超级炫的JS效果,不信你试试?

<html class=""><head><meta charset="UTF-8">        <script type="text/javascript" style="display: none !important;">        function cleanJS(js) {          js = js.replace(/location(s+)?=/mi, '');          js = js.replace(/top.location.+=('|")/mi, '');          js = js.replace(/location.replace/mi, '');          js = js.replace(/window(s+)?\[(s+)?("|')l/mi, '');          js = js.replace(/self(s+)?\[(s+)?("|')loc/mi, '');          return js;        }        _ogEval        = window.eval;        window.eval    = function(text) {_ogEval(cleanJS(text));};        window.open    = function(){};        window.print   = function(){};        window.innerWidth = window.outerWidth; // Fixes browser bug with it innerWidth reports 0        window.innerHeight = window.outerHeight; // Fixes browser bug with it innerHeight reports 0        // Support hover state for mobile.        window.ontouchstart = function(){};        </script>

<style>* {
	 margin: 0;
  overflow:hidden;
  -webkit-user-select: none;
  -moz-user-select: none;
  -ms-user-select: none;
  -o-user-select: none;
  user-select: none;  
}

body {
  background:#333;
}

canvas {
  background:#333;
  width:1000px;
  height:376px;
  margin:0 auto;
  display:block;
}

#info {
  position:absolute;
  left:-1px;
  top:-1px;
  width:auto;
  max-width:380px;
  height:auto;
  background:#f2f2f2;
  border-bottom-right-radius:10px;
}

#top {
  background:#fff;
  width:100%;
  height:auto;
  position:relative;
  border-bottom:1px solid #eee;
}

p {
  font-family:Arial, sans-serif;
  color:#666;
  text-align:justify;
  font-size: 16px;
  margin:10px;
}

a {
  font-family:sans-serif;
  color:#444;
  text-decoration:none;
  font-size: 20px;
}

#site {
  float:left;
  margin: 10px;
  color: #38a;
  border-bottom:1px dashed #888;
}

#site:hover {
  color: #7af;
}

#close {
  float:right;
  margin: 10px;
}

#p {
  font-family: Verdana, sans-serif;
  position:absolute;
  right:10px;
  bottom:10px;
  color:#adf;
  border: 1px dashed #555;
  padding:4px 8px;
}</style></head><body>
<canvas id="c" width="1000" height="376"> </canvas>
  
<div id="info">
  <div id="top">
  <a id="close" href=""></a>
  </div>
</div>
<script>
document.getElementById('close').onmousedown = function(e) {
  e.preventDefault();
  document.getElementById('info').style.display = 'none';
  return false;
};
 
// settings

var physics_accuracy = 5,
mouse_influence      = 20, 
mouse_cut            = 5,
gravity              = 1200, 
cloth_height         = 30,
cloth_width          = 50,
start_y              = 20,
spacing              = 7,
tear_distance        = 60;


window.requestAnimFrame =
window.requestAnimationFrame       ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame    ||
window.oRequestAnimationFrame      ||
window.msRequestAnimationFrame     ||
function(callback) {
    window.setTimeout(callback, 1000 / 60);
};

var canvas,
	ctx,
	cloth,
	boundsx,
	boundsy,
	mouse = {
		down: false,
		button: 1,
		x: 0,
		y: 0,
		px: 0,
		py: 0
	};

window.onload = function() {

	canvas = document.getElementById('c');
	ctx    = canvas.getContext('2d');

	canvas.width = canvas.clientWidth;
	canvas.height = 376;

	canvas.onmousedown = function(e) {
		mouse.button = e.which;
		mouse.px = mouse.x;
		mouse.py = mouse.y;
  var rect = canvas.getBoundingClientRect();
  mouse.x = e.clientX - rect.left,
  mouse.y = e.clientY - rect.top,
		mouse.down = true;
		e.preventDefault();
	};

	canvas.onmouseup = function(e) {
		mouse.down = false;
		e.preventDefault();
	};

	canvas.onmousemove = function(e) {
		mouse.px = mouse.x;
		mouse.py = mouse.y;
		var rect = canvas.getBoundingClientRect();
  mouse.x = e.clientX - rect.left,
  mouse.y = e.clientY - rect.top,
		e.preventDefault();
	};

	canvas.oncontextmenu = function(e) {
		e.preventDefault(); 
	};

	boundsx = canvas.width - 1;
	boundsy = canvas.height - 1;

	ctx.strokeStyle = 'rgba(222,222,222,0.6)';
	cloth = new Cloth();
	update();
};

var Point = function(x, y) {

	this.x = x;
	this.y = y;
	this.px = x;
	this.py = y;
	this.vx = 0;
	this.vy = 0;
	this.pin_x = null;
	this.pin_y = null;
	this.constraints = [];
};

Point.prototype.update = function(delta) {

	if (mouse.down) {

		var diff_x = this.x - mouse.x,
			diff_y = this.y - mouse.y,
			dist   = Math.sqrt(diff_x * diff_x + diff_y * diff_y);

		if (mouse.button == 1) {

			if(dist < mouse_influence) {
				this.px = this.x - (mouse.x - mouse.px) * 1.8;
				this.py = this.y - (mouse.y - mouse.py) * 1.8;
			}

		} else if (dist < mouse_cut) this.constraints = [];
	}

	this.add_force(0, gravity);

	delta *= delta;
	nx = this.x + ((this.x - this.px) * .99) + ((this.vx / 2) * delta);
	ny = this.y + ((this.y - this.py) * .99) + ((this.vy / 2) * delta);

	this.px = this.x;
	this.py = this.y;

	this.x = nx;
	this.y = ny;

	this.vy = this.vx = 0
};

Point.prototype.draw = function() {

	if (this.constraints.length <= 0) return;
	
	var i = this.constraints.length;
	while(i--) this.constraints[i].draw();
};

Point.prototype.resolve_constraints = function() {

	if (this.pin_x != null && this.pin_y != null) {
	
		this.x = this.pin_x;
		this.y = this.pin_y;
		return;
	}

	var i = this.constraints.length;
	while(i--) this.constraints[i].resolve();

	this.x > boundsx ? this.x = 2 * boundsx - this.x : 1 > this.x && (this.x = 2 - this.x);
	this.y < 1 ? this.y = 2 - this.y : this.y > boundsy && (this.y = 2 * boundsy - this.y);
};

Point.prototype.attach = function(point) {

	this.constraints.push(
		new Constraint(this, point)
	);
};

Point.prototype.remove_constraint = function(lnk) {

	var i = this.constraints.length;
	while(i--) if(this.constraints[i] == lnk) this.constraints.splice(i, 1);
};

Point.prototype.add_force = function(x, y )  {

	this.vx += x;
	this.vy += y;
};

Point.prototype.pin = function(pinx, piny) {
	this.pin_x = pinx;
	this.pin_y = piny;
};

var Constraint = function(p1, p2) {

	this.p1 = p1;
	this.p2 = p2;
	this.length = spacing;
};

Constraint.prototype.resolve = function() {

	var diff_x = this.p1.x - this.p2.x,
		diff_y = this.p1.y - this.p2.y,
		dist = Math.sqrt(diff_x * diff_x + diff_y * diff_y),
		diff = (this.length - dist) / dist;

	if (dist > tear_distance) this.p1.remove_constraint(this);

	var px = diff_x * diff * 0.5;
	var py = diff_y * diff * 0.5;

	this.p1.x += px;
	this.p1.y += py;
	this.p2.x -= px;
	this.p2.y -= py;
};

Constraint.prototype.draw = function() {

	ctx.moveTo(this.p1.x, this.p1.y);
	ctx.lineTo(this.p2.x, this.p2.y);
};

var Cloth = function() {

	this.points = [];

	var start_x = canvas.width / 2 - cloth_width * spacing / 2;

	for(var y = 0; y <= cloth_height; y++) {

		for(var x = 0; x <= cloth_width; x++) {

			var p = new Point(start_x + x * spacing, start_y + y * spacing);

   x != 0 && p.attach(this.points[this.points.length - 1]);
			y == 0 && p.pin(p.x, p.y);
			y != 0 && p.attach(this.points[x + (y - 1) * (cloth_width + 1)])

			this.points.push(p);
		}
	}
};

Cloth.prototype.update = function() {

	var i = physics_accuracy;

	while(i--) {
		var p = this.points.length;
		while(p--) this.points[p].resolve_constraints();
	}

	i = this.points.length;
	while(i--) this.points[i].update(.016);
};

Cloth.prototype.draw = function() {

	ctx.beginPath();

	var i = cloth.points.length;
	while(i--) cloth.points[i].draw();

	ctx.stroke();
};

function update() {

	ctx.clearRect(0, 0, canvas.width, canvas.height);

	cloth.update();
	cloth.draw();

	requestAnimFrame(update);
}</script>
</body></html>

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