HTML+JS 动态爱心效果,表白神器,装逼特效

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先看效果图 

 

 

代码部分: 


<!DOCTYPE html>

 <html>
  <head>
   <title> New Document </title>

   <style>
   html, body {
 
   height: 100%;
   padding: 0;
   margin: 0;
   background: #000;
 }
 canvas {
 
   position: absolute;
   width: 100%;
   height: 100%;
 }
   </style>
  </head>

 <body>
   <canvas id="pinkboard"></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>
 </html>

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