PHP前端开发

基于HTML5 Canvas实现视频破碎重组特效

百变鹏仔 3个月前 (10-18) #H5教程
文章标签 特效

也许你见过HTML5图片破碎动画特效,实现的原理也挺简单的。但是你应该没有见过视频也可以破碎重组,这个HTML5动画就是利用Canvas的相关特性,实现了点击鼠标让视频破碎重组的效果。在视频区域点击鼠标,即可让该区域的视频破碎,然后经过一段时间,破碎的区域又可以重组还原,视觉效果也很棒,非常值得一试。

HTML代码

<p style="display:none">	<video id="sourcevid" autoplay="true" loop="true">		<source src="BigBuckBunny_640x360.mp4" type="video/mp4"/>		<source src="BigBuckBunny_640x360.ogv" type="video/ogg"/>	</video>	<canvas id="sourcecopy" width="640" height="360"></canvas></p><p><center><p style="z-index:1;position:relative;text-align:center;font-size:16px;font-weight:bold;width:1000px;top:60px;">Click video to blow it up!</p><canvas id="output" width="1000" height="600" onmousedown="dropBomb(event, this)" style="border: 0 none"> </canvas></center></p>

JavaScript代码

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var video;var copy;var copycanvas;var draw;var TILE_WIDTH = 32;var TILE_HEIGHT = 24;var TILE_CENTER_WIDTH = 16;var TILE_CENTER_HEIGHT = 12;var SOURCERECT = {x:0, y:0, width:0, height:0};var PAINTRECT = {x:0, y:0, width:1000, height:600};function init(){video = document.getElementById(&#39;sourcevid&#39;);copycanvas = document.getElementById(&#39;sourcecopy&#39;);copy = copycanvas.getContext(&#39;2d&#39;);var outputcanvas = document.getElementById(&#39;output&#39;);draw = outputcanvas.getContext(&#39;2d&#39;);setInterval("processFrame()", 33);}function createTiles(){var offsetX = TILE_CENTER_WIDTH+(PAINTRECT.width-SOURCERECT.width)/2;var offsetY = TILE_CENTER_HEIGHT+(PAINTRECT.height-SOURCERECT.height)/2;var y=0;while(y < SOURCERECT.height){	var x=0;	while(x < SOURCERECT.width){		var tile = new Tile();		tile.videoX = x;		tile.videoY = y;		tile.originX = offsetX+x;		tile.originY = offsetY+y;		tile.currentX = tile.originX;		tile.currentY = tile.originY;		tiles.push(tile);		x+=TILE_WIDTH;	}	y+=TILE_HEIGHT;}}var RAD = Math.PI/180;var randomJump = false;var tiles = [];var debug = false;function processFrame(){if(!isNaN(video.duration)){	if(SOURCERECT.width == 0){		SOURCERECT = {x:0,y:0,width:video.videoWidth,height:video.videoHeight};		createTiles();	}	//this is to keep my sanity while developing	if(randomJump){		randomJump = false;		video.currentTime = Math.random()*video.duration;	}	//loop	if(video.currentTime == video.duration){		video.currentTime = 0;	}}var debugStr = "";//copy tilescopy.drawImage(video, 0, 0);draw.clearRect(PAINTRECT.x, PAINTRECT.y,PAINTRECT.width,PAINTRECT.height);for(var i=0; i<tiles.length; i++){	var tile = tiles[i];	if(tile.force > 0.0001){		//expand		tile.moveX *= tile.force;		tile.moveY *= tile.force;		tile.moveRotation *= tile.force;		tile.currentX += tile.moveX;		tile.currentY += tile.moveY;		tile.rotation += tile.moveRotation;		tile.rotation %= 360;		tile.force *= 0.9;		if(tile.currentX <= 0 || tile.currentX >= PAINTRECT.width){			tile.moveX *= -1;		}		if(tile.currentY <= 0 || tile.currentY >= PAINTRECT.height){			tile.moveY *= -1;		}	}else if(tile.rotation != 0 || tile.currentX != tile.originX || tile.currentY != tile.originY){		//contract		var diffx = (tile.originX-tile.currentX)*0.2;		var diffy = (tile.originY-tile.currentY)*0.2;		var diffRot = (0-tile.rotation)*0.2;		if(Math.abs(diffx) < 0.5){			tile.currentX = tile.originX;		}else{			tile.currentX += diffx;		}		if(Math.abs(diffy) < 0.5){			tile.currentY = tile.originY;		}else{			tile.currentY += diffy;		}		if(Math.abs(diffRot) < 0.5){			tile.rotation = 0;		}else{			tile.rotation += diffRot;		}	}else{		tile.force = 0;	}	draw.save();	draw.translate(tile.currentX, tile.currentY);	draw.rotate(tile.rotation*RAD);	draw.drawImage(copycanvas, tile.videoX, tile.videoY, 	TILE_WIDTH, TILE_HEIGHT, -TILE_CENTER_WIDTH, -TILE_CENTER_HEIGHT, TILE_WIDTH, TILE_HEIGHT);	draw.restore();}if(debug){	debug = false;	document.getElementById(&#39;trace&#39;).innerHTML = debugStr;}}function explode(x, y){for(var i=0; i<tiles.length; i++){	var tile = tiles[i];	var xdiff = tile.currentX-x;	var ydiff = tile.currentY-y;	var dist = Math.sqrt(xdiff*xdiff + ydiff*ydiff);	var randRange = 220+(Math.random()*30);	var range = randRange-dist;	var force = 3*(range/randRange);	if(force > tile.force){		tile.force = force;		var radians = Math.atan2(ydiff, xdiff);		tile.moveX = Math.cos(radians);		tile.moveY = Math.sin(radians);		tile.moveRotation = 0.5-Math.random();	}}tiles.sort(zindexSort);processFrame();}function zindexSort(a, b){return (a.force-b.force);}function dropBomb(evt, obj){var posx = 0;var posy = 0;var e = evt || window.event;if (e.pageX || e.pageY){	posx = e.pageX;	posy = e.pageY;}else if (e.clientX || e.clientY) {	posx = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;	posy = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;}var canvasX = posx-obj.offsetLeft;var canvasY = posy-obj.offsetTop;explode(canvasX, canvasY);}function Tile(){this.originX = 0;this.originY = 0;this.currentX = 0;this.currentY = 0;this.rotation = 0;this.force = 0;this.z = 0;this.moveX= 0;this.moveY= 0;this.moveRotation = 0;this.videoX = 0;this.videoY = 0;}/*getPixelreturn pixel object {r,g,b,a}*/function getPixel(imageData, x, y){var data = imageData.data;var pos = (x + y * imageData.width) * 4;return {r:data[pos], g:data[pos+1], b:data[pos+2], a:data[pos+3]}}/*setPixelset pixel object {r,g,b,a}*/function setPixel(imageData, x, y, pixel){var data = imageData.data;var pos = (x + y * imageData.width) * 4;data[pos] = pixel.r;data[pos+1] = pixel.g;data[pos+2] = pixel.b;data[pos+3] = pixel.a;}/*copyPixelfaster then using getPixel/setPixel combo*/function copyPixel(sImageData, sx, sy, dImageData, dx, dy){var spos = (sx + sy * sImageData.width) * 4;var dpos = (dx + dy * dImageData.width) * 4;dImageData.data[dpos] = sImageData.data[spos];     //RdImageData.data[dpos+1] = sImageData.data[spos+1]; //GdImageData.data[dpos+2] = sImageData.data[spos+2]; //BdImageData.data[dpos+3] = sImageData.data[spos+3]; //A}</script>