前提・実現したいこと
【HTML,CSS,JavaScript】
テキストをhoverすると、下記のようなぐにゃぐにゃと動くデザインを実装したいです。
https://goworkship.com/magazine/text-effect-typography/#23
普段はデザインを担当しており、簡単なHTML,CSSの知識しかないため
上記ページのコードを丸々コピペしましたがうまくいかず困っています。
発生している問題・エラーメッセージ
html,css,JSのファイルを作り、cssとjsは読み込まれているようです。
htmlのコードは<body>の中に丸々コピペし、
cssとjsファイルもそのままコピペしました。
そして、こちらでご回答をいただき、head内に
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/underscore.js/1.8.3/underscore-min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.19.0/TweenMax.min.js"></script>の3行も記載いたしました。
しかし、画面は真っ白で何も動かないようです。
devツールのconsoleには、
エラーメッセージ test.js:81 Uncaught TypeError: Cannot read properties of null (reading 'innerHTML') at App.start (test.js:81) at new App (test.js:50) at test.js:165
とありますが、調べてみても全く解決しませんでした。。
プログラム的なことは無知なため、非常識な質問の仕方をしていたら申し訳ありません。
勉強不足だとは思いますが、仕事で急遽私の方で実装が必要になってしまったため、こちらの場をお借りいたしました。
試したこと
以下、ソースコードを記載します。
HTML
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>Document</title> <link rel="stylesheet" href="style.css"> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r79/three.min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/underscore.js/1.8.3/underscore-min.js"></script> <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.19.0/TweenMax.min.js"></script> <script src="test.js"></script> </head> <body> <script id="fragmentShader" type="x-shader/x-fragment"> precision mediump float; uniform float time; uniform float mouseX; uniform float mouseY; uniform sampler2D texture; varying vec2 vUv; void main() { float d = -distance(vec2(mouseX,mouseY), gl_FragCoord.xy); float r = dot(gl_FragCoord.xy, vec2(0.005,0.005))/d; vec2 tex = vec2(vUv.x + r, vUv.y + r); gl_FragColor = vec4(texture2D(texture, tex).rgb, 1.0); } </script> <script id="vertexShader" type="x-shader/x-vertex"> precision mediump float; varying vec2 vUv; uniform float time; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } </script> <div class="stage"></div> <canvas class="noise-canvas"></canvas> </body> </html>
css
.noise-canvas{ position: absolute; top: 0; left: 0; bottom: 0; right: 0; width: 100%; height: 100%; opacity: 0.3; z-index: 2; }
js
// Copyright (c) 2021 by Corentin (https://codepen.io/corentinfardeau/pen/VmZBpv) // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 'use strict' console.clear(); const APP_CONFIG = { debug: false, gridDebugSize: { x: 10, y: 10 }, fontSize: 600, axisHelperSize: 10 } class App { constructor(){ _.bindAll(this, 'animate', 'onResize', 'onMouseMove'); this.time = 0; this.planeHeight = 50; this.ratio = window.innerWidth / window.innerHeight; this.planeWidth = this.planeHeight*this.ratio; //SET-UP CAMERA this.cameraOpts = { aspect: window.innerWidth / window.innerHeight, near: 0.1, far : 10000, z: this.planeHeight } let fov = 2 * Math.atan( this.planeHeight / ( 2 * this.cameraOpts.z ) ) * ( 180 / Math.PI ); this.camera = new THREE.PerspectiveCamera(fov, this.cameraOpts.aspect, this.cameraOpts.near, this.cameraOpts.far); this.camera.position.z = this.cameraOpts.z; //SET-UP STAGE this.stage = new THREE.Scene(); this.stage.add(this.camera); //SET-UP RENDERER this.renderer = new THREE.WebGLRenderer({ antialias: true}); this.renderer.setSize(window.innerWidth, window.innerHeight); this.start(); } start(){ if (APP_CONFIG.debug){ this.debug(); } let texture = new THREE.Texture(this.createCanvas("Interactive Art Director")); texture.needsUpdate = true; let planeGeometry = new THREE.PlaneGeometry(this.planeWidth, this.planeHeight, 0, 0); this.uniforms = { texture: { type: 't', value: texture }, time: { type: "f", value: this.time }, mouseX: { type: "f", value: 0 }, mouseY: { type: "f", value: 0 } } var vertShader = document.getElementById('vertexShader').innerHTML; var fragShader = document.getElementById('fragmentShader').innerHTML; let planeMaterial = new THREE.ShaderMaterial({ uniforms: this.uniforms, vertexShader: vertShader, fragmentShader: fragShader, wireframe : false, wireframeLinewidth : 2, transparent : true }); this.plane = new THREE.Mesh(planeGeometry, planeMaterial); this.stage.add(this.plane); let container = document.querySelector('.stage'); container.appendChild(this.renderer.domElement); TweenMax.ticker.addEventListener('tick', this.animate); //ADD EVENTS LISTENER this.listen(); } createCanvas(text){ this.canvas = document.createElement( 'canvas' ); this.canvas.height = 4096; this.canvas.width = this.canvas.height*this.ratio; let context = this.canvas.getContext( '2d' ); context.beginPath(); context.rect(0, 0, this.canvas.width, this.canvas.height); context.fillStyle = '#202020'; context.fill(); context.closePath(); context.beginPath(); context.font = 'Bold '+ APP_CONFIG.fontSize +'px Avenir'; context.fillStyle = '#262626'; let width = context.measureText(text).width; context.fillText(text, this.canvas.width/2 - width/2, this.canvas.height/2); context.fill(); return this.canvas; } debug(){ let gridHelper = new THREE.GridHelper( APP_CONFIG.gridDebugSize.x, APP_CONFIG.gridDebugSize.y ); this.stage.add( gridHelper ); let axisHelper = new THREE.AxisHelper( APP_CONFIG.axisHelperSize ); this.stage.add( axisHelper ); } listen(){ let lazyLayout = _.debounce(this.onResize, 300); window.addEventListener('resize', lazyLayout); window.addEventListener('mousemove', this.onMouseMove); } onResize(e){ this.renderer.setSize(window.innerWidth, window.innerHeight); this.camera.updateProjectionMatrix(); } onMouseMove(e){ this.mousePos = { x: e.clientX, y: e.clientY } } animate(){ if(this.mousePos){ this.uniforms.mouseX.value = this.mousePos.x; this.uniforms.mouseY.value = window.innerHeight - this.mousePos.y; } this.renderer.render(this.stage, this.camera); this.uniforms.time.value += 0.1; } } new App();
また、HTMLのエディタ画面では、コードが普段はすべてカラーのはずが一部白文字になっているため、正しく読み込まれていないのは分かりました。
何かヒントや解決方法ご存知の方、いらっしゃらないでしょうか?
また、参考サイトのコードではなく、他のやりやすい実装方法があればご教授いただけますと幸いです。
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