Bước 1 : HTML
Chúng ta chỉ cần chèn thẻ <canvas> và dòng thông báo hiển thị cho những trình duyệt chưa hỗ trợ thẻ này.
<canvas id="canvas">Canvas is not supported in your browser.</canvas>
Bước 2 : CSS
body {
background: #000;
margin: 0;
}
canvas {
cursor: crosshair;
display: block;
}
Bước 3 : Javascript
Đây là phần quan trọng nhất trong bài viết, để tạo hiệu ứng bắn pháo hoa, các bạn copy toàn bộ đoạn script trên để áp dụng cho chính website hay blog của mình.
window.requestAnimFrame = ( function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ) {
window.setTimeout( callback, 1000 / 60 );
};
})();
var canvas = document.getElementById( 'canvas' ),
ctx = canvas.getContext( '2d' ),
cw = window.innerWidth,
ch = window.innerHeight,
fireworks = [],
particles = [],
hue = 120,
limiterTotal = 5,
limiterTick = 0,
timerTotal = 80,
timerTick = 0,
mousedown = false,
mx,
my;
canvas.width = cw;
canvas.height = ch;
function random( min, max ) {
return Math.random() * ( max - min ) + min;
}
function calculateDistance( p1x, p1y, p2x, p2y ) {
var xDistance = p1x - p2x,
yDistance = p1y - p2y;
return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
}
// Tạo pháo hoa
function Firework( sx, sy, tx, ty ) {
this.x = sx;
this.y = sy;
this.sx = sx;
this.sy = sy;
this.tx = tx;
this.ty = ty;
this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
this.distanceTraveled = 0;
this.coordinates = [];
this.coordinateCount = 3;
while( this.coordinateCount-- ) {
this.coordinates.push( [ this.x, this.y ] );
}
this.angle = Math.atan2( ty - sy, tx - sx );
this.speed = 2;
this.acceleration = 1.05;
this.brightness = random( 50, 70 );
this.targetRadius = 1;
}
Firework.prototype.update = function( index ) {
this.coordinates.pop();
this.coordinates.unshift( [ this.x, this.y ] );
if( this.targetRadius < 8 ) {
this.targetRadius += 0.3;
} else {
this.targetRadius = 1;
}
this.speed *= this.acceleration;
var vx = Math.cos( this.angle ) * this.speed,
vy = Math.sin( this.angle ) * this.speed;
this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );
if( this.distanceTraveled >= this.distanceToTarget ) {
createParticles( this.tx, this.ty );
fireworks.splice( index, 1 );
} else {
this.x += vx;
this.y += vy;
}
}
// Vẽ pháo hoa
Firework.prototype.draw = function() {
ctx.beginPath();
ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
ctx.lineTo( this.x, this.y );
ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
ctx.stroke();
ctx.beginPath();
ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
ctx.stroke();
}
function Particle( x, y ) {
this.x = x;
this.y = y;
this.coordinates = [];
this.coordinateCount = 5;
while( this.coordinateCount-- ) {
this.coordinates.push( [ this.x, this.y ] );
}
this.angle = random( 0, Math.PI * 2 );
this.speed = random( 1, 10 );
this.friction = 0.95;
this.gravity = 1;
this.hue = random( hue - 20, hue + 20 );
this.brightness = random( 50, 80 );
this.alpha = 1;
this.decay = random( 0.015, 0.03 );
}
Particle.prototype.update = function( index ) {
this.coordinates.pop();
this.coordinates.unshift( [ this.x, this.y ] );
this.speed *= this.friction;
this.x += Math.cos( this.angle ) * this.speed;
this.y += Math.sin( this.angle ) * this.speed + this.gravity;
this.alpha -= this.decay;
if( this.alpha <= this.decay ) {
particles.splice( index, 1 );
}
}
Particle.prototype.draw = function() {
ctx. beginPath();
ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
ctx.lineTo( this.x, this.y );
ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
ctx.stroke();
}
function createParticles( x, y ) {
var particleCount = 30;
while( particleCount-- ) {
particles.push( new Particle( x, y ) );
}
}
function loop() {
requestAnimFrame( loop );
hue += 0.5;
ctx.globalCompositeOperation = 'destination-out';
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect( 0, 0, cw, ch );
ctx.globalCompositeOperation = 'lighter';
var i = fireworks.length;
while( i-- ) {
fireworks[ i ].draw();
fireworks[ i ].update( i );
}
var i = particles.length;
while( i-- ) {
particles[ i ].draw();
particles[ i ].update( i );
}
if( timerTick >= timerTotal ) {
if( !mousedown ) {
fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );
timerTick = 0;
}
} else {
timerTick++;
}
if( limiterTick >= limiterTotal ) {
if( mousedown ) {
fireworks.push( new Firework( cw / 2, ch, mx, my ) );
limiterTick = 0;
}
} else {
limiterTick++;
}
}
canvas.addEventListener( 'mousemove', function( e ) {
mx = e.pageX - canvas.offsetLeft;
my = e.pageY - canvas.offsetTop;
});
canvas.addEventListener( 'mousedown', function( e ) {
e.preventDefault();
mousedown = true;
});
canvas.addEventListener( 'mouseup', function( e ) {
e.preventDefault();
mousedown = false;
});
window.onload = loop;