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    HTML5 Canvas 破碎重组的视频特效的示例代码

    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,让后经过一段时间后,破碎的区域又可以重组还原,视觉效果非常棒。

    HTML代码
     

            <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>
    </div>
    <div>
    <center>
        <div 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!</div>
        <canvas id="output" width="1000" height="600" onmousedown="dropBomb(event, this)" style="border: 0 none">        </canvas>
    </center>
    </div>
    

    JavaScript代码

    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('sourcevid');
        copycanvas = document.getElementById('sourcecopy');
        copy = copycanvas.getContext('2d');
        var outputcanvas = document.getElementById('output');
        draw = outputcanvas.getContext('2d');
        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 tiles
        copy.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('trace').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;
    }
    
    /*
        getPixel
        return 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]}
    }
    /*
        setPixel
        set 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;
    }
    /*
        copyPixel
        faster 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];     //R
        dImageData.data[dpos+1] = sImageData.data[spos+1]; //G
        dImageData.data[dpos+2] = sImageData.data[spos+2]; //B
        dImageData.data[dpos+3] = sImageData.data[spos+3]; //A
    }
    </script>

    以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。

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    HTML5 Canvas 破碎重组的视频特效的示例代码 HTML5,Canvas,破碎,重组,的,