这是一个蛮实用的小功能,用于在HTML中显示出粒子文字特效,具体什么效果嘛,话不多说,看图:
初始时会全屏扩散,然后聚集成预设定的文本,之后的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,粒子的大小、数量、移动速度,文本的大小、颜色,等都是可以自定义的。
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:
DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>测试页面title>
head>
<body>
<canvas id="ChangeText">测试文本canvas>
<script type="text/javascript">
const COLOR = "#39BC54"; // 设定粒子特效颜色
let MESSAGE = document.getElementById("ChangeText").textContent; // 根据标签的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();
script>
body>
html>
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~