这个特效在网上找了很久没找到,今天偶然在博友薄荷分享博客看到了。
刚好有点时间,就让文案姐笔记也用上了。
现在分享给大家!预览文案姐笔记
博客美化永无止境 下面就教大家怎么用了!
第一步:将绘制代码插入你的页面
<canvas class="fireworks" style="position:fixed;left:0;top:0;z-index:99999999;pointer-events:none;"></canvas>
注意的是这个绘制代码一定要在脚本上面否则无法正常显示!
第二步:引用anime插件
<script type="text/javascript" src="https://lf6-cdn-tos.bytecdntp.com/cdn/expire-1-M/animejs/3.2.1/anime.min.js" id="anime.min.js-js"></script>
我这里用的是字节的CDN因为我现在所以的项目都在用字节的
速度快 稳定嘛 你也可下载下来放自己的服务器
第三步:引用绘制脚本
/** * 用于 Canvas 的动画效果库 * https://lf6-cdn-tos.bytecdntp.com/cdn/expire-1-M/animejs/3.2.1/anime.min.js * 教程地址: https://www.5186a.com/?p=1623 * 看教程不走弯路 转载请保留!!! */ function updateCoords(e) { pointerX = (e.clientX || e.touches[0].clientX) - canvasEl.getBoundingClientRect().left, pointerY = (e.clientY || e.touches[0].clientY) - canvasEl.getBoundingClientRect().top } function setParticuleDirection(e) { var t = anime.random(0, 360) * Math.PI / 180, a = anime.random(50, 180), n = [-1, 1][anime.random(0, 1)] * a; return { x: e.x + n * Math.cos(t), y: e.y + n * Math.sin(t) } } function createParticule(e, t) { var a = {}; return a.x = e, a.y = t, a.color = colors[anime.random(0, colors.length - 1)], a.radius = anime.random(16, 32), a.endPos = setParticuleDirection(a), a.draw = function () { ctx.beginPath(), ctx.arc(a.x, a.y, a.radius, 0, 2 * Math.PI, !0), ctx.fillStyle = a.color, ctx.fill() }, a } function createCircle(e, t) { var a = {}; return a.x = e, a.y = t, a.color = "#F00", a.radius = .1, a.alpha = .5, a.lineWidth = 6, a.draw = function () { ctx.globalAlpha = a.alpha, ctx.beginPath(), ctx.arc(a.x, a.y, a.radius, 0, 2 * Math.PI, !0), ctx.lineWidth = a.lineWidth, ctx.strokeStyle = a.color, ctx.stroke(), ctx.globalAlpha = 1 }, a } function renderParticule(e) { for (var t = 0; t < e.animatables.length; t++) e.animatables[t].target.draw() } function animateParticules(e, t) { for (var a = createCircle(e, t), n = [], i = 0; i < numberOfParticules; i++) n.push(createParticule(e, t)); anime.timeline().add({ targets: n, x: function (e) { return e.endPos.x }, y: function (e) { return e.endPos.y }, radius: .1, duration: anime.random(1200, 1800), easing: "easeOutExpo", update: renderParticule }).add({ targets: a, radius: anime.random(80, 160), lineWidth: 0, alpha: { value: 0, easing: "linear", duration: anime.random(600, 800) }, duration: anime.random(1200, 1800), easing: "easeOutExpo", update: renderParticule, offset: 0 }) } function debounce(fn, delay) { var timer return function () { var context = this var args = arguments clearTimeout(timer) timer = setTimeout(function () { fn.apply(context, args) }, delay) } } var canvasEl = document.querySelector(".fireworks"); if (canvasEl) { var ctx = canvasEl.getContext("2d"), numberOfParticules = 30, pointerX = 0, pointerY = 0, tap = "mousedown", colors = ["#FF1461", "#18FF92", "#5A87FF", "#FBF38C"], setCanvasSize = debounce(function () { canvasEl.width = 2 * window.innerWidth, canvasEl.height = 2 * window.innerHeight, canvasEl.style.width = window.innerWidth + "px", canvasEl.style.height = window.innerHeight + "px", canvasEl.getContext("2d").scale(2, 2) }, 500), render = anime({ duration: 1 / 0, update: function () { ctx.clearRect(0, 0, canvasEl.width, canvasEl.height) } }); document.addEventListener(tap, function (e) { "sidebar" !== e.target.id && "toggle-sidebar" !== e.target.id && "A" !== e.target.nodeName && "IMG" !== e.target.nodeName && (render.play(), updateCoords(e), animateParticules(pointerX, pointerY)) }, !1), setCanvasSize(), window.addEventListener("resize", setCanvasSize, !1) }
这个绘制脚本可以单独保存成fireworks.js文件引入网页,也可以直接添加到已有的.js文件中(推荐:减少一次请求 加快一点速度嘛)
写在最后的是感谢薄荷分享分享!使用中有什么问题也可百度一下(薄荷分享)咨询也可以本文下留言。
提示:本文最后更新时间为 2024-10-06 如文中内容素材有错误或者已经失效,请留言告知。