爱心代码李峋同款爱心 python html
Posted CL_Young
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了爱心代码李峋同款爱心 python html相关的知识,希望对你有一定的参考价值。
目录
前言
最近那个电视剧很火,就是搞爱心代码的,本人兴趣使然,在网上搜集了一些代码,经过一定修改,做一个小总结。源文件直接免费下载点此处
一、python
运行
主要用的包都是那么几个,csdn搜pycharm怎么导包就可以。
1.python 第一个
成品效果
调整思路
HEART_COLOR = "#EEAEEE" #引号内修改颜色!颜色代码放在文章末尾
双引号里面可以在csdn搜RGB颜色,比如这个兄弟的,直接看里面的对照表,把包括#的数字或字母替换就可以换颜色了
代码如下
import random
from math import sin, cos, pi, log
from tkinter import *
CANVAS_WIDTH = 840 # 画布的宽
CANVAS_HEIGHT = 680 # 画布的高
CANVAS_CENTER_X = CANVAS_WIDTH / 2 # 画布中心的X轴坐标
CANVAS_CENTER_Y = CANVAS_HEIGHT / 2 # 画布中心的Y轴坐标
IMAGE_ENLARGE = 11 # 放大比例
HEART_COLOR = "#EEAEEE" #引号内修改颜色!颜色代码放在文章末尾
def heart_function(t, shrink_ratio: float = IMAGE_ENLARGE):
"""
“爱心函数生成器”
:param shrink_ratio: 放大比例
:param t: 参数
:return: 坐标
"""
# 基础函数
x = 17 * (sin(t) ** 3)
y = -(16 * cos(t) - 5 * cos(2 * t) - 2 * cos(3 * t) - cos(3 * t))
# 放大
#x *= shrink_ratio
#y *= shrink_ratio
x*=IMAGE_ENLARGE
y*=IMAGE_ENLARGE
# 移到画布中央
x += CANVAS_CENTER_X
y += CANVAS_CENTER_Y
return int(x), int(y)
def scatter_inside(x, y, beta=0.15):
"""
随机内部扩散
:param x: 原x
:param y: 原y
:param beta: 强度
:return: 新坐标
"""
ratio_x = - beta * log(random.random())
ratio_y = - beta * log(random.random())
dx = ratio_x * (x - CANVAS_CENTER_X)
dy = ratio_y * (y - CANVAS_CENTER_Y)
return x - dx, y - dy
def shrink(x, y, ratio):
"""
抖动
:param x: 原x
:param y: 原y
:param ratio: 比例
:return: 新坐标
"""
force = -1 / (((x - CANVAS_CENTER_X) ** 2 + (y - CANVAS_CENTER_Y) ** 2) ** 0.6) # 这个参数...
dx = ratio * force * (x - CANVAS_CENTER_X)
dy = ratio * force * (y - CANVAS_CENTER_Y)
return x - dx, y - dy
def curve(p):
"""
自定义曲线函数,调整跳动周期
:param p: 参数
:return: 正弦
"""
# 可以尝试换其他的动态函数,达到更有力量的效果(贝塞尔?)
return 2 * (2 * sin(4 * p)) / (2 * pi)
class Heart:
"""
爱心类
"""
def __init__(self, generate_frame=20):
self._points = set() # 原始爱心坐标集合
self._edge_diffusion_points = set() # 边缘扩散效果点坐标集合
self._center_diffusion_points = set() # 中心扩散效果点坐标集合
self.all_points = # 每帧动态点坐标
self.build(2000)
self.random_halo = 1000
self.generate_frame = generate_frame
for frame in range(generate_frame):
self.calc(frame)
def build(self, number):
# 爱心
for _ in range(number):
t = random.uniform(0, 2 * pi) # 随机不到的地方造成爱心有缺口
x, y = heart_function(t)
self._points.add((x, y))
# 爱心内扩散
for _x, _y in list(self._points):
for _ in range(3):
x, y = scatter_inside(_x, _y, 0.05)
self._edge_diffusion_points.add((x, y))
# 爱心内再次扩散
point_list = list(self._points)
for _ in range(10000):
x, y = random.choice(point_list)
x, y = scatter_inside(x, y, 0.27)
self._center_diffusion_points.add((x, y))
@staticmethod
def calc_position(x, y, ratio):
# 调整缩放比例
force = 1 / (((x - CANVAS_CENTER_X) ** 2 + (y - CANVAS_CENTER_Y) ** 2) ** 0.420) # 魔法参数
dx = ratio * force * (x - CANVAS_CENTER_X) + random.randint(-1, 1)
dy = ratio * force * (y - CANVAS_CENTER_Y) + random.randint(-1, 1)
return x - dx, y - dy
def calc(self, generate_frame):
ratio = 15 * curve(generate_frame / 10 * pi) # 圆滑的周期的缩放比例
halo_radius = int(4 + 6 * (1 + curve(generate_frame / 10 * pi)))
halo_number = int(3000 + 4000 * abs(curve(generate_frame / 10 * pi) ** 2))
all_points = []
# 光环
heart_halo_point = set() # 光环的点坐标集合
for _ in range(halo_number):
t = random.uniform(0, 2 * pi) # 随机不到的地方造成爱心有缺口
x, y = heart_function(t, shrink_ratio=-15) # 魔法参数
x, y = shrink(x, y, halo_radius)
if (x, y) not in heart_halo_point:
# 处理新的点
heart_halo_point.add((x, y))
x += random.randint(-60, 60)
y += random.randint(-60, 60)
size = random.choice((1, 1, 2))
all_points.append((x, y, size))
all_points.append((x+20, y+20, size))
all_points.append((x-20, y -20, size))
all_points.append((x+20, y - 20, size))
all_points.append((x - 20, y +20, size))
# 轮廓
for x, y in self._points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 3)
all_points.append((x, y, size))
# 内容
for x, y in self._edge_diffusion_points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 2)
all_points.append((x, y, size))
for x, y in self._center_diffusion_points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 2)
all_points.append((x, y, size))
self.all_points[generate_frame] = all_points
def render(self, render_canvas, render_frame):
for x, y, size in self.all_points[render_frame % self.generate_frame]:
render_canvas.create_rectangle(x, y, x + size, y + size, width=0, fill=HEART_COLOR)
def draw(main: Tk, render_canvas: Canvas, render_heart: Heart, render_frame=0):
render_canvas.delete('all')
render_heart.render(render_canvas, render_frame)
main.after(1, draw, main, render_canvas, render_heart, render_frame + 1)
if __name__ == '__main__':
root = Tk()
canvas = Canvas(root, bg='black', height=CANVAS_HEIGHT, width=CANVAS_WIDTH)
canvas.pack()
heart = Heart()
draw(root, canvas, heart)
root.mainloop()
2.python第二个
成品效果
调整思路
HEART_COLOR = "#EEAEEE" #心的颜色
调整颜色的思路同上
代码如下
import random
from math import sin, cos, pi, log
from tkinter import *
CANVAS_WIDTH = 640 # 画布的宽
CANVAS_HEIGHT = 480 # 画布的高
CANVAS_CENTER_X = CANVAS_WIDTH / 2 # 画布中心的X轴坐标
CANVAS_CENTER_Y = CANVAS_HEIGHT / 2 # 画布中心的Y轴坐标
IMAGE_ENLARGE = 11 # 放大比例
HEART_COLOR = "pink" # 心的颜色
def heart_function(t, shrink_ratio: float = IMAGE_ENLARGE):
"""
“爱心函数生成器”
:param shrink_ratio: 放大比例
:param t: 参数
:return: 坐标
"""
# 基础函数
x = 16 * (sin(t) ** 3)
y = -(13 * cos(t) - 5 * cos(2 * t) - 2 * cos(3 * t) - cos(4 * t))
# 放大
x *= shrink_ratio
y *= shrink_ratio
# 移到画布中央
x += CANVAS_CENTER_X
y += CANVAS_CENTER_Y
return int(x), int(y)
def scatter_inside(x, y, beta=0.15):
"""
随机内部扩散
:param x: 原x
:param y: 原y
:param beta: 强度
:return: 新坐标
"""
ratio_x = - beta * log(random.random())
ratio_y = - beta * log(random.random())
dx = ratio_x * (x - CANVAS_CENTER_X)
dy = ratio_y * (y - CANVAS_CENTER_Y)
return x - dx, y - dy
def shrink(x, y, ratio):
"""
抖动
:param x: 原x
:param y: 原y
:param ratio: 比例
:return: 新坐标
"""
force = -1 / (((x - CANVAS_CENTER_X) ** 2 + (y - CANVAS_CENTER_Y) ** 2) ** 0.6) # 这个参数...
dx = ratio * force * (x - CANVAS_CENTER_X)
dy = ratio * force * (y - CANVAS_CENTER_Y)
return x - dx, y - dy
def curve(p):
"""
自定义曲线函数,调整跳动周期
:param p: 参数
:return: 正弦
"""
return 4 * (2 * sin(4 * p)) / (2 * pi)
class Heart:
"""
爱心类
"""
def __init__(self, generate_frame=20):
self._points = set() # 原始爱心坐标集合
self._edge_diffusion_points = set() # 边缘扩散效果点坐标集合
self._center_diffusion_points = set() # 中心扩散效果点坐标集合
self.all_points = # 每帧动态点坐标
self.build(2000)
self.random_halo = 1000
self.generate_frame = generate_frame
for frame in range(generate_frame):
self.calc(frame)
def build(self, number):
# 爱心
for _ in range(number):
t = random.uniform(0, 2 * pi) # 随机不到的地方造成爱心有缺口
x, y = heart_function(t)
self._points.add((x, y))
# 爱心内扩散
for _x, _y in list(self._points):
for _ in range(3):
x, y = scatter_inside(_x, _y, 0.05)
self._edge_diffusion_points.add((x, y))
# 爱心内再次扩散
point_list = list(self._points)
for _ in range(4000):
x, y = random.choice(point_list)
x, y = scatter_inside(x, y, 0.17)
self._center_diffusion_points.add((x, y))
@staticmethod
def calc_position(x, y, ratio):
# 调整缩放比例
force = 1 / (((x - CANVAS_CENTER_X) ** 2 + (y - CANVAS_CENTER_Y) ** 2) ** 0.520)
dx = ratio * force * (x - CANVAS_CENTER_X) + random.randint(-1, 1)
dy = ratio * force * (y - CANVAS_CENTER_Y) + random.randint(-1, 1)
return x - dx, y - dy
def calc(self, generate_frame):
ratio = 10 * curve(generate_frame / 10 * pi) # 圆滑的周期的缩放比例
halo_radius = int(4 + 6 * (1 + curve(generate_frame / 10 * pi)))
halo_number = int(3000 + 4000 * abs(curve(generate_frame / 10 * pi) ** 2))
all_points = []
# 光环
heart_halo_point = set() # 光环的点坐标集合
for _ in range(halo_number):
t = random.uniform(0, 2 * pi) # 随机不到的地方造成爱心有缺口
x, y = heart_function(t, shrink_ratio=11)
x, y = shrink(x, y, halo_radius)
if (x, y) not in heart_halo_point:
# 处理新的点
heart_halo_point.add((x, y))
x += random.randint(-11, 11)
y += random.randint(-11, 11)
size = random.choice((1, 2, 2))#控制外围粒子的大小
all_points.append((x, y, size))
# 轮廓
for x, y in self._points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 3)
all_points.append((x, y, size))
# 内容
for x, y in self._center_diffusion_points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 2)
all_points.append((x, y, size))
self.all_points[generate_frame] = all_points
def render(self, render_canvas, render_frame):
for x, y, size in self.all_points[render_frame % self.generate_frame]:
render_canvas.create_rectangle(x, y, x + size, y + size, width=0, fill=HEART_COLOR)
def draw(main: Tk, render_canvas: Canvas, render_heart: Heart, render_frame=0):
render_canvas.delete('all')
render_heart.render(render_canvas, render_frame)
main.after(160, draw, main, render_canvas, render_heart, render_frame + 1)
if __name__ == '__main__':
root = Tk() # 一个Tk
canvas = Canvas(root, bg='black', height=CANVAS_HEIGHT, width=CANVAS_WIDTH)
canvas.pack()
heart = Heart() # 心
draw(root, canvas, heart) # 开始画画~
root.mainloop()
二、html
html的个人感觉更好,因为有浏览器就支持运行,py的后期得导出成exe才可以在没有环境设备运行,html手机电脑都可以的。
1.第一个
输出样例
调整
<title>canvas爱心</title> 这个canvas爱心字样随便调整可以自己编辑TA的名字之类的
代码如下
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>canvas爱心</title>
<style>
html, body
height: 100%;
padding: 0;
margin: 0;
background: #000;
canvas
position: absolute;
width: 100%;
height: 100%;
</style>
</head>
<body>
<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 gif(!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>
</body>
</html>
2.第二个html
输出示例
调整一样方式
代码如下(这是看这个博主的):
<!DOCTYPE html>
<!-- saved from url=(0033)http://junior-l.gitee.io/to-lili/ -->
<html><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>💗</title>
<style>
canvas
position: absolute;
left: 0;
top: 0;
width: 100%;
height: 100%;
background-color: rgba(0, 0, 0, .2);
</style>
</head>
<body>
<canvas id="heart" width="1920" height="947"></canvas>
<script>
window.requestAnimationFrame =
window.__requestAnimationFrame ||
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
(function ()
return function (callback, element)
var lastTime = element.__lastTime;
if (lastTime === undefined)
lastTime = 0;
var currTime = Date.now();
var timeToCall = Math.max(1, 33 - (currTime - lastTime));
window.setTimeout(callback, timeToCall);
element.__lastTime = currTime + timeToCall;
;
)();
window.isDevice = (/android|webos|iphone|ipad|ipod|blackberry|iemobile|opera mini/i.test(((navigator.userAgent || navigator.vendor || window.opera)).toLowerCase()));
var loaded = false;
var init = function ()
if (loaded) return;
loaded = true;
var mobile = window.isDevice;
var koef = mobile ? 0.5 : 1;
var canvas = document.getElementById('heart');
var ctx = canvas.getContext('2d');
var width = canvas.width = koef * innerWidth;
var height = canvas.height = koef * innerHeight;
var rand = Math.random;
ctx.fillStyle = "rgba(0,0,0,1)";
ctx.fillRect(0, 0, width, height);
var heartPosition = function (rad)
//return [Math.sin(rad), Math.cos(rad)];
return [Math.pow(Math.sin(rad), 3), -(15 * Math.cos(rad) - 5 * Math.cos(2 * rad) - 2 * Math.cos(3 * rad) - Math.cos(4 * rad))];
;
var scaleAndTranslate = function (pos, sx, sy, dx, dy)
return [dx + pos[0] * sx, dy + pos[1] * sy];
;
window.addEventListener('resize', function ()
width = canvas.width = koef * innerWidth;
height = canvas.height = koef * innerHeight;
ctx.fillStyle = "rgba(0,0,0,1)";
ctx.fillRect(0, 0, width, height);
);
var traceCount = mobile ? 20 : 50;
var pointsOrigin = [];
var i;
var dr = mobile ? 0.3 : 0.1;
for (i = 0; i < Math.PI * 2; i += dr) pointsOrigin.push(scaleAndTranslate(heartPosition(i), 210, 13, 0, 0));
for (i = 0; i < Math.PI * 2; i += dr) pointsOrigin.push(scaleAndTranslate(heartPosition(i), 150, 9, 0, 0));
for (i = 0; i < Math.PI * 2; i += dr) pointsOrigin.push(scaleAndTranslate(heartPosition(i), 90, 5, 0, 0));
var heartPointsCount = pointsOrigin.length;
var targetPoints = [];
var pulse = function (kx, ky)
for (i = 0; i < pointsOrigin.length; i++)
targetPoints[i] = [];
targetPoints[i][0] = kx * pointsOrigin[i][0] + width / 2;
targetPoints[i][1] = ky * pointsOrigin[i][1] + height / 2;
;
var e = [];
for (i = 0; i < heartPointsCount; i++)
var x = rand() * width;
var y = rand() * height;
e[i] =
vx: 0,
vy: 0,
R: 2,
speed: rand() + 5,
q: ~~(rand() * heartPointsCount),
D: 2 * (i % 2) - 1,
force: 0.2 * rand() + 0.7,
f: "hsla(0," + ~~(40 * rand() + 60) + "%," + ~~(60 * rand() + 20) + "%,.3)",
trace: []
;
for (var k = 0; k < traceCount; k++) e[i].trace[k] = x: x, y: y;
var config =
traceK: 0.4,
timeDelta: 0.01
;
var time = 0;
var loop = function ()
var n = -Math.cos(time);
pulse((1 + n) * .5, (1 + n) * .5);
time += ((Math.sin(time)) < 0 ? 9 : (n > 0.8) ? .2 : 1) * config.timeDelta;
ctx.fillStyle = "rgba(0,0,0,.1)";
ctx.fillRect(0, 0, width, height);
for (i = e.length; i--;)
var u = e[i];
var q = targetPoints[u.q];
var dx = u.trace[0].x - q[0];
var dy = u.trace[0].y - q[1];
var length = Math.sqrt(dx * dx + dy * dy);
if (10 > length)
if (0.95 < rand())
u.q = ~~(rand() * heartPointsCount);
else
if (0.99 < rand())
u.D *= -1;
u.q += u.D;
u.q %= heartPointsCount;
if (0 > u.q)
u.q += heartPointsCount;
u.vx += -dx / length * u.speed;
u.vy += -dy / length * u.speed;
u.trace[0].x += u.vx;
u.trace[0].y += u.vy;
u.vx *= u.force;
u.vy *= u.force;
for (k = 0; k < u.trace.length - 1;)
var T = u.trace[k];
var N = u.trace[++k];
N.x -= config.traceK * (N.x - T.x);
N.y -= config.traceK * (N.y - T.y);
ctx.fillStyle = u.f;
for (k = 0; k < u.trace.length; k++)
ctx.fillRect(u.trace[k].x, u.trace[k].y, 1, 1);
ctx.fillStyle = "rgba(255,255,255,1)";
for (i = u.trace.length + 13; i--;) ctx.fillRect(targetPoints[i][0], targetPoints[i][1], 2, 2);
window.requestAnimationFrame(loop, canvas);
;
loop();
;
var s = document.readyState;
if (s === 'complete' || s === 'loaded' || s === 'interactive') init();
else document.addEventListener('DOMContentLoaded', init, false);
</script>
</body></html>
3.第三个html
样子
备注
这个我个人感觉还是蛮好看的,值得注意的是,里面的字是也能动的,可以把♥瓜瓜♥改成你想要的字眼(代码里面ctrl+f 找瓜瓜字眼 替换即可),titile也同理
代码
<!DOCTYPE html>
<!-- saved from url=(0046)https://httishere.gitee.io/notion/v4/love-name -->
<html><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>💗 Love you 💗 My Dear 瓜瓜💗</title>
<style type="text/css">
body
margin: 0;
overflow: hidden;
background: #000;
canvas
position: absolute;
width: 100%;
height: 100%;
#pinkboard
animation: anim 1.5s ease-in-out infinite;
-webkit-animation: anim 1.5s ease-in-out infinite;
-o-animation: anim 1.5s ease-in-out infinite;
-moz-animation: anim 1.5s ease-in-out infinite;
@keyframes anim
0%
transform: scale(0.8);
25%
transform: scale(0.7);
50%
transform: scale(1);
75%
transform: scale(0.7);
100%
transform: scale(0.8);
@-webkit-keyframes anim
0%
-webkit-transform: scale(0.8);
25%
-webkit-transform: scale(0.7);
50%
-webkit-transform: scale(1);
75%
-webkit-transform: scale(0.7);
100%
-webkit-transform: scale(0.8);
@-o-keyframes anim
0%
-o-transform: scale(0.8);
25%
-o-transform: scale(0.7);
50%
-o-transform: scale(1);
75%
-o-transform: scale(0.7);
100%
-o-transform: scale(0.8);
@-moz-keyframes anim
0%
-moz-transform: scale(0.8);
25%
-moz-transform: scale(0.7);
50%
-moz-transform: scale(1);
75%
-moz-transform: scale(0.7);
100%
-moz-transform: scale(0.8);
#name
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
margin-top: -20px;
font-size: 46px;
color: #ea80b0;
</style>
</head>
<body>
<canvas id="pinkboard" width="1920" height="947"></canvas>
<!-- <div id="name">瓜瓜💗 ❤️</div> -->
<canvas id="canvas" width="1920" height="947"></canvas>
<script type="text/javascript">
const colors = [
"#eec996",
"#8fb7d3",
"#b7d4c6",
"#c3bedd",
"#f1d5e4",
"#cae1d3",
"#f3c89d",
"#d0b0c3",
"#819d53",
"#c99294",
"#cec884",
"#ff8e70",
"#e0a111",
"#fffdf6",
"#cbd7ac",
"#e8c6c0",
"#dc9898",
"#ecc8ba",
]; //用来设置的颜色
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
let count = 1;
var ww = window.innerWidth;
var wh = window.innerHeight;
var hearts = [];
function init()
requestAnimationFrame(render);
canvas.width = ww;
canvas.height = wh;
for (var i = 0; i < 100; i++)
hearts.push(new Heart());
function Heart()
this.x = Math.random() * ww;
this.y = Math.random() * wh;
this.opacity = Math.random() * 0.5 + 0.5;
this.vel =
x: (Math.random() - 0.5) * 4,
y: (Math.random() - 0.5) * 4,
;
this.targetScale = Math.random() * 0.15 + 0.02;
this.scale = this.targetScale * Math.random();
Heart.prototype.update = function (i)
this.x += this.vel.x;
this.y += this.vel.y;
this.scale += (this.targetScale - this.scale) * 0.01;
if (this.x - this.width > ww || this.x + this.width < 0)
this.scale = 0;
this.x = Math.random() * ww;
if (this.y - this.height > wh || this.y + this.height < 0)
this.scale = 0;
this.y = Math.random() * wh;
this.width = 473.8;
this.height = 408.6;
;
Heart.prototype.draw = function (i)
ctx.globalAlpha = this.opacity;
ctx.font = `$180 * this.scalepx "微软雅黑"`;
// ctx.font="20px";
ctx.fillStyle = colors[i % 18];
ctx.fillText(
"💗瓜瓜💗",
this.x - this.width * 0.5,
this.y - this.height * 0.5,
this.width,
this.height
);
// ctx.drawImage(
// heartImage,
// this.x - this.width * 0.5,
// this.y - this.height * 0.5,
// this.width,
// this.height
// );
;
function render()
ctx.clearRect(0, 0, ww, wh);
// ctx.globalAlpha = 1;
// ctx.fillStyle = "rgba(255,255,255,0.3)";
// ctx.fillRect(0, 0, ww, wh);
for (var i = 0; i < 100; i++)
hearts[i].update(i);
hearts[i].draw(i);
requestAnimationFrame(render);
init();
// var heartImage = new Image();
// heartImage.onload = init();
// heartImage.src =
// "data:image/svg+xml;base64,PHN2ZyB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciIHdpZHRoPSI0NzMuOHB4IiBoZWlnaHQ9IjQwOC42cHgiIHZpZXdCb3g9IjAgMCA0NzMuOCA0MDguNiI+PHBhdGggZmlsbD0iI2QzMjkzMiIgZD0iTTQwNC42LDE2LjZDMzg1LjQsNi4xLDM2My41LDAsMzQwLDBjLTQxLjUsMC03OC41LDE4LjktMTAzLDQ4LjVDMjEyLjMsMTguOSwxNzUuMywwLDEzMy44LDAgYy0yMy4zLDAtNDUuMyw2LjEtNjQuNSwxNi42QzI3LjksMzkuNSwwLDgzLjQsMCwxMzMuOWMwLDE0LjQsMi40LDI4LjMsNi42LDQxLjJDMjkuNiwyNzguNCwyMzcsNDA4LjYsMjM3LDQwOC42IHMyMDcuMi0xMzAuMiwyMzAuMi0yMzMuNWM0LjMtMTIuOSw2LjYtMjYuOCw2LjYtNDEuMkM0NzMuOCw4My40LDQ0NS45LDM5LjYsNDA0LjYsMTYuNnoiLz48L3N2Zz4=";
window.addEventListener("resize", function ()
ww = window.innerWidth;
wh = window.innerHeight;
);
</script>
<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"));
// 参考:https://blog.csdn.net/weixin_57038822/article/details/121644240
</script>
</body></html>
3.第四个html
样例
代码调整思路
x位置直接记事本打开ctrl+f 找亲爱的 编辑文案
然后对这行字的编辑(样式上)
是这个,改这里的信息就行哪个参数不会就搜一下他的作用 比如第一行是字体,你可以百度html字体 比如这个大佬写的博客,都是一样道理。
代码
<!DOCTYPE html>
<html>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<head>
<title>LoveHTT</title>
</head>
<body> <canvas id="canvas"></canvas>
<style type="text/css">
body
margin: 0;
padding: 0;
overflow: hidden;
</style>
<script type="text/javascript">
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
var texts = 'I LOVE U'.split('');
var fontSize = 16;
var columns = canvas.width / fontSize;
// 用于计算输出文字时坐标,所以长度即为列数
var drops = [];
//初始值
for (var x = 0; x < columns; x++)
drops[x] = 1;
function draw()
//让背景逐渐由透明到不透明
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
//文字颜色
ctx.fillStyle = '#f584b7';
ctx.font = fontSize + 'px arial';
//逐行输出文字
for (var i = 0; i < drops.length; i++)
var text = texts[Math.floor(Math.random() * texts.length)];
ctx.fillText(text, i * fontSize, drops[i] * fontSize);
if (drops[i] * fontSize > canvas.height || Math.random() > 0.95)
drops[i] = 0;
drops[i]++;
setInterval(draw, 33);
</script>
</body>
</html>
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE> love</TITLE>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<META NAME="Generator" CONTENT="EditPlus">
<META NAME="Author" CONTENT="">
<META NAME="Keywords" CONTENT="">
<META NAME="Description" CONTENT="">
<meta charset="UTF-8">
<style>
html, body
height: 100%;
padding: 0;
margin: 0;
background: rgb(0, 0, 0);
canvas
position: absolute;
width: 100%;
height: 100%;
#child
position: fixed;
top:50%;
left: 50%;
margin-top: -75px;
margin-left:-100px ;
h4font-family:"STKaiti";
font-size: 40px;
color:#f584b7;
position: relative;
top: -70px;left: -65px;
</style>
</head>
<body>
<div id="child" ><h4>💗致亲爱的X女士</h4></div><!--这里写名字❤!!!-->
<canvas id ="pinkboard"></canvas>
<!-- <canvas id= "canvas"></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 Möller
*/
(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)());
/*
* 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>
</BODY>
<!--
<audio controls>
<source src="Alan Walker-Faded.mp3" type="audio/ogg">
<source src="Alan Walker-Faded.mp3" type="audio/mpeg">
</audio >
-->
</HTML>
总结
本文简单介绍了几种爱心代码,希望对大家有所帮助,求赞欧~~~
另外,python想送给你的那个 TA的话可以打包为exe的,我后期再补一下教程,然后运行有问题的可以在评论区说明~
以上是关于爱心代码李峋同款爱心 python html的主要内容,如果未能解决你的问题,请参考以下文章