碎裂特效

This commit is contained in:
unanmed 2023-08-01 16:27:21 +08:00
parent dd7f4f24f1
commit c6a7f418cf
3 changed files with 192 additions and 3 deletions

3
.gitignore vendored
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@ -28,4 +28,5 @@ dist-ssr
dist.zip
story.md
dist.rar
dist.rar
index.cjs

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@ -17,6 +17,7 @@ import achievement from './plugin/ui/achievement';
import completion, { floors } from './plugin/completion';
import path from './plugin/fx/path';
import * as ani from 'mutate-animate';
import frag from './plugin/fx/frag';
function forward() {
const toForward: any[] = [
@ -37,7 +38,8 @@ function forward() {
gameShadow(),
achievement(),
completion(),
path()
path(),
frag(),
];
// 初始化所有插件并转发到core上
@ -70,7 +72,7 @@ function forward() {
// @ts-ignore
core.plugin.ani = ani;
// @ts-ignore
core.plugin.shadow = shadow();
core.plugin.shadow = toForward[13];
}
main.forward = forward;

186
src/plugin/fx/frag.ts Normal file
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@ -0,0 +1,186 @@
import { Animation, linear, sleep } from 'mutate-animate';
interface SplittedImage {
canvas: HTMLCanvasElement;
x: number;
y: number;
}
interface FraggingImage extends SplittedImage {
/** 横坐标增量 */
deltaX: number;
/** 纵坐标增量 */
deltaY: number;
endRad: number;
}
/** 最大移动距离,最终位置距离中心的距离变成原来的几倍 */
const MAX_MOVE_LENGTH = 1.15;
/** 移动距离波动,在最大移动距离的基础上加上多少倍距离的波动距离 */
const MOVE_FLUSH = 0.7;
/** 最大旋转角,单位是弧度 */
const MAX_ROTATE = 0.5;
/** 碎裂动画的速率曲线函数 */
const FRAG_TIMING = linear();
export default function init() {
return { applyFragWith };
}
export function applyFragWith(
canvas: HTMLCanvasElement,
length: number = 4,
time: number = 1000
) {
// 先切分图片
const imgs = splitCanvas(canvas, length);
const cx = canvas.width / 2;
const cy = canvas.height / 2;
let maxX = 0;
let maxY = 0;
const toMove: FraggingImage[] = imgs.map(v => {
const centerX = v.x + v.canvas.width / 2;
const centerY = v.y + v.canvas.height / 2;
const onX = centerX === cx;
const onY = centerY === cy;
const rate = MAX_MOVE_LENGTH - 1 + Math.random() ** 3 * MOVE_FLUSH;
let endX = onY ? 0 : (centerX - cx) * rate;
let endY = onX ? 0 : (centerY - cy) * rate;
const mx = Math.abs(endX + centerX) + Math.abs(v.canvas.width);
const my = Math.abs(endY + centerY) + Math.abs(v.canvas.height);
if (mx > maxX) maxX = mx;
if (my > maxY) maxY = my;
const endRad = Math.random() * MAX_ROTATE * 2 - MAX_ROTATE;
return {
deltaX: endX,
deltaY: endY,
endRad,
x: centerX,
y: centerY,
canvas: v.canvas
};
});
// 再执行动画
const frag = document.createElement('canvas');
const ctx = frag.getContext('2d')!;
const ani = new Animation();
ani.register('rate', 0);
ani.absolute().time(time).mode(FRAG_TIMING).apply('rate', 1);
frag.width = maxX * 2;
frag.height = maxY * 2;
ctx.save();
const dw = maxX - canvas.width / 2;
const dh = maxY - canvas.height / 2;
const fragFn = () => {
const rate = ani.value.rate;
const opacity = 1 - rate;
ctx.globalAlpha = opacity;
ctx.clearRect(0, 0, frag.width, frag.height);
toMove.forEach(v => {
ctx.save();
const nx = v.deltaX * rate;
const ny = v.deltaY * rate;
const rotate = v.endRad * rate;
ctx.translate(nx + v.x + dw, ny + v.y + dh);
ctx.rotate(rotate);
ctx.drawImage(
v.canvas,
nx - v.canvas.width / 2,
ny - v.canvas.height / 2
);
ctx.restore();
});
};
const onEnd = () => {};
ani.ticker.add(fragFn);
return makeFragManager(frag, ani, time, onEnd);
}
function makeFragManager(
canvas: HTMLCanvasElement,
ani: Animation,
time: number,
onEnd: () => void
) {
const promise = sleep(time + 50);
return {
animation: ani,
onEnd: promise.then(() => {
ani.ticker.destroy();
onEnd();
}),
canvas
};
}
export function withImage(
image: CanvasImageSource,
sx: number,
sy: number,
sw: number,
sh: number
): SplittedImage {
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d')!;
canvas.width = sw;
canvas.height = sh;
ctx.drawImage(image, sx, sy, sw, sh, 0, 0, sw, sh);
return { canvas, x: sx, y: sy };
}
/**
*
* @param canvas
* @param l
*/
function splitCanvas(canvas: HTMLCanvasElement, l: number): SplittedImage[] {
if (canvas.width / l < 2 || canvas.height / l < 2) {
console.warn('切分画布要求切分边长大于等于画布长宽的一半!');
return [];
}
const w = canvas.width % l === 0 ? canvas.width : canvas.width - l;
const h = canvas.height % l === 0 ? canvas.height : canvas.height - l;
const numX = Math.floor(w / l);
const numY = Math.floor(h / l);
const rw = (w - numX * l) / 2;
const rh = (h - numY * l) / 2;
const res: SplittedImage[] = [];
if (rw > 0) {
if (rh > 0) {
res.push(
withImage(canvas, 0, 0, rw, rh),
withImage(canvas, 0, canvas.height - rh, rw, rh),
withImage(canvas, canvas.width - rw, 0, rw, rh),
withImage(canvas, canvas.width - rw, canvas.height - rh, rw, rh)
);
}
for (const x of [0, canvas.width - rw]) {
for (let ny = 0; ny < numY; ny++) {
res.push(withImage(canvas, x, rh + l * ny, rw, l));
}
}
}
if (rh > 0) {
for (const y of [0, canvas.height - rh]) {
for (let nx = 0; nx < numX; nx++) {
res.push(withImage(canvas, rw + l * nx, y, l, rh));
}
}
}
for (let nx = 0; nx < numX; nx++) {
for (let ny = 0; ny < numY; ny++) {
res.push(withImage(canvas, rw + l * nx, rh + l * ny, l, l));
}
}
return res;
}