vue3版本的爱心源码

本文介绍了如何使用Vue.js结合HTML5Canvas实现一个具有心形图案和动态粒子效果的文字输入组件,包括颜色选择和随机更换输入文本的功能。
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<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>

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