html动态爱心代码【三】(附源码)
目录
前言
七夕马上就要到了,为了帮助大家高效表白,下面再给大家带来了实用的HTML
浪漫表白代码(附源码)+背景音乐,可用于520,情人节,生日,表白等场景,可直接使用。
特效
内容修改
文字区
<div id="child"><h4>?文文 and 翔翔?</h4></div><!--这里写名字❤!!!-->
音乐区
<audio autoplay="autoplay" loop="loop" preload="auto" id="music" controls>
<source src="img/訫%20-%20修炼爱情.mp3" type="audio/ogg">
<source src="img/訫%20-%20修炼爱情.mp3" type="audio/mpeg">
</audio>
完整代码
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>❤永远开心❤</title>
<style>
html, body {
margin: 0px;
width: 100%;
height: 100%;
overflow: hidden;
background: #000;
}
#canvas {
width: 100%;
height: 100%;
}
html, body {
height: 100%;
padding: 0;
margin: 0;
background: #000;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
#child {
position: absolute;
left: 50%;
top: 50%;
transform: translate(-50%, -50%);
}
h4 {
font-family: "STKaiti";
font-size: 40px;
color: #f584b7;
position: relative;
}
</style>
</head>
<body>
<div id="child"><h4>?文文 and 翔翔?</h4></div><!--这里写名字❤!!!-->
<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 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>
<canvas id="canvas"></canvas>
<script>
function initVars() {
pi = Math.PI;
ctx = canvas.getContext("2d");
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
cx = canvas.width / 2;
cy = canvas.height / 2;
playerZ = -25;
playerX = playerY = playerVX = playerVY = playerVZ = pitch = yaw = pitchV = yawV = 0;
scale = 600;
seedTimer = 0;
seedInterval = 5, seedLife = 100;
gravity = .02;
seeds = new Array();
sparkPics = new Array();
s = "https://cantelope.org/NYE/";
for (i = 1; i <= 10; ++i) {
sparkPic = new Image();
sparkPic.src = s + "spark" + i + ".png";
sparkPics.push(sparkPic);
}
sparks = new Array();
pow1 = new Audio(s + "pow1.ogg");
pow2 = new Audio(s + "pow2.ogg");
pow3 = new Audio(s + "pow3.ogg");
pow4 = new Audio(s + "pow4.ogg");
frames = 0;
}
function rasterizePoint(x, y, z) {
var p, d;
x -= playerX;
y -= playerY;
z -= playerZ;
p = Math.atan2(x, z);
d = Math.sqrt(x * x + z * z);
x = Math.sin(p - yaw) * d;
z = Math.cos(p - yaw) * d;
p = Math.atan2(y, z);
d = Math.sqrt(y * y + z * z);
y = Math.sin(p - pitch) * d;
z = Math.cos(p - pitch) * d;
var rx1 = -1000, ry1 = 1, rx2 = 1000, ry2 = 1, rx3 = 0, ry3 = 0, rx4 = x, ry4 = z,
uc = (ry4 - ry3) * (rx2 - rx1) - (rx4 - rx3) * (ry2 - ry1);
if (!uc) return {x: 0, y: 0, d: -1};
var ua = ((rx4 - rx3) * (ry1 - ry3) - (ry4 - ry3) * (rx1 - rx3)) / uc;
var ub = ((rx2 - rx1) * (ry1 - ry3) - (ry2 - ry1) * (rx1 - rx3)) / uc;
if (!z) z = .000000001;
if (ua > 0 && ua < 1 && ub > 0 && ub < 1) {
return {
x: cx + (rx1 + ua * (rx2 - rx1)) * scale,
y: cy + y / z * scale,
d: Math.sqrt(x * x + y * y + z * z)
};
} else {
return {
x: cx + (rx1 + ua * (rx2 - rx1)) * scale,
y: cy + y / z * scale,
d: -1
};
}
}
function spawnSeed() {
seed = new Object();
seed.x = -50 + Math.random() * 100;
seed.y = 25;
seed.z = -50 + Math.random() * 100;
seed.vx = .1 - Math.random() * .2;
seed.vy = -1.5;//*(1+Math.random()/2);
seed.vz = .1 - Math.random() * .2;
seed.born = frames;
seeds.push(seed);
}
function splode(x, y, z) {
t = 5 + parseInt(Math.random() * 150);
sparkV = 1 + Math.random() * 2.5;
type = parseInt(Math.random() * 3);
switch (type) {
case 0:
pic1 = parseInt(Math.random() * 10);
break;
case 1:
pic1 = parseInt(Math.random() * 10);
do {
pic2 = parseInt(Math.random() * 10);
} while (pic2 == pic1);
break;
case 2:
pic1 = parseInt(Math.random() * 10);
do {
pic2 = parseInt(Math.random() * 10);
} while (pic2 == pic1);
do {
pic3 = parseInt(Math.random() * 10);
} while (pic3 == pic1 || pic3 == pic2);
break;
}
for (m = 1; m < t; ++m) {
spark = new Object();
spark.x = x;
spark.y = y;
spark.z = z;
p1 = pi * 2 * Math.random();
p2 = pi * Math.random();
v = sparkV * (1 + Math.random() / 6)
spark.vx = Math.sin(p1) * Math.sin(p2) * v;
spark.vz = Math.cos(p1) * Math.sin(p2) * v;
spark.vy = Math.cos(p2) * v;
switch (type) {
case 0:
spark.img = sparkPics[pic1];
break;
case 1:
spark.img = sparkPics[parseInt(Math.random() * 2) ? pic1 : pic2];
break;
case 2:
switch (parseInt(Math.random() * 3)) {
case 0:
spark.img = sparkPics[pic1];
break;
case 1:
spark.img = sparkPics[pic2];
break;
case 2:
spark.img = sparkPics[pic3];
break;
}
break;
}
spark.radius = 25 + Math.random() * 50;
spark.alpha = 1;
spark.trail = new Array();
sparks.push(spark);
}
switch (parseInt(Math.random() * 4)) {
case 0:
pow = new Audio(s + "pow1.ogg");
break;
case 1:
pow = new Audio(s + "pow2.ogg");
break;
case 2:
pow = new Audio(s + "pow3.ogg");
break;
case 3:
pow = new Audio(s + "pow4.ogg");
break;
}
d = Math.sqrt((x - playerX) * (x - playerX) + (y - playerY) * (y - playerY) + (z - playerZ) * (z - playerZ));
pow.volume = 1.5 / (1 + d / 10);
pow.play();
}
function doLogic() {
if (seedTimer < frames) {
seedTimer = frames + seedInterval * Math.random() * 10;
spawnSeed();
}
for (i = 0; i < seeds.length; ++i) {
seeds[i].vy += gravity;
seeds[i].x += seeds[i].vx;
seeds[i].y += seeds[i].vy;
seeds[i].z += seeds[i].vz;
if (frames - seeds[i].born > seedLife) {
splode(seeds[i].x, seeds[i].y, seeds[i].z);
seeds.splice(i, 1);
}
}
for (i = 0; i < sparks.length; ++i) {
if (sparks[i].alpha > 0 && sparks[i].radius > 5) {
sparks[i].alpha -= .01;
sparks[i].radius /= 1.02;
sparks[i].vy += gravity;
point = new Object();
point.x = sparks[i].x;
point.y = sparks[i].y;
point.z = sparks[i].z;
if (sparks[i].trail.length) {
x = sparks[i].trail[sparks[i].trail.length - 1].x;
y = sparks[i].trail[sparks[i].trail.length - 1].y;
z = sparks[i].trail[sparks[i].trail.length - 1].z;
d = ((point.x - x) * (point.x - x) + (point.y - y) * (point.y - y) + (point.z - z) * (point.z - z));
if (d > 9) {
sparks[i].trail.push(point);
}
} else {
sparks[i].trail.push(point);
}
if (sparks[i].trail.length > 5) sparks[i].trail.splice(0, 1);
sparks[i].x += sparks[i].vx;
sparks[i].y += sparks[i].vy;
sparks[i].z += sparks[i].vz;
sparks[i].vx /= 1.075;
sparks[i].vy /= 1.075;
sparks[i].vz /= 1.075;
} else {
sparks.splice(i, 1);
}
}
p = Math.atan2(playerX, playerZ);
d = Math.sqrt(playerX * playerX + playerZ * playerZ);
d += Math.sin(frames / 80) / 1.25;
t = Math.sin(frames / 200) / 40;
playerX = Math.sin(p + t) * d;
playerZ = Math.cos(p + t) * d;
yaw = pi + p + t;
}
function rgb(col) {
var r = parseInt((.5 + Math.sin(col) * .5) * 16);
var g = parseInt((.5 + Math.cos(col) * .5) * 16);
var b = parseInt((.5 - Math.sin(col) * .5) * 16);
return "#" + r.toString(16) + g.toString(16) + b.toString(16);
}
function draw() {
ctx.clearRect(0, 0, cx * 2, cy * 2);
ctx.fillStyle = "#ff8";
for (i = -100; i < 100; i += 3) {
for (j = -100; j < 100; j += 4) {
x = i;
z = j;
y = 25;
point = rasterizePoint(x, y, z);
if (point.d != -1) {
size = 250 / (1 + point.d);
d = Math.sqrt(x * x + z * z);
a = 0.75 - Math.pow(d / 100, 6) * 0.75;
if (a > 0) {
ctx.globalAlpha = a;
ctx.fillRect(point.x - size / 2, point.y - size / 2, size, size);
}
}
}
}
ctx.globalAlpha = 1;
for (i = 0; i < seeds.length; ++i) {
point = rasterizePoint(seeds[i].x, seeds[i].y, seeds[i].z);
if (point.d != -1) {
size = 200 / (1 + point.d);
ctx.fillRect(point.x - size / 2, point.y - size / 2, size, size);
}
}
point1 = new Object();
for (i = 0; i < sparks.length; ++i) {
point = rasterizePoint(sparks[i].x, sparks[i].y, sparks[i].z);
if (point.d != -1) {
size = sparks[i].radius * 200 / (1 + point.d);
if (sparks[i].alpha < 0) sparks[i].alpha = 0;
if (sparks[i].trail.length) {
point1.x = point.x;
point1.y = point.y;
switch (sparks[i].img) {
case sparkPics[0]:
ctx.strokeStyle = "#f84";
break;
case sparkPics[1]:
ctx.strokeStyle = "#84f";
break;
case sparkPics[2]:
ctx.strokeStyle = "#8ff";
break;
case sparkPics[3]:
ctx.strokeStyle = "#fff";
break;
case sparkPics[4]:
ctx.strokeStyle = "#4f8";
break;
case sparkPics[5]:
ctx.strokeStyle = "#f44";
break;
case sparkPics[6]:
ctx.strokeStyle = "#f84";
break;
case sparkPics[7]:
ctx.strokeStyle = "#84f";
break;
case sparkPics[8]:
ctx.strokeStyle = "#fff";
break;
case sparkPics[9]:
ctx.strokeStyle = "#44f";
break;
}
for (j = sparks[i].trail.length - 1; j >= 0; --j) {
point2 = rasterizePoint(sparks[i].trail[j].x, sparks[i].trail[j].y, sparks[i].trail[j].z);
if (point2.d != -1) {
ctx.globalAlpha = j / sparks[i].trail.length * sparks[i].alpha / 2;
ctx.beginPath();
ctx.moveTo(point1.x, point1.y);
ctx.lineWidth = 1 + sparks[i].radius * 10 / (sparks[i].trail.length - j) / (1 + point2.d);
ctx.lineTo(point2.x, point2.y);
ctx.stroke();
point1.x = point2.x;
point1.y = point2.y;
}
}
}
ctx.globalAlpha = sparks[i].alpha;
// ctx.drawImage(sparks[i].img, point.x - size / 2, point.y - size / 2, size, size);
}
}
}
function frame() {
if (frames > 100000) {
seedTimer = 0;
frames = 0;
}
frames++;
draw();
doLogic();
requestAnimationFrame(frame);
}
window.addEventListener("resize", () => {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
cx = canvas.width / 2;
cy = canvas.height / 2;
});
initVars();
frame();</script>
<audio autoplay="autoplay" loop="loop" preload="auto" id="music" controls>
<source src="img/訫%20-%20修炼爱情.mp3" type="audio/ogg">
<source src="img/訫%20-%20修炼爱情.mp3" type="audio/mpeg">
</audio>
</body>
</html>
总结
大家可以用各种HTML编译器,也可直接用记事本开发,改后缀为html即可。
制作不易,希望各位大佬能够多多支持!!
祝大家在情场顺风顺水