查看全部代码请去Githubjavascript
本文出自 “UED” 博客:http://5344794.blog.51cto.com/5334794/1430877css
<!DOCTYPE html> <html> <head> <title>三里屯SOHO商盟</title> <meta charset="utf-8" /> <meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0, user-scalable=no"/> <meta name="apple-mobile-web-app-status-bar-style" content="black"/> <meta name="apple-mobile-web-app-title" content=""/> <meta name="apple-touch-fullscreen" content="YES" /> <meta name="apple-mobile-web-app-capable" content="yes" /> <meta name="format-detection" content="telephone=no" /> <meta name="HandheldFriendly" content="true" /> <meta http-equiv="x-rim-auto-match" content="none" /> <meta name="format-detection" content="telephone=no" /> <!-- This is to force IE into the latest version mode, overriding 'compatibility' mode which breaks everything. --> <meta http-equiv="X-UA-Compatible" content="IE=edge" /> <link rel="apple-touch-icon-precomposed" sizes="57x57" href="" /> <link rel="apple-touch-icon-precomposed" sizes="72x72" href="" /> <link rel="apple-touch-icon-precomposed" sizes="114x114" href="" /> <link rel="apple-touch-icon-precomposed" sizes="144x144" href="" /> <link href="assets/css/reset.css" rel="stylesheet" type="text/css"> <link href="assets/css/base.css" rel="stylesheet" type="text/css"> <!--feature--> <link href="assets/css/index.css" rel="stylesheet" type="text/css"> <style type="text/css"> </style> </head> <body> <section class="doc doc--bg2" style="width: 400px;height: 400px;margin: 0 auto;border-radius: 400px;position: relative;border:1px#efefef solid;overflow: hidden;"> <canvas id="canvas" style="position:absolute;top:0px;left:0px;z-index:1;"></canvas> </section> <script type="text/javascript"> var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); canvas.width = canvas.parentNode.offsetWidth; canvas.height = canvas.parentNode.offsetHeight; //若是浏览器支持requestAnimFrame则使用requestAnimFrame不然使用setTimeout window.requestAnimFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function( callback ){ window.setTimeout(callback, 1000 / 60); }; })(); //初始角度为0 var step = 0; //定义三条不一样波浪的颜色 var lines = ["rgba(0,222,255, 0.2)", "rgba(157,192,249, 0.2)", "rgba(0,168,255, 0.2)"]; function loop(){ ctx.clearRect(0,0,canvas.width,canvas.height); step++; //画3个不一样颜色的矩形 for(var j = lines.length - 1; j >= 0; j--) { ctx.fillStyle = lines[j]; //每一个矩形的角度都不一样,每一个之间相差45度 var angle = (step+j*45)*Math.PI/180; var deltaHeight = Math.sin(angle) * 50; var deltaHeightRight = Math.cos(angle) * 50; ctx.beginPath(); ctx.moveTo(0, canvas.height/2+deltaHeight); ctx.bezierCurveTo(canvas.width /2, canvas.height/2+deltaHeight-50, canvas.width / 2, canvas.height/2+deltaHeightRight-50, canvas.width, canvas.height/2+deltaHeightRight); ctx.lineTo(canvas.width, canvas.height); ctx.lineTo(0, canvas.height); ctx.lineTo(0, canvas.height/2+deltaHeight); ctx.closePath(); ctx.fill(); } requestAnimFrame(loop); } loop(); </script> </body> </html>
首先来看下效果图。html
要实现这样的动画普通的CSS3是鞭长莫及了,只能使用Canvas。好在使用canvas也很是简单。java
Step1.git
新建一个画布(<canvas>)元素,并放在在全部按钮和logo的下方以避免遮挡前面的元素。github
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<
canvas
id
=
"canvas"
style
=
"position:absolute;top:0px;left:0px;z-index:1;"
></
canvas
>
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将Canvas的宽高设定成其父元素的宽高,以充满他的父元素。也能够直接使用window.innerHeight,window.innerWidth。使其充满整个屏幕。web
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var
canvas = document.getElementById(
'canvas'
);
var
ctx = canvas.getContext(
'2d'
);
canvas.width = canvas.parentNode.offsetWidth;
canvas.height = canvas.parentNode.offsetHeight;
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Step2.canvas
在画布中画一个充满半个屏幕的矩形。浏览器
咱们只须要找到矩形的四个定点的坐标,使用Canvas的绘制路径并填充这个路径。四个点分别是:app
(0, 画布高度t/2)
(画布宽度, 画布高度t/2)
(画布宽度 画布高度t/2)
(0, 画布高度t/2)
注意:坐标的(0,0)在画布的左上角。
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//填充颜色
ctx.fillStyle =
"rgba(0,222,255, 0.2)"
;
//开始绘制路径
ctx.beginPath();
//左上角
ctx.moveTo(0, canvas.height/2);
//右上角
ctx.lineTo(canvas.width, canvas.height/2);
//右下角
ctx.lineTo(canvas.width, canvas.height);
//左下角
ctx.lineTo(0, canvas.height);
//左上角
ctx.lineTo(0, canvas.height/2);
//闭合路径
ctx.closePath();
//填充路径
ctx.fill();
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运行代码:
Step3.
让矩形动起来。要作动画咱们须要持续的清空画布并从新绘制新的矩形,就像电影每秒播放24张图片。咱们新建一个loop函数,用来绘制每一帧的图像,并使用requestAnimFrame来告诉浏览器每一帧都要使用loop来绘制。
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//若是浏览器支持requestAnimFrame则使用requestAnimFrame不然使用setTimeout
window.requestAnimFrame = (
function
(){
return
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function
( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
function
loop(){
requestAnimFrame(loop);
}
loop();
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把以前绘制矩形的代码放到loop中,并在绘制矩形的代码以前清空画布中全部的图形。
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function
loop(){
//清空canvas
ctx.clearRect(0,0,canvas.width,canvas.height);
//绘制矩形
ctx.fillStyle =
"rgba(0,222,255, 0.2)"
;
ctx.beginPath();
ctx.moveTo(0, canvas.height/2);
ctx.lineTo(canvas.width, canvas.height/2);
ctx.lineTo(canvas.width, canvas.height);
ctx.lineTo(0, canvas.height);
ctx.lineTo(0, canvas.height/2);
ctx.closePath();
ctx.fill();
requestAnimFrame(loop);
}
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接下来咱们更改每一帧中的矩形的高度来模拟波浪的形态,波浪实际上是在波峰与波谷之间作周期性运动。咱们假设波峰与波谷间都是50px,那么矩形的高度的变化值应该在-50px到50px之间。为了达到周期性的效果咱们采用正弦函数sin(x),由于无论x值怎么变化sin(x)的值始终在-1与1之间。咱们新建一个变量 var step =0 使其在每一帧中自增,表示每一帧角度增长一度,并用Math.sin()取他的正弦值。JS中的sin使用的弧度值,咱们须要把step转换成弧度值,var angle = step*Math.PI/180; 取角度的正弦值乘以50获得了矩形高度的变化量。将变化量加在矩形的左上与右上两个顶点的y坐标上。
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//初始角度为0
var
step = 0;
function
loop(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillStyle =
"rgba(0,222,255, 0.2)"
;
//角度增长一度
step++;
//角度转换成弧度
var
angle = step*Math.PI/180;
//矩形高度的变化量
var
deltaHeight = Math.sin(angle) * 50;
ctx.beginPath();
//在矩形的左上与右上两个顶点加上高度变化量
ctx.moveTo(0, canvas.height/2+deltaHeight);
ctx.lineTo(canvas.width, canvas.height/2+deltaHeight);
ctx.lineTo(canvas.width, canvas.height);
ctx.lineTo(0, canvas.height);
ctx.lineTo(0, canvas.height/2+deltaHeight);
ctx.closePath();
ctx.fill();
requestAnimFrame(loop);
}
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运行代码:
将右上顶点的变化值改成角度的余弦,使其左右不一样步。var deltaHeightRight = Math.cos(angle) * 50;
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//初始角度为0
var
step = 0;
function
loop(){
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.fillStyle =
"rgba(0,222,255, 0.2)"
;
//角度增长一度
step++;
//角度转换成弧度
var
angle = step*Math.PI/180;
//矩形高度的变化量
var
deltaHeight = Math.sin(angle) * 50;
//矩形高度的变化量(右上顶点)
var
deltaHeightRight = Math.cos(angle) * 50;
ctx.beginPath();
ctx.moveTo(0, canvas.height/2+deltaHeight);
//右上顶点
ctx.lineTo(canvas.width, canvas.height/2+deltaHeightRight);
ctx.lineTo(canvas.width, canvas.height);
ctx.lineTo(0, canvas.height);
ctx.lineTo(0, canvas.height/2+deltaHeight);
ctx.closePath();
ctx.fill();
requestAnimFrame(loop);
}
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运行代码:
Step4
将矩形的顶上的边变成曲线。
在上面的代码中咱们用lineTo来绘制矩形的边,为了要绘制曲线咱们须要
bezierCurveTo(cpX1, cpY1, cpX2, cpY2, x, y)
函数。绘制的起点是矩形的左上顶点,结束点为右上顶点。bezierCurveTo函数的参数中(cpX1,cpY1)与(cpX2,cpY2)分别是起点与结束点的控制点,(x,y)为结束点。咱们将两个控制点的x值设定在画布的正中心,y值在起始点与终点的y值上面减去50;(canvas.width /2, canvas.height/2+deltaHeight-50),(canvas.width / 2,canvas.height/2+deltaHeightRight-50),能够根据效果调整。
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ctx.beginPath();
ctx.moveTo(0, canvas.height/2+deltaHeight);
//ctx.lineTo(canvas.width, canvas.height/2+deltaHeightRight);
//画曲线
ctx.bezierCurveTo(canvas.width /2, canvas.height/2+deltaHeight-50, canvas.width / 2, canvas.height/2+deltaHeightRight-50, canvas.width, canvas.height/2+deltaHeightRight);
ctx.lineTo(canvas.width, canvas.height);
ctx.lineTo(0, canvas.height);
ctx.lineTo(0, canvas.height/2+deltaHeight);
ctx.closePath();
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运行代码:
Step5
一个波浪画好了。咱们只须要同时画3个不一样颜色的波浪,而且使不一样波浪的角度不一样就能够获得效果图中的效果了。
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//定义三条不一样波浪的颜色
var
lines = [
"rgba(0,222,255, 0.2)"
,
"rgba(157,192,249, 0.2)"
,
"rgba(0,168,255, 0.2)"
];
function
loop(){
ctx.clearRect(0,0,canvas.width,canvas.height);
step++;
//画3个不一样颜色的矩形
for
(
var
j = lines.length - 1; j >= 0; j--) {
ctx.fillStyle = lines[j];
//每一个矩形的角度都不一样,每一个之间相差45度
var
angle = (step+j*45)*Math.PI/180;
var
deltaHeight = Math.sin(angle) * 50;
var
deltaHeightRight = Math.cos(angle) * 50;
ctx.beginPath();
ctx.moveTo(0, canvas.height/2+deltaHeight);
ctx.bezierCurveTo(canvas.width /2, canvas.height/2+deltaHeight-50, canvas.width / 2, canvas.height/2+deltaHeightRight-50, canvas.width, canvas.height/2+deltaHeightRight);
ctx.lineTo(canvas.width, canvas.height);
ctx.lineTo(0, canvas.height);
ctx.lineTo(0, canvas.height/2+deltaHeight);
ctx.closePath();
ctx.fill();
}
requestAnimFrame(loop);
}
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运行代码:
Step6
添加好按钮与logo的HTML代码就大功告成了。