在鼠标悬停时创建圆形火焰效果

Create rounded fire effect on mouseover

Hobbit's 中偶然发现了一个漂亮的火焰效果 site.This 我实际上只在游戏中看到的效果。

有两个方块的 leftright 面(evilgood

当你悬停其中一个方块时,会有圆形的火圈

喜欢底部

我创建了类似的东西,但实际上我的火并没有像网站中那样流畅地显示above.I需要与网站中完全相同的效果请帮助。

.good {
  height:200px;
  width:200px;
  background-image: url(https://image.ibb.co/gapib8/good_icon.png);
  background-size:cover;
  box-sizing:border-box;
  padding:10px;
}
.good .ring {
  overflow:hidden;

  transition: 1s opacity;
  transition-timing-function:easeInOut;
  opacity:0;
  height:100%;
  width:100%;
  background-image: url(https://image.ibb.co/eJCQpT/fire_ring.png);
  background-repeat:no-repeat;
  background-size:cover;


}
.good:hover .ring {
  opacity:1;

}
<div class="good">
  <div class="ring">

  </div>
</div>

这是我的解决方案 跟网站不一样

您可以自由修改动画的时间值

我给火添加了旋转动画

.good {
  height: 200px;
  width: 200px;
  background-image: url(https://image.ibb.co/gapib8/good_icon.png);
  background-size: cover;
  box-sizing: border-box;
  padding: 10px;
}

.good .ring {
  overflow: hidden;
  transition: 1s opacity;
  transition-timing-function: easeInOut;
  opacity: 0;
  height: 100%;
  width: 100%;
  background-image: url(https://image.ibb.co/eJCQpT/fire_ring.png);
  background-repeat: no-repeat;
  background-size: cover;
}

.good:hover .ring {
opacity:1;
  animation: spin 2800ms linear 0ms infinite;
}

@keyframes spin {
  0% {
    transform: rotate(0deg);
   /* opacity: 0; */
  }
  50% {
    transform: rotate(360deg);
    /* opacity: 0; */
  }
  100% {
    transform: rotate(720deg);
   /* opacity: 0; */
  }
}
<div class="good">
  <div class="ring">

  </div>
</div>

这是我的解决方案。应该是复制网站上的动画。

编辑:更新了剪裁以提供圆形显示效果,这也适用于 Firefox :) 它没有使用与原始网站相同的资产,因此效果当然不如原始网站。通过更换资产,您应该能够获得相同的资产,包括揭示效果结束时的闪光。

.good {
  height: 150px;
  width: 150px;
  background-image: url(https://image.ibb.co/gapib8/good_icon.png);
  background-size: cover;
  position: 
}

.good .ring {
  position: relative;
  overflow: hidden;
  height: 100%;
  width: 100%;
}

.good .ring img {
  position: absolute;
  top: -1px;
  opacity: 0;
  height: 100%;
  width: 100%;
  transition: opacity 0.2s;
}

.good .ring .fire-reveal {
    position: absolute;
    top: 4.2%;
    left: 3.6%;
    width: 90%;
    height: 90%;
    background-image: url(https://preview.ibb.co/cNZZG8/fire_ring_complete.png);
    background-size: 588px auto;
    background-repeat: no-repeat;
    background-position: -150px -300px;
    opacity: 0;
    transition: 0.2s opacity;
}

.good:hover .ring .fire-reveal {
    opacity: 1;
    transition: opacity 0.1s;
    transform: rotate(5deg);
    animation: reveal 0.4s cubic-bezier(0,0,1,1);
}

@keyframes reveal {
  0% {
clip-path: polygon(100% 100%, 51% 63%, 100% 30%, 100% 45%, 100% 57%, 100% 100%, 100% 57%, 51% 63%);
  }
  12.5% {
clip-path: polygon(100% 100%, 51% 63%, 100% 30%, 100% 45%, 100% 57%, 100% 100%, 100% 100%, 51% 63%);
  }
  25% {
clip-path: polygon(49% 37%, 49% 30%, 100% 30%, 100% 45%, 100% 57%, 100% 100%, 51% 100%, 51% 50%);
  }
  37.5% {
clip-path: polygon(50% 63%, 51% 63%, 100% 30%, 100% 45%, 100% 57%, 100% 100%, 0 100%, 51% 63%);
  }
  50% {
clip-path: polygon(0 50%, 50% 54%, 100% 30%, 100% 45%, 100% 57%, 100% 100%, 0 100%, 0 50%);
  }
  62.5% {
clip-path: polygon(0 0, 52% 53%, 100% 30%, 100% 45%, 100% 57%, 100% 100%, 0 100%, 0 42%);
  }
  75% {
  clip-path: polygon(48% 0, 49% 50%, 100% 30%, 100% 45%, 100% 57%, 100% 100%, 0 100%, 0 0);
  }
  87.5% {
  clip-path: polygon(100% 0, 46% 30%, 100% 30%, 100% 45%, 100% 57%, 100% 100%, 0 100%, 0 0);
  }
  100% {
  clip-path: polygon(100% 0, 100% 0, 100% 30%, 100% 45%, 100% 57%, 100% 100%, 0 100%, 0 0);
  }
}

.good:hover .ring img {
  opacity:1;
  transition: opacity 0.3s;
  transition-delay: 0.2s;
  animation: rotation 20s linear both infinite;
}

@keyframes rotation {
  from {
    transform: rotate(0deg) scale(0.9);
  }
  to {
    transform: rotate(360deg) scale(0.9);
  }
}
<div class="good">
  <div class="ring">
    <div class="fire-reveal"></div>
    <img src="https://image.ibb.co/eJCQpT/fire_ring.png">
  </div>
</div>

这是使用片段着色器的重量级 WebGL 解决方案

<img src="https://image.ibb.co/gapib8/good_icon.png">
<div class="zone"></div>
<canvas width="335" height="335" id="canvas"/>
<script type="glsl">
precision highp float;
uniform float time;     
uniform vec2 resolution;
uniform float fill;      // fill of fire ring (0-1)

vec3 firePalette(float i) {
    float T = 1400. + 1300.*i; 
    vec3 L = vec3(7.4, 5.6, 4.4); 
    L = pow(L,vec3(5.0)) * (exp(1.43876719683e5/(T*L))-1.0);
    return 1.0-exp(-5e8/L); 
}    

vec3 hash33(vec3 p) { 
    float n = sin(dot(p, vec3(7, 157, 113)));    
    return fract(vec3(2097152, 262144, 32768)*n); 
}

float voronoi(vec3 p) {
// https://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm
 vec3 b, r, g = floor(p);
 p = fract(p); 
 float d = 1.; 
 for(int j = -1; j <= 1; j++) {
     for(int i = -1; i <= 1; i++) {
      b = vec3(i, j, -1);
      r = b - p + hash33(g+b);
      d = min(d, dot(r,r));
      b.z = 0.0;
      r = b - p + hash33(g+b);
      d = min(d, dot(r,r));
      b.z = 1.;
      r = b - p + hash33(g+b);
      d = min(d, dot(r,r)); 
     }
 }
 return d;
}

// https://www.iquilezles.org/www/articles/warp/warp.htm
float noiseLayers(in vec3 p) {
    vec3 t = vec3(0., 0., p.z+time*1.5); 
    const int iter = 5; 
    float tot = 0., sum = 0., amp = 1.; 
    for (int i = 0; i < iter; i++) {
        tot += voronoi(p + t) * amp; 
        p *= 2.0; 
        t *= 1.5; 
        sum += amp; 
        amp *= 0.5; 
    }
    return tot/sum; 
}
    
float sdPie( in vec2 p, in vec2 c, in float r ) {
    p.x = abs(p.x);
    float l = length(p) - r;
 float m = length(p - c*clamp(dot(p,c),0.0,r) );
    return max(l,m*sign(c.y*p.x-c.x*p.y));
}
    
void main(void) {
    float f = (1.-fill)*3.1415;
    vec2 uv = (gl_FragCoord.xy - resolution.xy*0.5)/ resolution.y;
    float cs = cos(f-time/4.), si = sin(f-time/4.);
    uv.xy *= mat2(cs, -si, si, cs); 
    vec3 rd = normalize(vec3(uv.x, uv.y, 3.1415/8.));
    float c = noiseLayers(rd*2.); 
    float d = dot(uv, uv);
    float ts = 0.105 + sin(time)*0.001;
    float ring = 1. - min(smoothstep(d, 0.11, ts), smoothstep(d, ts, 0.11));
    vec3 col = sqrt(clamp((firePalette(c*ring)-0.03)*1.5, 0., 1.));    
    if (fill<1.)
      col *= sdPie(uv,vec2(sin(f+0.001),cos(f+0.001)), 0.5)*3.1;
    gl_FragColor = vec4(col, ring);  
}
</script>

<script>
let gl = canvas.getContext('webgl');
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,3,-1,-1,3,-1]), gl.STATIC_DRAW);

let pid = gl.createProgram();
shader(`attribute vec2 v;void main(void){gl_Position=vec4(v,0.,1.);}`,gl.VERTEX_SHADER);
shader(document.querySelector(`script[type="glsl"]`).textContent,gl.FRAGMENT_SHADER);
gl.linkProgram(pid);
gl.useProgram(pid);

let v = gl.getAttribLocation(pid, "v");
gl.vertexAttribPointer(v, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(v);

let resolution = gl.getUniformLocation(pid, 'resolution');
let time = gl.getUniformLocation(pid, 'time');
let fill = gl.getUniformLocation(pid, 'fill');
requestAnimationFrame(draw);

function draw(t) {
  gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
  gl.clearColor(0, 0, 0, 0);
  gl.uniform1f(time, t/1000);
  gl.uniform1f(fill, getComputedStyle(canvas).opacity);
  gl.uniform2f(resolution, gl.drawingBufferWidth, gl.drawingBufferHeight);
  gl.drawArrays(gl.TRIANGLES, 0, 3);
  requestAnimationFrame(draw);
}

function shader(src, type) {
  let sid = gl.createShader(type);
  gl.shaderSource(sid, src);
  gl.compileShader(sid);
  var message = gl.getShaderInfoLog(sid);
  gl.attachShader(pid, sid);
  if (message.length > 0) {
    console.log(src.split("\n").map((s, i) => (""+(1+i)).padStart(4, 0)+": "+s).join("\n"));
    throw message;
  }
}
</script>

<style>
canvas {
  position: absolute;
  top: -29px;
  pointer-events: none;
  left: -26px;
  opacity: 0;
  transition: 1s;
}

.zone {
  position: absolute;
  top: 16px;
  left: 19px;
  border-radius: 50%;
  width: 245px;
  height: 245px;
}

div.zone:hover + canvas{
  opacity: 1;
}
</style>