浪漫3D樱花漫天飞舞特效+个人引导页特效+爱心特效

1. 源码描述

使用 html + css + js 制作浪漫3D樱花漫天飞舞效果

非常炫酷,非常美丽的HTML5 3D樱花漫天飞舞效果js代码,整个屏幕飘满了樱花,而且姿态各异,近大远小。

在最新版火狐和谷歌皆可以看到效果,但是注意可能会比较占用CPU哦!作为网站的背景也是非常漂亮的。

2. 源码技术

html5+css+javascript

3. 部分源码

3.1 浪漫3D樱花漫天飞舞特效

<!doctype html>
<html>
<head>
     <title>浪漫3D樱花漫天飞舞特效</title> 
  <meta charset="utf-8" /> 
  <meta http-equiv="content-language" content="zh-cn" /> 
  <link rel="shortcut icon" href="images/logo.ico" />
</head>
<style>
    body {
        padding:0;
        margin:0;
        overflow:hidden;
        height: 600px;
    }
    canvas {
        padding:0;
        margin:0;
    }
    div.btnbg {
        position:fixed;
        left:0;
        top:0;
    }
</style>
<body>
<canvas id="sakura"></canvas>
<div class="btnbg">
</div>

<!-- sakura shader -->
<script id="sakura_point_vsh" type="x-shader/x_vertex">
uniform mat4 uProjection;
uniform mat4 uModelview;
uniform vec3 uResolution;
uniform vec3 uOffset;
uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

attribute vec3 aPosition;
attribute vec3 aEuler;
attribute vec2 aMisc; //x:size, y:fade

varying vec3 pposition;
varying float psize;
varying float palpha;
varying float pdist;

//varying mat3 rotMat;
varying vec3 normX;
varying vec3 normY;
varying vec3 normZ;
varying vec3 normal;

varying float diffuse;
varying float specular;
varying float rstop;
varying float distancefade;

void main(void) {
    // Projection is based on vertical angle
    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
    gl_Position = uProjection * pos;
    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
    
    pposition = pos.xyz;
    psize = aMisc.x;
    pdist = length(pos.xyz);
    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
    
    vec3 elrsn = sin(aEuler);
    vec3 elrcs = cos(aEuler);
    mat3 rotx = mat3(
        1.0, 0.0, 0.0,
        0.0, elrcs.x, elrsn.x,
        0.0, -elrsn.x, elrcs.x
    );
    mat3 roty = mat3(
        elrcs.y, 0.0, -elrsn.y,
        0.0, 1.0, 0.0,
        elrsn.y, 0.0, elrcs.y
    );
    mat3 rotz = mat3(
        elrcs.z, elrsn.z, 0.0, 
        -elrsn.z, elrcs.z, 0.0,
        0.0, 0.0, 1.0
    );
    mat3 rotmat = rotx * roty * rotz;
    normal = rotmat[2];
    
    mat3 trrotm = mat3(
        rotmat[0][0], rotmat[1][0], rotmat[2][0],
        rotmat[0][1], rotmat[1][1], rotmat[2][1],
        rotmat[0][2], rotmat[1][2], rotmat[2][2]
    );
    normX = trrotm[0];
    normY = trrotm[1];
    normZ = trrotm[2];
    
    const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
    
    float tmpdfs = dot(lit, normal);
    if(tmpdfs < 0.0) {
        normal = -normal;
        tmpdfs = dot(lit, normal);
    }
    diffuse = 0.4 + tmpdfs;
    
    vec3 eyev = normalize(-pos.xyz);
    if(dot(eyev, normal) > 0.0) {
        vec3 hv = normalize(eyev + lit);
        specular = pow(max(dot(hv, normal), 0.0), 20.0);
    }
    else {
        specular = 0.0;
    }
    
    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
    rstop = pow(rstop, 0.5);
    //-0.69315 = ln(0.5)
    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
}
</script>
<script id="sakura_point_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif

uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start

const vec3 fadeCol = vec3(0.08, 0.03, 0.06);

float ellipse(vec2 p, vec2 o, vec2 r) {
    vec2 lp = (p - o) / r;
    return length(lp) - 1.0;
}

void main(void) {
    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
    vec3 d = vec3(0.0, 0.0, -1.0);
    float nd = normZ.z; //dot(-normZ, d);
    if(abs(nd) < 0.0001) discard;
    
    float np = dot(normZ, p);
    vec3 tp = p + d * np / nd;
    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
    
    //angle = 15 degree
    const float flwrsn = 0.258819045102521;
    const float flwrcs = 0.965925826289068;
    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
    
    float r;
    if(flwrp.x < 0.0) {
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
    }
    else {
        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
    }
    
    if(r > rstop) discard;
    
    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
    col *= vec3(1.0, grady, grady);
    col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
    col = col * diffuse + specular;
    
    col = mix(fadeCol, col, distancefade);
    
    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
    alpha = smoothstep(0.0, 1.0, alpha) * palpha;
    
    gl_FragColor = vec4(col * 0.5, alpha);
}
</script>
<!-- effects -->
<script id="fx_common_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    gl_Position = vec4(aPosition, 0.0, 1.0);
    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
<script id="bg_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif

uniform vec2 uTimes;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    vec3 col;
    float c;
    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
    c = exp(-pow(length(tmpv) * 1.8, 2.0));
    col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
    gl_FragColor = vec4(col * 0.5, 1.0);
}
</script>
<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    vec4 col = texture2D(uSrc, texCoord);
    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
}
</script>
<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;
uniform vec4 uBlurDir; //dir(x, y), stride(z, w)

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    vec4 col = texture2D(uSrc, texCoord);
    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
    gl_FragColor = col / 5.0;
}
</script>
<!-- effect fragment shader template -->
<script id="fx_common_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform vec2 uDelta;

varying vec2 texCoord;
varying vec2 screenCoord;

void main(void) {
    gl_FragColor = texture2D(uSrc, texCoord);
}
</script>
<!-- post processing -->
<script id="pp_final_vsh" type="x-shader/x_vertex">
uniform vec3 uResolution;
attribute vec2 aPosition;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    gl_Position = vec4(aPosition, 0.0, 1.0);
    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
}
</script>
<script id="pp_final_fsh" type="x-shader/x_fragment">
#ifdef GL_ES
//precision mediump float;
precision highp float;
#endif
uniform sampler2D uSrc;
uniform sampler2D uBloom;
uniform vec2 uDelta;
varying vec2 texCoord;
varying vec2 screenCoord;
void main(void) {
    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
    vec4 bloomcol = texture2D(uBloom, texCoord);
    vec4 col;
    col = srccol + bloomcol * (vec4(1.0) + srccol);
    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
    
    gl_FragColor = vec4(col.rgb, 1.0);
    gl_FragColor.a = 1.0;
}
</script>
</body>
<script>
    // Utilities
    var Vector3 = {};
    var Matrix44 = {};
    Vector3.create = function(x, y, z) {
        return {'x':x, 'y':y, 'z':z};
    };
    Vector3.dot = function (v0, v1) {
        return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
    };
    Vector3.cross = function (v, v0, v1) {
        v.x = v0.y * v1.z - v0.z * v1.y;
        v.y = v0.z * v1.x - v0.x * v1.z;
        v.z = v0.x * v1.y - v0.y * v1.x;
    };
    Vector3.normalize = function (v) {
        var l = v.x * v.x + v.y * v.y + v.z * v.z;
        if(l > 0.00001) {
            l = 1.0 / Math.sqrt(l);
            v.x *= l;
            v.y *= l;
            v.z *= l;
        }
    };

3.2 浪漫3D樱花漫天飞舞特效 + 个人引导页特效

function createPointFlowers() {
        // get point sizes
        var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
        renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};

        var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
        var frgsrc = document.getElementById("sakura_point_fsh").textContent;

        pointFlower.program = createShader(
            vtxsrc, frgsrc,
            ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
            ['aPosition', 'aEuler', 'aMisc']
        );

        useShader(pointFlower.program);
        pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
        pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);

        // paramerters: velocity[3], rotate[3]
        pointFlower.numFlowers = 1600;
        pointFlower.particles = new Array(pointFlower.numFlowers);
        // vertex attributes {position[3], euler_xyz[3], size[1]}
        pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
        pointFlower.positionArrayOffset = 0;
        pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
        pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;

        pointFlower.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
        gl.bindBuffer(gl.ARRAY_BUFFER, null);

        unuseShader(pointFlower.program);

        for(var i = 0; i < pointFlower.numFlowers; i++) {
            pointFlower.particles[i] = new BlossomParticle();
        }
    }

    function initPointFlowers() {
        //area
        pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
        pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;

        pointFlower.fader.x = 10.0; //env fade start
        pointFlower.fader.y = pointFlower.area.z; //env fade half
        pointFlower.fader.z = 0.1;  //near fade start

        //particles
        var PI2 = Math.PI * 2.0;
        var tmpv3 = Vector3.create(0, 0, 0);
        var tmpv = 0;
        var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};
        for(var i = 0; i < pointFlower.numFlowers; i++) {
            var tmpprtcl = pointFlower.particles[i];

            //velocity
            tmpv3.x = symmetryrand() * 0.3 + 0.8;
            tmpv3.y = symmetryrand() * 0.2 - 1.0;
            tmpv3.z = symmetryrand() * 0.3 + 0.5;
            Vector3.normalize(tmpv3);
            tmpv = 2.0 + Math.random() * 1.0;
            tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);

            //rotation
            tmpprtcl.setRotation(
                symmetryrand() * PI2 * 0.5,
                symmetryrand() * PI2 * 0.5,
                symmetryrand() * PI2 * 0.5
            );

            //position
            tmpprtcl.setPosition(
                symmetryrand() * pointFlower.area.x,
                symmetryrand() * pointFlower.area.y,
                symmetryrand() * pointFlower.area.z
            );

            //euler
            tmpprtcl.setEulerAngles(
                Math.random() * Math.PI * 2.0,
                Math.random() * Math.PI * 2.0,
                Math.random() * Math.PI * 2.0
            );

            //size
            tmpprtcl.setSize(0.9 + Math.random() * 0.1);
        }
    }

    function renderPointFlowers() {
        //update
        var PI2 = Math.PI * 2.0;
        var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
        var repeatPos = function (prt, cmp, limit) {
            if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
                //out of area
                if(prt.position[cmp] > 0) {
                    prt.position[cmp] -= limit * 2.0;
                }
                else {
                    prt.position[cmp] += limit * 2.0;
                }
            }
        };
        var repeatEuler = function (prt, cmp) {
            prt.euler[cmp] = prt.euler[cmp] % PI2;
            if(prt.euler[cmp] < 0.0) {
                prt.euler[cmp] += PI2;
            }
        };

        for(var i = 0; i < pointFlower.numFlowers; i++) {
            var prtcl = pointFlower.particles[i];
            prtcl.update(timeInfo.delta, timeInfo.elapsed);
            repeatPos(prtcl, 0, pointFlower.area.x);
            repeatPos(prtcl, 1, pointFlower.area.y);
            repeatPos(prtcl, 2, pointFlower.area.z);
            repeatEuler(prtcl, 0);
            repeatEuler(prtcl, 1);
            repeatEuler(prtcl, 2);

            prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;

            prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
                + camera.matrix[6] * prtcl.position[1]
                + camera.matrix[10] * prtcl.position[2]
                + camera.matrix[14]);
        }

        // sort
        pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});

        // update data
        var ipos = pointFlower.positionArrayOffset;
        var ieuler = pointFlower.eulerArrayOffset;
        var imisc = pointFlower.miscArrayOffset;
        for(var i = 0; i < pointFlower.numFlowers; i++) {
            var prtcl = pointFlower.particles[i];
            pointFlower.dataArray[ipos] = prtcl.position[0];
            pointFlower.dataArray[ipos + 1] = prtcl.position[1];
            pointFlower.dataArray[ipos + 2] = prtcl.position[2];
            ipos += 3;
            pointFlower.dataArray[ieuler] = prtcl.euler[0];
            pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
            pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
            ieuler += 3;
            pointFlower.dataArray[imisc] = prtcl.size;
            pointFlower.dataArray[imisc + 1] = prtcl.alpha;
            imisc += 2;
        }

        //draw
        gl.enable(gl.BLEND);
        //gl.disable(gl.DEPTH_TEST);
        gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

        var prog = pointFlower.program;
        useShader(prog);

        gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
        gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
        gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
        gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));

        gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

        gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
        gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
        gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);

        // doubler
        for(var i = 1; i < 2; i++) {
            var zpos = i * -2.0;
            pointFlower.offset[0] = pointFlower.area.x * -1.0;
            pointFlower.offset[1] = pointFlower.area.y * -1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

            pointFlower.offset[0] = pointFlower.area.x * -1.0;
            pointFlower.offset[1] = pointFlower.area.y *  1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

            pointFlower.offset[0] = pointFlower.area.x *  1.0;
            pointFlower.offset[1] = pointFlower.area.y * -1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

            pointFlower.offset[0] = pointFlower.area.x *  1.0;
            pointFlower.offset[1] = pointFlower.area.y *  1.0;
            pointFlower.offset[2] = pointFlower.area.z * zpos;
            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
        }

        //main
        pointFlower.offset[0] = 0.0;
        pointFlower.offset[1] = 0.0;
        pointFlower.offset[2] = 0.0;
        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        unuseShader(prog);

        gl.enable(gl.DEPTH_TEST);
        gl.disable(gl.BLEND);
    }

    // effects
    //common util
    function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
        var ret = {};
        var unifs = ['uResolution', 'uSrc', 'uDelta'];
        if(exunifs) {
            unifs = unifs.concat(exunifs);
        }
        var attrs = ['aPosition'];
        if(exattrs) {
            attrs = attrs.concat(exattrs);
        }

        ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
        useShader(ret.program);

        ret.dataArray = new Float32Array([
            -1.0, -1.0,
            1.0, -1.0,
            -1.0,  1.0,
            1.0,  1.0
        ]);
        ret.buffer = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
        gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);

        gl.bindBuffer(gl.ARRAY_BUFFER, null);
        unuseShader(ret.program);

        return ret;
    }

    // basic usage
    // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
    // gl.uniform**(...); //additional uniforms
    // drawEffect()
    // unuseEffect(prog)
    // TEXTURE0 makes src
    function useEffect(fxobj, srctex) {
        var prog = fxobj.program;
        useShader(prog);
        gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

        if(srctex != null) {
            gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
            gl.uniform1i(prog.uniforms.uSrc, 0);

            gl.activeTexture(gl.TEXTURE0);
            gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
        }
    }
    function drawEffect(fxobj) {
        gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
        gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
        gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
    }
    function unuseEffect(fxobj) {
        unuseShader(fxobj.program);
    }

3.3 浪漫3D樱花漫天飞舞特效 + 爱心特效

首先是樱花飞舞特效,1秒之后加载爱心特效,最后填充日期文字效果

<!DOCTYPE HTML>
<html lang="en">
<head>
    <title>爱创客网络-浪漫3D樱花漫天飞舞特效+爱心特效</title>
    <meta charset="utf-8" />
    <meta http-equiv="content-language" content="zh-cn" />
    <link rel="shortcut icon" href="images/logo.ico" />

    <style type="text/css">
        body {
            margin: 0;
            padding: 0;
            font-size: 12px;
            overflow: auto
        }
        #mainDiv {
            width: 100%;
            height: 100%
        }
        #loveHeart {
            float: left;
            width: 670px;
            height: 625px
        }
        #garden {
            width: 100%;
            height: 100%
        }
        #elapseClock {
            text-align: right;
            font-size: 18px;
            margin-top: 10px;
            margin-bottom: 10px
        }
        #words {
            font-family: "sans-serif";
            width: 500px;
            font-size: 24px;
        }
        #messages {
            display: none;
            text-align: center;
            color: #575656
        }
        #elapseClock .digit {
            font-family: "digit";
            font-size: 36px
        }
        #foolter {
            padding: 5px;
            font-size: 22px;
            margin-top: 80px;
            margin-right: 105px;
            text-align: right;
            display: none;
            color: #424242
        }
        #clickSound {
            display: none
        }
        #copyright {
            margin-top: 10px;
            text-align: center;
            width: 100%;
            color: #666
        }
        #errorMsg {
            width: 100%;
            text-align: center;
            font-size: 24px;
            position: absolute;
            top: 100px;
            left: 0
        }
        #copyright a {
            color: #666
        }
    </style>
    <script type="text/javascript">
        (function (A, w) {
            function ma() {
                if (!c.isReady) {
                    try {
                        s.documentElement.doScroll("left")
                    } catch (a) {
                        setTimeout(ma, 1);
                        return
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                    c.ready()
                }
            }
            function Qa(a, b) {
                b.src ? c.ajax({
                    url: b.src,
                    async: false,
                    dataType: "script"
                }) : c.globalEval(b.text || b.textContent || b.innerHTML || "");
                b.parentNode && b.parentNode.removeChild(b)
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            }

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            }

            function Z() {
                return true
            }

            function na(a, b, d) {
                d[0].type = a;
                return c.event.handle.apply(b, d)
            }

3.5 源码有偿

地址:https://item.taobao.com/item.htm?ft=t&id=761901229592

或者:桃宝搜索:爱创客网络 店铺

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