前端创造的图片粒子动画效果:HTML5 Canvas 技术详解
我们将深入探讨如何通过 HTML5 的 Canvas 功能,将上传的图片转换成引人入胜的粒子动画效果。这种效果将图片分解成小粒子,并在用户与它们交互时产生动态变化。我们将分步骤详细解析代码,让你能够理解每一行代码的作用,并自己实现这一效果。
环境准备
首先,你需要一个简单的 HTML 元素和一些样式设置:
<!DOCTYPEhtml><htmllang="en"><head><metacharset="UTF-8"><title>Particle Image Animation from Uploaded Image</title><style>body{display: flex;justify-content: center;align-items: center;height: 100vh;margin: 0;background-color: #f0f0f0;overflow: hidden;}canvas, input{display: block;margin: auto;}</style></head><body><inputtype="file"id="upload"accept="image/*"><canvasid="canvas"hidden></canvas></body></html>
这段 HTML 设置了一个文件输入控件供用户上传图片,以及一个 Canvas 元素用于渲染动画效果。样式使页面内容居中显示,并将背景设置为浅灰色。
JavaScript 部分
JavaScript 脚本是这个效果的核心,下面我们逐一解析每个部分的功能。
1. 初始化和载入图片:
const canvas = document.getElementById('canvas');const ctx = canvas.getContext('2d');let particles =[];const numOfParticles =5000;const uploadInput = document.getElementById('upload');
uploadInput.addEventListener('change',function(event){const file = event.target.files[0];if(file && file.type.startsWith('image')){const reader =newFileReader();
reader.onload=function(e){const maxSize =500;// 最大尺寸let width = img.width;let height = img.height;let scale = Math.min(maxSize / width, maxSize / height);if(scale <1){
width *= scale;
height *= scale;}
canvas.width = width;
canvas.height = height;
ctx.drawImage(img,0,0, width, height);
canvas.hidden =false;const imageData = ctx.getImageData(0,0, canvas.width, canvas.height);createParticles(imageData);animate();};};
reader.readAsDataURL(file);}});
在这部分代码中,我们首先获取 Canvas 元素并配置基本画布(context)。监听文件输入控件的变化事件,当用户选择一个图片文件时,使用
FileReader
对象读取文件内容,将其转换为 Base64 编码的 URL,然后载入
<img>
元素。图片载入完毕后,把它绘制到 Canvas 上,然后提取图片的像素数据。
2. 创建粒子:
functioncreateParticles(imageData){
particles =[];const{ width, height }= imageData;for(let i =0; i < numOfParticles; i++){const x = Math.random()* width;const y = Math.random()* height;const color = imageData.data[(~~y * width +~~x)*4];
particles.push(newParticle(x, y, color));}}
这个函数根据图片的像素数据随机生成指定数量的粒子。每个粒子具有位置(x,y)和基于图片某一点的颜色。粒子的初始位置是随机分布的。
3. 定义粒子对象:
functionParticle(x, y, color){this.x = x;this.originalX = x;this.y = y;this.originalY = y;this.color =`rgba(${color},${color},${color}, 0.5)`;this.draw=function(){
ctx.fillStyle =this.color;
ctx.fillRect(this.x,this.y,2,2);};this.update=function(){let dx =this.originalX -this.x;let dy =this.originalY -this.y;this.x += dx *0.1;this.y += dy *0.1;this.draw();};}
粒子对象具有
draw
和
update
方法。
draw
方法用来在 Canvas 上绘制粒子,
update
方法则负责更新粒子的位置,使它们逐渐回到原始位置。
4. 动画循环和鼠标交互:
functionanimate(){
ctx.clearRect(0,0, canvas.width, canvas.height);
particles.forEach(particle=> particle.update());requestAnimationFrame(animate);}
animate
函数清空画布并更新所有粒子的位置,然后通过
requestAnimationFrame
递归调用自身以形成动画循环。
完整代码
复制这段代码到一个.html文件,可以直接在浏览器允许该demo,实际操作一番。
<!DOCTYPEhtml><htmllang="en"><head><metacharset="UTF-8"><title>Particle Image Animation from Uploaded Image</title><style>body{display: flex;justify-content: center;align-items: center;height: 100vh;margin: 0;background-color: #f0f0f0;overflow: hidden;}canvas,
input{display: block;margin: auto;}</style></head><body><inputtype="file"id="upload"accept="image/*"><canvasid="canvas"hidden></canvas><script>const canvas = document.getElementById('canvas');const ctx = canvas.getContext('2d');let particles =[];const numOfParticles =5000;const uploadInput = document.getElementById('upload');
uploadInput.addEventListener('change',function(event){const file = event.target.files[0];if(file && file.type.startsWith('image')){const reader =newFileReader();
reader.onload=function(e){const img =newImage();
img.src = e.target.result;
img.onload=function(){const maxSize =500;// 最大尺寸let width = img.width;let height = img.height;let scale = Math.min(maxSize / width, maxSize / height);if(scale <1){
width *= scale;
height *= scale;}
canvas.width = width;
canvas.height = height;
ctx.drawImage(img,0,0, width, height);
canvas.hidden =false;const imageData = ctx.getImageData(0,0, canvas.width, canvas.height);createParticles(imageData);animate();};};
reader.readAsDataURL(file);}});functioncreateParticles(imageData){
particles =[];const{ width, height }= imageData;for(let i =0; i < numOfParticles; i++){const x = Math.random()* width;const y = Math.random()* height;const color = imageData.data[(~~y * width +~~x)*4];
particles.push(newParticle(x, y, color));}}functionParticle(x, y, color){this.x = x;this.originalX = x;this.y = y;this.originalY = y;this.color =`rgba(${color},${color},${color}, 0.5)`;this.draw=function(){
ctx.fillStyle =this.color;
ctx.fillRect(this.x,this.y,2,2);};this.update=function(){let dx =this.originalX -this.x;let dy =this.originalY -this.y;this.x += dx *0.1;this.y += dy *0.1;this.draw();};}functionanimate(){
ctx.clearRect(0,0, canvas.width, canvas.height);
particles.forEach(particle=> particle.update());requestAnimationFrame(animate);}
canvas.addEventListener('mousemove',function(e){const rect = canvas.getBoundingClientRect();const mouseX = e.clientX - rect.left;const mouseY = e.clientY - rect.top;
particles.forEach(particle=>{const dx = mouseX - particle.x;const dy = mouseY - particle.y;const dist = Math.sqrt(dx * dx + dy * dy);if(dist <50){const angle = Math.atan2(dy, dx);
particle.x -= Math.cos(angle);
particle.y -= Math.sin(angle);}});});</script></body></html>
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