JavaScript + html5canvas implement special effects of image fragment and reorganization _ javascript skills

Source: Internet
Author: User
Tags xdiff
This article mainly introduces the Special Video Effects of JavaScript + html5canvas to achieve fragment and reorganization. If you are interested, you can refer to the special effects of HTML5 image fragment animation. The implementation principle is quite simple. However, you should have never seen a video or fragment. This HTML5 animation uses Canvas-related features to achieve the effect of clicking the mouse to fragment the video. Click the mouse in the video area to break down the video in the area. After a while, the broken area can be reorganized and restored. The visual effect is very good.

HTML code

Click video to blow it up!

JavaScript code

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
 
   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
  
    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》
  
 

I hope this article will help you learn about javascript programming.

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