特效介绍
这是一个跟随鼠标流动的Canvas星空特效,刚打开,会看到很多圆点星星一闪一闪的向您飞来,仿佛您置身于宇宙飞船之中。当您稍微移动鼠标,幅度很小,就会发现星星滑动的轨迹被拉长,鼠标幅度越大,星星轨迹越长,仿佛飞船非得越来越快,当鼠标移动相当快时,星星都被拉长成线条了。而且,鼠标的位置也决定了星星滑动的方向。很适合做为网页背景使用。
本特效支持:360、FireFox、Chrome等浏览器,不支持Safari、IE8等不兼容canvas的浏览器。
使用方法
1、加入css(建议装canvas的容器背景色为深色,否则可能看不清“星星”)
canvas { position: fixed; width: 100%; height: 100%; }2、html代码
<canvas></canvas>3、js代码:
const STAR_COUNT = ( window.innerWidth + window.innerHeight ) / 8, STAR_SIZE = 3, STAR_MIN_SCALE = 0.2, OVERFLOW_THRESHOLD = 50; const canvas = document.querySelector( 'canvas' ), context = canvas.getContext( '2d' ); let scale = 1, // device pixel ratio width, height; let stars = []; let pointerX, pointerY; let velocity = { x: 0, y: 0, tx: 0, ty: 0, z: 0.0005 }; let touchInput = false; generate(); resize(); step(); window.onresize = resize; canvas.onmousemove = onMouseMove; canvas.ontouchmove = onTouchMove; canvas.ontouchend = onMouseLeave; document.onmouseleave = onMouseLeave; function generate() { for( let i = 0; i < STAR_COUNT; i++ ) { stars.push({ x: 0, y: 0, z: STAR_MIN_SCALE + Math.random() * ( 1 - STAR_MIN_SCALE ) }); } } function placeStar( star ) { star.x = Math.random() * width; star.y = Math.random() * height; } function recycleStar( star ) { let direction = 'z'; let vx = Math.abs( velocity.x ), vy = Math.abs( velocity.y ); if( vx > 1 || vy > 1 ) { let axis; if( vx > vy ) { axis = Math.random() < vx / ( vx + vy ) ? 'h' : 'v'; }else { axis = Math.random() < vy / ( vx + vy ) ? 'v' : 'h'; } if( axis === 'h' ) { direction = velocity.x > 0 ? 'l' : 'r'; }else { direction = velocity.y > 0 ? 't' : 'b'; } } star.z = STAR_MIN_SCALE + Math.random() * ( 1 - STAR_MIN_SCALE ); if( direction === 'z' ) { star.z = 0.1; star.x = Math.random() * width; star.y = Math.random() * height; } else if( direction === 'l' ) { star.x = -OVERFLOW_THRESHOLD; star.y = height * Math.random(); } else if( direction === 'r' ) { star.x = width + OVERFLOW_THRESHOLD; star.y = height * Math.random(); } else if( direction === 't' ) { star.x = width * Math.random(); star.y = -OVERFLOW_THRESHOLD; } else if( direction === 'b' ) { star.x = width * Math.random(); star.y = height + OVERFLOW_THRESHOLD; } } function resize() { scale = window.devicePixelRatio || 1; width = window.innerWidth * scale; height = window.innerHeight * scale; canvas.width = width; canvas.height = height; stars.forEach( placeStar ); } function step() { context.clearRect( 0, 0, width, height ); update(); render(); requestAnimationFrame( step ); } function update() { velocity.tx *= 0.96; velocity.ty *= 0.96; velocity.x += ( velocity.tx - velocity.x ) * 0.8; velocity.y += ( velocity.ty - velocity.y ) * 0.8; stars.forEach( ( star ) => { star.x += velocity.x * star.z; star.y += velocity.y * star.z; star.x += ( star.x - width/2 ) * velocity.z * star.z; star.y += ( star.y - height/2 ) * velocity.z * star.z; star.z += velocity.z; // recycle when out of bounds if( star.x < -OVERFLOW_THRESHOLD || star.x > width + OVERFLOW_THRESHOLD || star.y < -OVERFLOW_THRESHOLD || star.y > height + OVERFLOW_THRESHOLD ) { recycleStar( star ); } }); } function render() { stars.forEach( ( star ) => { context.beginPath(); context.lineCap = 'round'; context.lineWidth = STAR_SIZE * star.z * scale; context.strokeStyle = 'rgba(255,255,255,'+(0.5 + 0.5*Math.random())+')'; context.beginPath(); context.moveTo( star.x, star.y ); var tailX = velocity.x * 2, tailY = velocity.y * 2; // stroke() wont work on an invisible line if( Math.abs( tailX ) < 0.1 ) tailX = 0.5; if( Math.abs( tailY ) < 0.1 ) tailY = 0.5; context.lineTo( star.x + tailX, star.y + tailY ); context.stroke(); }); } function movePointer( x, y ) { if( typeof pointerX === 'number' && typeof pointerY === 'number' ) { let ox = x - pointerX, oy = y - pointerY; velocity.tx = velocity.tx + ( ox / 8*scale ) * ( touchInput ? 1 : -1 ); velocity.ty = velocity.ty + ( oy / 8*scale ) * ( touchInput ? 1 : -1 ); } pointerX = x; pointerY = y; } function onMouseMove( event ) { touchInput = false; movePointer( event.clientX, event.clientY ); } function onTouchMove( event ) { touchInput = true; movePointer( event.touches[0].clientX, event.touches[0].clientY, true ); event.preventDefault(); } function onMouseLeave() { pointerX = null; pointerY = null; }由于使用方法太简单了,这里就不提供下载了。