首页 > 解决方案 > setTimeout 我做错了吗?用于烟花

问题描述

所以我试图让 clearInterval 工作。这来自:https ://codepen.io/whqet/pen/Auzch (我对其进行了一些修改以使其更符合我的需要。本质上,我希望动画在 10000 毫秒后停止。请原谅混乱的编码,我在底部放了一个计时器,这样我就可以看到它是否可以工作。任何帮助将不胜感激。谢谢!

var canvas = document.getElementById( 'canvas' ),
		ctx = canvas.getContext( '2d' ),
		// full screen dimensions
		cw = window.innerWidth,
		ch = window.innerHeight,
		// firework collection
		fireworks = [],
		// particle collection
		particles = [],
		// starting hue
		hue = 120,
		// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
		limiterTotal = 5,
		limiterTick = 0,
		// this will time the auto launches of fireworks, one launch per 60 loop ticks
		timerTotal = 60,
		timerTick = 0,
		mousedown = false,
		// mouse x coordinate,
		mx,
		// mouse y coordinate
		my;
		
// set canvas dimensions
canvas.width = cw;
canvas.height = ch;
// now we are going to setup our function placeholders for the entire demo
// get a random number within a range
function random( min, max ) {
	return Math.random() * ( max - min ) + min;
}
// calculate the distance between two points
function calculateDistance( p1x, p1y, p2x, p2y ) {
	var xDistance = p1x - p2x,
			yDistance = p1y - p2y;
	return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
}
// create firework
function Firework( sx, sy, tx, ty ) {
	// actual coordinates
	this.x = sx;
	this.y = sy;
	// starting coordinates
	this.sx = sx;
	this.sy = sy;
	// target coordinates
	this.tx = tx;
	this.ty = ty;
	// distance from starting point to target
	this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
	this.distanceTraveled = 0;
	// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
	this.coordinates = [];
	this.coordinateCount = 3;
	// populate initial coordinate collection with the current coordinates
	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 );
	// circle target indicator radius
	this.targetRadius = 1;
}
// update firework
Firework.prototype.update = function( index ) {
	// remove last item in coordinates array
	this.coordinates.pop();
	// add current coordinates to the start of the array
	this.coordinates.unshift( [ this.x, this.y ] );
	
	// cycle the circle target indicator radius
	if( this.targetRadius < 8 ) {
		this.targetRadius += 0.3;
	} else {
		this.targetRadius = 1;
	}
	
	// speed up the firework
	this.speed *= this.acceleration;
	
	// get the current velocities based on angle and speed
	var vx = Math.cos( this.angle ) * this.speed,
			vy = Math.sin( this.angle ) * this.speed;
	// how far will the firework have traveled with velocities applied?
	this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );
	
	// if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
	if( this.distanceTraveled >= this.distanceToTarget ) {
		createParticles( this.tx, this.ty );
		// remove the firework, use the index passed into the update function to determine which to remove
		fireworks.splice( index, 1 );
	} else {
		// target not reached, keep traveling
		this.x += vx;
		this.y += vy;
	}
}
// draw firework
Firework.prototype.draw = function() {
	ctx.beginPath();
	// move to the last tracked coordinate in the set, then draw a line to the current x and y
	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();
	// draw the target for this firework with a pulsing circle
	ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
	ctx.stroke();
}
// create particle
function Particle( x, y ) {
	this.x = x;
	this.y = y;
	// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
	this.coordinates = [];
	this.coordinateCount = 5;
	while( this.coordinateCount-- ) {
		this.coordinates.push( [ this.x, this.y ] );
	}
	// set a random angle in all possible directions, in radians
	this.angle = random( 0, Math.PI * 2 );
	this.speed = random( 1, 10 );
	// friction will slow the particle down
	this.friction = 0.95;
	// gravity will be applied and pull the particle down
	this.gravity = 1;
	// set the hue to a random number +-50 of the overall hue variable
	this.hue = random( hue - 50, hue + 50 );
	this.brightness = random( 50, 80 );
	this.alpha = 1;
	// set how fast the particle fades out
	this.decay = random( 0.015, 0.03 );
}
// update particle
Particle.prototype.update = function( index ) {
	// remove last item in coordinates array
	this.coordinates.pop();
	// add current coordinates to the start of the array
	this.coordinates.unshift( [ this.x, this.y ] );
	// slow down the particle
	this.speed *= this.friction;
	// apply velocity
	this.x += Math.cos( this.angle ) * this.speed;
	this.y += Math.sin( this.angle ) * this.speed + this.gravity;
	// fade out the particle
	this.alpha -= this.decay;
	
	// remove the particle once the alpha is low enough, based on the passed in index
	if( this.alpha <= this.decay ) {
		particles.splice( index, 1 );
	}
}
// draw particle
Particle.prototype.draw = function() {
	ctx. beginPath();
	// move to the last tracked coordinates in the set, then draw a line to the current x and y
	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();
}
// create particle group/explosion
function createParticles( x, y ) {
	// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
	var particleCount = 300;
	while( particleCount-- ) {
		particles.push( new Particle( x, y ) );
	}
}
// main demo loop
function loop() {
	
	// this function will run endlessly with requestAnimationFrame
	requestAnimFrame( loop );
	
	// increase the hue to get different colored fireworks over time
	//hue += 0.5;
  
  // create random color
  hue= random(0, 360 );
	
	// normally, clearRect() would be used to clear the canvas
	// we want to create a trailing effect though
	// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
	ctx.globalCompositeOperation = 'destination-out';
	// decrease the alpha property to create more prominent trails
	ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
	ctx.fillRect( 0, 0, cw, ch );
	// change the composite operation back to our main mode
	// lighter creates bright highlight points as the fireworks and particles overlap each other
	ctx.globalCompositeOperation = 'lighter';
	
	// loop over each firework, draw it, update it
	var i = fireworks.length;
	while( i-- ) {
		fireworks[ i ].draw();
		fireworks[ i ].update( i );
	}
	
	// loop over each particle, draw it, update it
	var i = particles.length;
	while( i-- ) {
		particles[ i ].draw();
		particles[ i ].update( i );
	}
	
	// launch fireworks automatically to random coordinates, when the mouse isn't down
	if( timerTick >= timerTotal ) {
		if( !mousedown ) {
			// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
			fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );
			timerTick = 0;
		}
	} else {
		timerTick++;
	}
	
	// limit the rate at which fireworks get launched when mouse is down
	if( limiterTick >= limiterTotal ) {
		if( mousedown ) {
			// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
			fireworks.push( new Firework( cw / 2, ch, mx, my ) );
			limiterTick = 0;
		}
	} else {
		limiterTick++;
	}
}
// mouse event bindings
// update the mouse coordinates on mousemove
canvas.addEventListener( 'mousemove', function( e ) {
	mx = e.pageX - canvas.offsetLeft;
	my = e.pageY - canvas.offsetTop;
});
// toggle mousedown state and prevent canvas from being selected
canvas.addEventListener( 'mousedown', function( e ) {
	e.preventDefault();
	mousedown = true;
});
canvas.addEventListener( 'mouseup', function( e ) {
	e.preventDefault();
	mousedown = false;
});
// once the window loads, we are ready for some fireworks!
window.onload = loop;

	// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval

window.requestAnimFrame = ( function() {
	return window.requestAnimationFrame ||
				window.webkitRequestAnimationFrame ||
				window.mozRequestAnimationFrame ||
				function( ) {
					window.setTimeout( timePeriodms );
				}; 
				function stopFireworks () {
					var timePeriodms = 10000;
					window.clearTimeout(timePeriodms);
				};
})();
// now we will setup our basic variables for the demo
  var minute    = 0;
  var sec = 00;
  var zeroPholder = 0;
  var counterIdv2 = setInterval(function(){
                    countUp2();
                  }, 1000);
  function countUp2 () {
      sec++;
      if(sec == 60){
        sec = 00;
        minute = minute + 1;
      }
      if (minute == 0 && sec == 1) {
                    document.getElementById('count-up-2').style.color = 'red';
      }
      if (minute == 0 && sec == 59) {
                    document.getElementById('count-up-2').style.color = 'blue';
      }
       if (minute == 10 && sec == 00) {
                    document.getElementById('count-up-2').style.color = 'red';
      }
      if(sec == 10){
          zeroPholder = '';
      }else
      if(sec == 00){
          zeroPholder = 0;
      }
      document.getElementById("count-up-2").innerText = minute+':'+zeroPholder+sec;
  }
body {
	background: #000;
	margin: 0;
}
canvas {
	display: block;
}
<canvas id="canvas">Canvas is not supported in your browser.</canvas>
  <table border="1" style="border-color:black;">
    <tbody>
      <tr>
        <td style="background-color: #fff; padding: 5px;"><span>Time spent on page:&nbsp;</span><span id="count-up-2">0:00</span>
       </td>
      </tr>
    </tbody>
  </table>  

标签: javascripthtmlcsscanvas

解决方案


requestAnimationFrame回调的参数

requestAnimationFrame调用回调函数时,它以毫秒为单位提供高精度时间。您可以使用这段时间来控制动画的时间。

例如,以下动画循环将在调用第一帧后 10 秒停止。

requestAnimationFrame(mainLoop);
var startTime;
const endTime = 10000;  // in ms 
function mainLoop(time) { 
    if (startTime === undefined) { startTime = time }
    if (time - startTime > endTime) {
         console.log("Animation end.");
         return;
    } 
    // draw animated content

    requestAnimationFrame(mainLoop);
}

与使用相比,这为您提供了更好的动画时间控制,setTimeout特别是如果您有不止一件事来控制时间(参见演示)

演示

该演示使用相同的方法来倒计时和控制烟花。烟花结束前几秒钟被阻止,然后在一群人被发射前一秒钟以零及时爆炸(嗯,大约!!!)

// Code based loosely on OPs code in so far as it animates fireworks.
// There is no control of fireworks via mouse.
// Uses reusable buffers to avoid GC overhead in low end devices.


const ctx = canvas.getContext( '2d' );
const GRAVITY = 0.2;  // per frame squared
var cw = canvas.width = innerWidth - 40;
var ch = canvas.height = 500; 
const iH = innerHeight;

var startTime;

const DISPLAY_TIME = 10000;    // in ms. Time to countdown

const SHELL_X = cw / 2;  // Location that shells are fired from in px
const SHELL_Y = ch;
const SHELL_TIME = 100;        // in frames
const MAX_SHELLS = 8;        
const MAX_PARTICLES = 1000;    // Approx max particles.      
const SHELL_RANDOM_RATE = 0.01; // cof of shell random fire control
const SHELL_FIRE_CURVE = 3;    // Highest power of fire control exponents 
var randomFire = 0;            // holds the odds of a random shell being fired


Math.TAU = Math.PI * 2;
Math.PI90 = Math.PI / 2;
Math.PI270 = Math.PI + Math.PI90;
Math.rand = (m, M) => Math.random() * (M - m) + m;
Math.distance = (x1, y1, x2, y2) => ((x1 - x2) ** 2 + (y1 - y2) ** 2) ** 0.5;

requestAnimationFrame(mainLoop);



function mainLoop(time) {
    if (startTime === undefined) { startTime = time }
    const timer = DISPLAY_TIME - (time - startTime);
    const displayTime = timer / 1000 | 0;
    if (timer <= 0) {
        countdown.textContent = "HAPPY NEW YEAR 2020";
        if(particles.size === 0 && shells.size === 0) {
            ctx.clearRect(0,0,cw,ch);
            shells.clear();
            startTime = undefined;
            countdown.textContent = "Click to restart";
            canvas.addEventListener("click",() => requestAnimationFrame(mainLoop), {once: true});

            return; // ends update
         } else {
            randomFire = 0;  // pervent shells firing after zero time
         }
    } else {
        countdown.textContent !== displayTime && (countdown.textContent = displayTime);
    }
    

    ctx.lineCap = "round";
    ctx.globalCompositeOperation = 'destination-out';
    ctx.globalAlpha = 0.2;
    ctx.fillStyle = "#000"
    ctx.fillRect( 0, 0, cw, ch );
    ctx.globalCompositeOperation = 'lighter';
    shells.update();
    particles.update();
    
    ctx.lineWidth = 2;
    shells.draw();
    ctx.lineWidth = 3;
    particles.draw();
    
    if (timer < 2500 && timer > 1000) { randomFire = 0 }
    else if(timer <= 1000 && timer > 0) { randomFire = 1 }

    if(shells.size < MAX_SHELLS && particles.size < MAX_PARTICLES) {
        if(Math.random() < randomFire ** SHELL_FIRE_CURVE) {
            randomFire = 0;
            shells.fire(
                Math.rand(cw * (1/3), cw *(2/3)),
                Math.rand(iH * (3/4), iH *(4/4)),
                SHELL_TIME
            );
        }
        randomFire += SHELL_RANDOM_RATE;
    }
    requestAnimationFrame(mainLoop);
}



function Trail() {}
function Particle() { }
function Shell( sx, sy, tx, ty ) {
    this.trail = new Trail();
    this.init(sx, sy,tx,sy);
}
Trail.prototype = {
    init(x, y) {
        this.x1 = this.x2 = this.x3 = x;
        this.y1 = this.y2 = this.y3 = y;
    },
    update(x, y) {
        this.x3 = this.x2
        this.y3 = this.y2
        this.x2 = this.x1
        this.y2 = this.y1
        this.x1 = x;
        this.y1 = y;
    },
    draw() {
        ctx.moveTo(this.x1, this.y1);
        ctx.lineTo(this.x2, this.y2);
        ctx.lineTo(this.x3, this.y3);
    }
};
Shell.prototype = {
    init(x, y, time) {  
        this.x = SHELL_X;
        this.y = SHELL_Y;
        this.sx = (x - this.x) / (time / 2);
        this.sy = ((y - this.y) * (GRAVITY / ((time) ** 0.5)))* 2;
        this.power = (-this.sy * 10) | 0;
        this.hue = Math.rand(360, 720) % 360 | 0;
        this.active = true;
        this.trail.init(this.x, this.y);
        this.time = time  / 2;
        this.life = time / 2;
    },
    explode() {
        this.active = false;
        particles.explode(this, this.power);
    },
    update() {
        this.time -= 1;
        if (this.time <= 0) { this.explode() }
        this.sy += GRAVITY;
        this.x += this.sx;
        this.y += this.sy;
        this.trail.update(this.x, this.y);
        return this.active;
    },
    draw() {
        ctx.strokeStyle = `hsl(${this.hue},100%,${(this.time / this.life) * 100}%)`;
        ctx.beginPath();
        this.trail.draw();
        ctx.stroke();
    },
};
Particle.prototype = {
    init(shell) {
        this.x2 = this.x1 = this.x = shell.x;
        this.y2 = this.y1 = this.y = shell.y;
        this.dx = shell.sx;
        this.dy = shell.sy;
        this.angle = Math.rand(0, Math.TAU);
        const zAng = Math.cos(Math.random() ** 2 * Math.PI)
        this.speed = zAng * shell.power / 30;
        this.friction = 0.95;
        this.gravity = GRAVITY;
        this.hue = (Math.rand(shell.hue - 5, shell.hue + 5) + 360) % 360;
        this.brightness = Math.rand( 25, 50 );
        this.alpha = shell.power / 10;
        this.decay = Math.rand( 0.2, 0.5);
        this.active = true;
    },
    update() {
        const dx = Math.cos(this.angle);
        const dy = Math.sin(this.angle);
        this.x2 = this.x1;
        this.y2 = this.y1;
        this.x1 = this.x - dx;
        this.y1 = this.y + dy;
        this.speed *= this.friction;
        this.x += (this.dx *= 0.9);
        this.y += (this.dy *= 0.9);
        this.dy += GRAVITY / 100;
        this.x += dx * this.speed;
        this.y += dy * this.speed;
        this.alpha -= this.decay;
        if( this.alpha <= 0 || this.x < 0 || this.y < 0 || this.x > cw) {
            this.active = false;
        }
        return this.active;
    },
    draw() {
        const alpha = this.alpha / 5 > 1 ? 1 : this.alpha / 5;
        const lum = this.brightness + this.alpha
        ctx.strokeStyle = `hsla(${this.hue},100%,${lum<100 ? lum : 100}%,${alpha})`;
        ctx. beginPath();
        ctx.moveTo( this.x2, this.y2);
        ctx.lineTo( this.x, this.y );
        ctx.stroke();
    }
};
function BubbleArray(extension) {
    return Object.assign([], { 
            size: 0,
            update() {
                var read = 0, write = 0; 
                while (read < this.size) {
                    const item = this[read];
                    if(read !== write) {
                        const temp = this[write]
                        this[write] = item;
                        this[read] = temp;
                    }
                    item.update() === true && (write ++);
                    read++;
                }
                this.size = write;
            },
            draw() {
                var i = 0,len = this.size;
                while(i < len) { this[i++].draw() }
            },
            add(item) {
                this.size ++;
                this.push(item);
            },
            clear() { this.length = this.size = 0 },
            getInactive() { return this.size < this.length ? this[this.size++] : undefined },
        },
        extension,
    );
}
const particles = BubbleArray({
    explode(shell, count) {
        var item;
        while(count-- > 0) {
            !(item = this.getInactive()) && this.add(item = new Particle());
            item.init(shell);
        }
    },
});
const shells = BubbleArray({
    fire(tx = mx, ty = my) {
        var item;
        !(item = this.getInactive()) && this.add(item = new Shell());
        item.init(tx, ty, 100);
    }
});
body {
    padding: 0px;
}
canvas {
    background: #000;
    position: absolute;
    top: 0px;
    left: 0px;
}
#countdown {
    position: absolute;
    top: 20px;
    left: 20px;
    font-family: arial;
    font-size: xx-large;
    color: white;
}
<canvas id="canvas"></canvas>
<div id="countdown"></div>


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