这是实现一个蛮实用的小功能,用于在HTML中显示出粒子文字特效,中的字特具体什么效果嘛,粒文话不多说,实现看图:
初始时会全屏扩散,中的字特然后聚集成预设定的粒文文本,之后的实现鼠标移动与点击文字都会产生对应的扩散了特效,并自动恢复文本显示,中的字特粒子的粒文大小、数量、实现移动速度,中的字特文本的粒文大小、颜色,实现等都是中的字特可以自定义的。
JS代码如下:
/** * 粒子文字特效 * 范例: * * * 默认页面居中显示 * @author Rob Sivan * @date 2022/9/20 */const COLOR = "#39BC54"; // 设定粒子特效颜色let MESSAGE = document.getElementById("ChangeText").textContent; // 根据标签的粒文ID获取待处理的文字内容let FONT_SIZE = (window.innerWidth * 0.08); // 字体大小let AMOUNT = 6000; // 设定粒子数量let SIZE = 2; // 粒子大小let INITIAL_DISPLACEMENT = 500; // 最初位移量const INITIAL_VELOCITY = 7.5; // 最初速度const VELOCITY_RETENTION = 0.95; // 速度保持let SETTLE_SPEED = 1; // 稳定速度const FLEE_SPEED = 2; // 逃逸速度const FLEE_DISTANCE = 50; // 逃逸距离let FLEE = true; // 逃逸模式let SCATTER_VELOCITY = 3; // 散射速度const SCATTER = true; // 散射模式// 若处于移动设备展示if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) { // Mobile MESSAGE = document.getElementById("ChangeText").textContent; // 通过标签ID获取文本内容 FONT_SIZE = 50; // 字体大小减小 AMOUNT = 300; // 粒子数量减少 SIZE = 2; INITIAL_DISPLACEMENT = 100; // 最初位移量减少 SETTLE_SPEED = 1; // 最初速度减少 FLEE = false; // 关闭逃逸模式 SCATTER_VELOCITY = 2; // 散射速度}const canvas = document.getElementById("ChangeText");const ctx = canvas.getContext("2d"); // 创建画布let POINTS = [];const MOUSE = { x: 0, y: 0};function Point(x, y, r, g, b, a) { const angle = Math.random() * 6.28; this.x = canvas.width / 2 - x + (Math.random() - 0.5) * INITIAL_DISPLACEMENT; this.y = canvas.height / 2 - y + (Math.random() - 0.5) * INITIAL_DISPLACEMENT; this.velx = INITIAL_VELOCITY * Math.cos(angle); this.vely = INITIAL_VELOCITY * Math.sin(angle); this.target_x = canvas.width / 2 - x; this.target_y = canvas.height / 2 - y; this.r = r; this.g = g; this.b = b; this.a = a; this.getX = function () { return this.x; } this.getY = function () { return this.y; } this.fleeFrom = function () { this.velx -= ((MOUSE.x - this.x) * FLEE_SPEED / 10); this.vely -= ((MOUSE.y - this.y) * FLEE_SPEED / 10); } this.settleTo = function () { this.velx += ((this.target_x - this.x) * SETTLE_SPEED / 100); this.vely += ((this.target_y - this.y) * SETTLE_SPEED / 100); this.velx -= this.velx * (1 - VELOCITY_RETENTION); this.vely -= this.vely * (1 - VELOCITY_RETENTION); } this.scatter = function () { const unit = this.unitVecToMouse(); const vel = SCATTER_VELOCITY * 10 * (0.5 + Math.random() / 2); this.velx = -unit.x * vel; this.vely = -unit.y * vel; } this.move = function () { if (this.distanceToMouse() <= FLEE_DISTANCE) { this.fleeFrom(); } else { this.settleTo(); } if (this.x + this.velx < 0 || this.x + this.velx >= canvas.width) { this.velx *= -1; } if (this.y + this.vely < 0 || this.y + this.vely >= canvas.height) { this.vely *= -1; } this.x += this.velx; this.y += this.vely; } this.distanceToMouse = function () { return this.distanceTo(MOUSE.x, MOUSE.y); } this.distanceTo = function (x, y) { return Math.sqrt((x - this.x) * (x - this.x) + (y - this.y) * (y - this.y)); } this.unitVecToMouse = function () { return this.unitVecTo(MOUSE.x, MOUSE.y); } this.unitVecTo = function (x, y) { const dx = x - this.x; const dy = y - this.y; return { x: dx / Math.sqrt(dx * dx + dy * dy), y: dy / Math.sqrt(dx * dx + dy * dy) }; }}window.addEventListener("resize", function () { resizeCanvas() adjustText()});if (FLEE) { window.addEventListener("mousemove", function (event) { MOUSE.x = event.clientX; MOUSE.y = event.clientY; });}if (SCATTER) { window.addEventListener("click", function (event) { MOUSE.x = event.clientX; MOUSE.y = event.clientY; for (let i = 0; i < POINTS.length; i++) { POINTS[i].scatter(); } });}function resizeCanvas() { canvas.width = window.innerWidth; canvas.height = window.innerHeight;}function adjustText() { ctx.fillStyle = COLOR; ctx.textBaseline = "middle"; ctx.textAlign = "center"; ctx.font = FONT_SIZE + "px Arial"; ctx.fillText(MESSAGE, canvas.width / 2, canvas.height / 2); const textWidth = ctx.measureText(MESSAGE).width; if (textWidth === 0) { return; } const minX = canvas.width / 2 - textWidth / 2; const minY = canvas.height / 2 - FONT_SIZE / 2; const data = ctx.getImageData(minX, minY, textWidth, FONT_SIZE).data; let isBlank = true; for (let i = 0; i < data.length; i++) { if (data[i] !== 0) { isBlank = false; break; } } if (!isBlank) { let count = 0; let curr = 0; let num = 0; let x = 0; let y = 0; const w = Math.floor(textWidth); POINTS = []; while (count < AMOUNT) { while (curr === 0) { num = Math.floor(Math.random() * data.length); curr = data[num]; } num = Math.floor(num / 4); x = w / 2 - num % w; y = FONT_SIZE / 2 - Math.floor(num / w); POINTS.push(new Point(x, y, data[num * 4], data[num * 4 + 1], data[num * 4 + 2], data[num * 4 + 3])); curr = 0; count++; } }}function init() { resizeCanvas() adjustText() window.requestAnimationFrame(animate);}function animate() { update(); draw();}function update() { let point; for (let i = 0; i < POINTS.length; i++) { point = POINTS[i]; point.move(); }}function draw() { ctx.clearRect(0, 0, canvas.width, canvas.height); let point; for (let i = 0; i < POINTS.length; i++) { point = POINTS[i]; ctx.fillStyle = "rgba(" + point.r + "," + point.g + "," + point.b + "," + point.a + ")"; ctx.beginPath(); ctx.arc(point.getX(), point.getY(), SIZE, 0, 2 * Math.PI); ctx.fill(); } window.requestAnimationFrame(animate);}init();
具体使用方法的话,可以外部调用:
这里需要用到canvas标签并定义它的ID,外部调用当然这是为了让页面主题更简洁,图省事的话,,你也可以直接拉到它下面?
具体示例代码为:
测试页面
emmmm…是真的很多诶,而且我这还就只放了一个文本,后面再加上其他的页面元素,不利于后期维护的,当然,随您高兴着来。
好哒,各位大佬发挥各自的想象力去调试吧,小阿凡麻溜的润咯~