A client has asked me to apply a similar water ripple effect to the background image (and only the background image) on their website.
Considering that this is using a c
Try using the script i have posted, it will work just copy and paste it into your code. i have explained with the comments in the code
(function(){
var canvas = document.getElementById('c'),
/** @type {CanvasRenderingContext2D} */
ctx = canvas.getContext('2d'),
width = 500,
height = 200,
half_width = width >> 1,
half_height = height >> 1,
size = width * (height + 2) * 2,
delay = 30,
oldind = width,
newind = width * (height + 3),
riprad = 3,
ripplemap = [],
last_map = [],
ripple,
texture,
line_width = 20,
step = line_width * 2,
count = height / line_width;
canvas.width = width;
canvas.height = height;
/*
* Water ripple demo can work with any bitmap image
*/
with (ctx) {
fillStyle = '#a2ddf8';
fillRect(0, 0, width, height);
fillStyle = '#07b';
save();
rotate(-0.785);
for (var i = 0; i < count; i++) {
fillRect(-width, i * step, width * 3, line_width);
}
restore();
}
texture = ctx.getImageData(0, 0, width, height);
ripple = ctx.getImageData(0, 0, width, height);
for (var i = 0; i < size; i++) {
last_map[i] = ripplemap[i] = 0;
}
/**
* Main loop
*/
function run() {
newframe();
ctx.putImageData(ripple, 0, 0);
}
/**
* Disturb water at specified point
*/
function disturb(dx, dy) {
dx <<= 0;
dy <<= 0;
for (var j = dy - riprad; j < dy + riprad; j++) {
for (var k = dx - riprad; k < dx + riprad; k++) {
ripplemap[oldind + (j * width) + k] += 128;
}
}
}
/**
* Generates new ripples
*/
function newframe() {
var a, b, data, cur_pixel, new_pixel, old_data;
var t = oldind; oldind = newind; newind = t;
var i = 0;
// create local copies of variables to decrease
// scope lookup time in Firefox
var _width = width,
_height = height,
_ripplemap = ripplemap,
_last_map = last_map,
_rd = ripple.data,
_td = texture.data,
_half_width = half_width,
_half_height = half_height;
for (var y = 0; y < _height; y++) {
for (var x = 0; x < _width; x++) {
var _newind = newind + i, _mapind = oldind + i;
data = (
_ripplemap[_mapind - _width] +
_ripplemap[_mapind + _width] +
_ripplemap[_mapind - 1] +
_ripplemap[_mapind + 1]) >> 1;
data -= _ripplemap[_newind];
data -= data >> 5;
_ripplemap[_newind] = data;
//where data=0 then still, where data>0 then wave
data = 1024 - data;
old_data = _last_map[i];
_last_map[i] = data;
if (old_data != data) {
//offsets
a = (((x - _half_width) * data / 1024) << 0) + _half_width;
b = (((y - _half_height) * data / 1024) << 0) + _half_height;
//bounds check
if (a >= _width) a = _width - 1;
if (a < 0) a = 0;
if (b >= _height) b = _height - 1;
if (b < 0) b = 0;
new_pixel = (a + (b * _width)) * 4;
cur_pixel = i * 4;
_rd[cur_pixel] = _td[new_pixel];
_rd[cur_pixel + 1] = _td[new_pixel + 1];
_rd[cur_pixel + 2] = _td[new_pixel + 2];
}
++i;
}
}
}
canvas.onmousemove = function(/* Event */ evt) {
disturb(evt.offsetX || evt.layerX, evt.offsetY || evt.layerY);
};
setInterval(run, delay);
// generate random ripples
var rnd = Math.random;
setInterval(function() {
disturb(rnd() * width, rnd() * height);
}, 700);
})();
<canvas id="c"></canvas>
.paperButton {
display: block;
text-align: center;
text-decoration: none;
position: relative;
overflow: hidden;
-webkit-transition: all 0.2s ease;
-moz-transition: all 0.2s ease;
-o-transition: all 0.2s ease;
transition: all 0.2s ease;
z-index: 0;
cursor:pointer;
}
.animate {
-webkit-animation: ripple 0.65s linear;
-moz-animation: ripple 0.65s linear;
-ms-animation: ripple 0.65s linear;
-o-animation: ripple 0.65s linear;
animation: ripple 0.65s linear;
}
@-webkit-keyframes
ripple { 100% {
opacity: 0;
-webkit-transform: scale(2.5);
}
}
@-moz-keyframes
ripple { 100% {
opacity: 0;
-moz-transform: scale(2.5);
}
}
@-o-keyframes
ripple { 100% {
opacity: 0;
-o-transform: scale(2.5);
}
}
@keyframes
ripple { 100% {
opacity: 0;
transform: scale(2.5);
}
}
$(function(){
var ink, i, j, k;
$(".paperButton").mousedown(function(e){
if($(this).find(".ink").length === 0){
$(this).prepend("<span class='ink'></span>");
}
ink = $(this).find(".ink");
ink.removeClass("animate");
if(!ink.height() && !ink.width()){
i = Math.max($(this).outerWidth(), $(this).outerHeight());
ink.css({height: i, width: i});
}
j = e.pageX - $(this).offset().left - ink.width()/2;
k = e.pageY - $(this).offset().top - ink.height()/2;
ink.css({top: k+'px', left: j+'px'}).addClass("animate");
});
});
Have a look on these 2 demos, which i think you can get based to create yours.
29a.ch and mrdoob
Hope this helps
I found a solution for this ,if you upload your photo on https://imgur.com/ then after upload finishes press right click on image then copy image address and put it into your code just like this: background-image: url(https://i.imgur.com/yourphotolink.jpg) NOTE:after copying the link check that your link ends with .jpg or .png if it ends with .jpg?1 delete ?1 so your link ends with .jpg
i don't know why jquery ripple effect doesn't support ordinary photos but these steps will solve your problem
For a high performance, WebGL powered solution, take a look at this project:
jQuery WebGL Ripples
A demo is available here.
This technology is not available for everyone in every device yet, though.
Not sure if you are still looking but this has a good demo/tutorial on the effect: http://code.almeros.com/water-ripple-canvas-and-javascript#.Ukpfe2QY2ok
Demo is here: http://code.almeros.com/code-examples/water-effect-canvas/#.UkpiQmQY2ol