最近工作时研究了一下css3动画和js动画,主要是工作中为了增强页面的趣味性,大家都有意无意的添加了很多动画效果,当然大部分都是css3动画效果,可以gpu加速,这会减少移动端的性能需求。
今天主要说的是蜂窝效果,具体效果大家等下可以运行源码,这里就不放gif图了。
css3的原理很简单,就是通过更改background-size,由于css3中的background中可以设置repeat属性,来使背景图片在x,y方向平铺。一开始先设置background-size:10%, 10%,(这个数值可以自由定义,但不介意设置过大,否则效果不明显), 最后更改backg-size:100%, 100%;这样会使背景图片充满整个屏幕,哦,对了不要忘记设置background-position:50% 50%;否则你会感觉怪怪的,设置background-position是为了是背景图片以中心点的位置来平铺,而系统默认会已左上角来平铺。然后通过设置animation动画来调用动画就可以实现这种效果了
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<pre name="code" class="html">.honey { position: absolute; top: 0; left: 0; height: 100%; width: 100%; background: url(2.jpg) repeat; background-size: 30% 30%; background-position: center center; -webkit-animation: honeycomb 3s 1 linear; } @-webkit-keyframes honeycomb { 0% { background-size: 10% 10%; } 100% { background-size: 100% 100%; } }立即学习“前端免费学习笔记(深入)”;
至于使用canvas来实现吗,这个纯属无聊,不建议大家使用这种方法,在这里使用canvas来绘制,完全是属于我的无聊之举,不过若是你对canvas动画有意向,可以留意下面的canvas实现方案。canvas绘制的原理很简单,通过传入width,height的百分比,来计算一共需要画多少个矩形,以及每个矩形的中心点坐标。我把这个代码封装成了一个模块,大家可以一步一步的往下看,首先先定义一个对象honey对象吧
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var Honey = function (options) { for (var i in options) { if (options.hasOwnProperty(i)) { this[i] = options[i]; } } this.canvas = this.canvasId || document.getElementById(this.canvasId) || document.getElementById('#canvas'); this.ctx = this.canvas.getContext('2d'); this.canvasWidth = document.body.getBoundingClientRect().width; this.canvasHeight = document.body.getBoundingClientRect().height; this.canvas.width = this.canvasWidth; this.canvas.height = this.canvasHeight; this.stopped = true; this.width = options['width'] || 10; this.height = options['height'] || 10; this.dwidth = options['dwidth'] || 1; this.dheight = options['dheight'] || 1; this.img = options.img; /*if (!options.img) { console.log('没有传入图片地址'); }*/ };立即学习“前端免费学习笔记(深入)”;
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drawImage : function (x, y, w, h) { var width = w * this.canvasWidth / 100, height = h * this.canvasHeight / 100; var top = y - height / 2, left = x - width / 2; var self = this; // var img = self.img; // img.onload = function () { self.ctx.drawImage(self.img, left, top, width, height); // } },立即学习“前端免费学习笔记(深入)”;
这个方法很简单吧,只不过是简单的偏移了一半的宽高,再调用canvas的默认绘制函数立即学习“前端免费学习笔记(深入)”;
接下来的方法是获取所需要绘制矩形的中心点位置了,先看代码:
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// 获取所有显示小图片的中心点位置 getPoints : function (width, height) { // var width = parseInt(w), height = parseInt(h); var numW = Math.ceil(100 / width), numH = Math.ceil(100 / height); var result = []; for (var i = -Math.ceil(numW * 0.5); i <= Math.ceil(numW * 0.5); i++) { var x = 50 + width * i; for (var j = -Math.ceil(numH * 0.5); j <= Math.ceil(numH * 0.5); j++) { var y = 50 + height * j; result.push({x: x * this.canvasWidth / 100, y: y * this.canvasHeight / 100}); } } return result; },立即学习“前端免费学习笔记(深入)”;
完整的模块源码如下:
define(function (require, exports, module) { var RAF = window.requestAnimationFrame || window.webkietRequestAnimationFrame || function (callback) { setTimeout(callback, 1000/ 60); }; var Honey = function (options) { for (var i in options) { if (options.hasOwnProperty(i)) { this[i] = options[i]; } } this.canvas = this.canvasId || document.getElementById(this.canvasId) || document.getElementById('#canvas'); this.ctx = this.canvas.getContext('2d'); this.canvasWidth = document.body.getBoundingClientRect().width; this.canvasHeight = document.body.getBoundingClientRect().height; this.canvas.width = this.canvasWidth; this.canvas.height = this.canvasHeight; this.stopped = true; this.width = options['width'] || 10; this.height = options['height'] || 10; this.dwidth = options['dwidth'] || 1; this.dheight = options['dheight'] || 1; this.img = options.img; /*if (!options.img) { console.log('没有传入图片地址'); }*/ }; Honey.prototype = { // 以中心点来画图 drawImage : function (x, y, w, h) { var width = w * this.canvasWidth / 100, height = h * this.canvasHeight / 100; var top = y - height / 2, left = x - width / 2; var self = this; // var img = self.img; // img.onload = function () { self.ctx.drawImage(self.img, left, top, width, height); // } }, // 获取所有显示小图片的中心点位置 getPoints : function (width, height) { // var width = parseInt(w), height = parseInt(h); var numW = Math.ceil(100 / width), numH = Math.ceil(100 / height); var result = []; for (var i = -Math.ceil(numW * 0.5); i <= Math.ceil(numW * 0.5); i++) { var x = 50 + width * i; for (var j = -Math.ceil(numH * 0.5); j <= Math.ceil(numH * 0.5); j++) { var y = 50 + height * j; result.push({x: x * this.canvasWidth / 100, y: y * this.canvasHeight / 100}); } } return result; }, init : function () { var width = this.width, height = this.height, dwidth = this.dwidth, dheight = this.dheight, loaded = false;; var self = this; var img = this.img; if (!img) { console.log('没有传入图片地址'); return; } if (typeof img == 'string') { var image = new Image(); image.src = img; img = image; this.img = img; } tick(); function tick () { if (!self.stopped) { width += dwidth; height += dheight; // 防止图片过大缩放,自动设置停止标志位 if (width >= 100) { width = 100; } if (height >= 100) { height = 100; } if (width >= 100 && height >= 100) { self.stopped = true; } // 画图 self.animate(width, height); RAF(function () { tick(); }) } } }, animate : function (w, h) { var self = this; var points = self.getPoints(w, h); // console.log(points.length, w, h); self.clear(); for (var i = 0, len = points.length; i < len; i++) { var point = points[i]; // console.log(point.x, point.y , w * this.canvasWidth / 100, h * this.canvasHeight / 100); self.drawImage(point.x, point.y, w, h); } }, clear : function () { this.ctx.clearRect(0, 0, this.canvasWidth, this.canvasHeight); } }; return Honey;})立即学习“前端免费学习笔记(深入)”;
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