canvas粒子字体动效\_canvas动态粒子加载文字\_芭拉拉小魔仙的博客-CSDN博客

演示

<!doctype html>
<html>

<head>
  <meta charset="utf-8">
  <title>HTML5 Canvas粒子汇聚文字动画特效</title>

  <style>
    body {
      padding: 0px;
      margin: 0px;
      background-color: #252525;
    }

    .hidden {
      display: none;
    }

    #spring-text {
      position: absolute;
    }
  </style>
</head>

<body>
  <!-- 尝试移动鼠标并单击文本区域 -->
  <canvas id="spring-text"></canvas>

  <script>
    // WRITTEN BY TRUMAN HEBERLE
    var MESSAGE = "HTML5 Canvas粒子汇聚文字动画特效";
    var COLOR = "#52E6FF"
    var FONT_SIZE = 100;
    var AMOUNT = 8000;
    var SIZE = 1;
    var INITIAL_DISPLACEMENT = 100;
    var INITIAL_VELOCITY = 3;
    var VELOCITY_RETENTION = 0.95;
    var SETTLE_SPEED = 0.5;
    var FLEE_SPEED = 1;
    var FLEE_DISTANCE = 20;
    var FLEE = true;
    var SCATTER_VELOCITY = 3;
    var SCATTER = true;
    const canvas = document.getElementById("spring-text");
    let canvasWidth = window.innerWidth;
    let canvasHeight = window.innerHeight;
    const ctx = canvas.getContext("2d");

    var POINTS = [];
    var MOUSE = {
      x: 0,
      y: 0
    }

    function Point(x, y, r, g, b, a) {
      var angle = Math.random() * 6.28;
      this.dest_x = x;
      this.dest_y = y;
      this.original_r = r;
      this.original_g = g;
      this.original_a = a;
      this.x = canvas.width / 2 - x + (Math.random() - 0.5) * INITIAL_DISPLACEMENT;
      this.y = canvas.height / 2 - y + (Math.random() - 0.5) * INITIAL_DISPLACEMENT;
      this.velx = INITIAL_VELOCITY * Math.cos(angle);
      this.vely = INITIAL_VELOCITY * Math.sin(angle);
      this.target_x = canvas.width / 2 - x;
      this.target_y = canvas.height / 2 - y;
      this.r = r;
      this.g = g;
      this.b = b;
      this.a = a;

      this.getX = function () {
        return this.x;
      }

      this.getY = function () {
        return this.y;
      }

      this.resetTarget = function () {
        this.target_x = canvas.width / 2 - this.dest_x;
        this.target_y = canvas.height / 2 - this.dest_y;
      }

      this.fleeFrom = function (x, y) {
        this.velx -= ((MOUSE.x - this.x) * FLEE_SPEED / 10);
        this.vely -= ((MOUSE.y - this.y) * FLEE_SPEED / 10);
      }

      this.settleTo = function (x, y) {
        this.velx += ((this.target_x - this.x) * SETTLE_SPEED / 100);
        this.vely += ((this.target_y - this.y) * SETTLE_SPEED / 100);
        this.velx -= this.velx * (1 - VELOCITY_RETENTION);
        this.vely -= this.vely * (1 - VELOCITY_RETENTION);
      }

      this.scatter = function () {
        var unit = this.unitVecToMouse();
        var vel = SCATTER_VELOCITY * 10 * (0.5 + Math.random() / 2);
        this.velx = -unit.x * vel;
        this.vely = -unit.y * vel;
      }

      this.move = function () {
        if (this.distanceToMouse() <= FLEE_DISTANCE) {
          this.fleeFrom(MOUSE.x, MOUSE.y);
        }
        else {
          this.settleTo(this.target_x, this.target_y);
        }

        if (this.x + this.velx < 0 || this.x + this.velx >= canvas.width) {
          this.velx *= -1;
        }
        if (this.y + this.vely < 0 || this.y + this.vely >= canvas.height) {
          this.vely *= -1;
        }

        this.x += this.velx;
        this.y += this.vely;
      }

      this.distanceToTarget = function () {
        return this.distanceTo(this.target_x, this.target_y);
      }

      this.distanceToMouse = function () {
        return this.distanceTo(MOUSE.x, MOUSE.y);
      }

      this.distanceTo = function (x, y) {
        return Math.sqrt((x - this.x) * (x - this.x) + (y - this.y) * (y - this.y));
      }

      this.unitVecToTarget = function () {
        return this.unitVecTo(this.target_x, this.target_y);
      }

      this.unitVecToMouse = function () {
        return this.unitVecTo(MOUSE.x, MOUSE.y);
      }

      this.unitVecTo = function (x, y) {
        var dx = x - this.x;
        var dy = y - this.y;
        return {
          x: dx / Math.sqrt(dx * dx + dy * dy),
          y: dy / Math.sqrt(dx * dx + dy * dy)
        };
      }
    }


    if (FLEE) {
      window.addEventListener("mousemove", function (event) {
        MOUSE.x = event.clientX;
        MOUSE.y = event.clientY;
      });
    }

    if (SCATTER) {
      window.addEventListener("click", function (event) {
        MOUSE.x = event.clientX;
        MOUSE.y = event.clientY;
        for (var i = 0; i < POINTS.length; i++) {
          POINTS[i].scatter();
        }
      });
    }

    function initCanvas() {
      canvas.width = canvasWidth;
      canvas.height = canvasHeight;
    }

    function adjustText() {
      ctx.fillStyle = COLOR;
      ctx.textBaseline = "middle";
      ctx.textAlign = "center";
      ctx.font = FONT_SIZE + "px Arial";
      ctx.fillText(MESSAGE, canvas.width / 2, canvas.height / 2);
      var textWidth = ctx.measureText(MESSAGE).width;
      if (textWidth == 0) {
        return;
      }
      var minX = canvas.width / 2 - textWidth / 2;
      var minY = canvas.height / 2 - FONT_SIZE / 2;
      var data = ctx.getImageData(minX, minY, textWidth, FONT_SIZE).data;
      var isBlank = true;
      for (var i = 0; i < data.length; i++) {
        if (data[i] != 0) {
          isBlank = false;
          break;
        }
      }

      if (!isBlank) {
        var count = 0;
        var curr = 0;
        var num = 0;
        var x = 0;
        var y = 0;
        var w = Math.floor(textWidth);
        POINTS = [];
        while (count < AMOUNT) {
          while (curr == 0) {
            num = Math.floor(Math.random() * data.length);
            curr = data[num];
          }
          num = Math.floor(num / 4);
          x = w / 2 - num % w;
          y = FONT_SIZE / 2 - Math.floor(num / w);
          POINTS.push(new Point(x, y, data[num * 4], data[num * 4 + 1], data[num * 4 + 2], data[num * 4 + 3]));
          curr = 0;
          count++;
        }
      }
    }

    function init() {
      initCanvas()
      adjustText()
      window.requestAnimationFrame(animate);
    }

    function animate() {
      update();
      draw();
    }

    function update() {
      var point;
      for (var i = 0; i < POINTS.length; i++) {
        point = POINTS[i];
        point.move();
      }
    }

    function draw() {
      ctx.clearRect(0, 0, canvas.width, canvas.height);

      var point;
      for (var i = 0; i < POINTS.length; i++) {
        point = POINTS[i];
        ctx.fillStyle = "rgba(" + point.r + "," + point.g + "," + point.b + "," + point.a + ")";
        ctx.beginPath();
        ctx.arc(point.getX(), point.getY(), SIZE, 0, 2 * Math.PI);
        ctx.fill();
      }

      window.requestAnimationFrame(animate);
    }

    init();
  </script>

</body>

</html>
Last modification:November 24, 2023
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