利用HTML5实现音乐盒卡通人物动画特效



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特效描述:利用HTML5实现 音乐盒 卡通人物 动画特效,利用HTML5实现音乐盒卡通人物动画特效

代码结构

1. HTML代码

<div class="container">
  <canvas></canvas>
  <p>点击拖动或旋转</p>
</div>
<script>
// -------------------------- utils -------------------------- //
var TAU = Math.PI * 2;
function extend( a, b ) {
  for ( var prop in b ) {
    a[ prop ] = b[ prop ];
  }
  return a;
}
function lerp( a, b, t ) {
  return ( b - a ) * t + a;
}
function modulo( num, div ) {
  return ( ( num % div ) + div ) % div;
}
// -------------------------- Vector3 -------------------------- //
function Vector3( position ) {
  this.set( position );
}
Vector3.prototype.set = function( pos ) {
  pos = Vector3.sanitize( pos );
  this.x = pos.x;
  this.y = pos.y;
  this.z = pos.z;
  return this;
};
Vector3.prototype.rotate = function( rotation ) {
  if ( !rotation ) {
    return;
  }
  this.rotateZ( rotation.z );
  this.rotateY( rotation.y );
  this.rotateX( rotation.x );
  return this;
};
Vector3.prototype.rotateZ = function( angle ) {
  rotateProperty( this, angle, 'x', 'y' );
};
Vector3.prototype.rotateX = function( angle ) {
  rotateProperty( this, angle, 'y', 'z' );
};
Vector3.prototype.rotateY = function( angle ) {
  rotateProperty( this, angle, 'x', 'z' );
};
function rotateProperty( vec, angle, propA, propB ) {
  if ( angle % TAU === 0 ) {
    return;
  }
  var cos = Math.cos( angle );
  var sin = Math.sin( angle );
  var a = vec[ propA ];
  var b = vec[ propB ];
  vec[ propA ] = a*cos - b*sin;
  vec[ propB ] = b*cos + a*sin;
}
Vector3.prototype.add = function( vec ) {
  if ( !vec ) {
    return;
  }
  vec = Vector3.sanitize( vec );
  this.x += vec.x;
  this.y += vec.y;
  this.z += vec.z;
  return this;
};
Vector3.prototype.multiply = function( vec ) {
  if ( !vec ) {
    return;
  }
  vec = Vector3.sanitize( vec );
  this.x *= vec.x;
  this.y *= vec.y;
  this.z *= vec.z;
  return this;
};
Vector3.prototype.lerp = function( vec, t ) {
  this.x = lerp( this.x, vec.x, t );
  this.y = lerp( this.y, vec.y, t );
  this.z = lerp( this.z, vec.z, t );
  return this;
};
// ----- utils ----- //
// add missing properties
Vector3.sanitize = function( vec ) {
  vec = vec || {};
  vec.x = vec.x || 0;
  vec.y = vec.y || 0;
  vec.z = vec.z || 0;
  return vec;
};
// -------------------------- PathAction -------------------------- //
function PathAction( method, points, previousPoint ) {
  this.method = method;
  this.points = points.map( mapVectorPoint );
  this.renderPoints = points.map( mapVectorPoint );
  this.previousPoint = previousPoint;
  this.endRenderPoint = this.renderPoints[ this.renderPoints.length - 1 ];
  // arc actions come with previous point & corner point
  // but require bezier control points
  if ( method == 'arc' ) {
    this.controlPoints = [ new Vector3(), new Vector3() ];
  }
}
function mapVectorPoint( point ) {
  return new Vector3( point );
}
PathAction.prototype.reset = function() {
  // reset renderPoints back to orignal points position
  var points = this.points;
  this.renderPoints.forEach( function( renderPoint, i ) {
    var point = points[i];
    renderPoint.set( point );
  });
};
PathAction.prototype.transform = function( translation, rotation, scale ) {
  this.renderPoints.forEach( function( renderPoint ) {
    renderPoint.multiply( scale );
    renderPoint.rotate( rotation );
    renderPoint.add( translation );
  });
};
PathAction.prototype.render = function( ctx ) {
  this[ this.method ]( ctx );
};
PathAction.prototype.move = function( ctx ) {
  var point = this.renderPoints[0];
  ctx.moveTo( point.x, point.y );
};
PathAction.prototype.line = function( ctx ) {
  var point = this.renderPoints[0];
  ctx.lineTo( point.x, point.y );
};
PathAction.prototype.bezier = function( ctx ) {
  var cp0 = this.renderPoints[0];
  var cp1 = this.renderPoints[1];
  var end = this.renderPoints[2];
  ctx.bezierCurveTo( cp0.x, cp0.y, cp1.x, cp1.y, end.x, end.y );
};
PathAction.prototype.arc = function( ctx ) {
  var prev = this.previousPoint;
  var corner = this.renderPoints[0];
  var end = this.renderPoints[1];
  var cp0 = this.controlPoints[0];
  var cp1 = this.controlPoints[1];
  cp0.set( prev ).lerp( corner, 9/16 );
  cp1.set( end ).lerp( corner, 9/16 );
  ctx.bezierCurveTo( cp0.x, cp0.y, cp1.x, cp1.y, end.x, end.y );
};
// -------------------------- Shape -------------------------- //
function Shape( options ) {
  this.create( options );
}
Shape.prototype.create = function( options ) {
  // default
  extend( this, Shape.defaults );
  // set options
  setOptions( this, options );
  this.updatePathActions();
  // transform
  this.translate = new Vector3( options.translate );
  this.rotate = new Vector3( options.rotate );
  var scale = extend( { x: 1, y: 1, z: 1 }, options.scale );
  this.scale = new Vector3( scale );
  // children
  this.children = [];
  if ( this.addTo ) {
    this.addTo.addChild( this );
  }
};
Shape.defaults = {
  stroke: true,
  fill: false,
  color: 'black',
  lineWidth: 1,
  closed: true,
  rendering: true,
  path: [ {} ],
};
var optionKeys = Object.keys( Shape.defaults ).concat([
  'rotate',
  'translate',
  'scale',
  'addTo',
  'width',
  'height',
]);
function setOptions( shape, options ) {
  for ( var key in options ) {
    if ( optionKeys.includes( key ) ) {
      shape[ key ] = options[ key ];
    }
  }
}
var actionNames = [
  'move',
  'line',
  'bezier',
  'arc',
];
// parse path into PathActions
Shape.prototype.updatePathActions = function() {
  var previousPoint;
  this.pathActions = this.path.map( function( pathPart, i ) {
    // pathPart can be just vector coordinates -> { x, y, z }
    // or path instruction -> { arc: [ {x0,y0,z0}, {x1,y1,z1} ] }
    var keys = Object.keys( pathPart );
    var method = keys[0];
    var points = pathPart[ method ];
    var isInstruction = keys.length === 1 && actionNames.includes( method ) &&
      Array.isArray( points );
    if ( !isInstruction ) {
      method = 'line';
      points = [ pathPart ];
    }
    // first action is always move
    method = i === 0 ? 'move' : method;
    // arcs require previous last point
    var pathAction = new PathAction( method, points, previousPoint );
    // update previousLastPoint
    previousPoint = pathAction.endRenderPoint;
    return pathAction;
  });
};
Shape.prototype.addChild = function( shape ) {
  this.children.push( shape );
};
// ----- update ----- //
Shape.prototype.update = function() {
  // update self
  this.reset();
  // update children
  this.children.forEach( function( child ) {
    child.update();
  });
  this.transform( this.translate, this.rotate, this.scale );
};
Shape.prototype.reset = function() {
  // reset pathAction render points
  this.pathActions.forEach( function( pathAction ) {
    pathAction.reset();
  });
};
Shape.prototype.transform = function( translation, rotation, scale ) {
  // transform points
  this.pathActions.forEach( function( pathAction ) {
    pathAction.transform( translation, rotation, scale );
  });
  // transform children
  this.children.forEach( function( child ) {
    child.transform( translation, rotation, scale );
  });
};
Shape.prototype.updateSortValue = function() {
  var sortValueTotal = 0;
  this.pathActions.forEach( function( pathAction ) {
    sortValueTotal += pathAction.endRenderPoint.z;
  });
  // average sort value of all points
  // def not geometrically correct, but works for me
  this.sortValue = sortValueTotal / this.pathActions.length;
};
// ----- render ----- //
Shape.prototype.render = function( ctx ) {
  var length = this.pathActions.length;
  if ( !this.rendering || !length ) {
    return;
  }
  var isDot = length == 1;
  if ( isDot ) {
    this.renderDot( ctx );
  } else {
    this.renderPath( ctx );
  }
};
// Safari does not render lines with no size, have to render circle instead
Shape.prototype.renderDot = function( ctx ) {
  ctx.fillStyle = this.color;
  var point = this.pathActions[0].endRenderPoint;
  ctx.beginPath();
  var radius = this.lineWidth/2;
  ctx.arc( point.x, point.y, radius, 0, TAU );
  ctx.fill();
};
Shape.prototype.renderPath = function( ctx ) {
  // set render properties
  ctx.fillStyle = this.color;
  ctx.strokeStyle = this.color;
  ctx.lineWidth = this.lineWidth;
  // render points
  ctx.beginPath();
  this.pathActions.forEach( function( pathAction ) {
    pathAction.render( ctx );
  });
  var isTwoPoints = this.pathActions.length == 2 &&
    this.pathActions[1].method == 'line';
  if ( !isTwoPoints && this.closed ) {
    ctx.closePath();
  }
  if ( this.stroke ) {
    ctx.stroke();
  }
  if ( this.fill ) {
    ctx.fill();
  }
};
// return Array of self & all child shapes
Shape.prototype.getShapes = function() {
  var shapes = [ this ];
  this.children.forEach( function( child ) {
    var childShapes = child.getShapes();
    shapes = shapes.concat( childShapes );
  });
  return shapes;
};
Shape.prototype.copy = function( options ) {
  // copy options
  var shapeOptions = {};
  optionKeys.forEach( function( key ) {
    shapeOptions[ key ] = this[ key ];
  }, this );
  // add set options
  setOptions( shapeOptions, options );
  var ShapeClass = this.constructor;
  return new ShapeClass( shapeOptions );
};
// -------------------------- Ellipse -------------------------- //
function Ellipse( options ) {
  options = this.setPath( options );
  // always keep open
  // fixes overlap bug when lineWidth is greater than radius
  options.closed = false;
  this.create( options );
}
Ellipse.prototype = Object.create( Shape.prototype );
Ellipse.prototype.constructor = Ellipse;
Ellipse.prototype.setPath = function( options ) {
  var w = options.width/2;
  var h = options.height/2;
  options.path = [
    { x: 0, y: -h },
    { arc: [ // top right
      { x: w, y: -h },
      { x: w, y: 0 },
    ]},
    { arc: [ // bottom right
      { x: w, y: h },
      { x: 0, y: h },
    ]},
    { arc: [ // bottom left
      { x: -w, y: h },
      { x: -w, y: 0 },
    ]},
    { arc: [ // bottom left
      { x: -w, y: -h },
      { x: 0, y: -h },
    ]},
  ];
  return options;
};
// -------------------------- Group -------------------------- //
function Group( options ) {
  this.create( options );
}
Group.prototype.create = function( options ) {
  // set options
  setGroupOptions( this, options );
  // transform
  this.translate = Vector3.sanitize( this.translate );
  this.rotate = Vector3.sanitize( this.rotate );
  // children
  this.children = [];
  if ( this.addTo ) {
    this.addTo.addChild( this );
  }
};
var groupOptionKeys = [
  'rotate',
  'translate',
  'addTo',
];
function setGroupOptions( shape, options ) {
  for ( var key in options ) {
    if ( groupOptionKeys.includes( key ) ) {
      shape[ key ] = options[ key ];
    }
  }
}
Group.prototype.addChild = function( shape ) {
  this.children.push( shape );
};
// ----- update ----- //
Group.prototype.update = function() {
  // update self
  this.reset();
  // update children
  this.children.forEach( function( child ) {
    child.update();
  });
  this.transform( this.translate, this.rotate, this.scale );
};
Group.prototype.reset = function() {};
Group.prototype.transform = function( translation, rotation, scale ) {
  // transform children
  this.children.forEach( function( child ) {
    child.transform( translation, rotation, scale );
  });
};
Group.prototype.updateSortValue = function() {
  var sortValueTotal = 0;
  this.children.forEach( function( child ) {
    child.updateSortValue();
    sortValueTotal += child.sortValue;
  });
  // TODO sort children?
  // average sort value of all points
  // def not geometrically correct, but works for me
  this.sortValue = sortValueTotal / this.children.length;
};
// ----- render ----- //
Group.prototype.render = function( ctx ) {
  this.children.forEach( function( child ) {
    child.render( ctx );
  });
};
// do not include children, group handles rendering & sorting internally
Group.prototype.getShapes = function() {
  return [ this ];
};
// -------------------------- Dragger -------------------------- //
// quick & dirty drag event stuff
// messes up if multiple pointers/touches
// event support, default to mouse events
var downEvent = 'mousedown';
var moveEvent = 'mousemove';
var upEvent = 'mouseup';
if ( window.PointerEvent ) {
  // PointerEvent, Chrome
  downEvent = 'pointerdown';
  moveEvent = 'pointermove';
  upEvent = 'pointerup';
} else if ( 'ontouchstart' in window ) {
  // Touch Events, iOS Safari
  downEvent = 'touchstart';
  moveEvent = 'touchmove';
  upEvent = 'touchend';
}
function noop() {}
function Dragger( options ) {
  this.startElement = options.startElement;
  this.onPointerDown = options.onPointerDown || noop;
  this.onPointerMove = options.onPointerMove || noop;
  this.onPointerUp = options.onPointerUp || noop;
  this.startElement.addEventListener( downEvent, this );
}
Dragger.prototype.handleEvent = function( event ) {
  var method = this[ 'on' + event.type ];
  if ( method ) {
    method.call( this, event );
  }
};
Dragger.prototype.onmousedown =
Dragger.prototype.onpointerdown = function( event ) {
  this.pointerDown( event, event );
};
Dragger.prototype.ontouchstart = function( event ) {
  this.pointerDown( event, event.changedTouches[0] );
};
Dragger.prototype.pointerDown = function( event, pointer ) {
  event.preventDefault();
  this.dragStartX = pointer.pageX;
  this.dragStartY = pointer.pageY;
  window.addEventListener( moveEvent, this );
  window.addEventListener( upEvent, this );
  this.onPointerDown( pointer );
};
Dragger.prototype.ontouchmove = function( event ) {
  // HACK, moved touch may not be first
  this.pointerMove( event, event.changedTouches[0] );
};
Dragger.prototype.onmousemove =
Dragger.prototype.onpointermove = function( event ) {
  this.pointerMove( event, event );
};
Dragger.prototype.pointerMove = function( event, pointer ) {
  event.preventDefault();
  var moveX = pointer.pageX - this.dragStartX;
  var moveY = pointer.pageY - this.dragStartY;
  this.onPointerMove( pointer, moveX, moveY );
};
Dragger.prototype.onmouseup = 
Dragger.prototype.onpointerup =
Dragger.prototype.ontouchend =
Dragger.prototype.pointerUp = function( event ) {
  window.removeEventListener( moveEvent, this );
  window.removeEventListener( upEvent, this );
  this.onPointerUp( event );
};
function BokehShape( options ) {
  this.create( options );
  this.bokehSize = options.bokehSize || 5;
  this.bokehLimit = options.bokehLimit || 64;
}
BokehShape.prototype = Object.create( Shape.prototype );
BokehShape.prototype.updateBokeh = function() {
  // bokeh 0 -> 1
  this.bokeh = Math.abs( this.sortValue ) / this.bokehLimit;
  this.bokeh = Math.max( 0, Math.min( 1, this.bokeh ) );
  return this.bokeh;
};
BokehShape.prototype.getBokehLineWidth = function() {
  return this.lineWidth + this.bokehSize * this.bokeh * this.bokeh;
};
BokehShape.prototype.getBokehAlpha = function() {
  var revBokeh = 1 - this.bokeh;
  revBokeh *= revBokeh;
  return revBokeh * 0.8 + 0.2;
};
// Safari does not render lines with no size, have to render circle instead
BokehShape.prototype.renderDot = function( ctx ) {
  this.updateBokeh();
  ctx.globalAlpha = this.getBokehAlpha();
  ctx.fillStyle = this.color;
  var point = this.pathActions[0].endRenderPoint;
  ctx.beginPath();
  var radius = this.getBokehLineWidth()/2;
  ctx.arc( point.x, point.y, radius, 0, TAU );
  ctx.fill();
  ctx.globalAlpha = 1;
};
BokehShape.prototype.renderPath = function( ctx ) {
  this.updateBokeh();
  ctx.globalAlpha = this.getBokehAlpha();
  // set render properties
  ctx.fillStyle = this.color;
  ctx.strokeStyle = this.color;
  ctx.lineWidth = this.getBokehLineWidth();
  // render points
  ctx.beginPath();
  this.pathActions.forEach( function( pathAction ) {
    pathAction.render( ctx );
  });
  var isTwoPoints = this.pathActions.length == 2 &&
    this.pathActions[1].method == 'line';
  if ( !isTwoPoints && this.closed ) {
    ctx.closePath();
  }
  if ( this.stroke ) {
    ctx.stroke();
  }
  if ( this.fill ) {
    ctx.fill();
  }
  ctx.globalAlpha = 1;
};
/* jshint unused: false */
function makeMadeline( camera, isGood, colors, rotation ) {
  var rotor = new Shape({
    rendering: false,
    addTo: camera,
    rotate: rotation,
  });
  var body = new Shape({
    rendering: false,
    addTo: rotor,
    rotate: { x: TAU/8 },
    translate: { z: 48 },
  });
  var head = new Shape({
    rendering: false,
    addTo: body,
    translate: { y: -11, z: 2 },
    rotate: { x: -TAU/8 },
  });
  // face
  var face = new Ellipse({
    width: 6,
    height: 6,
    addTo: head,
    translate: { z: -4 },
    lineWidth: 8,
    color: colors.skin,
  });
  var eyeGroup = new Group({
    addTo: face,
    translate: { z: -face.lineWidth/2 + 0.5 },
  });
  // eyes
  [ -1, 1 ].forEach( function( xSide ) {
    // cheek blush
    if ( isGood ) {
      new Ellipse({
        width: 2,
        height: 1.3,
        addTo: eyeGroup,
        translate: { x: 4.5*xSide, y: 3, z: 1 },
        rotate: { y: TAU/16*xSide },
        lineWidth: 1,
        color: '#FA8',
        fill: true,
      });
    }
    var eyeX = 3.5*xSide;
    // eye
    var eyeWhite = new Ellipse({
      width: 0.75,
      height: 1.5,
      addTo: eyeGroup,
      color: colors.eye,
      translate: { x: eyeX },
      lineWidth: 2,
      fill: true,
    });
    // eye brow
    new Shape({
      path: [
        { x: -1, y: 0 },
        { arc: [
          { x: -1, y: -1 },
          { x: 0, y: -1 }
        ]},
        { arc: [
          { x: 1, y: -1 },
          { x: 1, y: 0 }
        ]},
      ],
      addTo: eyeGroup,
      translate: { x: eyeX, y: -3 },
      scale: { x: 1.5, y: 0.6 },
      rotate: { z: 0.15*xSide * (isGood ? 1 : -1) },
      color: colors.hair,
      lineWidth: 1,
      fill: true,
    });
  });
  // hair ball
  new Shape({
    path: [
      { x: -1 },
      { x: 1 },
      { z: 4 },
    ],
    addTo: head,
    translate: { y: -4, z: 1 },
    lineWidth: 18,
    color: colors.hair,
  });
  var bang = new Shape({
    path: [
      {},
      { arc: [
        { z: -4, y: 4 },
        { z: 0, y: 8 },
      ]},
    ],
    addTo: head,
    translate: { x: 2, y: -7.5, z: -6 },
    rotate: { x: -0.5, z: -0.5 },
    lineWidth: 4,
    color: colors.hair,
    closed: false,
  });
  bang.copy({
    translate: { x: 5, y: -6, z: -5 },
    rotate: { x: 0.3, z: -0.5 },
  });
  bang.copy({
    translate: { x: 5, y: -6, z: -3 },
    rotate: { y: 0.7, z: -1 },
  });
  // left side
  bang.copy({
    translate: { x: -2, y: -7.5, z: -6 },
    rotate: { x: 0, z: TAU/16*6 },
  });
  bang.copy({
    translate: { x: -5, y: -6, z: -5 },
    rotate: { x: 0, z: TAU/4 },
  });
  bang.copy({
    translate: { x: -5, y: -6, z: -3 },
    rotate: { y: -0.7, z: 1 },
  });
  // hair cover
  new Shape({
    path: [
      { x: -3 },
      { x:  3 },
    ],
    addTo: head,
    lineWidth: 7,
    translate: { y: -8, z: -5 },
    color: colors.hair,
  });
  // trail locks
  var trailLock = new Shape({
    path: [
      { y: -4, z: 0 },
      { bezier: [
        { y: -10, z: 14 },
        { y: 0, z: 16 },
        { y: 0, z: 26 }
      ]},
    ],
    addTo: head,
    translate: { z: 4, y: 0 },
    lineWidth: 10,
    color: colors.hair,
    closed: false,
  });
  trailLock.copy({
    translate: { x: -3, z: 4 },
    rotate: { z: -TAU/8 },
    lineWidth: 8,
  });
  trailLock.copy({
    translate: { x: 3, z: 4 },
    rotate: { z: TAU/8 },
    lineWidth: 8,
  });
  trailLock.copy({
    translate: { y: 2 },
    // rotate: { z: TAU/2 },
    scale: { y: 0.5 },
    lineWidth: 8,
  });
  // ----- torso ----- //
  // 2nd rib
  var torsoRib = new Ellipse({
    width: 12,
    height: 10,
    addTo: body,
    rotate: { x: TAU/4 },
    translate: { y: -1 },
    lineWidth: 6,
    color: colors.parkaLight,
    fill: true,
  });
  // neck rib
  torsoRib.copy({
    width: 6,
    height: 6,
    translate: { y: -5 },
  });
  // 3rd rib
  torsoRib.copy({
    translate: { y: 3 },
  });
  // 4th rib
  torsoRib.copy({
    translate: { y: 7 },
    color: colors.parkaDark,
  });
  // waist
  new Ellipse({
    width: 10,
    height: 8,
    addTo: body,
    rotate: { x: TAU/4 },
    translate: { y: 11 },
    lineWidth: 4,
    color: colors.tight,
    fill: true,
  });
  // arms
  [ -1, 1 ].forEach( function( xSide ) {
    // shoulder ball
    new Shape({
      addTo: body,
      lineWidth: 6,
      translate: { x: 6*xSide, y: -5, z: 1 },
      color: colors.parkaLight,
    });
    var shoulderJoint = new Shape({
      rendering: false,
      addTo: body,
      translate: { x: 9*xSide, y: -3, z: 2 },
    });
    // top shoulder rib
    var armRib = new Ellipse({
      width: 2,
      height: 2,
      rotate: { x: TAU/4 },
      addTo: shoulderJoint,
      translate: { x: 0*xSide },
      lineWidth: 6,
      color: colors.parkaLight,
      fill: true,
    });
    armRib.copy({
      translate: { y: 4 },
    });
    var elbowJoint = new Shape({
      rendering: false,
      addTo: shoulderJoint,
      translate: { y: 8 },
    });
    armRib.copy({
      addTo: elbowJoint,
      translate: { x: 0, y: 0 },
    });
    armRib.copy({
      addTo: elbowJoint,
      translate: { y: 4 },
      color: colors.parkaDark,
    });
    // hand
    new Shape({
      addTo: elbowJoint,
      translate: { y: 9, z: -1 },
      lineWidth: 8,
      color: colors.skin,
    });
    if ( xSide == 1 ) {
      // extend left hand
      shoulderJoint.rotate = Vector3.sanitize({ x: -TAU/8*3, z: -TAU/32 });
    } else {
      // back right hand
      shoulderJoint.rotate = Vector3.sanitize({ z: TAU/16*2, x: TAU/16*2 });
      elbowJoint.rotate = Vector3.sanitize({ z: TAU/8 });
    }
    // ----- legs ----- //
    var knee = { y: 7 };
    var thigh = new Shape({
      path: [ { y: 0 }, knee ],
      addTo: body,
      translate: { x: 4*xSide, y: 13 },
      lineWidth: 8,
      color: colors.tight,
    });
    var shin = new Shape({
      path: [ { y: 0 }, { y: 8 } ],
      addTo: thigh,
      lineWidth: 6,
      translate: knee,
      color: colors.tight,
    });
    if ( xSide == -1 ) {
      // bend right leg
      thigh.rotate = Vector3.sanitize({ x: -TAU/16*3, z: TAU/16 });
      shin.rotate = Vector3.sanitize({ x: TAU/16*5 });
    }
  });
  // butt
  new Shape({
    path: [
      { x: -3 },
      { x: 3 },
    ],
    rendering: false,
    addTo: body,
    translate: { y: 11, z: 2 },
    lineWidth: 8,
    color: colors.tight,
  });
}
function makeBird( options ) {
  var spin = options.spin || 0;
  var arrow = new Shape({
    rendering: false,
    addTo: options.addTo,
    scale: { x: 2/3, y: 2/3, z: 2/3 },
    rotate: { z: spin },
  });
  var bird = new Group({
    addTo: arrow,
    translate: { x: 87 },
    rotate: { x: spin },
  });
  // bird body
  new Shape({
    path: [
      { x: -3, y: 0 },
      { arc: [
        { x: -2, y: 1.5 },
        { x: 0, y: 1.5 },
      ]},
      { arc: [
        { x: 2, y: 1.5 },
        { x: 2, y: 0 },
      ]},
    ],
    addTo: bird,
    translate: { x: 0.5 },
    lineWidth: 3,
    color: options.color,
    fill: true,
  });
  // bird head
  new Shape({
    translate: { x: 4, y: -1 },
    addTo: bird,
    lineWidth: 4,
    color: options.color,
  });
  // beak
  new Shape({
    path: [
      { x: 0, y: -1 },
      { x: 3, y: 0 },
      { x: 0, y: 1 },
    ],
    addTo: bird,
    translate: { x: 5, y: -1 },
    lineWidth: 1,
    color: options.color,
    fill: true,
  });
  // tail feather
  new Shape({
    path: [
      { x: -3, z: -2 },
      { x:  0, z:  0 },
      { x: -3, z:  2 },
    ],
    addTo: bird,
    translate: { x: -4, y: 0 },
    lineWidth: 2,
    color: options.color,
    fill: true,
  });
  var wing = new Shape({
    path: [
      { x: 3, y: 0 },
      { x: -1, y: -9 },
      { arc: [
        { x: -5, y: -4 },
        { x: -3, y: 0 },
      ]},
    ],
    addTo: bird,
    translate: { z: -1.5},
    rotate: { x: TAU/8 },
    lineWidth: 1,
    color: options.color,
    fill: true,
  });
  wing.copy({
    translate: { z: 1.5},
    scale: { z: -1 },
    rotate: { x: -TAU/8 },
  });
}
/* globals makeMadeline, BokehShape, makeBird */
// -------------------------- demo -------------------------- //
var canvas = document.querySelector('canvas');
var ctx = canvas.getContext('2d');
var w = 160;
var h = 160;
var minWindowSize = Math.min( window.innerWidth, window.innerHeight );
var zoom = Math.min( 5, Math.floor( minWindowSize / w ) );
var pixelRatio = window.devicePixelRatio || 1;
zoom *= pixelRatio;
var canvasWidth = canvas.width = w * zoom;
var canvasHeight = canvas.height = h * zoom;
// set canvas screen size
if ( pixelRatio > 1 ) {
  canvas.style.width = canvasWidth / pixelRatio + 'px';
  canvas.style.height = canvasHeight / pixelRatio + 'px';
}
var isRotating = true;
var madColor = {
  skin: '#FD9',
  hair: '#D53',
  parkaLight: '#67F',
  parkaDark: '#35D',
  tight: '#742',
  eye: '#333',
};
var badColor = {
  skin: '#EBC',
  hair: '#D4B',
  parkaLight: '#85A',
  parkaDark: '#527',
  tight: '#412',
  eye: '#D02',
};
var glow = 'hsla(60, 100%, 80%, 0.3)';
var featherGold = '#FE5';
var camera = new Shape({
  rendering: false,
  rotate: { y: TAU/4 },
});
// -- illustration shapes --- //
makeMadeline( camera, true, madColor );
makeMadeline( camera, false, badColor, { y: TAU/2 } );
// ----- feather ----- //
var feather = new Shape({
  rendering: false,
  addTo: camera,
  rotate: { y: -TAU/4 },
});
( function() {
  var featherPartCount = 8;
  var radius = 12;
  var angleX = (TAU/featherPartCount) / 2;
  var sector = (TAU * radius)/2 / featherPartCount;
  for ( var i=0; i < featherPartCount; i++ ) {
    var curve = Math.cos( (i/featherPartCount) * TAU*3/4 + TAU*1/4 );
    var x = 4 - curve*2;
    var y0 = sector/2;
    // var y2 = -sector/2;
    var isLast = i == featherPartCount - 1;
    var y3 = isLast ? sector * -1 : -y0;
    var z1 = -radius + 2 + curve*-1.5;
    var z2 = isLast ? -radius : -radius;
    var barb = new Shape({
      path: [
        { x: 0, y: y0, z: -radius },
        { x: x, y: -sector/2, z: z1 },
        { x: x, y: -sector*3/4, z: z1 },
        { x: 0, y: y3, z: z2 },
      ],
      addTo: feather,
      rotate: { x: angleX * -i + TAU/8 },
      lineWidth: 1,
      color: featherGold,
      fill: true,
    });
    barb.copy({
      scale: { x: -1 },
    });
  }
  // rachis
  var rachis = new Shape({
    path: [
      { y: -radius },
      { arc: [
        { y: -radius, z: -radius },
        { y: 0, z: -radius },
      ]},
      { arc: [
        { y: radius, z: -radius },
        { y: radius, z: 0 },
      ]},
    ],
    addTo: feather,
    lineWidth: 2,
    color: featherGold,
    closed: false,
  });
  rachis.copy({
    lineWidth: 8,
    color: glow,
    rotate: { x: -0.5 }
  });
})();
// ----- rods ----- //
( function() {
  var rodCount = 14;
  for ( var i=0; i < rodCount; i++ ) {
    var zRotor = new Shape({
      rendering: false,
      addTo: camera,
      rotate: { z: TAU/rodCount * i },
    });
    var y0 = 32;
    var y1 = y0 + 2 + Math.random()*24;
    new BokehShape({
      path: [
        { y: y0 },
        { y: y1 },
      ],
      addTo: zRotor,
      rotate: { x: ( Math.random() * 2 - 1 ) * TAU/8 },
      color: madColor.skin,
      lineWidth: 1,
      bokehSize: 6,
      bokehLimit: 70,
    });
  }
})();
// dots
( function() {
  var dotCount = 64;
  for ( var i=0; i < dotCount; i++ ) {
    var yRotor = new Shape({
      rendering: false,
      addTo: camera,
      rotate: { y: TAU/dotCount * i },
    });
    new BokehShape({
      path: [
        { z: 40*(1 - Math.random()*Math.random()) + 32 },
      ],
      addTo: yRotor,
      rotate: { x: ( Math.random() * 2 - 1 ) * TAU*3/16 },
      color: badColor.skin,
      lineWidth: 1 + Math.random(),
      bokehSize: 6,
      bokehLimit: 74,
    });
  }
})();
// ----- birds ----- //
var birdRotor = new Shape({
  rendering: false,
  addTo: camera,
  rotate: { y: TAU*1/8 },
});
makeBird({
  addTo: birdRotor,
  color: madColor.parkaLight,
  spin: TAU/2,
});
makeBird({
  addTo: birdRotor,
  color: featherGold,
  spin: -TAU * 3/8,
});
makeBird({
  addTo: birdRotor,
  color: 'white',
  spin: -TAU/4,
});
makeBird({
  addTo: birdRotor,
  color: madColor.hair,
  spin: -TAU/8,
});
makeBird({
  addTo: birdRotor,
  color: madColor.parkaDark,
  spin: TAU/8,
});
// -----  ----- //
var shapes = camera.getShapes();
// -- animate --- //
var rotateSpeed = -TAU/60;
var xClock = 0;
var then = new Date() - 1/60;
function animate() {
  update();
  render();
  requestAnimationFrame( animate );
}
animate();
// -- update -- //
function update() {
  var now = new Date();
  var delta = now - then;
  // auto rotate
  if ( isRotating ) {
    var theta = rotateSpeed/60 * delta;
    camera.rotate.y += theta;
    xClock += theta/4;
    camera.rotate.x = Math.sin( xClock ) * TAU/12;
  }
  // rotate
  camera.update();
  shapes.forEach( function( shape ) {
    shape.updateSortValue();
  });
  // perspective sort
  shapes.sort( function( a, b ) {
    return b.sortValue - a.sortValue;
  });
  then = now;
}
// -- render -- //
function render() {
  ctx.clearRect( 0, 0, canvasWidth, canvasHeight );
  ctx.lineCap = 'round';
  ctx.lineJoin = 'round';
  ctx.save();
  ctx.scale( zoom, zoom );
  ctx.translate( w/2, h/2 );
  shapes.forEach( function( shape ) {
    shape.render( ctx );
  });
  ctx.restore();
}
// ----- inputs ----- //
// click drag to rotate
var dragStartAngleX, dragStartAngleY;
new Dragger({
  startElement: canvas,
  onPointerDown: function() {
    isRotating = false;
    dragStartAngleX = camera.rotate.x;
    dragStartAngleY = camera.rotate.y;
  },
  onPointerMove: function( pointer, moveX, moveY ) {
    var angleXMove = moveY / canvasWidth * TAU;
    var angleYMove = moveX / canvasWidth * TAU;
    camera.rotate.x = dragStartAngleX + angleXMove;
    camera.rotate.y = dragStartAngleY + angleYMove;
  },
});
</script>



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