放烟花

Published on
/
/趣玩前端
<!DOCTYPE html>
<html lang="zh">
  <head>
    <meta charset="UTF-8" />
    <title>放烟花</title>
    <style>
      /* basic styles for black background and crosshair cursor */
      body {
        background: #000;
        margin: 0;
      }

      canvas {
        cursor: crosshair;
        display: block;
      }
    </style>
  </head>
  <body>
    <canvas id="canvas">Canvas is not supported in your browser.</canvas>

    <script>
      // when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
      // not supported in all browsers though and sometimes needs a prefix, so we need a shim
      window.requestAnimFrame = (function () {
        return (
          window.requestAnimationFrame ||
          window.webkitRequestAnimationFrame ||
          window.mozRequestAnimationFrame ||
          function (callback) {
            window.setTimeout(callback, 1000 / 60);
          }
        );
      })();

      // now we will setup our basic variables for the demo
      var canvas = document.getElementById("canvas"),
        ctx = canvas.getContext("2d"),
        // full screen dimensions
        cw = window.innerWidth,
        ch = window.innerHeight,
        // firework collection
        fireworks = [],
        // particle collection
        particles = [],
        // starting hue
        hue = 120,
        // when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
        limiterTotal = 5,
        limiterTick = 0,
        // this will time the auto launches of fireworks, one launch per 80 loop ticks
        timerTotal = 80,
        timerTick = 0,
        mousedown = false,
        // mouse x coordinate,
        mx,
        // mouse y coordinate
        my;

      // set canvas dimensions
      canvas.width = cw;
      canvas.height = ch;

      // now we are going to setup our function placeholders for the entire demo

      // get a random number within a range
      function random(min, max) {
        return Math.random() * (max - min) + min;
      }

      // calculate the distance between two points
      function calculateDistance(p1x, p1y, p2x, p2y) {
        var xDistance = p1x - p2x,
          yDistance = p1y - p2y;
        return Math.sqrt(Math.pow(xDistance, 2) + Math.pow(yDistance, 2));
      }

      // create firework
      function Firework(sx, sy, tx, ty) {
        // actual coordinates
        this.x = sx;
        this.y = sy;
        // starting coordinates
        this.sx = sx;
        this.sy = sy;
        // target coordinates
        this.tx = tx;
        this.ty = ty;
        // distance from starting point to target
        this.distanceToTarget = calculateDistance(sx, sy, tx, ty);
        this.distanceTraveled = 0;
        // track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
        this.coordinates = [];
        this.coordinateCount = 3;
        // populate initial coordinate collection with the current coordinates
        while (this.coordinateCount--) {
          this.coordinates.push([this.x, this.y]);
        }
        this.angle = Math.atan2(ty - sy, tx - sx);
        this.speed = 2;
        this.acceleration = 1.05;
        this.brightness = random(50, 70);
        // circle target indicator radius
        this.targetRadius = 1;
      }

      // update firework
      Firework.prototype.update = function (index) {
        // remove last item in coordinates array
        this.coordinates.pop();
        // add current coordinates to the start of the array
        this.coordinates.unshift([this.x, this.y]);

        // cycle the circle target indicator radius
        if (this.targetRadius < 8) {
          this.targetRadius += 0.3;
        } else {
          this.targetRadius = 1;
        }

        // speed up the firework
        this.speed *= this.acceleration;

        // get the current velocities based on angle and speed
        var vx = Math.cos(this.angle) * this.speed,
          vy = Math.sin(this.angle) * this.speed;
        // how far will the firework have traveled with velocities applied?
        this.distanceTraveled = calculateDistance(
          this.sx,
          this.sy,
          this.x + vx,
          this.y + vy
        );

        // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
        if (this.distanceTraveled >= this.distanceToTarget) {
          createParticles(this.tx, this.ty);
          // remove the firework, use the index passed into the update function to determine which to remove
          fireworks.splice(index, 1);
        } else {
          // target not reached, keep traveling
          this.x += vx;
          this.y += vy;
        }
      };

      // draw firework
      Firework.prototype.draw = function () {
        ctx.beginPath();
        // move to the last tracked coordinate in the set, then draw a line to the current x and y
        ctx.moveTo(
          this.coordinates[this.coordinates.length - 1][0],
          this.coordinates[this.coordinates.length - 1][1]
        );
        ctx.lineTo(this.x, this.y);
        ctx.strokeStyle = "hsl(" + hue + ", 100%, " + this.brightness + "%)";
        ctx.stroke();

        ctx.beginPath();
        // draw the target for this firework with a pulsing circle
        ctx.arc(this.tx, this.ty, this.targetRadius, 0, Math.PI * 2);
        ctx.stroke();
      };

      // create particle
      function Particle(x, y) {
        this.x = x;
        this.y = y;
        // track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
        this.coordinates = [];
        this.coordinateCount = 5;
        while (this.coordinateCount--) {
          this.coordinates.push([this.x, this.y]);
        }
        // set a random angle in all possible directions, in radians
        this.angle = random(0, Math.PI * 2);
        this.speed = random(1, 10);
        // friction will slow the particle down
        this.friction = 0.95;
        // gravity will be applied and pull the particle down
        this.gravity = 1;
        // set the hue to a random number +-20 of the overall hue variable
        this.hue = random(hue - 20, hue + 20);
        this.brightness = random(50, 80);
        this.alpha = 1;
        // set how fast the particle fades out
        this.decay = random(0.015, 0.03);
      }

      // update particle
      Particle.prototype.update = function (index) {
        // remove last item in coordinates array
        this.coordinates.pop();
        // add current coordinates to the start of the array
        this.coordinates.unshift([this.x, this.y]);
        // slow down the particle
        this.speed *= this.friction;
        // apply velocity
        this.x += Math.cos(this.angle) * this.speed;
        this.y += Math.sin(this.angle) * this.speed + this.gravity;
        // fade out the particle
        this.alpha -= this.decay;

        // remove the particle once the alpha is low enough, based on the passed in index
        if (this.alpha <= this.decay) {
          particles.splice(index, 1);
        }
      };

      // draw particle
      Particle.prototype.draw = function () {
        ctx.beginPath();
        // move to the last tracked coordinates in the set, then draw a line to the current x and y
        ctx.moveTo(
          this.coordinates[this.coordinates.length - 1][0],
          this.coordinates[this.coordinates.length - 1][1]
        );
        ctx.lineTo(this.x, this.y);
        ctx.strokeStyle =
          "hsla(" +
          this.hue +
          ", 100%, " +
          this.brightness +
          "%, " +
          this.alpha +
          ")";
        ctx.stroke();
      };

      // create particle group/explosion
      function createParticles(x, y) {
        // increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
        var particleCount = 30;
        while (particleCount--) {
          particles.push(new Particle(x, y));
        }
      }

      // main demo loop
      function loop() {
        // this function will run endlessly with requestAnimationFrame
        requestAnimFrame(loop);

        // increase the hue to get different colored fireworks over time
        hue += 0.5;

        // normally, clearRect() would be used to clear the canvas
        // we want to create a trailing effect though
        // setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
        ctx.globalCompositeOperation = "destination-out";
        // decrease the alpha property to create more prominent trails
        ctx.fillStyle = "rgba(0, 0, 0, 0.5)";
        ctx.fillRect(0, 0, cw, ch);
        // change the composite operation back to our main mode
        // lighter creates bright highlight points as the fireworks and particles overlap each other
        ctx.globalCompositeOperation = "lighter";

        // loop over each firework, draw it, update it
        var i = fireworks.length;
        while (i--) {
          fireworks[i].draw();
          fireworks[i].update(i);
        }

        // loop over each particle, draw it, update it
        var i = particles.length;
        while (i--) {
          particles[i].draw();
          particles[i].update(i);
        }

        // launch fireworks automatically to random coordinates, when the mouse isn't down
        if (timerTick >= timerTotal) {
          if (!mousedown) {
            // start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
            fireworks.push(
              new Firework(cw / 2, ch, random(0, cw), random(0, ch / 2))
            );
            timerTick = 0;
          }
        } else {
          timerTick++;
        }

        // limit the rate at which fireworks get launched when mouse is down
        if (limiterTick >= limiterTotal) {
          if (mousedown) {
            // start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
            fireworks.push(new Firework(cw / 2, ch, mx, my));
            limiterTick = 0;
          }
        } else {
          limiterTick++;
        }
      }

      // mouse event bindings
      // update the mouse coordinates on mousemove
      canvas.addEventListener("mousemove", function (e) {
        mx = e.pageX - canvas.offsetLeft;
        my = e.pageY - canvas.offsetTop;
      });

      // toggle mousedown state and prevent canvas from being selected
      canvas.addEventListener("mousedown", function (e) {
        e.preventDefault();
        mousedown = true;
      });

      canvas.addEventListener("mouseup", function (e) {
        e.preventDefault();
        mousedown = false;
      });

      // once the window loads, we are ready for some fireworks!
      window.onload = loop;
    </script>
  </body>
</html>