I briefly talked about Canvas in HTML before. This time I completed the "wave effect" (water waves rising) based on Canvas.
(O(∩_∩)O hahaha~ Author I can watch this animation all afternoon)
Animation analysis
Composition: Bezier curve
Canvas: Canvas
Effect: wave rising (rising, fluctuation)
Trigger condition: Click the button
Algorithm implementation analysis: Starting from the sin()
function, the larger the sin(), the greater the fluctuation of the wave. Simply put, the wave effect animation is realized by continuously changing the sin() value
<button type="button" onclick="Beisizer()"//点击时触发JS事件 onmouseover="bcd()"//鼠标经过时JS事件 onmouseleave="out()"//鼠标离开时JS事件 id="Anniu">确                     定</button>
<canvas id="Theback"></canvas>
//获取画布 var beisizer = document.getElementById("Theback"); var ContenofBeisizer = beisizer.getContext("2d"); //设置波浪海域(海浪宽度,高度) var beisizerwidth = beisizer.width; var beisizerheight = beisizer.height; var beisizerlinewidth = 2; //曲线 var sinX = 0; var sinY = beisizerheight/2.0; //轴长 var axisLenght = beisizerwidth; //弧度宽度 var waveWidth = 0.014; //海浪高度 var waveHeight = beisizerheight / 15.0; ContenofBeisizer.lineWidth = beisizerlinewidth;
var drawSin = function (xofspeed) { ContenofBeisizer.save(); //存放贝塞尔曲线的各个点 var points = []; ContenofBeisizer.beginPath(); //创建贝塞尔点 for (var x = sinX;x < sinX +axisLenght;x+=80/axisLenght){ // var y = -Math.sin((sinX+x)*waveWidth); 测试请解开注释,注释下一行 var y = -Math.sin((sinX+x)*waveWidth+xofspeed); // points.push([x,sinY + y * waveHeight]); 测试请解开注释,注释下一行 points.push([x,rand+y*waveHeight]); // ContenofBeisizer.lineTo(x,sinY + y * waveHeight); 测试请解开注释,注释下一行 ContenofBeisizer.lineTo(x,rand + y * waveHeight); } ContenofBeisizer.lineTo(axisLenght,beisizerheight); ContenofBeisizer.lineTo(sinX,beisizerheight); ContenofBeisizer.lineTo(points[0][0],points[0][1]); ContenofBeisizer.stroke(); ContenofBeisizer.restore(); //贝塞尔曲线样式设置 ContenofBeisizer.strokeStyle = "#3bc777"; ContenofBeisizer.fillStyle = "#3bc777"; ContenofBeisizer.fill(); };
This code has completed the drawing ofstatic Bezier curve. You can try to run it by untying the following statement to see the effect. .
var y = -Math.sin((sinX+x)*waveWidth);
points.push([x,rand+y*waveHeight]);
var y = -Math.sin((sinX+x)*waveWidth+xofspeed);Run the method to execute drawSin()
var speed = 0.1; The larger the value, the faster the speed.
var xofspeed = 0; The lateral offset of the wave
var rand = beisizerheight;Wave height
var rendY = function () { ContenofBeisizer.clearRect(0,0,beisizerwidth,beisizerheight); //控制海浪高度 var tmp = 0.1; rand-=tmp; var b = beisizerheight - rand; //控制循环涨潮 if (parseInt(b)==beisizerheight){ rand = beisizerheight; } drawSin(xofspeed); drawSinl(xofspeed); xofspeed += speed; requestAnimationFrame(rendY); };
Call itself to generate different heights to produce a wave effect. The attribute values set here can be understood together with the fourth step of drawing the Bezier curve.Summary Bezier curves can also be used to create sound waves, heartbeat monitors, etc. You can try changing the frequency value to achieve this. 【Related recommendations】1. 2. 3.Running method rendY();
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