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javascript - HTML h1 标签在 javascript+css 动画上方显示不正确

转载 作者:行者123 更新时间:2023-11-29 17:46:52 27 4
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我有以下代码(来自代码笔叉),并希望在页面上的动画上方添加一个简单的 Html H1 标签。我已经尝试了下面的方法,但由于某种原因,H1 标签只显示了一秒钟(闪烁),然后就从屏幕上消失了。

我试过把它放在几个地方,也使用了
标签,但同样的事情发生了。

有人可以提出修复建议并解释为什么会发生这种情况吗?

html、javascript 文件:CSS 文件 (style.css)

class Canvas {
constructor(element, ctx, w, h) {
this.element = element
this.ctx = ctx
this.width = w
this.height = h

this.interactive = false
this.playing = true

this.point = {
value: 150,
speed: 0.25,
limit: 70,
floor: 10,
up: true,
animating: false
}

this.multiplier = {
value: 1,
speed: 0.005,
limit: 20,
floor: 1,
up: true,
animating: true
}

this.center = {
x: w / 2,
y: h / 2,
targetX: w / 2,
targetY: h / 2,
easing: 0.02
}

this.radius = {
val: h / 2.2,
targetVal: h / 2.2,
easing: 0.02
}

document.body.addEventListener('click', this.click.bind(this))
document.body.addEventListener('mousemove', this.move.bind(this))
document.body.addEventListener('keyup', this.keyup.bind(this))

this.hue = 160
}

click(e) {
this.interactive = !this.interactive

if (!this.interactive) {
this.center.targetX = this.width / 2
this.center.targetY = this.height / 2
this.radius.targetVal = this.height / 2.2

this.element.classList.remove('interactive')
} else {
this.element.classList.add('interactive')
}
}

move(e) {
if (!this.interactive) {
return
}

const h3 = this.height / 3

this.center.targetX = e.pageX
this.center.targetY = Math.max(e.pageY, h3)

this.radius.targetVal = h3 + (e.pageY * 0.8)
}

keyup(e) {
if (e.which != 32) {
return
}

this.playing = !this.playing

if (this.playing && this.drawLoop) {
this.drawLoop()
}
}

update() {
this.clear()

this.animate(this.point)
this.animate(this.multiplier)
this.ease(this.center)
this.ease(this.radius)

this.hue += 0.3

const h = (this.hue % 360)

this.ctx.fillStyle = 'hsl(' + h + ',70%,20%)'
this.ctx.strokeStyle = 'hsla(' + h + ',80%,60%,0.2)'
this.ctx.globalCompositeOperation = 'lighter'
}

clear() {
this.ctx.globalCompositeOperation = 'source-over'
this.ctx.fillStyle = 'rgba(0,0,0,0.1)'
this.ctx.rect(0, 0, this.width, this.height)
this.ctx.fill()
}

draw() {
let radius = this.radius.val

const w2 = this.center.x,
h2 = this.center.y

this.ctx.beginPath()
this.ctx.shadowBlur = 0
this.ctx.shadowColor = 'black'

const points = this.point.value
const multiplier = this.multiplier.value

for (let p = 0; p < points; p++) {
const t = (p / points) * Math.PI * 2
const t2 = ((p * multiplier) / points) * Math.PI * 2
const x = radius * Math.cos(t) + w2
const y = radius * Math.sin(t) + h2
const x2 = radius * Math.cos(t2) + w2
const y2 = radius * Math.sin(t2) + h2

this.ctx.moveTo(x, y)
this.ctx.lineTo(x2, y2)
}

this.ctx.arc(w2, h2, radius, 0, 2 * Math.PI)

this.ctx.stroke()
this.ctx.closePath()
}

animate(object) {
if (!object.animating) {
return
}

if (object.up) {
object.value += object.speed
} else {
object.value -= object.speed
}

if (object.value > object.limit) {
object.up = false
} else if (object.value < object.floor) {
object.up = true
}
}

ease(object) {
if (object.val) {
const dv = object.targetVal - object.val
object.val += dv * object.easing

return
}

const dx = object.targetX - object.x
const dy = object.targetY - object.y
object.x += dx * object.easing
object.y += dy * object.easing
}

random(from, to) {
return from + (Math.rand() * (to - from))
}

resize(w, h) {
this.width = w
this.height = h
this.center.targetX = w / 2
this.center.targetY = h / 2

this.radius.targetVal = h / 2.2
}
}

(_ => {
const canvasElement = document.getElementById('canvas'),
ctx = canvasElement.getContext('2d')

let w = canvasElement.width = window.innerWidth,
h = canvasElement.height = window.innerHeight,
density = 1

const canvas = new Canvas(canvasElement, ctx, w, h)

function setup() {
window.addEventListener('resize', resize)

density = window.devicePixelRatio != undefined ? window.devicePixelRatio : 1.0

canvasElement.width = w * density
canvasElement.height = h * density

canvas.width = w
canvas.height = h
canvas.drawLoop = draw

ctx.scale(density, density)

draw()
}

function draw() {
canvas.update()
canvas.draw()

if (canvas.playing) {
window.requestAnimationFrame(draw)
}
}

function resize() {
w = canvasElement.width = window.innerWidth
h = canvasElement.height = window.innerHeight

canvasElement.width = w * density
canvasElement.height = h * density

canvas.resize(w, h)

ctx.scale(density, density)
}

setup()
})()
body {
background: #000;
overflow: hidden;
}

canvas {
width: 100%;
height: 100%;
position: absolute;
left: 0;
top: 0;
}

canvas.interactive {
cursor: none;
}
<html>

<head>
<link rel="stylesheet" href="style.css">
<center>
<h1>
<font color="white">This is the H1 Tag</font>
</h1>
</center>
</head>

<body>

<br>
<br>
<br>
<br>

<canvas id="canvas"></canvas>

更新

感谢楼下的回答,我把css改成了下面的,标签确实显示了,但是动画没有居中。如何重新定位 Canvas 以便其他“元素”或对象可以适合它?

canvas {
width: 30%;
height: 30%;
position: absolute;
left: 0;
top: 0;
}

最佳答案

这是因为您的 canvas 样式设置为占据整个页面。您的 h1 也在文档的 head 中。所以这也需要移动到 body 中。

canvas {
width: 100%;
height: 100%;
position: absolute;
left: 0;
top: 0;
}

如果您删除 canvas 样式,您的 h1 将位于 Canvas 上方。

编辑:字里行间阅读 OP 希望图像按比例缩小并居中。我创建了一个 Fiddle 来展示如何实现这一点。

Fiddle

关于javascript - HTML h1 标签在 javascript+css 动画上方显示不正确,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/48538004/

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