<template>
<div style="position: relative;width: 100%;height: 100%">
<div style="width:100%;height:100%;display: flex;align-items: center;justify-content: center;">
<span :style="{color:textColor}">
{{text}}
</span>
</div>
<div style="position: absolute;height: 100%;width: 100%;top: 0;left: 0">
<ButtonGroup style="left: 4px;top: 4px">
<Button @click="drawerValue = true" icon="ios-color-palette-outline" ></Button>
</ButtonGroup>
<canvas id="pinkboard" style="position: relative" ref="pinkboard" @click="changeText"></canvas>
</div>
</div>
<Drawer title="设置" placement="top" :closable="false" v-model="drawerValue">
<Space direction="vertical" size="large">
<Space>
文字:
<Input prefix="ios-contact" v-model="text" placeholder="请输入文字" style="width: auto" />
<ColorPicker v-model="textColor" alpha transfer :colors="defaultTextColors"/>
</Space>
<Space>
心形图:
<ColorPicker v-model="heartColor" alpha transfer :colors="defaultHeartColors"/>
</Space>
</Space>
</Drawer>
</template>
<script setup>
import {onMounted, ref, watch} from 'vue'
const text=ref('L ❤ G')
const textColor=ref('#ea80b0')
const defaultTextColors=ref( ['#ea80b0','#2D8CF0', '#FF9900', '#19C919', '#9B1DEA', '#EA4CA3'])
const defaultHeartColors=ref( ['#ea80b0','#2D8CF0', '#FF9900', '#19C919', '#9B1DEA', '#EA4CA3'])
const drawerValue=ref(false)
const heartColor=ref('#ea80b0')
const pinkboard=ref(null)
let canvasEl
onMounted(() => {
// canvasEl=document.getElementById('pinkboard')
canvasEl=pinkboard.value
puttingItAll(canvasEl)
})
watch(heartColor,()=>{
puttingItAll(canvasEl,heartColor)
})
function getRndInteger(min, max) {
return Math.floor(Math.random() * (max - min + 1) ) + min;
}
const textArr=['L ❤ G','老婆大人最漂亮了','小仙女从来不生气','那个化妆品,买了','这是这个月的工资']
let randomOld=0
function changeText(){
let random=getRndInteger(0,textArr.length-1)
if(random==randomOld && random==textArr.length-1){
random=random-1
}else if(random==randomOld){
random=random+1
}
randomOld=random
text.value=textArr[random]
}
/*
* 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) {
let 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) {
let i
// 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 puttingItAll(canvas,heartColor){
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 =heartColor? heartColor.value:'#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)
}
</script>
<style scoped>
html, body {
height: 100%;
padding: 0;
margin: 0;
background: #000;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
top: 0;
left: 0;
}
</style>