如何用html、css、js实现动画效果

发布时间:2020-07-03 13:42:28 作者:元一
来源:亿速云 阅读:194

如何用html、css、js实现动画效果?很多新手对此不是很清楚,为了帮助大家解决这个难题,下面小编将为大家详细讲解,有这方面需求的人可以来学习下,希望你能有所收获。

制作动态的网页是是前端工程师必备的技能,很好的实现动画能够极大的提高用户体验,增强交互效果。

效果图:

如何用html、css、js实现动画效果

代码如下,复制代码即可使用:

<!DOCTYPE html>
<html >
<head>
  <meta charset="UTF-8">
  <title>The Last Experience</title>
  <style>
      html {
 overflow: hidden;
}
body {
 position: absolute;
 margin: 0;
 padding: 0;
 width: 100%;
 height: 100%;
 background: #000;
}
canvas {
 position: absolute;
 width: 100%;
 height: 100%;
 background: #000;
}
  </style>
  
</head>
<body>
  
    <script>
        'use strict';
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var Robot = function () {
 function Robot(color, light, size, x, y, struct) {
  _classCallCheck(this, Robot);
  this.points = [];
  this.links = [];
  this.frame = 0;
  this.dir = 1;
  this.size = size;
  this.color = Math.round(color);
  this.light = light;
  // ---- points ----
  var id = 0;
  for (var _iterator = struct.points, _isArray = Array.isArray(_iterator), _i = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator]();;) {
   var _ref;
   if (_isArray) {
    if (_i >= _iterator.length) break;
    _ref = _iterator[_i++];
   } else {
    _i = _iterator.next();
    if (_i.done) break;
    _ref = _i.value;
   }
   var p = _ref;
   this.points.push(new Point(id++, size * p[0] + x, size * p[1] + y, p[2]));
  }
  // ---- links ----
  for (var _iterator2 = struct.links, _isArray2 = Array.isArray(_iterator2), _i2 = 0, _iterator2 = _isArray2 ? _iterator2 : _iterator2[Symbol.iterator]();;) {
   var _ref2;
   if (_isArray2) {
    if (_i2 >= _iterator2.length) break;
    _ref2 = _iterator2[_i2++];
   } else {
    _i2 = _iterator2.next();
    if (_i2.done) break;
    _ref2 = _i2.value;
   }
   var l = _ref2;
   var p0 = this.points[l[0]];
   var p1 = this.points[l[1]];
   var dx = p0.x - p1.x;
   var dy = p0.y - p1.y;
   this.links.push(new Link(this, p0, p1, Math.sqrt(dx * dx + dy * dy), l[2] * size / 3, l[3], l[4]));
  }
 }
 Robot.prototype.update = function update() {
  // ---- beat ----
  if (++this.frame % 20 === 0) this.dir = -this.dir;
  // ---- create giants ----
  if (dancerDrag && this === dancerDrag && this.size < 16 && this.frame > 600) {
   dancerDrag = null;
   dancers.push(new Robot(this.color, this.light * 1.25, this.size * 2, pointer.x, pointer.y - 100 * this.size * 2, struct));
   dancers.sort(function (d0, d1) {
    return d0.size - d1.size;
   });
  }
  // ---- update links ----
  for (var _iterator3 = this.links, _isArray3 = Array.isArray(_iterator3), _i3 = 0, _iterator3 = _isArray3 ? _iterator3 : _iterator3[Symbol.iterator]();;) {
   var _ref3;
   if (_isArray3) {
    if (_i3 >= _iterator3.length) break;
    _ref3 = _iterator3[_i3++];
   } else {
    _i3 = _iterator3.next();
    if (_i3.done) break;
    _ref3 = _i3.value;
   }
   var link = _ref3;
   var p0 = link.p0;
   var p1 = link.p1;
   var dx = p0.x - p1.x;
   var dy = p0.y - p1.y;
   var dist = Math.sqrt(dx * dx + dy * dy);
   if (dist) {
    var tw = p0.w + p1.w;
    var r1 = p1.w / tw;
    var r0 = p0.w / tw;
    var dz = (link.distance - dist) * link.force;
    dx = dx / dist * dz;
    dy = dy / dist * dz;
    p1.x -= dx * r0;
    p1.y -= dy * r0;
    p0.x += dx * r1;
    p0.y += dy * r1;
   }
  }
  // ---- update points ----
  for (var _iterator4 = this.points, _isArray4 = Array.isArray(_iterator4), _i4 = 0, _iterator4 = _isArray4 ? _iterator4 : _iterator4[Symbol.iterator]();;) {
   var _ref4;
   if (_isArray4) {
    if (_i4 >= _iterator4.length) break;
    _ref4 = _iterator4[_i4++];
   } else {
    _i4 = _iterator4.next();
    if (_i4.done) break;
    _ref4 = _i4.value;
   }
   var point = _ref4;
   // ---- drag ----
   if (this === dancerDrag && point === pointDrag) {
    point.x += (pointer.x - point.x) * 0.1;
    point.y += (pointer.y - point.y) * 0.1;
   }
   // ---- dance ----
   if (this !== dancerDrag) {
    point.fn && point.fn(16 * Math.sqrt(this.size), this.dir);
   }
   // ---- verlet integration ----
   point.vx = point.x - point.px;
   point.vy = point.y - point.py;
   point.px = point.x;
   point.py = point.y;
   point.vx *= 0.995;
   point.vy *= 0.995;
   point.x += point.vx;
   point.y += point.vy + 0.01;
  }
  for (var _iterator5 = this.links, _isArray5 = Array.isArray(_iterator5), _i5 = 0, _iterator5 = _isArray5 ? _iterator5 : _iterator5[Symbol.iterator]();;) {
   var _ref5;
   if (_isArray5) {
    if (_i5 >= _iterator5.length) break;
    _ref5 = _iterator5[_i5++];
   } else {
    _i5 = _iterator5.next();
    if (_i5.done) break;
    _ref5 = _i5.value;
   }
   var link = _ref5;
   var p1 = link.p1;
   // ---- ground ----
   if (p1.y > canvas.height * ground - link.size * 0.5) {
    p1.y = canvas.height * ground - link.size * 0.5;
    p1.x -= p1.vx;
    p1.vx = 0;
    p1.vy = 0;
   }
   // ---- borders ----
   if (p1.id === 1 || p1.id === 2) {
    if (p1.x > canvas.width - link.size) p1.x = canvas.width - link.size;else if (p1.x < link.size) p1.x = link.size;
   }
  }
 };
 Robot.prototype.draw = function draw() {
  for (var _iterator6 = this.links, _isArray6 = Array.isArray(_iterator6), _i6 = 0, _iterator6 = _isArray6 ? _iterator6 : _iterator6[Symbol.iterator]();;) {
   var _ref6;
   if (_isArray6) {
    if (_i6 >= _iterator6.length) break;
    _ref6 = _iterator6[_i6++];
   } else {
    _i6 = _iterator6.next();
    if (_i6.done) break;
    _ref6 = _i6.value;
   }
   var link = _ref6;
   if (link.size) {
    var dx = link.p1.x - link.p0.x;
    var dy = link.p1.y - link.p0.y;
    var a = Math.atan2(dy, dx);
    var d = Math.sqrt(dx * dx + dy * dy);
    // ---- shadow ----
    ctx.save();
    ctx.translate(link.p0.x + link.size * 0.25, link.p0.y + link.size * 0.25);
    ctx.rotate(a);
    ctx.drawImage(link.shadow, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);
    ctx.restore();
    // ---- stroke ----
    ctx.save();
    ctx.translate(link.p0.x, link.p0.y);
    ctx.rotate(a);
    ctx.drawImage(link.image, -link.size * 0.5, -link.size * 0.5, d + link.size, link.size);
    ctx.restore();
   }
  }
 };
 return Robot;
}();
var Link = function Link(parent, p0, p1, dist, size, light, force) {
 _classCallCheck(this, Link);
 // ---- cache strokes ----
 function stroke(color, axis) {
  var image = document.createElement('canvas');
  image.width = dist + size;
  image.height = size;
  var ict = image.getContext('2d');
  ict.beginPath();
  ict.lineCap = "round";
  ict.lineWidth = size;
  ict.strokeStyle = color;
  ict.moveTo(size * 0.5, size * 0.5);
  ict.lineTo(size * 0.5 + dist, size * 0.5);
  ict.stroke();
  if (axis) {
   var s = size / 10;
   ict.fillStyle = "#000";
   ict.fillRect(size * 0.5 - s, size * 0.5 - s, s * 2, s * 2);
   ict.fillRect(size * 0.5 - s + dist, size * 0.5 - s, s * 2, s * 2);
  }
  return image;
 }
 this.p0 = p0;
 this.p1 = p1;
 this.distance = dist;
 this.size = size;
 this.light = light || 1.0;
 this.force = force || 0.5;
 this.image = stroke("hsl(" + parent.color + " ,30%, " + parent.light * this.light + "%)", true);
 this.shadow = stroke("rgba(0,0,0,0.5)");
};
var Point = function Point(id, x, y, fn, w) {
 _classCallCheck(this, Point);
 this.id = id;
 this.x = x;
 this.y = y;
 this.w = w || 0.5;
 this.fn = fn || null;
 this.px = x;
 this.py = y;
 this.vx = 0;
 this.vy = 0;
};
var Canvas = function () {
 function Canvas() {
  var _this = this;
  _classCallCheck(this, Canvas);
  this.elem = document.createElement('canvas');
  this.ctx = this.elem.getContext('2d');
  document.body.appendChild(this.elem);
  this.resize();
  window.addEventListener('resize', function () {
   return _this.resize();
  }, false);
 }
 Canvas.prototype.resize = function resize() {
  this.width = this.elem.width = this.elem.offsetWidth;
  this.height = this.elem.height = this.elem.offsetHeight;
  ground = this.height > 500 ? 0.85 : 1.0;
 };
 return Canvas;
}();
var Pointer = function () {
 function Pointer(canvas) {
  var _this2 = this;
  _classCallCheck(this, Pointer);
  this.x = 0;
  this.y = 0;
  this.canvas = canvas;
  window.addEventListener('mousemove', function (e) {
   return _this2.move(e);
  }, false);
  canvas.elem.addEventListener('touchmove', function (e) {
   return _this2.move(e);
  }, false);
  window.addEventListener('mousedown', function (e) {
   return _this2.down(e);
  }, false);
  window.addEventListener('touchstart', function (e) {
   return _this2.down(e);
  }, false);
  window.addEventListener('mouseup', function (e) {
   return _this2.up(e);
  }, false);
  window.addEventListener('touchend', function (e) {
   return _this2.up(e);
  }, false);
 }
 Pointer.prototype.down = function down(e) {
  this.move(e);
  for (var _iterator7 = dancers, _isArray7 = Array.isArray(_iterator7), _i7 = 0, _iterator7 = _isArray7 ? _iterator7 : _iterator7[Symbol.iterator]();;) {
   var _ref7;
   if (_isArray7) {
    if (_i7 >= _iterator7.length) break;
    _ref7 = _iterator7[_i7++];
   } else {
    _i7 = _iterator7.next();
    if (_i7.done) break;
    _ref7 = _i7.value;
   }
   var dancer = _ref7;
   for (var _iterator8 = dancer.points, _isArray8 = Array.isArray(_iterator8), _i8 = 0, _iterator8 = _isArray8 ? _iterator8 : _iterator8[Symbol.iterator]();;) {
    var _ref8;
    if (_isArray8) {
     if (_i8 >= _iterator8.length) break;
     _ref8 = _iterator8[_i8++];
    } else {
     _i8 = _iterator8.next();
     if (_i8.done) break;
     _ref8 = _i8.value;
    }
    var point = _ref8;
    var dx = pointer.x - point.x;
    var dy = pointer.y - point.y;
    var d = Math.sqrt(dx * dx + dy * dy);
    if (d < 60) {
     dancerDrag = dancer;
     pointDrag = point;
     dancer.frame = 0;
    }
   }
  }
 };
 Pointer.prototype.up = function up(e) {
  dancerDrag = null;
 };
 Pointer.prototype.move = function move(e) {
  var touchMode = e.targetTouches,
      pointer = undefined;
  if (touchMode) {
   e.preventDefault();
   pointer = touchMode[0];
  } else pointer = e;
  this.x = pointer.clientX;
  this.y = pointer.clientY;
 };
 return Pointer;
}();
// ---- init ----
var ground = 1.0;
var canvas = new Canvas();
var ctx = canvas.ctx;
var pointer = new Pointer(canvas);
var dancerDrag = null;
var pointDrag = null;
// ---- main loop ----
function run() {
 requestAnimationFrame(run);
 ctx.clearRect(0, 0, canvas.width, canvas.height);
 ctx.fillStyle = "#222";
 ctx.fillRect(0, 0, canvas.width, canvas.height * 0.15);
 ctx.fillRect(0, canvas.height * 0.85, canvas.width, canvas.height * 0.15);
 for (var _iterator9 = dancers, _isArray9 = Array.isArray(_iterator9), _i9 = 0, _iterator9 = _isArray9 ? _iterator9 : _iterator9[Symbol.iterator]();;) {
  var _ref9;
  if (_isArray9) {
   if (_i9 >= _iterator9.length) break;
   _ref9 = _iterator9[_i9++];
  } else {
   _i9 = _iterator9.next();
   if (_i9.done) break;
   _ref9 = _i9.value;
  }
  var dancer = _ref9;
  dancer.update();
  dancer.draw();
 }
}
// ---- robot structure ----
var struct = {
 points: [[0, -4, function (s, d) {
  this.y -= 0.01 * s;
 }], [0, -16, function (s, d) {
  this.y -= 0.02 * s * d;
 }], [0, 12, function (s, d) {
  this.y += 0.02 * s * d;
 }], [-12, 0], [12, 0], [-3, 34, function (s, d) {
  if (d > 0) {
   this.x += 0.01 * s;
   this.y -= 0.015 * s;
  } else {
   this.y += 0.02 * s;
  }
 }], [3, 34, function (s, d) {
  if (d > 0) {
   this.y += 0.02 * s;
  } else {
   this.x -= 0.01 * s;
   this.y -= 0.015 * s;
  }
 }], [-28, 0, function (s, d) {
  this.x += this.vx * 0.035;
  this.y -= 0.001 * s;
 }], [28, 0, function (s, d) {
  this.x += this.vx * 0.035;
  this.y -= 0.001 * s;
 }], [-3, 64, function (s, d) {
  this.y += 0.02 * s;
  if (d > 0) {
   this.y -= 0.01 * s;
  } else {
   this.y += 0.05 * s;
  }
 }], [3, 64, function (s, d) {
  this.y += 0.02 * s;
  if (d > 0) {
   this.y += 0.05 * s;
  } else {
   this.y -= 0.01 * s;
  }
 }], [0, -4.1]],
 links: [[3, 7, 12, 0.5], [1, 3, 24, 0.5], [1, 0, 18, 0.5], [0, 11, 60, 0.8], [5, 9, 16, 0.5], [2, 5, 32, 0.5], [1, 2, 50, 1], [6, 10, 16, 1.5], [2, 6, 32, 1.5], [4, 8, 12, 1.5], [1, 4, 24, 1.5]]
};
// ---- instanciate robots ----
var dancers = [];
for (var i = 0; i < 6; i++) {
 dancers.push(new Robot(i * 360 / 7, 80, 4, (i + 2) * canvas.width / 9, canvas.height * ground - 295, struct));
}
run();
    </script>
</body>
</html>

扩展:

制作动画效果还有其他方法

网上可以搜到很多封装好的动画插件,这些插件可以直接引入到页面中,通过初试话和配置的方式进行设定,直接在页面中展示动画。

如:waves,textillate.js等等。

使用canvas制作动画

我们还可以使用canvas在浏览器上画图,并且利用其api,制作动画。canvas使用的地方非常多,尤其是在制作h5小游戏上。

同样都是使用编码的方式由前端开发工程师完成动画效果,canvas要比原生js效率高的多,流畅的多。通过画笔的方式,能够轻松的实现更多的动画效果。

引用gif图片

如果在需求特别紧急,而且动画又特别复杂的情况下,自己没有把握按时实现效果,或者代价太大,真的,别犹豫,上gif图片吧,不要在技术上纠结了,虽然在工程师的角度上这样做很low,但是,用户的体验是没有影响的~所以,别纠结,就是要快!完成最重要了!

看完上述内容是否对您有帮助呢?如果还想对相关知识有进一步的了解或阅读更多相关文章,请关注亿速云行业资讯频道,感谢您对亿速云的支持。

推荐阅读:
  1. 如恶化在html5中做出图片转圈的动画效果
  2. JS+CSS实现网页加载中的动画效果

免责声明:本站发布的内容(图片、视频和文字)以原创、转载和分享为主,文章观点不代表本网站立场,如果涉及侵权请联系站长邮箱:is@yisu.com进行举报,并提供相关证据,一经查实,将立刻删除涉嫌侵权内容。

html css javascript

上一篇:哆啦A梦消除连连看游戏源码项目完整版

下一篇:MyBatis中resultMap和resultType有什么不同

相关阅读

您好,登录后才能下订单哦!

密码登录
登录注册
其他方式登录
点击 登录注册 即表示同意《亿速云用户服务条款》