visualstudio2019怎么运行爱心代码
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参考技术A VISUALSTUDIO2019运行爱心代码直接输出ASCII就行就会显示心形。这些代码能够完毕几个不同的爱心图案。当中有一个样例甚至能够在黑色背景的控制台上打印出跳动的3D爱心动画,效果相当震撼。HTML爱心代码 | 一起体验理工男的极致浪漫(电视剧男主同款)
写在前面
大家好,我是陈橘又青,今天中午刷微博,看到最近《点燃我温暖你》中男主角——理工男李峋的爱心代码撩到了无数人,于是把代码开源分享给大家。
文章目录
运行示例
遇见你温暖你 李峋爱心代码
完整代码
因为代码比较简单,就不做过多讲解了,大家需要自取即可,拿到代码不知道怎么运行 或 想添加背景图片 的同学可以看文章最后的教学哦!
HTML代码如下:
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE> New Document </TITLE>
<META NAME="Generator" CONTENT="EditPlus">
<META NAME="Author" CONTENT="">
<META NAME="Keywords" CONTENT="">
<META NAME="Description" CONTENT="">
<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 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>
</HTML>
保姆级运行教学
如果有非计算机专业的同学不知道怎么运行代码,请接着往下看:
首先,在电脑桌面右击新建一个文本文档,并将上面给的代码复制粘贴进去,保存。
然后重命名这个文本文档,把后缀.txt改为.html格式
点击“是”即可,这时候这个文件就变成你浏览器的图标了,双击即可打开(也可以发给你喜欢的人,他可以直接在电脑上打开)
如果文件没有变成浏览器图标的话,右击这个文件,选择打开方式用你的浏览器打开即可。
效果实现啦:
补充:部分朋友反应的修改了文件扩展名后没有弹出是否更改的选项,应该是你的电脑没有开启文件扩展名选项,大家打开“此电脑”后,点击查看——显示——勾选文件扩展名,然后再去修改即可!
添加背景图片
在上面代码的第17行“position: absolute;”后添加下面这两行代码
background-image: url("love.jpg");
background-size: contain;
然后在桌面把你想添加的背景图片命名为love.jpg即可!
实现效果:
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