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html動(dòng)態(tài)愛心代碼【三】(附源碼)

這篇具有很好參考價(jià)值的文章主要介紹了html動(dòng)態(tài)愛心代碼【三】(附源碼)。希望對大家有所幫助。如果存在錯(cuò)誤或未考慮完全的地方,請大家不吝賜教,您也可以點(diǎn)擊"舉報(bào)違法"按鈕提交疑問。

目錄

前言

特效

內(nèi)容修改

完整代碼

?總結(jié)

前言

七夕馬上就要到了,為了幫助大家高效表白,下面再給大家?guī)砹藢?shí)用的HTML浪漫表白代碼(附源碼)+背景音樂,可用于520,情人節(jié),生日,表白等場景,可直接使用。

特效

html動(dòng)態(tài)愛心代碼【三】(附源碼),愛心,html,前端

內(nèi)容修改

文字區(qū)

<div id="child"><h4>??文文 and 翔翔??</h4></div><!--這里寫名字??。?!-->

音樂區(qū)

<audio autoplay="autoplay" loop="loop" preload="auto" id="music" controls>
    <source src="img/訫%20-%20修煉愛情.mp3" type="audio/ogg">
    <source src="img/訫%20-%20修煉愛情.mp3" type="audio/mpeg">
</audio>

完整代碼

<!doctype html>
<html>
<head>
    <meta charset="utf-8">
    <title>?永遠(yuǎn)開心?</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><!--這里寫名字??。?!-->
<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修煉愛情.mp3" type="audio/ogg">
    <source src="img/訫%20-%20修煉愛情.mp3" type="audio/mpeg">
</audio>
</body>
</html>

?總結(jié)

大家可以用各種HTML編譯器,也可直接用記事本開發(fā),改后綴為html即可。

制作不易,希望各位大佬能夠多多支持?。?/p>

祝大家在情場順風(fēng)順?biāo)?/strong>

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