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序言:立刻过年了,我准备在后台管理里边悄悄地埋个新春祝愿+放烟火的彩蛋。新项目是根据react+typescript的,因而最终封裝变成1个组件,设定好打开時间便可以显示信息了。
文件目录构造
文件目录构造大概以下
大家将烟火分成两个环节,1个是未炸开不断升高阶段,另外一个是炸开后分散化的阶段。
在其中Vector表明1个座标,Particle表明1个烟火的亮点,Firewor表明烟火未炸开时不断升高的亮点。index.tsx便是组件了,绘图了canvas,并实行了动漫。
Vector
这个座标就很简易,后边涉及到到部位的变动都可以以应用它的add方式开展偏位实际操作
export default class Vector { constructor(public x: number, public y: number) {} add(vec2: {x: number; y: number}) { this.x = this.x + vec2.x; this.y = this.y + vec2.y; } }
Particle
原始建立的情况下给个座标,后续每次升级的情况下操纵y座标着落,gravity自变量便是着落的值。timeSpan用于操纵烟火展现的时长
import Vector from './Vector'; export default class Particle { pos: Vector = null; vel: {x: number; y: number} = null; dead: boolean = false; start: number = 0; ctx: CanvasRenderingContext2D = null; constructor(pos: {x: number; y: number}, vel: {x: number; y: number}, ctx: CanvasRenderingContext2D) { this.pos = new Vector(pos.x, pos.y); this.vel = vel; this.dead = false; this.start = 0; this.ctx = ctx; } update(time: number, gravity: number) { let timeSpan = time - this.start; if (timeSpan > 500) { this.dead = true; } if (!this.dead) { this.pos.add(this.vel); this.vel.y = this.vel.y + gravity; } } draw() { if (!this.dead) { this.drawDot(this.pos.x, this.pos.y, Math.random() > 0.5 ? 1 : 2); } } drawDot(x: number, y: number, size: number) { this.ctx.beginPath(); this.ctx.arc(x, y, size, 0, Math.PI * 2); this.ctx.fill(); this.ctx.closePath(); } }
Firework
转化成任意的hsl色调,hsl(' + rndNum(360) + ', 100%, 60%)
;Firework每次升高的间距是1个下降的全过程,大家原始设定1个升高的间距,以后每次绘图的情况下,这个间距减gravity,当间距小于零的情况下,表明该出現烟火绽开的动漫了。
import Vector from './Vector'; import Particle from './Particle'; let rnd = Math.random; function rndNum(num: number) { return rnd() * num + 1; } export default class Firework { pos: Vector = null; vel: Vector = null; color: string = null; size: number = 0; dead: boolean = false; start: number = 0; ctx: CanvasRenderingContext2D = null; gravity: number = null; exParticles: Particle[] = []; exPLen: number = 100; rootShow: boolean = true; constructor(x: number, y: number, gravity: number, ctx: CanvasRenderingContext2D) { this.pos = new Vector(x, y); this.vel = new Vector(0, -rndNum(10) - 3); this.color = 'hsl(' + rndNum(360) + ', 100%, 60%)'; this.size = 4; this.dead = false; this.start = 0; this.ctx = ctx; this.gravity = gravity; } update(time: number, gravity: number) { if (this.dead) { return; } this.rootShow = this.vel.y < 0; if (this.rootShow) { this.pos.add(this.vel); this.vel.y = this.vel.y + gravity; } else { if (this.exParticles.length === 0) { for (let i = 0; i < this.exPLen; i++) { let randomR = rndNum(5); let randomX = -rndNum(Math.abs(randomR) * 2) + Math.abs(randomR); let randomY = Math.sqrt(Math.abs(Math.pow(randomR, 2) - Math.pow(randomX, 2))) * (Math.random() > 0.5 ? 1 : ⑴); this.exParticles.push(new Particle(this.pos, new Vector(randomX, randomY), this.ctx)); this.exParticles[this.exParticles.length - 1].start = time; } } let numOfDead = 0; for (let i = 0; i < this.exPLen; i++) { let p = this.exParticles[i]; p.update(time, this.gravity); if (p.dead) { numOfDead++; } } if (numOfDead === this.exPLen) { this.dead = true; } } } draw() { if (this.dead) { return; } this.ctx.fillStyle = this.color; if (this.rootShow) { this.drawDot(this.pos.x, this.pos.y, this.size); } else { for (let i = 0; i < this.exPLen; i++) { let p = this.exParticles[i]; p.draw(); } } } drawDot(x: number, y: number, size: number) { this.ctx.beginPath(); this.ctx.arc(x, y, size, 0, Math.PI * 2); this.ctx.fill(); this.ctx.closePath(); } }
FireworkComponent
组件自身就很简易了,转化成和绘图Firework。大家在这里边能够附加加1些文本
import React from 'react'; import Firework from './Firework'; import {autobind} from 'core-decorators'; let rnd = Math.random; function rndNum(num: number) { return rnd() * num + 1; } interface PropTypes { onClick?: () => void; } @autobind class FireworkComponent extends React.Component<PropTypes> { canvas: HTMLCanvasElement = null; ctx: CanvasRenderingContext2D = null; snapTime: number = 0; fireworks: Firework[] = []; gravity: number = 0.1; componentDidMount() { this.canvas = document.querySelector('#fireworks'); this.canvas.width = window.innerWidth; this.canvas.height = window.innerHeight; this.ctx = this.canvas.getContext('2d'); this.init(); this.draw(); } init() { let numOfFireworks = 20; for (let i = 0; i < numOfFireworks; i++) { this.fireworks.push(new Firework(rndNum(this.canvas.width), this.canvas.height, this.gravity, this.ctx)); } } update(time: number) { for (let i = 0, len = this.fireworks.length; i < len; i++) { let p = this.fireworks[i]; p.update(time, this.gravity); } } draw(time?: number) { this.update(time); this.ctx.fillStyle = 'rgba(0,0,0,0.3)'; this.ctx.fillStyle = 'rgba(0,0,0,0)'; this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); this.ctx.font = 'bold 30px cursive'; this.ctx.fillStyle = '#e91818'; let text = 'XX新项目组给您拜个早前!'; let textWidth = this.ctx.measureText(text); this.ctx.fillText(text, this.canvas.width / 2 - textWidth.width / 2, 200); text = '在新年到来之时,祝您:'; textWidth = this.ctx.measureText(text); this.ctx.fillText(text, this.canvas.width / 2 - textWidth.width / 2, 260); text = '工作中圆满,新春开心!'; this.ctx.font = 'bold 48px STCaiyun'; this.ctx.fillStyle = 'orangered'; textWidth = this.ctx.measureText(text); this.ctx.fillText(text, this.canvas.width / 2 - textWidth.width / 2, 340); this.ctx.fillStyle = 'gray'; this.ctx.font = '18px Arial'; text = '点一下随意处关掉'; textWidth = this.ctx.measureText(text); this.ctx.fillText(text, this.canvas.width - 20 - textWidth.width, 60); this.snapTime = time; this.ctx.fillStyle = 'blue'; for (let i = 0, len = this.fireworks.length; i < len; i++) { let p = this.fireworks[i]; if (p.dead) { p = this.fireworks[i] = new Firework( rndNum(this.canvas.width), this.canvas.height, this.gravity, this.ctx ); p.start = time; } p.draw(); } window.requestAnimationFrame(this.draw); } render() { return ( <canvas id="fireworks" onClick={this.props.onClick} style={{position: 'fixed', zIndex: 99, background: 'rgba(0,0,0, 0.8)'}} width="400" height="400"></canvas> ); } } export default FireworkComponent;
大概实际效果
以上便是本文的所有內容,期待对大伙儿的学习培训有一定的协助,也期待大伙儿多多适用脚本制作之家。
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