23.6.19 |
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Bài viết hướng dẫn bạn sử dụng JavaScript cho phép bạn tạo các bong bóng chuyển động với màu sắc đẹp tuyệt vời, mượt mà cho nền blog/website và không cần dùng hình ảnh
File JS tạo bong bóng chuyển động
Bạn sử dụng đoạn code bên dưới<script async src="background.js"></script>Nội dung file JS
/* * background.js - simple abstract background generator * * Changes: * 21-Jan-2016 * > Cap frames to 10 on mobile to prevent scroll lag * 20-Jan-2016 * + Added more versatile mobile options * > Using tabs and 80 width * > Settings object instead of lotsa variables * > Bokeh jitter now assumes inverted min/max, added x/y options instead * - Removed previous change of rounding values, for better looks * - Removed gradient jitter, not useful * 6-Jan-2016 * > Stored PI * 2 in var for better framerate on mobile * > Drawing circles to off-screen canvas only once, reducing .arc() ops * + Added mobile detection * + In-depth mobile+debug options * * @author pbondoer - http://bondoer.fr/ * @license CC0 - https://creativecommons.org/publicdomain/zero/1.0/ */ window.addEventListener("load", function() { var ctx = document.getElementById('background').getContext('2d'); //gradient var options = { resolution: 1, gradient: { resolution: 4, smallRadius: 0, hue: { min: 0, max: 360 }, saturation: { min: 40, max: 80 }, lightness: { min: 25, max: 35 } }, bokeh: { count: 30, size: { min: 0.1, max: 0.3 }, alpha: { min: 0.05, max: 0.4 }, jitter: { x: 0.3, y: 0.3 } }, speed: { min: 0.0001, max: 0.001 }, debug: { strokeBokeh: false, showFps: false } }; var mobile = { force: false, resolution: 0.5, bokeh: { count: 6 } }; //buffers var gradientBuffer = document.createElement('canvas').getContext('2d'); var circleBuffer = document.createElement('canvas').getContext('2d'); //render time, fps calculations, debug var time; var targetFps = 60; //not actual fps, but updates per second var curFps = 0; var cntFps = 0; var fps = 0; var w = 0; var h = 0; var scale = 0; //constants for faster calcs var pi2 = Math.PI * 2; //util functions function lerp(a, b, step) { return step * (b - a) + a; } function clamp(a) { if (a < 0) return 0; if (a > 1) return 1; return a; } function rand(obj) { return Math.random() * (obj.max - obj.min) + obj.min; } function newColor() { return new Color( rand(options.gradient.hue), rand(options.gradient.saturation), rand(options.gradient.lightness) ); } function isMobile() { return ( mobile.force || navigator.userAgent.match(/Android/i) || navigator.userAgent.match(/webOS/i) || navigator.userAgent.match(/iPhone/i) || navigator.userAgent.match(/iPad/i) || navigator.userAgent.match(/iPod/i) || navigator.userAgent.match(/BlackBerry/i) || navigator.userAgent.match(/Windows Phone/i) ); } window.requestAnimFrame = (function(callback) { if (isMobile()) return function(callback) { window.setTimeout(callback, 1000 / 10); }; return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / 60); }; })(); //classes function Color(h, s, l) { this.h = h; this.s = s; this.l = l; this.str = function() { return this.h + ", " + this.s + "%, " + this.l +"%"; } } function ColorPoint(x, y, color) { this.x = x; this.y = y; this.oldColor = color; this.newColor = color; this.step = 0; this.speed = 0; this.color = function() { return new Color(lerp(this.oldColor.h, this.newColor.h, this.step), lerp(this.oldColor.s, this.newColor.s, this.step), lerp(this.oldColor.l, this.newColor.l, this.step)); } } var colorPoints = [ new ColorPoint(0, 0, new Color(196, 59, 34)), new ColorPoint(0, 1, new Color(269, 79, 32)), new ColorPoint(1, 0, new Color(30, 42, 33)), new ColorPoint(1, 1, new Color(304, 47, 27)) ]; function BokehCircle(x, y, size, alpha) { this.oldX = x; this.oldY = y; this.oldSize = size; this.oldAlpha = alpha; this.newX = 0; this.newY = 0; this.newAlpha = 0; this.newSize = 0; this.step = 0; this.speed = 0; this.x = function() { return lerp(this.oldX, this.newX, this.step); } this.y = function() { return lerp(this.oldY, this.newY, this.step); } this.alpha = function() { return lerp(this.oldAlpha, this.newAlpha, this.step); } this.size = function() { return lerp(this.oldSize, this.newSize, this.step); } } var circles = []; function setJitter(circle) { circle.newX = clamp(circle.oldX + rand({ min: -options.bokeh.jitter.x, max: options.bokeh.jitter.x })); circle.newY = clamp(circle.oldY + rand({ min: -options.bokeh.jitter.y, max: options.bokeh.jitter.y })); } function resize() { var width = window.innerWidth; var height = window.innerHeight; w = width * options.resolution; h = height * options.resolution; scale = Math.sqrt(w * h); //actual canvas ctx.canvas.width = width; ctx.canvas.height = height; ctx.scale(1 / options.resolution, 1 / options.resolution); //circle canvas var circleSize = options.bokeh.size.max * scale; circleBuffer.canvas.width = circleSize * 2 + 1; circleBuffer.canvas.height = circleSize * 2 + 1; circleBuffer.fillStyle = "rgb(255, 255, 255)"; circleBuffer.beginPath(); circleBuffer.arc(circleSize, circleSize, circleSize, 0, pi2); circleBuffer.closePath(); circleBuffer.fill(); //force render on mobile if (isMobile()) render(); } function softCopy(src, dest) { var i = 0; for (var property in src) { if (dest.hasOwnProperty(property)) if (softCopy(src[property], dest[property]) == 0) dest[property] = src[property]; i++; } return i; } function init() { gradientBuffer.canvas.height = options.gradient.resolution; gradientBuffer.canvas.width = options.gradient.resolution; if (isMobile()) softCopy(mobile, options); resize(); colorPoints.forEach(function(point) { point.oldColor = newColor(); point.newColor = newColor() point.speed = rand(options.speed); }); for(i = 0; i < options.bokeh.count; i++) { circles.push(new BokehCircle(Math.random(), Math.random(), rand(options.bokeh.size), rand(options.bokeh.alpha))); circles[i].newAlpha = rand(options.bokeh.alpha); circles[i].newSize = rand(options.bokeh.size); circles[i].speed = rand(options.speed); setJitter(circles[i]); } } function iterate() { var now = Date.now(); curFps += (now - (time || now)); cntFps++; var delta = (now - (time || now)) / (1000 / targetFps); time = now; if(curFps > 1000) { fps = 1000 / (curFps / cntFps); curFps -= 1000; cntFps = 0; } colorPoints.forEach(function(point) { point.step += point.speed * delta; if (point.step >= 1) { point.step = 0; point.oldColor = point.newColor; point.newColor = newColor(); point.speed = rand(options.speed); } }); circles.forEach(function(circle) { circle.step += circle.speed * delta; if(circle.step >= 1) { circle.step = 0; circle.oldX = circle.newX; circle.oldY = circle.newY; circle.oldAlpha = circle.newAlpha; circle.oldSize = circle.newSize; setJitter(circle); circle.newAlpha = rand(options.bokeh.alpha); circle.newSize = rand(options.bokeh.size); circle.speed = rand(options.speed); } }); } function render() { iterate(); //draw point gradient to buffer colorPoints.forEach(function(point) { var x = point.x * options.gradient.resolution; var y = point.y * options.gradient.resolution; var grad = gradientBuffer.createRadialGradient(x, y, options.gradient.smallRadius, x, y, options.gradient.resolution); grad.addColorStop(0, 'hsla(' + point.color().str() + ', 255)'); grad.addColorStop(1, 'hsla(' + point.color().str() + ', 0)'); gradientBuffer.fillStyle = grad; gradientBuffer.fillRect(0, 0, options.gradient.resolution, options.gradient.resolution); }); //draw gradient from memory ctx.globalCompositeOperation = "source-over"; ctx.drawImage(gradientBuffer.canvas, 0, 0, w, h); //draw bokeh ctx.globalCompositeOperation = "overlay"; if (options.debug.strokeBokeh) ctx.strokeStyle = "yellow"; circles.forEach(function(circle) { var size = circle.size() * scale; ctx.globalAlpha = circle.alpha(); ctx.drawImage(circleBuffer.canvas, circle.x() * w - size / 2, circle.y() * h - size / 2, size, size); if(options.debug.strokeBokeh) { ctx.globalAlpha = 1; ctx.globalCompositeOperation = "source-over"; ctx.strokeRect(circle.x() * w - size / 2, circle.y() * h - size / 2, size, size); ctx.globalCompositeOperation = "overlay"; } }); ctx.globalAlpha = 1; //debug info if (options.debug.showFps) { if(fps <= 10) ctx.fillStyle = 'red'; else ctx.fillStyle = 'yellow'; ctx.font = "20px sans-serif"; ctx.fillText(Math.round(fps) + " fps", 10, 20); } //done rendering, wait for frame window.requestAnimFrame(render); } //does not seem to impact performance window.addEventListener("resize", resize); //init and render :) init(); render(); });
Sử dụng HTML để hiển thị nền bong bóng
<canvas id="background"></canvas>
Sử dụng CSS để cố định nền
<style> body, html { position: absolute; top: 0; bottom: 0; left: 0; right: 0; margin: 0; padding: 0; } #background { position: fixed; top: 0; left: 0; z-index: -100; } </style>Cảm ơn đã theo dõi và chúc thành công! ./.
Nguồn: cssscript.com
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