需要指出的是:如果添加过多的点和/或过多的连接距离(连接距离会创建过多的线条),动画也会扛不住。当视口变窄时最好降低粒子的运动速度:粒子的尺寸越小,在愈加狭窄空间内的移动速度貌似会越快。
显示整段代码:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title>canvas粒子动画</title> <style> #canvas{ position: absolute; display: block; left:0; top:0; background: #0f0f0f; z-index: -1; } </style> </head> <body> <canvas id="canvas"></canvas> <script> var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var opt = { particleAmount: 50, //粒子个数 defaultSpeed: 1, //粒子运动速度 variantSpeed: 1, //粒子运动速度的变量 particleColor: "rgb(32,245,245)", //粒子的颜色 lineColor:"rgb(32,245,245)", //网格连线的颜色 defaultRadius: 2, //粒子半径 variantRadius: 2, //粒子半径的变量 minDistance: 200 //粒子之间连线的最小距离 }; var line = opt.lineColor.match(/\d+/g); console.log(line); var particle = [], w,h; var delay = 200,tid; init(); window.addEventListener("resize",function(){ winResize() },false); function winResize(){ clearTimeout(tid); tid = setTimeout(function(){ getSize(); },delay) } function init(){ getSize(); for(let i = 0;i<opt.particleAmount; i++){ particle.push(new Partical()); } loop(); } function loop(){ ctx.clearRect(0,0,w,h); for(let i = 0;i<particle.length; i++){ particle[i].update(); particle[i].draw(); } for(let i = 0;i<particle.length; i++){ linePoint(particle[i],particle) } window.requestAnimationFrame(loop); } function linePoint(point,hub){ for(let i = 0;i<hub.length;i++){ let distance = getDistance(point,hub[i]); let opacity = 1 -distance/opt.minDistance; if(opacity > 0){ ctx.lineWidth = 0.5; ctx.strokeStyle = "rgba("+line[0]+","+line[1]+","+line[2]+","+opacity+")"; ctx.beginPath(); ctx.moveTo(point.x,point.y); ctx.lineTo(hub[i].x,hub[i].y); ctx.closePath(); ctx.stroke(); } } } function getDistance(point1,point2){ return Math.sqrt(Math.pow(point1.x-point2.x,2) + Math.pow(point1.y - point2.y ,2)); } function getSize(){ w = canvas.width = window.innerWidth; h = canvas.height = window.innerHeight; } function Partical(){ this.x = Math.random()*w; //粒子的x轴坐标 this.y = Math.random()*h; //粒子的y轴坐标 this.speed = opt.defaultSpeed + opt.variantSpeed*Math.random(); //粒子的运动速度 this.directionAngle = Math.floor(Math.random()*360); //粒子运动的方向 this.color = opt.particleColor ; //粒子的颜色 this.radius = opt.defaultRadius+Math.random()*opt.variantRadius; //粒子的半径大小 this.vector = { x:this.speed * Math.cos(this.directionAngle), //粒子在x轴的速度 y:this.speed * Math.sin(this.directionAngle) //粒子在y轴的速度 } this.update = function(){ //粒子的更新函数 this.border(); //判断粒子是否到了边界 this.x += this.vector.x; //粒子下一时刻在x轴的坐标 this.y += this.vector.y; //粒子下一时刻在y轴的坐标 } this.border = function(){ //判断粒子是都到达边界 if(this.x >= w || this.x<= 0){ //如果到达左右边界,就让x轴的速度变为原来的负数 this.vector.x *= -1; } if(this.y >= h || this.y <= 0){ //如果到达上下边界,就让y轴的速度变为原来的负数 this.vector.y *= -1; } if(this.x > w){ //下面是改变浏览器窗口大小时的操作,改变窗口大小后有的粒子会被隐藏,让他显示出来即可 this.x = w; } if(this.y > h){ this.y = h; } if(this.x < 0){ this.x = 0; } if(this.y < 0){ this.y = 0; } } this.draw = function(){ //绘制粒子的函数 ctx.beginPath(); ctx.arc(this.x, this.y, this.radius ,0 ,Math.PI * 2); ctx.closePath(); ctx.fillStyle = this.color; ctx.fill(); } } </script> </body> </html>
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