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jQuery实现动态粒子效果

本文实例为大家分享了jQuery实现动态粒子效果的具体代码,供大家参考,具体内容如下

效果图

代码

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<!DOCTYPE html>

< html lang = "en" >

 

< head >

   < meta charset = "UTF-8" >

   < meta http-equiv = "X-UA-Compatible" content = "IE=edge" >

   < meta name = "viewport" content = "width=device-width, initial-scale=1.0" >

   < title >Document</ title >

   < script src = "https://cdn.staticfile.org/jquery/1.10.2/jquery.min.js" ></ script >

   < div id = "jsi-particle-container" class = "container" ></ div >

   < style >

     html,

     body {

       width: 100%;

       height: 100%;

       margin: 0;

       padding: 0;

       overflow: hidden;

     }

    

     .container {

       width: 100%;

       height: 100%;

       margin: 0;

       padding: 0;

       background-color: #000000;

     }

   </ style >

</ head >

 

< body >

   < script >

     var RENDERER = {

       PARTICLE_COUNT: 1000,

       PARTICLE_RADIUS: 1,

       MAX_ROTATION_ANGLE: Math.PI / 60,

       TRANSLATION_COUNT: 500,

 

       init: function(strategy) {

         this.setParameters(strategy);

         this.createParticles();

         this.setupFigure();

         this.reconstructMethod();

         this.bindEvent();

         this.drawFigure();

       },

       setParameters: function(strategy) {

         this.$window = $(window);

 

         this.$container = $('#jsi-particle-container');

         this.width = this.$container.width();

         this.height = this.$container.height();

 

         this.$canvas = $('< canvas />').attr({

           width: this.width,

           height: this.height

         }).appendTo(this.$container);

         this.context = this.$canvas.get(0).getContext('2d');

 

         this.center = {

           x: this.width / 2,

           y: this.height / 2

         };

 

         this.rotationX = this.MAX_ROTATION_ANGLE;

         this.rotationY = this.MAX_ROTATION_ANGLE;

         this.strategyIndex = 0;

         this.translationCount = 0;

         this.theta = 0;

 

         this.strategies = strategy.getStrategies();

         this.particles = [];

       },

       createParticles: function() {

         for (var i = 0; i < this.PARTICLE_COUNT ; i++) {

           this.particles.push(new PARTICLE(this.center));

         }

       },

       reconstructMethod: function() {

         this.setupFigure = this.setupFigure.bind(this);

         this.drawFigure = this.drawFigure.bind(this);

         this.changeAngle = this.changeAngle.bind(this);

       },

       bindEvent: function() {

         this.$container.on('click', this.setupFigure);

         this.$container.on('mousemove', this.changeAngle);

       },

       changeAngle: function(event) {

         var offset = this .$container.offset(),

           x = event .clientX - offset.left + this.$window.scrollLeft(),

           y = event .clientY - offset.top + this.$window.scrollTop();

 

         this.rotationX = (this.center.y - y) / this.center.y * this.MAX_ROTATION_ANGLE;

         this.rotationY = (this.center.x - x) / this.center.x * this.MAX_ROTATION_ANGLE;

       },

       setupFigure: function() {

         for (var i = 0 , length = this .particles.length; i < length; i++) {

           this.particles[i].setAxis(this.strategies[this.strategyIndex]());

         }

         if (++this.strategyIndex == this.strategies.length) {

           this.strategyIndex = 0 ;

         }

         this.translationCount = 0 ;

       },

       drawFigure: function() {

         requestAnimationFrame(this.drawFigure);

 

         this.context.fillStyle = 'rgba(0, 0, 0, 0.2)' ;

         this.context.fillRect(0, 0, this.width, this.height);

 

         for (var i = 0 , length = this .particles.length; i < length; i++) {

           var axis = this .particles[i].getAxis2D(this.theta);

 

           this.context.beginPath();

           this.context.fillStyle = axis .color;

           this.context.arc(axis.x, axis.y, this.PARTICLE_RADIUS, 0, Math.PI * 2, false);

           this.context.fill();

         }

         this.theta++;

         this.theta %= 360;

 

         for (var i = 0 , length = this .particles.length; i < length; i++) {

           this.particles[i].rotateX(this.rotationX);

           this.particles[i].rotateY(this.rotationY);

         }

         this.translationCount++;

         this.translationCount %= this.TRANSLATION_COUNT;

 

         if (this.translationCount == 0) {

           this.setupFigure();

         }

       }

     };

     var STRATEGY = {

       SCATTER_RADIUS: 150,

       CONE_ASPECT_RATIO: 1.5,

       RING_COUNT: 5,

 

       getStrategies: function() {

         var strategies = [];

 

         for (var i in this) {

           if (this[i] == arguments.callee || typeof this[i] != 'function') {

             continue;

           }

           strategies.push(this[i].bind(this));

         }

         return strategies;

       },

       createSphere: function() {

         var cosTheta = Math .random() * 2 - 1,

           sinTheta = Math .sqrt(1 - cosTheta * cosTheta),

           phi = Math .random() * 2 * Math.PI;

 

         return {

           x: this.SCATTER_RADIUS * sinTheta * Math.cos(phi),

           y: this.SCATTER_RADIUS * sinTheta * Math.sin(phi),

           z: this.SCATTER_RADIUS * cosTheta,

           hue: Math.round(phi / Math.PI * 30)

         };

       },

       createTorus: function() {

         var theta = Math .random() * Math.PI * 2,

           x = this .SCATTER_RADIUS + this.SCATTER_RADIUS / 6 * Math.cos(theta),

           y = this .SCATTER_RADIUS / 6 * Math.sin(theta),

           phi = Math .random() * Math.PI * 2;

 

         return {

           x: x * Math.cos(phi),

           y: y,

           z: x * Math.sin(phi),

           hue: Math.round(phi / Math.PI * 30)

         };

       },

       createCone: function() {

         var status = Math .random() > 1 / 3,

           x,

           y,

           phi = Math.random() * Math.PI * 2,

           rate = Math.tan(30 / 180 * Math.PI) / this.CONE_ASPECT_RATIO;

 

         if (status) {

           y = this.SCATTER_RADIUS * (1 - Math.random() * 2);

           x = (this.SCATTER_RADIUS - y) * rate;

         } else {

           y = -this.SCATTER_RADIUS;

           x = this.SCATTER_RADIUS * 2 * rate * Math.random();

         }

         return {

           x: x * Math.cos(phi),

           y: y,

           z: x * Math.sin(phi),

           hue: Math.round(phi / Math.PI * 30)

         };

       },

       createVase: function() {

         var theta = Math.random() * Math.PI,

           x = Math.abs(this.SCATTER_RADIUS * Math.cos(theta) / 2) + this.SCATTER_RADIUS / 8,

           y = this.SCATTER_RADIUS * Math.cos(theta) * 1.2,

           phi = Math.random() * Math.PI * 2;

 

         return {

           x: x * Math.cos(phi),

           y: y,

           z: x * Math.sin(phi),

           hue: Math.round(phi / Math.PI * 30)

         };

       }

     };

     var PARTICLE = function(center) {

       this.center = center;

       this.init();

     };

     PARTICLE.prototype = {

       SPRING: 0.01,

       FRICTION: 0.9,

       FOCUS_POSITION: 300,

       COLOR: 'hsl(%hue, 100%, 70%)',

 

       init: function() {

         this.x = 0;

         this.y = 0;

         this.z = 0;

         this.vx = 0;

         this.vy = 0;

         this.vz = 0;

         this.color;

       },

       setAxis: function(axis) {

         this.translating = true;

         this.nextX = axis.x;

         this.nextY = axis.y;

         this.nextZ = axis.z;

         this.hue = axis.hue;

       },

       rotateX: function(angle) {

         var sin = Math.sin(angle),

           cos = Math.cos(angle),

           nextY = this.nextY * cos - this.nextZ * sin,

           nextZ = this.nextZ * cos + this.nextY * sin,

           y = this.y * cos - this.z * sin,

           z = this.z * cos + this.y * sin;

 

         this.nextY = nextY;

         this.nextZ = nextZ;

         this.y = y;

         this.z = z;

       },

       rotateY: function(angle) {

         var sin = Math.sin(angle),

           cos = Math.cos(angle),

           nextX = this.nextX * cos - this.nextZ * sin,

           nextZ = this.nextZ * cos + this.nextX * sin,

           x = this.x * cos - this.z * sin,

           z = this.z * cos + this.x * sin;

 

         this.nextX = nextX;

         this.nextZ = nextZ;

         this.x = x;

         this.z = z;

       },

       rotateZ: function(angle) {

         var sin = Math.sin(angle),

           cos = Math.cos(angle),

           nextX = this.nextX * cos - this.nextY * sin,

           nextY = this.nextY * cos + this.nextX * sin,

           x = this.x * cos - this.y * sin,

           y = this.y * cos + this.x * sin;

 

         this.nextX = nextX;

         this.nextY = nextY;

         this.x = x;

         this.y = y;

       },

       getAxis3D: function() {

         this.vx += (this.nextX - this.x) * this.SPRING;

         this.vy += (this.nextY - this.y) * this.SPRING;

         this.vz += (this.nextZ - this.z) * this.SPRING;

 

         this.vx *= this.FRICTION;

         this.vy *= this.FRICTION;

         this.vz *= this.FRICTION;

 

         this.x += this.vx;

         this.y += this.vy;

         this.z += this.vz;

 

         return {

           x: this.x,

           y: this.y,

           z: this.z

         };

       },

       getAxis2D: function(theta) {

         var axis = this.getAxis3D(),

           scale = this.FOCUS_POSITION / (this.FOCUS_POSITION + axis.z);

 

         return {

           x: this.center.x + axis.x * scale,

           y: this.center.y - axis.y * scale,

           color: this.COLOR.replace('%hue', this.hue + theta)

         };

       }

     };

     $(function() {

       RENDERER.init(STRATEGY);

     });

   </ script >

</ body >

 

</ html >

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。

原文链接:https://blog.csdn.net/weixin_50821119/article/details/114904346

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