使用html实现动态效果

爱心动态效果:

可以用来表白哦,虽然说有点俗,但是会很惊喜

<!DOCTYPE html>
<html>
<head>
    <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
    <title>💗 Love you 💗 My Dear XXX💗</title>
    <style type="text/css">
        body {
            margin: 0;
            overflow: hidden;
            background: #000;
        }
 
        canvas {
            position: absolute;
            width: 100%;
            height: 100%;
        }
 
        #pinkboard {
            animation: anim 1.5s ease-in-out infinite;
            -webkit-animation: anim 1.5s ease-in-out infinite;
            -o-animation: anim 1.5s ease-in-out infinite;
            -moz-animation: anim 1.5s ease-in-out infinite;
        }
 
        @keyframes anim {
            0% {
                transform: scale(0.8);
            }
            25% {
                transform: scale(0.7);
            }
            50% {
                transform: scale(1);
            }
            75% {
                transform: scale(0.7);
            }
            100% {
                transform: scale(0.8);
            }
        }
 
        @-webkit-keyframes anim {
            0% {
                -webkit-transform: scale(0.8);
            }
            25% {
                -webkit-transform: scale(0.7);
            }
            50% {
                -webkit-transform: scale(1);
            }
            75% {
                -webkit-transform: scale(0.7);
            }
            100% {
                -webkit-transform: scale(0.8);
            }
        }
 
        @-o-keyframes anim {
            0% {
                -o-transform: scale(0.8);
            }
            25% {
                -o-transform: scale(0.7);
            }
            50% {
                -o-transform: scale(1);
            }
            75% {
                -o-transform: scale(0.7);
            }
            100% {
                -o-transform: scale(0.8);
            }
        }
 
        @-moz-keyframes anim {
            0% {
                -moz-transform: scale(0.8);
            }
            25% {
                -moz-transform: scale(0.7);
            }
            50% {
                -moz-transform: scale(1);
            }
            75% {
                -moz-transform: scale(0.7);
            }
            100% {
                -moz-transform: scale(0.8);
            }
        }
 
        #name {
            position: absolute;
            top: 50%;
            left: 50%;
            transform: translate(-50%, -50%);
            margin-top: -20px;
            font-size: 46px;
            color: #ea80b0;
        }
    </style>
</head>
<body>
<canvas id="pinkboard" width="1920" height="947"></canvas>
<canvas id="canvas" width="1920" height="947"></canvas>
 
<script type="text/javascript">
    var loverName = "💗别惹我,惹到我你算是惹到软柿子了┏┳💗"  // ��要更改的名字
    const colors = [
        "#eec996",
        "#8fb7d3",
        "#b7d4c6",
        "#c3bedd",
        "#f1d5e4",
        "#cae1d3",
        "#f3c89d",
        "#d0b0c3",
        "#819d53",
        "#c99294",
        "#cec884",
        "#ff8e70",
        "#e0a111",
        "#fffdf6",
        "#cbd7ac",
        "#e8c6c0",
        "#dc9898",
        "#ecc8ba",
    ]; //用来设置的颜��    var canvas = document.getElementById("canvas");
    var ctx = canvas.getContext("2d");
    let count = 1;
 
    var ww = window.innerWidth;
    var wh = window.innerHeight;
 
    var hearts = [];
 
    function init() {
        requestAnimationFrame(render);
        canvas.width = ww;
        canvas.height = wh;
        for (var i = 0; i < 100; i++) {
            hearts.push(new Heart());
        }
    }
 
    function Heart() {
        this.x = Math.random() * ww;
        this.y = Math.random() * wh;
        this.opacity = Math.random() * 0.5 + 0.5;
        this.vel = {
            x: (Math.random() - 0.5) * 4,
            y: (Math.random() - 0.5) * 4,
        };
        this.targetScale = Math.random() * 0.15 + 0.02;
        this.scale = this.targetScale * Math.random();
    }
 
    Heart.prototype.update = function (i) {
        this.x += this.vel.x;
        this.y += this.vel.y;
 
        this.scale += (this.targetScale - this.scale) * 0.01;
        if (this.x - this.width > ww || this.x + this.width < 0) {
            this.scale = 0;
            this.x = Math.random() * ww;
        }
        if (this.y - this.height > wh || this.y + this.height < 0) {
            this.scale = 0;
            this.y = Math.random() * wh;
        }
        this.width = 473.8;
        this.height = 408.6;
    };
    Heart.prototype.draw = function (i) {
        ctx.globalAlpha = this.opacity;
        ctx.font = `${180 * this.scale}px "微软雅黑"`;
        // ctx.font="20px";
        ctx.fillStyle = colors[i % 18];
        ctx.fillText(
            loverName,
            this.x - this.width * 0.5,
            this.y - this.height * 0.5,
            this.width,
            this.height
        );
        // ctx.drawImage(
        //   heartImage,
        //   this.x - this.width * 0.5,
        //   this.y - this.height * 0.5,
        //   this.width,
        //   this.height
        // );
    };
 
    function render() {
        ctx.clearRect(0, 0, ww, wh);
        // ctx.globalAlpha = 1;
        // ctx.fillStyle = "rgba(255,255,255,0.3)";
        // ctx.fillRect(0, 0, ww, wh);
        for (var i = 0; i < 100; i++) {
            hearts[i].update(i);
            hearts[i].draw(i);
        }
        requestAnimationFrame(render);
    }
 
    init();
 
    // var heartImage = new Image();
    // heartImage.onload = init();
    // heartImage.src =
    //   "data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSI0NzMuOHB4IiBoZWlnaHQ9IjQwOC42cHgiIHZpZXdCb3g9IjAgMCA0NzMuOCA0MDguNiI+PHBhdGggZmlsbD0iI2QzMjkzMiIgZD0iTTQwNC42LDE2LjZDMzg1LjQsNi4xLDM2My41LDAsMzQwLDBjLTQxLjUsMC03OC41LDE4LjktMTAzLDQ4LjVDMjEyLjMsMTguOSwxNzUuMywwLDEzMy44LDAgYy0yMy4zLDAtNDUuMyw2LjEtNjQuNSwxNi42QzI3LjksMzkuNSwwLDgzLjQsMCwxMzMuOWMwLDE0LjQsMi40LDI4LjMsNi42LDQxLjJDMjkuNiwyNzguNCwyMzcsNDA4LjYsMjM3LDQwOC42IHMyMDcuMi0xMzAuMiwyMzAuMi0yMzMuNWM0LjMtMTIuOSw2LjYtMjYuOCw2LjYtNDEuMkM0NzMuOCw4My40LDQ0NS45LDM5LjYsNDA0LjYsMTYuNnoiLz48L3N2Zz4=";
 
    window.addEventListener("resize", function () {
        ww = window.innerWidth;
        wh = window.innerHeight;
    });
</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
        },
    };
 
    /*
     * RequestAnimationFrame polyfill by Erik M?ller
     */
    (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>

也可以用来哄你女朋友开心哦,加油

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实现录音水波纹动态效果的思路如下: 1. 使用HTML5的`<canvas>`标签创建画布,用于绘制水波纹效果。 2. 使用CSS3的`animation`属性,定义动画效果。 3. 使用JavaScript控制录音功能,并将录音数据传递给canvas绘制出水波纹效果。 下面是实现的详细步骤: 1. HTML代码 ``` <!DOCTYPE html> <html> <head> <meta charset="UTF-8"> <title>录音水波纹动态效果</title> <style> #canvas { width: 300px; height: 300px; margin: 50px auto; display: block; background-color: #ccc; border-radius: 50%; overflow: hidden; } #canvas:after { content: ""; display: block; position: absolute; width: 100%; height: 100%; top: 0px; left: 0px; background-color: #fff; opacity: 0.5; z-index: 1; } #canvas:before { content: ""; display: block; position: absolute; width: 100%; height: 100%; top: 0px; left: 0px; background-image: radial-gradient(ellipse at center, #fff, #222); background-size: 100% 100%; z-index: 2; } </style> </head> <body> <canvas id="canvas"></canvas> <script src="https://cdn.bootcdn.net/ajax/libs/jquery/3.6.0/jquery.min.js"></script> </body> </html> ``` 2. CSS代码 在CSS样式中,我们为`<canvas>`标签设置了宽度、高度和边框半径等属性,用于显示圆形的水波纹效果。同时,我们使用了`overflow: hidden`属性,以隐藏画布中超出边界的部分。 ``` #canvas { width: 300px; height: 300px; margin: 50px auto; display: block; background-color: #ccc; border-radius: 50%; overflow: hidden; } ``` 接着,我们使用`:before`和`:after`伪元素,分别绘制一个半透明的白色背景和一个黑色的圆形渐变背景。这些背景将作为水波纹的底部和顶部。 ``` #canvas:after { content: ""; display: block; position: absolute; width: 100%; height: 100%; top: 0px; left: 0px; background-color: #fff; opacity: 0.5; z-index: 1; } #canvas:before { content: ""; display: block; position: absolute; width: 100%; height: 100%; top: 0px; left: 0px; background-image: radial-gradient(ellipse at center, #fff, #222); background-size: 100% 100%; z-index: 2; } ``` 3. JavaScript代码 在JavaScript中,我们使用`<canvas>`标签的`getContext()`方法创建一个2D画布上下文,并定义一个`draw()`函数用于绘制水波纹效果。 ``` var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); var audioContext = new AudioContext(); var analyser = audioContext.createAnalyser(); navigator.mediaDevices.getUserMedia({ audio: true }).then(function(stream) { var source = audioContext.createMediaStreamSource(stream); source.connect(analyser); analyser.connect(audioContext.destination); }); function draw() { var canvasWidth = canvas.width; var canvasHeight = canvas.height; var centerX = canvasWidth / 2; var centerY = canvasHeight / 2; var radius = canvasWidth / 3; var bars = 200; var barWidth = 2; var angle = Math.PI * 2 / bars; var dataArray = new Uint8Array(analyser.frequencyBinCount); analyser.getByteFrequencyData(dataArray); ctx.clearRect(0, 0, canvasWidth, canvasHeight); ctx.beginPath(); for (var i = 0; i < bars; i++) { var barHeight = dataArray[i] / 2; var x = centerX + Math.cos(angle * i) * (radius + barHeight); var y = centerY + Math.sin(angle * i) * (radius + barHeight); ctx.fillStyle = "rgba(0, 0, 0, 0.3)"; ctx.fillRect(x - barWidth / 2, y - barWidth / 2, barWidth, barHeight); ctx.save(); ctx.globalCompositeOperation = "lighter"; ctx.fillStyle = "rgba(255, 255, 255, 0.5)"; ctx.beginPath(); ctx.arc(x, y, 10, 0, Math.PI * 2, true); ctx.closePath(); ctx.fill(); ctx.restore(); } requestAnimationFrame(draw); } draw(); ``` 在`draw()`函数中,我们首先获取画布的宽度和高度,以及画布中心点的坐标和半径等信息。接着,我们使用`AudioContext`和`createAnalyser()`方法创建音频分析器,并在`getUserMedia()`方法中打开录音设备,并将录音数据传递给分析器。 在绘制水波纹时,我们使用`getByteFrequencyData()`方法获取分析器中的频率数据,并遍历数据数组,依次绘制出每个音频条的位置和高度。同时,我们使用`globalCompositeOperation`属性设置混合模式,实现水波纹效果。 最后,我们通过`requestAnimationFrame()`方法实现动态效果,并在函数结束时再次调用`draw()`函数,以保持动态效果的持续性。 以上就是实现录音水波纹动态效果的完整代码

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