如何使用 HTML5 Canvas 制作水波纹效果
1个回答
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1、css样式
body{background:#eee;margin:0;padding:0}
.example{background:#FFF;width:600px;border:1px #000 solid;margin:20px auto;padding:15px;-moz-border-radius: 3px;-webkit-border-radius: 3px}
#water {
width:500px;
height:400px;
display: block;
margin:0px auto;
cursor:pointer;
}
#switcher {
text-align:center;
overflow:hidden;
margin:15px;
}
#switcher img {
width:160px;
height:120px;
}
3、js代码
function drop(x, y, damping, shading, refraction, ctx, screenWidth, screenHeight){
this.x = x;
this.y = y;
this.shading = shading;
this.refraction = refraction;
this.bufferSize = this.x * this.y;
this.damping = damping;
this.background = ctx.getImageData(0, 0, screenWidth, screenHeight).data;
this.imageData = ctx.getImageData(0, 0, screenWidth, screenHeight);
this.buffer1 = [];
this.buffer2 = [];
for (var i = 0; i < this.bufferSize; i++){
this.buffer1.push(0);
this.buffer2.push(0);
}
this.update = function(){
for (var i = this.x + 1, x = 1; i < this.bufferSize - this.x; i++, x++){
if ((x < this.x)){
this.buffer2[i] = ((this.buffer1[i - 1] + this.buffer1[i + 1] + this.buffer1[i - this.x] + this.buffer1[i + this.x]) / 2) - this.buffer2[i];
this.buffer2[i] *= this.damping;
} else x = 0;
}
var temp = this.buffer1;
this.buffer1 = this.buffer2;
this.buffer2 = temp;
}
this.draw = function(ctx){
var imageDataArray = this.imageData.data;
for (var i = this.x + 1, index = (this.x + 1) * 4; i < this.bufferSize - (1 + this.x); i++, index += 4){
var xOffset = ~~(this.buffer1[i - 1] - this.buffer1[i + 1]);
var yOffset = ~~(this.buffer1[i - this.x] - this.buffer1[i + this.x]);
var shade = xOffset * this.shading;
var texture = index + (xOffset * this.refraction + yOffset * this.refraction * this.x) * 4;
imageDataArray[index] = this.background[texture] + shade;
imageDataArray[index + 1] = this.background[texture + 1] + shade;
imageDataArray[index + 2] = 50 + this.background[texture + 2] + shade;
}
ctx.putImageData(this.imageData, 0, 0);
}
}
var fps = 0;
var watereff = {
// variables
timeStep : 20,
refractions : 2,
shading : 3,
damping : 0.99,
screenWidth : 500,
screenHeight : 400,
pond : null,
textureImg : null,
interval : null,
backgroundURL : 'data_images/underwater1.jpg',
// initialization
init : function() {
var canvas = document.getElementById('water');
if (canvas.getContext){
body{background:#eee;margin:0;padding:0}
.example{background:#FFF;width:600px;border:1px #000 solid;margin:20px auto;padding:15px;-moz-border-radius: 3px;-webkit-border-radius: 3px}
#water {
width:500px;
height:400px;
display: block;
margin:0px auto;
cursor:pointer;
}
#switcher {
text-align:center;
overflow:hidden;
margin:15px;
}
#switcher img {
width:160px;
height:120px;
}
3、js代码
function drop(x, y, damping, shading, refraction, ctx, screenWidth, screenHeight){
this.x = x;
this.y = y;
this.shading = shading;
this.refraction = refraction;
this.bufferSize = this.x * this.y;
this.damping = damping;
this.background = ctx.getImageData(0, 0, screenWidth, screenHeight).data;
this.imageData = ctx.getImageData(0, 0, screenWidth, screenHeight);
this.buffer1 = [];
this.buffer2 = [];
for (var i = 0; i < this.bufferSize; i++){
this.buffer1.push(0);
this.buffer2.push(0);
}
this.update = function(){
for (var i = this.x + 1, x = 1; i < this.bufferSize - this.x; i++, x++){
if ((x < this.x)){
this.buffer2[i] = ((this.buffer1[i - 1] + this.buffer1[i + 1] + this.buffer1[i - this.x] + this.buffer1[i + this.x]) / 2) - this.buffer2[i];
this.buffer2[i] *= this.damping;
} else x = 0;
}
var temp = this.buffer1;
this.buffer1 = this.buffer2;
this.buffer2 = temp;
}
this.draw = function(ctx){
var imageDataArray = this.imageData.data;
for (var i = this.x + 1, index = (this.x + 1) * 4; i < this.bufferSize - (1 + this.x); i++, index += 4){
var xOffset = ~~(this.buffer1[i - 1] - this.buffer1[i + 1]);
var yOffset = ~~(this.buffer1[i - this.x] - this.buffer1[i + this.x]);
var shade = xOffset * this.shading;
var texture = index + (xOffset * this.refraction + yOffset * this.refraction * this.x) * 4;
imageDataArray[index] = this.background[texture] + shade;
imageDataArray[index + 1] = this.background[texture + 1] + shade;
imageDataArray[index + 2] = 50 + this.background[texture + 2] + shade;
}
ctx.putImageData(this.imageData, 0, 0);
}
}
var fps = 0;
var watereff = {
// variables
timeStep : 20,
refractions : 2,
shading : 3,
damping : 0.99,
screenWidth : 500,
screenHeight : 400,
pond : null,
textureImg : null,
interval : null,
backgroundURL : 'data_images/underwater1.jpg',
// initialization
init : function() {
var canvas = document.getElementById('water');
if (canvas.getContext){
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