基于HTML5的爱心表白动画特效
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从视觉上看,它也是一个爱心轮廓,但是不同的是这个爱心轮廓由许多跳动的小爱心组成,更加有一种3D立体的效果。
1. 运行效果
2. 代码构成
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>爱心表白</title>
<style>
html, body
height: 100%;
padding: 0;
margin: 0;
background: #000;
canvas
width: 100%;
height: 100%;
</style>
</head>
<body>
<div style="text-align:center;clear:both;">
<script src="/gg_bd_ad_720x90.js" type="text/javascript"></script>
<script src="/follow.js" type="text/javascript"></script>
</div>
<canvas id="pinkboard"></canvas>
<script>
var settings =
particles:
length: 500,
duration: 2,
velocity: 100,
effect: -0.75,
size: 30,
,
;
(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 gif(!window.cancelAnimationFrame)window.cancelAnimationFrame=function(d)clearTimeout(d)());
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;
)();
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;
)();
var ParticlePool = (function()
var particles,
firstActive = 0,
firstFree = 0,
duration = settings.particles.duration;
function ParticlePool(length)
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);
firstFree++;
if (firstFree == particles.length) firstFree = 0;
if (firstActive == firstFree ) firstActive++;
if (firstActive == particles.length) firstActive = 0;
;
ParticlePool.prototype.update = function(deltaTime)
var i;
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);
while (particles[firstActive].age >= duration && firstActive != firstFree)
firstActive++;
if (firstActive == particles.length) firstActive = 0;
;
ParticlePool.prototype.draw = function(context, image)
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;
)();
(function(canvas)
var context = canvas.getContext(2d),
particles = new ParticlePool(settings.particles.length),
particleRate = settings.particles.length / settings.particles.duration, // particles/sec
time;
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
);
var image = (function()
var canvas = document.createElement(canvas),
context = canvas.getContext(2d);
canvas.width = settings.particles.size;
canvas.height = settings.particles.size;
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;
context.beginPath();
var t = -Math.PI;
var point = to(t);
context.moveTo(point.x, point.y);
while (t < Math.PI)
t += 0.01;
point = to(t);
context.lineTo(point.x, point.y);
context.closePath();
context.fillStyle = #ea80b0;
context.fill();
var image = new Image();
image.src = canvas.toDataURL();
return image;
)();
function render()
requestAnimationFrame(render);
var newTime = new Date().getTime() / 1000,
deltaTime = newTime - (time || newTime);
time = newTime;
context.clearRect(0, 0, canvas.width, canvas.height);
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);
particles.update(deltaTime);
particles.draw(context, image);
function onResize()
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
window.onresize = onResize;
setTimeout(function()
onResize();
render();
, 10);
)(document.getElementById(pinkboard));
</script>
</body>
</html>
以上就是采用HTML代码编写的程序,还可以外加CSS进行点缀,让效果更佳美观。
3. 代码截图
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