效果图
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>小心心</title>
<style>
body {
background: #000800;
}
canvas {
margin: 0 auto;
display: block;
}
</style>
</head>
<body>
<canvas></canvas>
<div style="text-align:center;margin:50px 0; font:normal 14px/24px 'MicroSoft YaHei';color:#ffffff">
</div>
</body>
<script>
let canvas = document.querySelector('canvas'),
speedSelect = document.querySelector('#speed'),
width = 300,
height = 300,
ctx = canvas.getContext('2d'),
pSystemSize = 1000,
deform = {
a: 100,
s: 0.4,
min: -200,
max: 200,
dir: 1
}; // a=4 is natural if not animated;
const mcos = Math.cos,
msin = Math.sin,
mpow = Math.pow,
PI180 = Math.PI / 180,
tau = Math.PI * 2;
canvas.width = width;
canvas.height = height;
ctx.lineWidth = 1;
const ParticleSystem = function(num) {
this.scalar = 8;
this.numParticles = num;
this.allParticles = [];
this.x = width * .5;
this.y = height * .5;
this.generate();
}
ParticleSystem.prototype.generate = function() {
for (let i = 0; i < this.numParticles; i++) {
let vo = {};
vo.degrees = (360 / this.numParticles) * i * PI180;
vo.parent = this;
vo.x = width / 2;
vo.y = height / 2;
vo.vx = 0;
vo.vy = 0;
this.allParticles.push(new Particle(vo));
}
}
ParticleSystem.prototype.update = function() {
for (let i = 0; i < this.allParticles.length; i++) {
this.allParticles[i].update();
}
}
const Particle = function(vo) {
this.degrees = vo.degrees;
this.parent = vo.parent;
this.x = vo.x;
this.y = vo.y;
this.vx = 0;
this.vy = 0;
this.colour = 'hsl(' + (Math.round((this.degrees * (180 / Math.PI)))) + ',100%,50%)';
}
Particle.prototype.update = function() {
// http://mathworld.wolfram.com/HeartCurve.html
this.vx = 16 * mpow(msin(this.degrees), 3) * deform.dir;
this.vy = ((13 * mcos(this.degrees)) -
(6 * mcos(2 * this.degrees)) - // 5
(2 * mcos(3 * this.degrees)) -
(mcos(deform.a * this.degrees))) * -1;
// update position
this.x = this.vx * this.parent.scalar + this.parent.x;
this.y = this.vy * this.parent.scalar + this.parent.y;
}
function update() {
if (deform.dir === 1) {
if (deform.a > deform.min) {
deform.a -= deform.s;
} else {
flipDirection();
}
} else {
if (deform.a < deform.max) {
deform.a += deform.s;
} else {
flipDirection();
}
}
system.update();
}
function flipDirection() {
deform.dir *= -1;
}
function draw() {
ctx.clearRect(0, 0, width, height);
ctx.save();
for (let i = 0; i < system.numParticles; i++) {
let p = system.allParticles[i];
ctx.fillStyle = p.colour;
ctx.beginPath();
ctx.arc(p.x, p.y, 1, 0, tau, false);
ctx.fill();
}
ctx.restore();
}
function animate() {
update();
draw();
requestAnimationFrame(animate);
}
let system = new ParticleSystem(pSystemSize);
animate();
</script>
</html>