html--粒子波浪

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
 <HEAD>
  <TITLE> New Document </TITLE>
  <META NAME="Generator" CONTENT="EditPlus">
  <META NAME="Author" CONTENT="">
  <META NAME="Keywords" CONTENT="">
  <META NAME="Description" CONTENT="">
  <style>html, body {padding:0;margin:0}
canvas {display:block}

/**
ps.: its not webgl
**/</style>
 </HEAD>

 <BODY><canvas></canvas>
  <script>'use strict';

var FastRandom = function()
{
    this.getNextFloat = function()
    {
        return Math.random();
    };
};

var ParticleWave = function()
{
    var me = this;

    var config = {
        colors : {
            background : 0x000000,
            particle   : 0x477cc2
        },
        alpha : {
            particle : 1
        },
        particleCount : 30000
    };

    var TAU = Math.PI * 2;

    var random = new FastRandom();

    var particle;
    var particleFillStyle;
    var particleColorRGB = new Float32Array(3);

    var smoothGradient;
    var waterGradient;

    var canvas;
    var engine;

    var width;
    var height;

    var particleWaveWalker = 0;
    var randomWalker = 0;

    var requestTick = function()
    {
        window.requestAnimationFrame(tick);
    };

    var initParticle = function()
    {
        particle = new Float32Array(config.particleCount * 2);

        eachParticle(function(x, z) {
            particle[x] = random.getNextFloat();
            particle[z] = random.getNextFloat();
        });
    };

    var initCanvas = function()
    {
        var cs = document.getElementsByTagName('canvas');

        canvas = cs[0];
        engine = canvas.getContext('2d');

        width  = window.innerWidth;
        height = window.innerHeight;

        canvas.setAttribute('width', width);
        canvas.setAttribute('height', height);
    };

    var initParticleColor = function()
    {
        particleColorRGB[0] = config.colors.particle >> 16 & 0xff;
        particleColorRGB[1] = config.colors.particle >>  8 & 0xff;
        particleColorRGB[2] = config.colors.particle       & 0xff;

        particleFillStyle = 'rgb(' + particleColorRGB[0] + ',' + particleColorRGB[1] + ',' + particleColorRGB[2] + ')';
    };

    var initSmoothGradient = function()
    {
        smoothGradient = engine.createLinearGradient(
            width / 2,
            0,
            width / 2,
            height
        );

        smoothGradient.addColorStop(0.25, 'rgba(0, 0, 0, 0)');

        smoothGradient.addColorStop(0.45, 'rgba(0, 0, 0, 0.9)');
        smoothGradient.addColorStop(0.5 , 'rgba(0, 0, 0, 1)');
        smoothGradient.addColorStop(0.55, 'rgba(0, 0, 0, 0.9)');

        smoothGradient.addColorStop(0.75, 'rgba(0, 0, 0, 0)');
    };

    var initWaterGradient = function()
    {
        waterGradient = engine.createLinearGradient(
            width / 2,
            height / 2,
            width / 2,
            height
        );

        waterGradient.addColorStop(0, 'rgba(0, 0, 30, 0)');
        waterGradient.addColorStop(1, 'rgba(30, 0, 60, 0.5)');
    };

    var init = function()
    {
        initCanvas();
        initParticle();
        initParticleColor();
        initSmoothGradient();
        initWaterGradient();
    };

    var eachParticle = function(cb)
    {
        for (var i = 0; i < particle.length; i += 2) {
            cb(i, i + 1);
        }
    };

    var renderParticle = function()
    {
        randomWalker += (Math.random() - 0.5) * 0.1;

        particleWaveWalker += 0.03;

        var radius = {
            min    : 1,
            add    : 5
        };

        var midY = height / 2;
        var midX = width / 2;

        var spreadX = 5;
        var spreadZ = 0.0;

        var modZ = 0.0;

        var addX = 0;
        var addY = 0;

        var p = {
            x : 0.0,
            y : 0.0,
            r : 0.0
        };

        engine.fillStyle = particleFillStyle;
        // engine.beginPath();

        var waveControl = 10;

        for (var i = 0, xIndex, zIndex; i < particle.length; i += 2) {

            xIndex = i;
            zIndex = i + 1;

            particle[zIndex] += 0.003;

            if (particle[zIndex] > 1) {
                particle[zIndex] = 0;
                particle[xIndex] = random.getNextFloat();
            }

            if (particle[zIndex] < 0.3) {
                continue;
            }

            modZ    = Math.pow(particle[zIndex], 2);
            spreadZ = 1 + (spreadX - 1) * modZ;

            //bottom

            addX = (0.5 - particle[xIndex]) * width * spreadZ;
            addY = midY * modZ * (1 + 3 / waveControl);

            p.x = midX + addX;
            p.y = midY + addY;
            p.r = radius.min + modZ * radius.add;

            p.y += Math.sin(particle[xIndex] * 50 + particleWaveWalker) * addY / waveControl;
            p.y += Math.cos(particle[zIndex] * 10 + particleWaveWalker) * addY / waveControl;

            p.y -= Math.cos(particle[zIndex] + particle[xIndex] * 10 + particleWaveWalker) * addY / waveControl;

            p.y -= Math.cos(particle[xIndex] * 50 + particleWaveWalker) * addY / waveControl;
            p.y -= Math.sin(particle[zIndex] * 10 + particleWaveWalker) * addY / waveControl;

            if (p.x < 0 || p.x > width) {
                continue;
            }

            engine.fillRect(p.x, p.y, p.r, p.r);

            // engine.moveTo(p.x, p.y);
            // engine.arc(p.x, p.y, p.r, 0, TAU);

            //top
            // p.y = height - p.y;
            //
            // engine.moveTo(p.x, p.y);
            // engine.arc(p.x, p.y, p.r, 0, TAU);
        }

        engine.fillStyle = particleFillStyle;

        // engine.closePath();
        // engine.fill();
    };

    var colorIntToHexString = function(color)
    {
        var s = color.toString(16);

        return '0'.repeat(6 - s.length) + s;
    };

    var clear = function()
    {
        engine.fillStyle = '#' + colorIntToHexString(config.colors.background);
        engine.fillRect(0, 0, width, height);
    };

    var drawSmooth = function()
    {
        engine.fillStyle = smoothGradient;
        engine.fillRect(0, 0, width, height);
    };

    var drawWater = function()
    {
        engine.fillStyle = waterGradient;
        engine.fillRect(0, height / 2, width, height / 2);
    };

    var tick = function()
    {
        clear();

        drawWater();
        renderParticle();
        drawSmooth();

        requestTick();
    };

    this.run = function()
    {
        init();
        tick();
    };
};

var pw = new ParticleWave();
pw.run();</script>
 </BODY>
</HTML>

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