinguserexperienceacrossdevices.3)SemanticelementsimprovecontentstructureandSEO.4)H5'srespo

The tools and frameworks that need to be mastered in H5 development include Vue.js, React and Webpack. 1.Vue.js is suitable for building user interfaces and supports component development. 2.React optimizes page rendering through virtual DOM, suitable for complex applications. 3.Webpack is used for module packaging and optimize resource loading.


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