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所属分类:Web前端
今天我们要分享另外一款基于HTML5 Canvas的液体流动样式Loading加载动画,这款Loading动画在加载时会呈现液体流动的动画效果,并且由于和背景颜色的对比,也略微呈现发光的动画效果。
效果预览
代码实现
HTML代码
接下来我们讲讲实现这个加载动画的大致思路和实现过程。
首先在页面上定义一个canvas
元素,用来承载这个Loading动画的画布。
<canvas id='canvas'></canvas>
接下拉需要定义一个SVG滤镜,这个滤镜用来渲染Loading圈圈粒子化的效果。
<svg xmlns="http://www.w3.org/2000/svg" version="1.1"> <defs> <filter id="shadowed-goo"> <feGaussianBlur in="SourceGraphic" result="blur" stdDeviation="10" /> <feColorMatrix in="blur" mode="matrix" values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 18 -7" result="goo" /> <feGaussianBlur in="goo" stdDeviation="3" result="shadow" /> <feColorMatrix in="shadow" mode="matrix" values="0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 -0.2" result="shadow" /> <feOffset in="shadow" dx="1" dy="1" result="shadow" /> <feBlend in2="shadow" in="goo" result="goo" /> <feBlend in2="goo" in="SourceGraphic" result="mix" /> </filter> <filter id="goo"> <feGaussianBlur in="SourceGraphic" result="blur" stdDeviation="10" /> <feColorMatrix in="blur" mode="matrix" values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 18 -7" result="goo" /> <feBlend in2="goo" in="SourceGraphic" result="mix" /> </filter> </defs> </svg>
CSS代码
这里我们先不谈页面中其他元素的样式,我们的重点是为canvas
元素指定相应的svg滤镜:
#canvas { margin: 0px auto; display: block; filter: url("#shadowed-goo"); }
JavaScript代码
然后用JavaScript代码实现Loading加载动画。这里用到了canvas
的2d动画绘制对象:
var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d");
getContext()
方法可返回一个对象,该对象提供了用于在画布上绘图的方法和属性。
这个动画的核心是动态画一段弧线,代码如下:
ctx.fillStyle = "rgba(255,255,255," + this.al + ")"; ctx.beginPath(); ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false); ctx.fill();
下面是完整的JS代码:
var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var p = []; var particle = []; var angle = Math.PI/4; canvas.width = 600; canvas.height = 600; var width = canvas.width; var height = canvas.height; function getRandomInt(min, max) { return min + Math.floor(Math.random() * (max - min + 1)); } function retinaReady() { var pixelRatio = window.devicePixelRatio || 1; var backingStore = ctx.webkitBackingStorePixelRatio || 1; window.ratio = pixelRatio / backingStore; // public var if (pixelRatio !== backingStore) { var oldWidth = canvas.width; var oldHeight = canvas.height; canvas.width = oldWidth * ratio; canvas.height = oldHeight * ratio; canvas.style.width = oldWidth + "px"; canvas.style.height = oldHeight + "px"; ctx.scale(window.ratio, window.ratio); } } retinaReady(); function run(a) { var r = 140; var x = r * Math.sin(a) + width / 2; var y = r * Math.cos(a) + ((height / 2)-80); var p; p = new Particle(x, y); particle.push(p); } function Particle(x, y) { this.x = x; this.y = y; this.r = getRandomInt(10, 16); this.v = { x: 0, y: 0 }; this.a = { x: 0, y: 0 }; this.al = 1; } Particle.prototype.update = function() { this.a.x = getRandomInt(-0.001, 0.001); this.a.y = getRandomInt(0.01, 0.02); this.v.x += this.a.x; this.v.y += this.a.y; this.x += this.v.x; this.y += this.v.y; if (this.r >= 0.01) { this.r -= 0.2; this.al -= 0.001; } else { this.r = 0; this.al = 0; } }; Particle.prototype.draw = function() { ctx.fillStyle = "rgba(255,255,255," + this.al + ")"; ctx.beginPath(); ctx.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false); ctx.fill(); }; function animate() { ctx.clearRect(0, 0, width, height); run(angle); requestAnimationFrame(animate); for (var j = 0; j < particle.length; j++) { var p = particle[j]; p.update(); p.draw(); } if (angle <= 2 * Math.PI) { angle += 0.04; } else { angle = 0; } } animate();
到这里为止,这个粒子流体状的Loading加载动画就完成了,文章最后也将源码献给大家。
源码下载
完整的代码我已经整理出了一个源码包,供大家下载学习。
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