Js烟花代码分享

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先展示下图

 

 

 

下面附上代码,仅供娱乐,下面的代码直接复制就能用。

打开网页后是黑色的,需要点击才会发射。

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>发射烟花</title>
    <script src="https://code.jquery.com/jquery-3.1.1.min.js"></script>
    <script>
        var canvas = document.getElementById('canvas'),
            ctx = canvas.getContext('2d'),
            w = canvas.width = window.innerWidth,
            h = canvas.height = window.innerHeight,

            hue = 217,
            stars = [],
            count = 0,
            maxStars = 1300;//星星数量

        var canvas2 = document.createElement('canvas'),
            ctx2 = canvas2.getContext('2d');
        canvas2.width = 100;
        canvas2.height = 100;

        var half = canvas2.width / 2,
            gradient2 = ctx2.createRadialGradient(half, half, 0, half, half, half);
        gradient2.addColorStop(0.025, '#CCC');
        gradient2.addColorStop(0.1, 'hsl(' + hue + ', 61%, 33%)');
        gradient2.addColorStop(0.25, 'hsl(' + hue + ', 64%, 6%)');
        gradient2.addColorStop(1, 'transparent');

        ctx2.fillStyle = gradient2;
        ctx2.beginPath();
        ctx2.arc(half, half, half, 0, Math.PI * 2);
        ctx2.fill();

        // End cache

        function random(min, max) 
            if (arguments.length < 2) 
                max = min;
                min = 0;
            

            if (min > max) 
                var hold = max;
                max = min;
                min = hold;
            

            return Math.floor(Math.random() * (max - min + 1)) + min;
        

        function maxOrbit(x, y) 
            var max = Math.max(x, y),
                diameter = Math.round(Math.sqrt(max * max + max * max));
            return diameter / 2;
            //星星移动范围,值越大范围越小,
        

        var Star = function () 

            this.orbitRadius = random(maxOrbit(w, h));
            this.radius = random(60, this.orbitRadius) / 8;
            //星星大小
            this.orbitX = w / 2;
            this.orbitY = h / 2;
            this.timePassed = random(0, maxStars);
            this.speed = random(this.orbitRadius) / 50000;
            //星星移动速度
            this.alpha = random(2, 10) / 10;

            count++;
            stars[count] = this;
        

        Star.prototype.draw = function () 
            var x = Math.sin(this.timePassed) * this.orbitRadius + this.orbitX,
                y = Math.cos(this.timePassed) * this.orbitRadius + this.orbitY,
                twinkle = random(10);

            if (twinkle === 1 && this.alpha > 0) 
                this.alpha -= 0.05;
             else if (twinkle === 2 && this.alpha < 1) 
                this.alpha += 0.05;
            

            ctx.globalAlpha = this.alpha;
            ctx.drawImage(canvas2, x - this.radius / 2, y - this.radius / 2, this.radius, this.radius);
            this.timePassed += this.speed;
        

        for (var i = 0; i < maxStars; i++) 
            new Star();
        

        function animation() 
            ctx.globalCompositeOperation = 'source-over';
            ctx.globalAlpha = 0.5; //尾巴
            ctx.fillStyle = 'hsla(' + hue + ', 64%, 6%, 2)';
            ctx.fillRect(0, 0, w, h)

            ctx.globalCompositeOperation = 'lighter';
            for (var i = 1, l = stars.length; i < l; i++) 
                stars[i].draw();
                canvas2.style.cssText = "display:none";
            ;

            window.requestAnimationFrame(animation);
        


        animation();
    </script>
    <script>
        $(function () 
            var Fireworks = function () 
                var self = this;
                var rand = function (rMi, rMa)  return ~~((Math.random() * (rMa - rMi + 1)) + rMi); 
                var hitTest = function (x1, y1, w1, h1, x2, y2, w2, h2)  return !(x1 + w1 < x2 || x2 + w2 < x1 || y1 + h1 < y2 || y2 + h2 < y1); ;
                window.requestAnimFrame = function ()  return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (a)  window.setTimeout(a, 1E3 / 60)  ();

                self.init = function () 
                    self.canvas = document.createElement('canvas');
                    self.canvas.width = self.cw = $(window).innerWidth();
                    self.canvas.height = self.ch = $(window).innerHeight();
                    self.particles = [];
                    self.partCount = 150;
                    self.fireworks = [];
                    self.mx = self.cw / 2;
                    self.my = self.ch / 2;
                    self.currentHue = 30;
                    self.partSpeed = 5;
                    self.partSpeedVariance = 10;
                    self.partWind = 50;
                    self.partFriction = 5;
                    self.partGravity = 1;
                    self.hueMin = 0;
                    self.hueMax = 360;
                    self.fworkSpeed = 4;
                    self.fworkAccel = 10;
                    self.hueVariance = 30;
                    self.flickerDensity = 25;
                    self.showShockwave = true;
                    self.showTarget = false;
                    self.clearAlpha = 25;

                    $(document.body).append(self.canvas);
                    self.ctx = self.canvas.getContext('2d');
                    self.ctx.lineCap = 'round';
                    self.ctx.lineJoin = 'round';
                    self.lineWidth = 1;
                    self.bindEvents();
                    self.canvasLoop();

                    self.canvas.onselectstart = function () 
                        return false;
                    ;
                ;

                self.createParticles = function (x, y, hue) 
                    var countdown = self.partCount;
                    while (countdown--) 
                        var newParticle = 
                            x: x,
                            y: y,
                            coordLast: [
                                 x: x, y: y ,
                                 x: x, y: y ,
                                 x: x, y: y 
                            ],
                            angle: rand(0, 360),
                            speed: rand(((self.partSpeed - self.partSpeedVariance) <= 0) ? 1 : self.partSpeed - self.partSpeedVariance, (self.partSpeed + self.partSpeedVariance)),
                            friction: 1 - self.partFriction / 100,
                            gravity: self.partGravity / 2,
                            hue: rand(hue - self.hueVariance, hue + self.hueVariance),
                            brightness: rand(50, 80),
                            alpha: rand(40, 100) / 100,
                            decay: rand(10, 50) / 1000,
                            wind: (rand(0, self.partWind) - (self.partWind / 2)) / 25,
                            lineWidth: self.lineWidth
                        ;
                        self.particles.push(newParticle);
                    
                ;


                self.updateParticles = function () 
                    var i = self.particles.length;
                    while (i--) 
                        var p = self.particles[i];
                        var radians = p.angle * Math.PI / 180;
                        var vx = Math.cos(radians) * p.speed;
                        var vy = Math.sin(radians) * p.speed;
                        p.speed *= p.friction;

                        p.coordLast[2].x = p.coordLast[1].x;
                        p.coordLast[2].y = p.coordLast[1].y;
                        p.coordLast[1].x = p.coordLast[0].x;
                        p.coordLast[1].y = p.coordLast[0].y;
                        p.coordLast[0].x = p.x;
                        p.coordLast[0].y = p.y;

                        p.x += vx;
                        p.y += vy;
                        p.y += p.gravity;

                        p.angle += p.wind;
                        p.alpha -= p.decay;

                        if (!hitTest(0, 0, self.cw, self.ch, p.x - p.radius, p.y - p.radius, p.radius * 2, p.radius * 2) || p.alpha < .05) 
                            self.particles.splice(i, 1);
                        
                    ;
                ;

                self.drawParticles = function () 
                    var i = self.particles.length;
                    while (i--) 
                        var p = self.particles[i];

                        var coordRand = (rand(1, 3) - 1);
                        self.ctx.beginPath();
                        self.ctx.moveTo(Math.round(p.coordLast[coordRand].x), Math.round(p.coordLast[coordRand].y));
                        self.ctx.lineTo(Math.round(p.x), Math.round(p.y));
                        self.ctx.closePath();
                        self.ctx.strokeStyle = 'hsla(' + p.hue + ', 100%, ' + p.brightness + '%, ' + p.alpha + ')';
                        self.ctx.stroke();

                        if (self.flickerDensity > 0) 
                            var inverseDensity = 50 - self.flickerDensity;
                            if (rand(0, inverseDensity) === inverseDensity) 
                                self.ctx.beginPath();
                                self.ctx.arc(Math.round(p.x), Math.round(p.y), rand(p.lineWidth, p.lineWidth + 3) / 2, 0, Math.PI * 2, false)
                                self.ctx.closePath();
                                var randAlpha = rand(50, 100) / 100;
                                self.ctx.fillStyle = 'hsla(' + p.hue + ', 100%, ' + p.brightness + '%, ' + randAlpha + ')';
                                self.ctx.fill();
                            
                        
                    ;
                ;


                self.createFireworks = function (startX, startY, targetX, targetY) 
                    var newFirework = 
                        x: startX,
                        y: startY,
                        startX: startX,
                        startY: startY,
                        hitX: false,
                        hitY: false,
                        coordLast: [
                             x: startX, y: startY ,
                             x: startX, y: startY ,
                             x: startX, y: startY 
                        ],
                        targetX: targetX,
                        targetY: targetY,
                        speed: self.fworkSpeed,
                        angle: Math.atan2(targetY - startY, targetX - startX),
                        shockwaveAngle: Math.atan2(targetY - startY, targetX - startX) + (90 * (Math.PI / 180)),
                        acceleration: self.fworkAccel / 100,
                        hue: self.currentHue,
                        brightness: rand(50, 80),
                        alpha: rand(50, 100) / 100,
                        lineWidth: self.lineWidth
                    ;
                    self.fireworks.push(newFirework);

                ;


                self.updateFireworks = function () 
                    var i = self.fireworks.length;

                    while (i--) 
                        var f = self.fireworks[i];
                        self.ctx.lineWidth = f.lineWidth;

                        vx = Math.cos(f.angle) * f.speed,
                            vy = Math.sin(f.angle) * f.speed;
                        f.speed *= 1 + f.acceleration;
                        f.coordLast[2].x = f.coordLast[1].x;
                        f.coordLast[2].y = f.coordLast[1].y;
                        f.coordLast[1].x = f.coordLast[0].x;
                        f.coordLast[1].y = f.coordLast[0].y;
                        f.coordLast[0].x = f.x;
                        f.coordLast[0].y = f.y;

                        if (f.startX >= f.targetX) 
                            if (f.x + vx <= f.targetX) 
                                f.x = f.targetX;
                                f.hitX = true;
                             else 
                                f.x += vx;
                            
                         else 
                            if (f.x + vx >= f.targetX) 
                                f.x = f.targetX;
                                f.hitX = true;
                             else 
                                f.x += vx;
                            
                        

                        if (f.startY >= f.targetY) 
                            if (f.y + vy <= f.targetY) 
                                f.y = f.targetY;
                                f.hitY = true;
                             else 
                                f.y += vy;
                            
                         else 
                            if (f.y + vy >= f.targetY) 
                                f.y = f.targetY;
                                f.hitY = true;
                             else 
                                f.y += vy;
                            
                        

                        if (f.hitX && f.hitY) 
                            self.createParticles(f.targetX, f.targetY, f.hue);
                            self.fireworks.splice(i, 1);

                        
                    ;
                ;

                self.drawFireworks = function () 
                    var i = self.fireworks.length;
                    self.ctx.globalCompositeOperation = 'lighter';
                    while (i--) 
                        var f = self.fireworks[i];
                        self.ctx.lineWidth = f.lineWidth;

                        var coordRand = (rand(1, 3) - 1);
                        self.ctx.beginPath();
                        self.ctx.moveTo(Math.round(f.coordLast[coordRand].x), Math.round(f.coordLast[coordRand].y));
                        self.ctx.lineTo(Math.round(f.x), Math.round(f.y));
                        self.ctx.closePath();
                        self.ctx.strokeStyle = 'hsla(' + f.hue + ', 100%, ' + f.brightness + '%, ' + f.alpha + ')';
                        self.ctx.stroke();

                        if (self.showTarget) 
                            self.ctx.save();
                            self.ctx.beginPath();
                            self.ctx.arc(Math.round(f.targetX), Math.round(f.targetY), rand(1, 8), 0, Math.PI * 2, false)
                            self.ctx.closePath();
                            self.ctx.lineWidth = 1;
                            self.ctx.stroke();
                            self.ctx.restore();
                        

                        if (self.showShockwave) 
                            self.ctx.save();
                            self.ctx.translate(Math.round(f.x), Math.round(f.y));
                            self.ctx.rotate(f.shockwaveAngle);
                            self.ctx.beginPath();
                            self.ctx.arc(0, 0, 1 * (f.speed / 5), 0, Math.PI, true);
                            self.ctx.strokeStyle = 'hsla(' + f.hue + ', 100%, ' + f.brightness + '%, ' + rand(25, 60) / 100 + ')';
                            self.ctx.lineWidth = f.lineWidth;
                            self.ctx.stroke();
                            self.ctx.restore();
                        
                    ;
                ;

                self.bindEvents = function () 
                    $(window).on('resize', function () 
                        clearTimeout(self.timeout);
                        self.timeout = setTimeout(function () 
                            self.canvas.width = self.cw = $(window).innerWidth();
                            self.canvas.height = self.ch = $(window).innerHeight();
                            self.ctx.lineCap = 'round';
                            self.ctx.lineJoin = 'round';
                        , 100);
                    );
                    $(self.canvas).on('mousedown', function (e) 
                        self.mx = e.pageX - self.canvas.offsetLeft;
                        self.my = e.pageY - self.canvas.offsetTop;
                        self.currentHue = rand(self.hueMin, self.hueMax);
                        self.createFireworks(self.cw / 2, self.ch, self.mx, self.my);

                        $(self.canvas).on('mousemove.fireworks', function (e) 
                            self.mx = e.pageX - self.canvas.offsetLeft;
                            self.my = e.pageY - self.canvas.offsetTop;
                            self.currentHue = rand(self.hueMin, self.hueMax);
                            self.createFireworks(self.cw / 2, self.ch, self.mx, self.my);
                        );
                    );

                    $(self.canvas).on('mouseup', function (e) 
                        $(self.canvas).off('mousemove.fireworks');
                    );

                
                self.clear = function () 
                    self.particles = [];
                    self.fireworks = [];
                    self.ctx.clearRect(0, 0, self.cw, self.ch);
                ;
                self.canvasLoop = function () 
                    requestAnimFrame(self.canvasLoop, self.canvas);
                    self.ctx.globalCompositeOperation = 'destination-out';
                    self.ctx.fillStyle = 'rgba(0,0,0,' + self.clearAlpha / 100 + ')';
                    self.ctx.fillRect(0, 0, self.cw, self.ch);
                    self.updateFireworks();
                    self.updateParticles();
                    self.drawFireworks();
                    self.drawParticles();

                ;

                self.init();

            
            var fworks = new Fireworks();

        );
    </script>
</head>
<style>
    canvas 
        position: fixed;
        width: 100%;
        height: 100%;
        z-index: -1;
        background: #000;
    
</style>
<body>
<div>
    <canvas id="canvas"></canvas>
    <canvas id="snow"></canvas>

    <div class="am-g" style="position: fixed; bottom: 0px;">
        <div class="am-u-sm-12">
            <div style="z-index: 9999" id="player" class="aplayer">
            </div>
        </div>
    </div>
</div>
</body>
</html>

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