Home > Web Front-end > H5 Tutorial > How to draw cool energy line effects on HTML5 canvas (with code)

How to draw cool energy line effects on HTML5 canvas (with code)

奋力向前
Release: 2021-07-13 18:39:25
forward
2767 people have browsed it

This article will introduce to you how to use HTML5 canvas to draw cool energy line effects. It has certain reference value. Friends in need can refer to it. I hope it will be helpful to you.

How to draw cool energy line effects on HTML5 canvas (with code)

The above is the rendering, and the js code is directly attached below. I hope it will be helpful to everyone! !

// UTILconst PI = Math.PI,
  TWO_PI = Math.PI * 2;const Util = {};Util.timeStamp = function() {
  return window.performance.now();};Util.random = function(min, max) {
  return min + Math.random() * (max - min);};Util.map = function(a, b, c, d, e) {
  return (a - b) / (c - b) * (e - d) + d;};Util.lerp = function(value1, value2, amount) {
  return value1 + (value2 - value1) * amount;};Util.clamp = function(value, min, max) {
  return Math.max(min, Math.min(max, value));};// Vectorclass Vector {
  constructor(x, y) {
    this.x = x || 0;
    this.y = y || 0;
  }
  set(x, y) {
    this.x = x;
    this.y = y;
  }
  reset() {
    this.x = 0;
    this.y = 0;
  }
  fromAngle(angle) {
    let x = Math.cos(angle),
      y = Math.sin(angle);
    return new Vector(x, y);
  }
  add(vector) {
    this.x += vector.x;
    this.y += vector.y;
  }
  sub(vector) {
    this.x -= vector.x;
    this.y -= vector.y;
  }
  mult(scalar) {
    this.x *= scalar;
    this.y *= scalar;
  }
  p(scalar) {
    this.x /= scalar;
    this.y /= scalar;
  }
  dot(vector) {
    return vector.x * this.x + vector.y * this.y;
  }
  limit(limit_value) {
    if (this.mag() > limit_value) this.setMag(limit_value);
  }
  mag() {
    return Math.hypot(this.x, this.y);
  }
  setMag(new_mag) {
    if (this.mag() > 0) {
      this.normalize();
    } else {
      this.x = 1;
      this.y = 0;
    }
    this.mult(new_mag);
  }
  normalize() {
    let mag = this.mag();
    if (mag > 0) {
      this.x /= mag;
      this.y /= mag;
    }
  }
  heading() {
    return Math.atan2(this.y, this.x);
  }
  setHeading(angle) {
    let mag = this.mag();
    this.x = Math.cos(angle) * mag;
    this.y = Math.sin(angle) * mag;
  }
  dist(vector) {
    return new Vector(this.x - vector.x, this.y - vector.y).mag();
  }
  angle(vector) {
    return Math.atan2(vector.y - this.y, vector.x - this.x);
  }
  copy() {
    return new Vector(this.x, this.y);
  }}// Init canvaslet canvas = document.createElement("canvas"),
  ctx = canvas.getContext("2d"),
  H = (canvas.height = window.innerHeight),
  W = (canvas.width = window.innerWidth);document.body.appendChild(canvas);// Mouselet mouse = {
  x: W/2,
  y: H/2};canvas.onmousemove = function(event) {
  mouse.x = event.clientX - canvas.offsetLeft;
  mouse.y = event.clientY - canvas.offsetTop;};document.body.onresize = function(event){
  H = (canvas.height = window.innerHeight);
  W = (canvas.width = window.innerWidth);}// Let's goclass Arrow {
  constructor(x, y, target) {
    this.position = new Vector(x, y);
    this.velocity = new Vector().fromAngle(Util.random(0,TWO_PI));
    this.acceleration = new Vector(0, 0);
    this.target = target;
    this.travelled_distance = 0;
    this.min_size = 1;
    this.max_size = 6;
    this.size = Util.random(this.min_size, this.max_size);
    this.zone = this.size * 4;
    this.topSpeed = Util.map(this.size,this.min_size,this.max_size,40,10);
    let tailLength = Math.floor(Util.map(this.size, this.min_size, this.max_size, 4, 16));
    this.tail = [];
    for (let i = 0; i < tailLength; i++) {
      this.tail.push({
        x: this.position.x,
        y: this.position.y      });
    }
    this.wiggle_speed = Util.map(this.size, this.min_size, this.max_size, 2 , 1.2);
    this.blink_offset = Util.random(0, 100);
    this.alpha = Util.random(0.1,1)
  }
  render() {
    this.update();
    this.draw();
  }
  update() {
    let old_position = this.position.copy();
    // Focus on target
    let t = new Vector(this.target.x, this.target.y),
      angle = this.position.angle(t);
    let d_f_target = t.dist(this.position);
      let f = new Vector().fromAngle(angle);

      f.setMag(Util.map(Util.clamp(d_f_target,0,400), 0, 400, 0, this.topSpeed * 0.1));
      this.addForce(f);
    
    // Update position and velocity
    this.velocity.add(this.acceleration);
    if(d_f_target < 800){
       this.velocity.limit(Util.map(Util.clamp(d_f_target,0,800), 0, 800, this.topSpeed*0.4, this.topSpeed));
       }else{
         this.velocity.limit(this.topSpeed);
       }
    this.position.add(this.velocity);
    // Reset acceleration for the next loop
    this.acceleration.mult(0);
    this.travelled_distance += old_position.dist(this.position);

      let wiggle =
        Math.sin(frame * this.wiggle_speed) *
        Util.map(this.velocity.mag(), 0, this.topSpeed, 0, this.size);
      let w_a = this.velocity.heading() + Math.PI / 2;

      let w_x = this.position.x + Math.cos(w_a) * wiggle,
        w_y = this.position.y + Math.sin(w_a) * wiggle;

      this.travelled_distance = 0;
      let from = this.tail.length - 1,
        to = 0;
          let n = new Vector().fromAngle(Util.random(0,TWO_PI));
      n.setMag(Math.random()*this.size);

    
      var tail = { x: w_x+ n.x, y: w_y + n.y};
      this.tail.splice(from, 1);
      this.tail.splice(to, 0, tail);
    
  }
  draw() {
    
        let energy = Util.map(this.velocity.mag(),0,this.topSpeed,0.1,1);

    
    let color =
      "hsl("+Math.sin((frame + this.blink_offset) * 0.1) * 360+",50%,"+
        
        Util.map(this.velocity.mag(),0,this.topSpeed,40,100) * this.alpha    
    +"%)";
    ctx.globalAlpha = this.alpha;

    ctx.strokeStyle = color;
    for (let i = 0; i < this.tail.length - 1; i++) {
      let t = this.tail[i],
        next_t = this.tail[i + 1];
      ctx.lineWidth = Util.map(i, 0, this.tail.length - 1, this.size, 1);
      ctx.beginPath();
      ctx.moveTo(t.x, t.y);
      ctx.lineTo(next_t.x, next_t.y);
      ctx.closePath();
      ctx.stroke();
    }
    
    let gradient_size = 140 * energy;var grd = ctx.createRadialGradient(
  this.position.x,this.position.y , 5,
  this.position.x,this.position.y, gradient_size);grd.addColorStop(0, "rgba(255,255,255,0.01)");grd.addColorStop(0.1, "rgba(255,120,200,0.02)");grd.addColorStop(0.9, "rgba(255,255,120,0)");grd.addColorStop(1, "rgba(0,0,0,0)");// Fill with gradientctx.fillStyle = grd;ctx.fillRect(this.position.x - gradient_size / 2 ,this.position.y - gradient_size / 2 , gradient_size, gradient_size); 
    
    ctx.globalAlpha = energy+0.2;
    ctx.fillStyle = "white";
    for(let i = 0; i < 4; i++){
      let n = new Vector().fromAngle(Util.random(0,TWO_PI));
      n.setMag(Math.random()*energy*100);
      n.add(this.position);
      ctx.beginPath();
      ctx.arc(n.x,n.y,Math.random(),0,TWO_PI)
      ctx.fill();
    }
    
  }
  addForce(vector) {
    this.acceleration.add(vector);
  }
  avoid(others) {
    others.forEach(other => {
      if (other !== this) {
        let dist = this.position.dist(other.position),
          max_dist = this.zone + other.size;
        if (max_dist - dist >= 0) {
          let angle = other.position.angle(this.position);
          let force = new Vector().fromAngle(angle);
          force.setMag(Util.map(dist, 0, max_dist, 2, 0));
          this.addForce(force);
        }
      }
    });
  }}let arrows = [];for (let i = 0; i < 100; i++) {
  arrows.push(new Arrow(W / 2, H / 2, mouse));}let frame = 0;ctx.strokeStyle = "white";function loop() {
  ctx.fillStyle="black";
  ctx.globalCompositeOperation = "source-over";
  ctx.globalAlpha = 0.2;
  ctx.fillRect(0, 0, W, H);
  ctx.globalAlpha = 1;
  ctx.globalCompositeOperation = "lighter";
  arrows.forEach(a => {
    a.avoid(arrows);
  });
  arrows.forEach(a => {
    a.render();
  });
  frame += 1;
  requestAnimationFrame(loop);}ctx.lineCap = "round";ctx.lineJoin = "round";loop();
Copy after login

Recommended learning: Html5 video tutorial

The above is the detailed content of How to draw cool energy line effects on HTML5 canvas (with code). For more information, please follow other related articles on the PHP Chinese website!

Related labels:
source:csdn.net
Statement of this Website
The content of this article is voluntarily contributed by netizens, and the copyright belongs to the original author. This site does not assume corresponding legal responsibility. If you find any content suspected of plagiarism or infringement, please contact admin@php.cn
Latest Articles by Author
Popular Tutorials
More>
Latest Downloads
More>
Web Effects
Website Source Code
Website Materials
Front End Template