前言
提示:水个文章,增加个文章数,但代码是真的,很好用,直接复制就可以使用。
为了让直男不在那么直,有勇气去追求自己喜欢的女孩子,为此我对网络上爱心表白代码进行了挑选改进,最终选择了这一网页代码,方便在,可以直接发给好友,一般情况可以直接打开,相比其他代码方便,同时增加了,背景瀑布流,让背景更充实好看,设置了可自动更改的文字和背景音乐,让表白更方便。
提示:以下是本篇文章正文代码。(本代码不是首创,但经过多次修改)
一、基本代码
<!DOCTYPE html>
<html>
<head>
<title>brando</title>
</head>
<body> <canvas id="canvas"></canvas>
<style type="text/css">
body {
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
<script type="text/javascript">
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
var texts = 'I LOVE U'.split('');
var fontSize = 16;
var columns = canvas.width / fontSize;
// 用于计算输出文字时坐标,所以长度即为列数
var drops = [];
//初始值
for (var x = 0; x < columns; x++) {
drops[x] = 1;
}
function draw() {
//让背景逐渐由透明到不透明
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
//文字颜色
ctx.fillStyle = '#f584b7';
ctx.font = fontSize + 'px arial';
//逐行输出文字
for (var i = 0; i < drops.length; i++) {
var text = texts[Math.floor(Math.random() * texts.length)];
ctx.fillText(text, i * fontSize, drops[i] * fontSize);
if (drops[i] * fontSize > canvas.height || Math.random() > 0.95) {
drops[i] = 0;
}
drops[i]++;
}
}
setInterval(draw, 33);
</script>
</body>
</html>
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE> love</TITLE>
<META NAME="Generator" CONTENT="EditPlus">
<META NAME="Author" CONTENT="">
<META NAME="Keywords" CONTENT="">
<META NAME="Description" CONTENT="">
<meta charset="UTF-8">
<style>
html, body {
height: 100%;
padding: 0;
margin: 0;
background: rgb(0, 0, 0);
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
#child{
position: fixed;
top:50%;
left: 50%;
margin-top: -75px;
margin-left:-100px ;
}
h4{font-family:"黑体";font-size: 40px;color:#f584b7;position: relative;top: -70px;left: -80px;}
</style>
</head>
<body>
<div id="child"><h4>💗XXX,我爱你💗</h4></div><!--这里写名字❤!!!-->
<canvas id ="pinkboard"></canvas>
<!-- <canvas id= "canvas"></canvas> -->
<script>
/*
* Settings
*/
var settings = {
particles: {
length: 500, // maximum amount of particles
duration: 2, // particle duration in sec
velocity: 100, // particle velocity in pixels/sec
effect: -0.75, // play with this for a nice effect
size: 30, // particle size in pixels
},
};
/*
* RequestAnimationFrame polyfill by Erik Möller
*/
(function(){var b=0;var c=["ms","moz","webkit","o"];for(var a=0;a<c.length&&!window.requestAnimationFrame;++a){window.requestAnimationFrame=window[c[a]+"RequestAnimationFrame"];window.cancelAnimationFrame=window[c[a]+"CancelAnimationFrame"]||window[c[a]+"CancelRequestAnimationFrame"]}if(!window.requestAnimationFrame){window.requestAnimationFrame=function(h,e){var d=new Date().getTime();var f=Math.max(0,16-(d-b));var g=window.setTimeout(function(){h(d+f)},f);b=d+f;return g}}if(!window.cancelAnimationFrame){window.cancelAnimationFrame=function(d){clearTimeout(d)}}}());
/*
* Point class
*/
var Point = (function() {
function Point(x, y) {
this.x = (typeof x !== 'undefined') ? x : 0;
this.y = (typeof y !== 'undefined') ? y : 0;
}
Point.prototype.clone = function() {
return new Point(this.x, this.y);
};
Point.prototype.length = function(length) {
if (typeof length == 'undefined')
return Math.sqrt(this.x * this.x + this.y * this.y);
this.normalize();
this.x *= length;
this.y *= length;
return this;
};
Point.prototype.normalize = function() {
var length = this.length();
this.x /= length;
this.y /= length;
return this;
};
return Point;
})();
/*
* Particle class
*/
var Particle = (function() {
function Particle() {
this.position = new Point();
this.velocity = new Point();
this.acceleration = new Point();
this.age = 0;
}
Particle.prototype.initialize = function(x, y, dx, dy) {
this.position.x = x;
this.position.y = y;
this.velocity.x = dx;
this.velocity.y = dy;
this.acceleration.x = dx * settings.particles.effect;
this.acceleration.y = dy * settings.particles.effect;
this.age = 0;
};
Particle.prototype.update = function(deltaTime) {
this.position.x += this.velocity.x * deltaTime;
this.position.y += this.velocity.y * deltaTime;
this.velocity.x += this.acceleration.x * deltaTime;
this.velocity.y += this.acceleration.y * deltaTime;
this.age += deltaTime;
};
Particle.prototype.draw = function(context, image) {
function ease(t) {
return (--t) * t * t + 1;
}
var size = image.width * ease(this.age / settings.particles.duration);
context.globalAlpha = 1 - this.age / settings.particles.duration;
context.drawImage(image, this.position.x - size / 2, this.position.y - size / 2, size, size);
};
return Particle;
})();
/*
* ParticlePool class
*/
var ParticlePool = (function() {
var particles,
firstActive = 0,
firstFree = 0,
duration = settings.particles.duration;
function ParticlePool(length) {
// create and populate particle pool
particles = new Array(length);
for (var i = 0; i < particles.length; i++)
particles[i] = new Particle();
}
ParticlePool.prototype.add = function(x, y, dx, dy) {
particles[firstFree].initialize(x, y, dx, dy);
// handle circular queue
firstFree++;
if (firstFree == particles.length) firstFree = 0;
if (firstActive == firstFree ) firstActive++;
if (firstActive == particles.length) firstActive = 0;
};
ParticlePool.prototype.update = function(deltaTime) {
var i;
// update active particles
if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].update(deltaTime);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].update(deltaTime);
for (i = 0; i < firstFree; i++)
particles[i].update(deltaTime);
}
// remove inactive particles
while (particles[firstActive].age >= duration && firstActive != firstFree) {
firstActive++;
if (firstActive == particles.length) firstActive = 0;
}
};
ParticlePool.prototype.draw = function(context, image) {
// draw active particles
if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].draw(context, image);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].draw(context, image);
for (i = 0; i < firstFree; i++)
particles[i].draw(context, image);
}
};
return ParticlePool;
})();
/*
* Putting it all together
*/
(function(canvas) {
var context = canvas.getContext('2d'),
particles = new ParticlePool(settings.particles.length),
particleRate = settings.particles.length / settings.particles.duration, // particles/sec
time;
// get point on heart with -PI <= t <= PI
function pointOnHeart(t) {
return new Point(
160 * Math.pow(Math.sin(t), 3),
130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25
);
}
// creating the particle image using a dummy canvas
var image = (function() {
var canvas = document.createElement('canvas'),
context = canvas.getContext('2d');
canvas.width = settings.particles.size;
canvas.height = settings.particles.size;
// helper function to create the path
function to(t) {
var point = pointOnHeart(t);
point.x = settings.particles.size / 2 + point.x * settings.particles.size / 350;
point.y = settings.particles.size / 2 - point.y * settings.particles.size / 350;
return point;
}
// create the path
context.beginPath();
var t = -Math.PI;
var point = to(t);
context.moveTo(point.x, point.y);
while (t < Math.PI) {
t += 0.01; // baby steps!
point = to(t);
context.lineTo(point.x, point.y);
}
context.closePath();
// create the fill
context.fillStyle = '#ea80b0';
context.fill();
// create the image
var image = new Image();
image.src = canvas.toDataURL();
return image;
})();
// render that thing!
function render() {
// next animation frame
requestAnimationFrame(render);
// update time
var newTime = new Date().getTime() / 1000,
deltaTime = newTime - (time || newTime);
time = newTime;
// clear canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// create new particles
var amount = particleRate * deltaTime;
for (var i = 0; i < amount; i++) {
var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
var dir = pos.clone().length(settings.particles.velocity);
particles.add(canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y);
}
// update and draw particles
particles.update(deltaTime);
particles.draw(context, image);
}
// handle (re-)sizing of the canvas
function onResize() {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
}
window.onresize = onResize;
// delay rendering bootstrap
setTimeout(function() {
onResize();
render();
}, 10);
})(document.getElementById('pinkboard'));
</script>
</BODY>
<audio controls>
<source src="Alan Walker-Faded.mp3" type="audio/ogg">
<source src="Alan Walker-Faded.mp3" type="audio/mpeg">
您的浏览器不支持 audio 元素。
</audio >
</HTML>
二、使用步骤
1.更改文字
将文件代码用txt文件形式打入,在代码中找到下方代码,将下方俩个爱心中间文字,更具自己想要的进行改变(文字会在网页爱心中间显现),后面将文件改为html格式,即可。
代码如下(示例):
h4{font-family:"黑体";font-size: 40px;color:#f584b7;position: relative;top: -70px;left: -80px;}
</style>
</head>
<body>
<div id="child"><h4>💗XXX,我爱你💗</h4></div><!--这里写名字❤!!!-->
<canvas id ="pinkboard"></canvas>
<!-- <canvas id= "canvas"></canvas> -->
<script>
图例:
2.设置音乐
可以将选取好的mp3音乐同时放在与代码文件同文件夹中,这时,打开代码会显示音乐播放,如果没有自己链接一下就好。
图例:
总结
成果演示:屏幕一直动态,伴随着love的瀑布流和爱心的跳动,是一个增加情侣之间感情的小玩具。