网页爱心代码(表白神器)


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。

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