带交互功能的HTML5+JS跳动的爱心

<!DOCTYPE html>
<html lang="zh">
	<head>
		<meta charset="UTF-8">
		<meta http-equiv="X-UA-Compatible" content="IE=edge">
		<title>跳动的爱心</title>
		<style>
			* {
				padding: 0;
				margin: 0;
			}
 
			body {
				height: 600px;
				padding: 0;
				margin: 0;
				background: #000;
				display: flex;
				justify-content: center;
				align-items: center;
			}
 
			.container {
				width: 500px;
				height: 500px;
				position: relative;
			}
 
			canvas {
				z-index: 99;
				position: absolute;
				width: 500px;
				height: 500px;
			}
 
			.text_box {
				text-align: center;
				position: absolute;
				font-size: 1.125rem;
				top: 36%;
				left: 22%;
				color: #ff437b;
				z-index: 100;
			}
 
			input {
				font-size: 1.375rem;
				color: #ff437b;
				text-align: center;
				background: none;
			}
 
			button {
				font-size: 1.375rem;
				border: none;
				border-radius: 4px;
			}
 
			input::input-placeholder {
				color: #dc4b61;
			}
 
			input::-webkit-input-placeholder {
				color: #dc4b61;
			}
 
 
			.heart {
				animation: heart 1s infinite ease-in-out;
			}
 
			@keyframes heart {
 
				0%,
				100% {
					transform: rotate(-2deg) scale(1);
				}
 
				50% {
					transform: rotate(2deg) scale(1.12);
				}
			}
		</style>
	</head>
	<body>
		<div id="jsi-cherry-container" class="container ">
			<!-- 爱心 -->
			<canvas id="pinkboard" class="container heart"> </canvas>
			<!-- 输入你需要的文字 -->
			<div class="text_box">
				<input type="text" id="text" placeholder="送给你的那个[Ta]️">
				<button id="btn" onclick="fn()">❤️</button>
			</div>
 
		</div>
	</body>
	<script src="https://apps.bdimg.com/libs/jquery/2.1.4/jquery.min.js"></script>
	<script>
		function fn() {
			var a1 = document.querySelector('#text');
			var btn = document.querySelector('#btn');
			a1.style.border = 'none';
			btn.parentNode.removeChild(btn);
			console.log("点关注不迷路!");
		}
	</script>
	<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
			},
		};
 
		(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 = "#dc4b61";
				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>
</html>

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