情人节程序员用HTML网页表白【浪漫爱心旋转】 HTML5七夕情人节表白网页源码 HTML+CSS+JavaScript

这是程序员表白系列中的100款网站表白之一,旨在让任何人都能使用并创建自己的表白网站给心爱的人看。 此波共有100个表白网站,可以任意修改和使用,很多人会希望向心爱的男孩女孩告白,生性腼腆的人即使那个TA站在眼前都不敢向前表白。说不出口的话就用短视频告诉TA吧~制作一个表白网页告诉TA你的心意,演示如下。

一、网页介绍

1 网页简介:基于 HTML+CSS+JavaScript 制作七夕情人节表白网页、生日祝福、七夕告白、 求婚、浪漫爱情3D相册、炫酷代码 ,快来制作一款高端的表白网页送(他/她)浪漫的告白,制作修改简单,可自行更换背景音乐,文字和图片即可使用

2.网页编辑:任意HTML编辑软件(如:Dreamweaver、HBuilder、Vscode 、Sublime 、Webstorm、Text 、Notepad++ 等任意html编辑软件进行运行及修改编辑等操作)。


一、网页效果

在这里插入图片描述

二、代码展示

1.HTML代码

代码如下(示例):以下仅展示部分代码供参考~

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js canvas - particles with shapes</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
	font-family: Monospace;
	background-color: #f0f0f0;
	margin: 0px;
	overflow: hidden;
}
</style>
</head>
<body>


<script type="text/javascript" src="js/nb.js"></script>

<script type="text/javascript" src="js/Projector.js"></script>
<script type="text/javascript" src="js/CanvasRenderer.js"></script>

<script type="text/javascript" src="js/tween.min.js"></script>
<script type="text/javascript" src="js/Sparks.js"></script>

<!-- load the font file from canvas-text -->

<script type="text/javascript" src="js/helvetiker_regular.typeface.js"></script>
<script type="text/javascript">

	var container;

	var camera, scene, renderer;

	var group, text, plane;

	var targetRotation = 0;
	var targetRotationOnMouseDown = 0;

	var mouseX = 0;
	var mouseXOnMouseDown = 0;

	var windowHalfX = window.innerWidth / 2;
	var windowHalfY = window.innerHeight / 2;

	var heartShape, particleCloud, sparksEmitter, emitterPos;
	var _rotation = 0;
	var timeOnShapePath = 0;

	init();
	animate();

	function init() {

		container = document.createElement( 'div' );
		document.body.appendChild( container );


		//相机
		camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 1000);
		camera.position.set( 0, 150, 800 );

		//场景
		scene = new THREE.Scene();

		group = new THREE.Group();
		scene.add( group );

		// Get text from hash

		var string = "LOVE U";
		var hash = document.location.hash.substr( 1 );

		if ( hash.length !== 0 ) {

			string = hash;

		}

		var text3d = new THREE.TextGeometry( string, {

			size: 80,
			height: 20,
			curveSegments: 2,
			font: "helvetiker"

		});

		text3d.computeBoundingBox();
		var centerOffset = -0.5 * ( text3d.boundingBox.max.x - text3d.boundingBox.min.x );

		var textMaterial = new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, overdraw: 0.5 } );

		text = new THREE.Mesh( text3d, textMaterial );

		// Potentially, we can extract the vertices or faces of the text to generate particles too.
		// Geo > Vertices > Position

		text.position.x = centerOffset;
		text.position.y = 100;
		text.position.z = 0;

		text.rotation.x = 0;
		text.rotation.y = Math.PI * 2;

		group.add( text );


		particleCloud = new THREE.Object3D(); // Just a group
		particleCloud.y = 800;
		group.add( particleCloud );

		// Create Particle Systems

		// Heart

		var x = 0, y = 0;

		heartShape = new THREE.Shape();

		heartShape.moveTo( x + 25, y + 25 );
		heartShape.bezierCurveTo( x + 25, y + 25, x + 20, y, x, y );
		heartShape.bezierCurveTo( x - 30, y, x - 30, y + 35,x - 30,y + 35 );
		heartShape.bezierCurveTo( x - 30, y + 55, x - 10, y + 77, x + 25, y + 95 );
		heartShape.bezierCurveTo( x + 60, y + 77, x + 80, y + 55, x + 80, y + 35 );
		heartShape.bezierCurveTo( x + 80, y + 35, x + 80, y, x + 50, y );
		heartShape.bezierCurveTo( x + 35, y, x + 25, y + 25, x + 25, y + 25 );

		var hue = 0;

		var hearts = function ( context ) {

			context.globalAlpha = 0.5;
			var x = 0, y = 0;
			context.scale(0.05, -0.05); // Scale so canvas render can redraw within bounds
			context.beginPath();
			 // From http://blog.burlock.org/html5/130-paths
			context.bezierCurveTo( x + 2.5, y + 2.5, x + 2.0, y, x, y );
			context.bezierCurveTo( x - 3.0, y, x - 3.0, y + 3.5,x - 3.0,y + 3.5 );
			context.bezierCurveTo( x - 3.0, y + 5.5, x - 1.0, y + 7.7, x + 2.5, y + 9.5 );
			context.bezierCurveTo( x + 6.0, y + 7.7, x + 8.0, y + 5.5, x + 8.0, y + 3.5 );
			context.bezierCurveTo( x + 8.0, y + 3.5, x + 8.0, y, x + 5.0, y );
			context.bezierCurveTo( x + 3.5, y, x + 2.5, y + 2.5, x + 2.5, y + 2.5 );
			context.fill();
			context.lineWidth = 0.5; //0.05
			context.stroke();

		}

		var setTargetParticle = function() {

			var material = new THREE.SpriteCanvasMaterial( {
				program: hearts
			} );

			material.color.setHSL(hue, 1, 0.75);
			hue += 0.001;
			if (hue>1) hue-=1;

			particle = new THREE.Sprite( material );

			particle.scale.x = particle.scale.y = Math.random() * 40 + 40;
			particleCloud.add( particle );

			return particle;

		};

		var onParticleCreated = function( p ) {

			p.target.position.copy( p.position );

		};

		var onParticleDead = function( particle ) {

			particle.target.visible = false;
			particleCloud.remove( particle.target );

		};

		sparksEmitter = new SPARKS.Emitter(new SPARKS.SteadyCounter(160));

		emitterpos = new THREE.Vector3();

		sparksEmitter.addInitializer(new SPARKS.Position( new SPARKS.PointZone( emitterpos ) ) );
		sparksEmitter.addInitializer(new SPARKS.Lifetime(0,2));
		sparksEmitter.addInitializer(new SPARKS.Target(null, setTargetParticle));

		sparksEmitter.addInitializer(new SPARKS.Velocity(new SPARKS.PointZone(new THREE.Vector3(0,-50,10))));

		// TOTRY Set velocity to move away from centroid

		sparksEmitter.addAction(new SPARKS.Age());
		//sparksEmitter.addAction(new SPARKS.Accelerate(0.2));
		sparksEmitter.addAction(new SPARKS.Move());
		sparksEmitter.addAction(new SPARKS.RandomDrift(50,50,2000));

		sparksEmitter.addCallback("created", onParticleCreated);
		sparksEmitter.addCallback("dead", onParticleDead);
		sparksEmitter.addCallback("updated", function( particle ) {

			particle.target.position.copy( particle.position );

		});

		sparksEmitter.start();

		// End Particles


		renderer = new THREE.CanvasRenderer();
		renderer.setClearColor( 0xf0f0f0 );
		renderer.setPixelRatio( window.devicePixelRatio );
		renderer.setSize( window.innerWidth, window.innerHeight );
		container.appendChild( renderer.domElement );

		document.addEventListener( 'mousedown', onDocumentMouseDown, false );
		document.addEventListener( 'touchstart', onDocumentTouchStart, false );
		document.addEventListener( 'touchmove', onDocumentTouchMove, false );

		//

		window.addEventListener( 'resize', onWindowResize, false );

	}

	function onWindowResize() {

		windowHalfX = window.innerWidth / 2;
		windowHalfY = window.innerHeight / 2;

		camera.aspect = window.innerWidth / window.innerHeight;
		camera.updateProjectionMatrix();

		renderer.setSize( window.innerWidth, window.innerHeight );

	}

	//

	document.addEventListener( 'mousemove', onDocumentMouseMove, false );

	function onDocumentMouseDown( event ) {

		event.preventDefault();

		mouseXOnMouseDown = event.clientX - windowHalfX;
		targetRotationOnMouseDown = targetRotation;

		if ( sparksEmitter.isRunning() ) {

			sparksEmitter.stop();

		} else {

			sparksEmitter.start();

		}

	}

	function onDocumentMouseMove( event ) {

		mouseX = event.clientX - windowHalfX;

		targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.02;

	}

	function onDocumentTouchStart( event ) {

		if ( event.touches.length == 1 ) {

			event.preventDefault();

			mouseXOnMouseDown = event.touches[ 0 ].pageX - windowHalfX;
			targetRotationOnMouseDown = targetRotation;

		}

	}

	function onDocumentTouchMove( event ) {

		if ( event.touches.length == 1 ) {

			event.preventDefault();

			mouseX = event.touches[ 0 ].pageX - windowHalfX;
			targetRotation = targetRotationOnMouseDown + ( mouseX - mouseXOnMouseDown ) * 0.05;

		}

	}

	//

	function animate() {//更新场景

		requestAnimationFrame( animate );

		render();

	}

	function render() {

		timeOnShapePath += 0.0337;

		if (timeOnShapePath > 1) timeOnShapePath -= 1;

		// TODO Create a PointOnShape Action/Zone in the particle engine
		var pointOnShape = heartShape.getPointAt( timeOnShapePath );

		emitterpos.x = pointOnShape.x * 5 - 100;
		emitterpos.y = -pointOnShape.y * 5 + 400;

		// Pretty cool effect if you enable this
		// particleCloud.rotation.y += 0.05;

		group.rotation.y += ( targetRotation - group.rotation.y ) * 0.05;
		renderer.render( scene, camera );
	}

</script>
<div style="text-align:center;">
<p>来源:<a href="https://item.taobao.com/item.htm?id=575319661235&scm=20140619.rec.1118934586.575319661235&WangxActionRectLeft=0&WangxActionRectTop=411&WangxActionRectRight=1070&WangxActionRectBottom=514&WangxCardRectLeft=801&WangxCardRectTop=411&WangxCardRectRight=1070&WangxCardRectBottom=514" target="_blank">别不快乐淘宝店</a></p>
</div>
</body>
</html>



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