烟花特效
1、
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title></title> <meta charset="utf-8"> <title>3D烟花</title> <style> html,body{ margin:0px; width:100%; height:100%; overflow:hidden; background:#000; } #canvas{ width:100%; height:100%; } </style> </head> <body> <canvas id="canvas" width="825" height="631"></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> </body> </html>
2、
<html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta charset="utf-8" /> <meta http-equiv="Content-Type" content="text/html; charset=gbk" /> <title>JavaScript烟花</title> <script type="text/javascript"> var showcoo = function(){ this.size = 40; this.speed = 0.1; this.rise(); } showcoo.prototype = { color:function(){ var c = ['0','3','6','9','c','f']; var t = [c[Math.floor(Math.random()*100)%6],'0','f']; t.sort(function(){return Math.random()>0.5?-1:1;}); return '#'+t.join(''); }, aheight:function(){ var h = document.documentElement.clientHeight; return Math.abs(Math.floor(Math.random()*h-200))+201; }, firecracker:function(){ var b = document.createElement('div'); var w = document.body.clientWidth; b.style.color = this.color(); b.style.position = 'absolute'; b.style.bottom = 0; b.style.left = Math.floor(Math.random()*w)+1+'px'; document.body.appendChild(b); return b; }, rise:function(){ var o = this.firecracker(); var n = this.aheight(); var speed = this.speed; var e = this.expl; var s = this.size; var k = n; var m = function(){ o.style.bottom = parseFloat(o.style.bottom)+k*speed+'px'; k-=k*speed; if(k<2){ clearInterval(clear); e(o,n,s,speed); } } o.innerHTML = '*'; if(parseInt(o.style.bottom)<n){ var clear = setInterval(m,20); } }, expl:function(o,n,s,speed){ var R = n/3; var Ri = n/6; var r = 0; var ri = 0; for(var i=0;i<s;i++){ var span = document.createElement('span'); var p = document.createElement('p'); span.style.position = 'absolute'; span.style.left = 0; span.style.top = 0; span.innerHTML = '*'; p.style.position = 'absolute'; p.style.left = 0; p.style.top = 0; p.innerHTML = '+'; o.appendChild(span); o.appendChild(p); } function spr(){ r += R*speed; ri+= Ri*speed/2; sp = o.getElementsByTagName('span'); p = o.getElementsByTagName('p'); for(var i=0; i<sp.length;i++){ sp[i].style.left=r*Math.cos(360/s*i)+'px'; sp[i].style.top=r*Math.sin(360/s*i)+'px'; p[i].style.left=ri*Math.cos(360/s*i)+'px'; p[i].style.top=ri*Math.sin(360/s*i)+'px'; } R-=R*speed; if(R<2){ clearInterval(clearI); o.parentNode.removeChild(o); } } var clearI = setInterval(spr,20); } } window.onload = function(){ function happyNewYear(){ new showcoo(); } setInterval(happyNewYear,400); } </script> <style type="text/css"> .aa { font: "微软雅黑"; font-size: 30px; color: gold; text-align: center; } </style> </head> <body style="background:#000;font:12px Arial"> <p class="aa">新年快乐</p> <img src="img/qq.jpg"style="margin: 300px 0px 0px 560px;" /> <audio src="audio/"></audio> </body> </html>
3、
<!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <meta http-equiv="Content-Type" content="text/html; charset=gbk" /> <title>过年好</title> <script type="text/javascript"> <style> html,body{ margin:80px; width:100%; height:100%; overflow:hidden; background:#80; } #canvas{ width:300%; height:300%; } </script> <style type="text/css"> .aa { font: "微软雅黑"; font-size: 30px; color: gold; text-align: center; } </style> </head> <body style="background: #000; font: 12px Arial"> <p class="aa">新年快乐</p> <audio src="audio/"></audio> <canvas id="canvas" width="1888" height="790"></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 = 0.02; 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 = 0.000000001; 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 = 0.1 - Math.random() * 0.2; seed.vy = -1.5; //*(1+Math.random()/2); seed.vz = 0.1 - Math.random() * 0.2; 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 -= 0.01; 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((0.5 + Math.sin(col) * 0.5) * 16); var g = parseInt((0.5 + Math.cos(col) * 0.5) * 16); var b = parseInt((0.5 - Math.sin(col) * 0.5) * 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> </body> </html>
4、
<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title></title> <style type="text/css"> body { background-image: linear-gradient(6deg, #214, #000); background-size: 100% 100%;overflow: hidden } canvas { display: block; } </style> </head> <body> <div></div> <script type="text/javascript"> class Vector2 { constructor(x = 0, y = 0) { this.x = x; this.y = y; } add(v) { this.x += v.x; this.y += v.y; return this; } multiplyScalar(s) { this.x *= s; this.y *= s; return this; } clone() { return new Vector2(this.x, this.y); }} class Time { constructor() { const now = Time.now(); this.delta = 0; this.elapsed = 0; this.start = now; this.previous = now; } update() { const now = Time.now(); this.delta = now - this.previous; this.elapsed = now - this.start; this.previous = now; } static now() { return Date.now() / 1000; }} class Particle { constructor(position, velocity = new Vector2(), color = 'white', radius = 1, lifetime = 1, mass = 1) { this.position = position; this.velocity = velocity; this.color = color; this.radius = radius; this.lifetime = lifetime; this.mass = mass; this.isInCanvas = true; this.createdOn = Time.now(); } update(time) { if (!this.getRemainingLifetime()) { return; } this.velocity.add(Particle.GRAVITATION.clone().multiplyScalar(this.mass)); this.position.add(this.velocity.clone().multiplyScalar(time.delta)); } render(canvas, context) { const remainingLifetime = this.getRemainingLifetime(); if (!remainingLifetime) return; const radius = this.radius * remainingLifetime; context.globalAlpha = remainingLifetime; context.globalCompositeOperation = 'lighter'; context.fillStyle = this.color; context.beginPath(); context.arc(this.position.x, this.position.y, radius, 0, Math.PI * 2); context.fill(); } getRemainingLifetime() { const elapsedLifetime = Time.now() - this.createdOn; return Math.max(0, this.lifetime - elapsedLifetime) / this.lifetime; }} Particle.GRAVITATION = new Vector2(0, 9.81); class Trail extends Particle { constructor(childFactory, position, velocity = new Vector2(), lifetime = 1, mass = 1) { super(position, velocity); this.childFactory = childFactory; this.children = []; this.lifetime = lifetime; this.mass = mass; this.isAlive = true; } update(time) { super.update(time); // Add a new child on every frame if (this.isAlive && this.getRemainingLifetime()) { this.children.push(this.childFactory(this)); } // Remove particles that are dead this.children = this.children.filter(function (child) { if (child instanceof Trail) { return child.isAlive; } return child.getRemainingLifetime(); }); // Kill trail if all particles fade away if (!this.children.length) { this.isAlive = false; } // Update particles this.children.forEach(function (child) { child.update(time); }); } render(canvas, context) { // Render all children this.children.forEach(function (child) { child.render(canvas, context); }); }} class Rocket extends Trail { constructor(childFactory, explosionFactory, position, velocity = new Vector2()) { super(childFactory, position, velocity); this.explosionFactory = explosionFactory; this.lifetime = 10; } update(time) { if (this.getRemainingLifetime() && this.velocity.y > 0) { this.explosionFactory(this); this.lifetime = 0; } super.update(time); }} const canvas = document.createElement('canvas'); const context = canvas.getContext('2d'); const time = new Time(); let rockets = []; const getTrustParticleFactory = function (baseHue) { function getColor() { const hue = Math.floor(Math.random() * 15 + 30); return `hsl(${hue}, 100%, 75%`; } return function (parent) { const position = this.position.clone(); const velocity = this.velocity.clone().multiplyScalar(-.1); velocity.x += (Math.random() - .5) * 8; const color = getColor(); const radius = 1 + Math.random(); const lifetime = .5 + Math.random() * .5; const mass = .01; return new Particle(position, velocity, color, radius, lifetime, mass); }; }; const getExplosionFactory = function (baseHue) { function getColor() { const hue = Math.floor(baseHue + Math.random() * 15) % 360; const lightness = Math.floor(Math.pow(Math.random(), 2) * 50 + 50); return `hsl(${hue}, 100%, ${lightness}%`; } function getChildFactory() { return function (parent) { const direction = Math.random() * Math.PI * 2; const force = 8; const velocity = new Vector2(Math.cos(direction) * force, Math.sin(direction) * force); const color = getColor(); const radius = 1 + Math.random(); const lifetime = 1; const mass = .1; return new Particle(parent.position.clone(), velocity, color, radius, lifetime, mass); }; } function getTrail(position) { const direction = Math.random() * Math.PI * 2; const force = Math.random() * 128; const velocity = new Vector2(Math.cos(direction) * force, Math.sin(direction) * force); const lifetime = .5 + Math.random(); const mass = .075; return new Trail(getChildFactory(), position, velocity, lifetime, mass); } return function (parent) { let trails = 32; while (trails--) { parent.children.push(getTrail(parent.position.clone())); } }; }; const addRocket = function () { const trustParticleFactory = getTrustParticleFactory(); const explosionFactory = getExplosionFactory(Math.random() * 360); const position = new Vector2(Math.random() * canvas.width, canvas.height); const thrust = window.innerHeight * .75; const angle = Math.PI / -2 + (Math.random() - .5) * Math.PI / 8; const velocity = new Vector2(Math.cos(angle) * thrust, Math.sin(angle) * thrust); const lifetime = 3; rockets.push(new Rocket(trustParticleFactory, explosionFactory, position, velocity, lifetime)); rockets = rockets.filter(function (rocket) { return rocket.isAlive; }); }; const render = function () { requestAnimationFrame(render); time.update(); context.clearRect(0, 0, canvas.width, canvas.height); rockets.forEach(function (rocket) { rocket.update(time); rocket.render(canvas, context); }); }; const resize = function () { canvas.height = window.innerHeight; canvas.width = window.innerWidth; }; canvas.onclick = addRocket; document.body.appendChild(canvas); window.onresize = resize; resize(); setInterval(addRocket, 2000); render(); </script> </body> </html>
5、指哪打哪哩
<!DOCTYPE html> <html dir="ltr" lang="zh-CN"> <head> <meta charset="UTF-8" /> <meta name="viewport" content="width=device-width" /> <title>带交互功能的HTML5+JS烟花特效</title> <style> /* basic styles for black background and crosshair cursor */ body { background: #000; margin: 0; } canvas { cursor: crosshair; display: block; } </style> </head> <canvas id="canvas">Canvas is not supported in your browser.</canvas> <script> // when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval // not supported in all browsers though and sometimes needs a prefix, so we need a shim window.requestAnimFrame = ( function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function( callback ) { window.setTimeout( callback, 1000 / 60 ); }; })(); // now we will setup our basic variables for the demo var canvas = document.getElementById( 'canvas' ), ctx = canvas.getContext( '2d' ), // full screen dimensions cw = window.innerWidth, ch = window.innerHeight, // firework collection fireworks = [], // particle collection particles = [], // starting hue hue = 120, // when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks limiterTotal = 5, limiterTick = 0, // this will time the auto launches of fireworks, one launch per 80 loop ticks timerTotal = 80, timerTick = 0, mousedown = false, // mouse x coordinate, mx, // mouse y coordinate my; // set canvas dimensions canvas.width = cw; canvas.height = ch; // now we are going to setup our function placeholders for the entire demo // get a random number within a range function random( min, max ) { return Math.random() * ( max - min ) + min; } // calculate the distance between two points function calculateDistance( p1x, p1y, p2x, p2y ) { var xDistance = p1x - p2x, yDistance = p1y - p2y; return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) ); } // create firework function Firework( sx, sy, tx, ty ) { // actual coordinates this.x = sx; this.y = sy; // starting coordinates this.sx = sx; this.sy = sy; // target coordinates this.tx = tx; this.ty = ty; // distance from starting point to target this.distanceToTarget = calculateDistance( sx, sy, tx, ty ); this.distanceTraveled = 0; // track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails this.coordinates = []; this.coordinateCount = 3; // populate initial coordinate collection with the current coordinates while( this.coordinateCount-- ) { this.coordinates.push( [ this.x, this.y ] ); } this.angle = Math.atan2( ty - sy, tx - sx ); this.speed = 2; this.acceleration = 1.05; this.brightness = random( 50, 70 ); // circle target indicator radius this.targetRadius = 1; } // update firework Firework.prototype.update = function( index ) { // remove last item in coordinates array this.coordinates.pop(); // add current coordinates to the start of the array this.coordinates.unshift( [ this.x, this.y ] ); // cycle the circle target indicator radius if( this.targetRadius < 8 ) { this.targetRadius += 0.3; } else { this.targetRadius = 1; } // speed up the firework this.speed *= this.acceleration; // get the current velocities based on angle and speed var vx = Math.cos( this.angle ) * this.speed, vy = Math.sin( this.angle ) * this.speed; // how far will the firework have traveled with velocities applied? this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy ); // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached if( this.distanceTraveled >= this.distanceToTarget ) { createParticles( this.tx, this.ty ); // remove the firework, use the index passed into the update function to determine which to remove fireworks.splice( index, 1 ); } else { // target not reached, keep traveling this.x += vx; this.y += vy; } } // draw firework Firework.prototype.draw = function() { ctx.beginPath(); // move to the last tracked coordinate in the set, then draw a line to the current x and y ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] ); ctx.lineTo( this.x, this.y ); ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)'; ctx.stroke(); ctx.beginPath(); // draw the target for this firework with a pulsing circle ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 ); ctx.stroke(); } // create particle function Particle( x, y ) { this.x = x; this.y = y; // track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails this.coordinates = []; this.coordinateCount = 5; while( this.coordinateCount-- ) { this.coordinates.push( [ this.x, this.y ] ); } // set a random angle in all possible directions, in radians this.angle = random( 0, Math.PI * 2 ); this.speed = random( 1, 10 ); // friction will slow the particle down this.friction = 0.95; // gravity will be applied and pull the particle down this.gravity = 1; // set the hue to a random number +-20 of the overall hue variable this.hue = random( hue - 20, hue + 20 ); this.brightness = random( 50, 80 ); this.alpha = 1; // set how fast the particle fades out this.decay = random( 0.015, 0.03 ); } // update particle Particle.prototype.update = function( index ) { // remove last item in coordinates array this.coordinates.pop(); // add current coordinates to the start of the array this.coordinates.unshift( [ this.x, this.y ] ); // slow down the particle this.speed *= this.friction; // apply velocity this.x += Math.cos( this.angle ) * this.speed; this.y += Math.sin( this.angle ) * this.speed + this.gravity; // fade out the particle this.alpha -= this.decay; // remove the particle once the alpha is low enough, based on the passed in index if( this.alpha <= this.decay ) { particles.splice( index, 1 ); } } // draw particle Particle.prototype.draw = function() { ctx. beginPath(); // move to the last tracked coordinates in the set, then draw a line to the current x and y ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] ); ctx.lineTo( this.x, this.y ); ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')'; ctx.stroke(); } // create particle group/explosion function createParticles( x, y ) { // increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though var particleCount = 30; while( particleCount-- ) { particles.push( new Particle( x, y ) ); } } // main demo loop function loop() { // this function will run endlessly with requestAnimationFrame requestAnimFrame( loop ); // increase the hue to get different colored fireworks over time hue += 0.5; // normally, clearRect() would be used to clear the canvas // we want to create a trailing effect though // setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely ctx.globalCompositeOperation = 'destination-out'; // decrease the alpha property to create more prominent trails ctx.fillStyle = 'rgba(0, 0, 0, 0.5)'; ctx.fillRect( 0, 0, cw, ch ); // change the composite operation back to our main mode // lighter creates bright highlight points as the fireworks and particles overlap each other ctx.globalCompositeOperation = 'lighter'; // loop over each firework, draw it, update it var i = fireworks.length; while( i-- ) { fireworks[ i ].draw(); fireworks[ i ].update( i ); } // loop over each particle, draw it, update it var i = particles.length; while( i-- ) { particles[ i ].draw(); particles[ i ].update( i ); } // launch fireworks automatically to random coordinates, when the mouse isn't down if( timerTick >= timerTotal ) { if( !mousedown ) { // start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) ); timerTick = 0; } } else { timerTick++; } // limit the rate at which fireworks get launched when mouse is down if( limiterTick >= limiterTotal ) { if( mousedown ) { // start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target fireworks.push( new Firework( cw / 2, ch, mx, my ) ); limiterTick = 0; } } else { limiterTick++; } } // mouse event bindings // update the mouse coordinates on mousemove canvas.addEventListener( 'mousemove', function( e ) { mx = e.pageX - canvas.offsetLeft; my = e.pageY - canvas.offsetTop; }); // toggle mousedown state and prevent canvas from being selected canvas.addEventListener( 'mousedown', function( e ) { e.preventDefault(); mousedown = true; }); canvas.addEventListener( 'mouseup', function( e ) { e.preventDefault(); mousedown = false; }); // once the window loads, we are ready for some fireworks! window.onload = loop; </script>
6、烟花喷泉
<!doctype html> <html> <head> <meta charset="utf-8"> <title>HTML5 Canvas烟花喷泉动画特效</title> <script src="js/jquery-1.8.3.min.js"></script> <style> * { padding:0; margin:0; } html,body { position:relative; width:100%; height:100%; } body { background:#eee; } canvas { background:black; display:block; position:absolute; left:50%; top:50%; transform:translate(-50%,-50%); } </style> </head> <body> <canvas id="c"></canvas> <script> ;(function(main) { main(); })(function() { 'use strict'; var c = document.getElementById('c'); var ctx = c.getContext('2d'); var W = c.width = window.innerWidth; var H = c.height = window.innerHeight; var CX = W / 2; var CY = H / 2; var Particle = function(x, y, vx, vy) { this.x = x; this.y = y; this.ox = x; this.oy = y; this.vx = vx; this.vy = vy; this.alpha = Math.random(); this.color = 25; this.lineWidth = Math.random() * 4; }; Particle.prototype = { constructor: Particle, update: function() { this.vx += Math.random() * 0.5 - 0.25; this.vy += 0.8; this.vy *= 0.98; this.alpha *= 0.95; this.ox = this.x; this.oy = this.y; this.x += this.vx; this.y += this.vy; if(this.y < 0 || this.y > H || this.alpha < 0.1) { this.vx = Math.random() * 2 - 1; this.vy = Math.random() * -50; this.ox = this.x = CX; this.oy = this.y = H; this.alpha = Math.random(); } }, render: function(ctx) { ctx.save(); ctx.globalAlpha = 0.98; ctx.lineWidth = this.lineWidth; ctx.strokeStyle = 'hsla(' + (this.color) + ', 100%, 50%, ' + this.alpha + ')'; ctx.beginPath(); ctx.moveTo(this.ox, this.oy); ctx.lineTo(this.x, this.y); ctx.stroke(); ctx.restore(); } }; var particleCount = 500; var particle = null; var particles = []; var interval = 0; for(var i = 0; i < 250; i++) { particle = new Particle( CX, H, Math.random() * 2 - 1, Math.random() * -50 ); particles.push(particle); } requestAnimationFrame(function loop() { requestAnimationFrame(loop); ctx.globalCompositeOperation = 'source-over'; ctx.fillStyle = 'rgba(0, 0, 0, 0.1)'; ctx.fillRect(0, 0, W, H); ctx.globalCompositeOperation = 'lighter'; if(particles.length < particleCount) { particle = new Particle( CX, H, Math.random() * 2 - 1, Math.random() * -50 ); particles.push(particle); } for(var i = 0, len = particles.length; i < len; i++) { particle = particles[i]; particle.update(); particle.render(ctx); } }); }); </script> </body> </html>
7、
<!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html; charset=UTF-8"> <title>新年烟花</title> <style> html, body { height: 100%; margin: 0; padding: 0 } ul, li { text-indent: 0; text-decoration: none; margin: 0; padding: 0 } img { border: 0 } body { background-color: #000; color: #999; font: 100%/18px helvetica, arial, sans-serif; } canvas { cursor: crosshair; display: block; left: 0; position: absolute; top: 0; z-index: 20 } #moon { margin-top: 30px; margin-left: 900px; } #text { color: #ffdf00; font-size: 50px; position: absolute; top: 100px; left: 50%; transform: translateX(-50%); filter: url(#text-filter); text-shadow: 0 5px 15px #ff0000ed; letter-spacing: 10px; } .pull-rope { position: absolute; top: 0; left: 40px; display: flex; flex-direction: column; align-items: center; } .mode { width: 100px; height: 40px; color: #fff; text-align: center; line-height: 40px; background: url(https://img2.baidu.com/it/u=580689249,230811503&fm=253&fmt=auto&app=138&f=JPEG?w=500&h=234); background-size: 100% 100%; font-weight: bold; } .rope { width: 10px; height: 300px; border-radius: 0 0 5px 5px; background: darkorange; z-index: 99; } </style> </head> <body> <script src="https://cdn.bootcdn.net/ajax/libs/jquery/3.6.0/jquery.js"></script> <script type="text/javascript"> $(function () { //烟花 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.requestAnimationFrame() 告诉浏览器——你希望执行一个动画,并且要求浏览器在下次重绘之前调用指定的回调函数更新动画。 该方法需要传入一个回调函数作为参数,该回调函数会在浏览器下一次重绘之前执行 封装一下,可以兼容所有浏览器*/ window.requestAnimFrame = function () { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window .mozRequestAnimationFrame || window.oRequestAnimationFrame || window .msRequestAnimationFrame || function (a) { window.setTimeout(a, 1E3 / 60) } }(); //初始化,创建画布,和初始化需要的参数 self.init = function () { self.mode = "auto" 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; }; }; //创建烟花粒子 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); } }; //更新烟花粒子 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); } }; }; //绘制烟花粒子 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(); } } }; }; //创建烟花 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); }; //更新烟花参数 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); } }; }; //绘制烟花 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.autoPlayTimer = null self.autoPlay = function () { let maxW = window.screen.width let maxH = window.screen.height let x = Math.floor(Math.random() * (maxW - 300)) + 150; let y = Math.floor(Math.random() * (maxH - 250)); fworks.mx = x - fworks.canvas.offsetLeft; fworks.my = y - fworks.canvas.offsetTop; fworks.currentHue = rand(fworks.hueMin, fworks.hueMax); fworks.createFireworks(fworks.cw / 2, fworks.ch, fworks.mx, fworks.my); } //绑定事件 self.bindEvents = function () { $('.rope').on('click', function (e) { e.stopPropagation(); $('.rope').animate({ height: '400px' }, 500, function () { $('.rope').animate({ height: '300px' }, 500) }) //切换手动 self.mode = self.mode === 'auto' ? 'Manual' : 'auto' $('.mode').text(self.mode === 'auto' ? '自 动' : '手 动') clearInterval(self.autoPlayTimer) self.autoPlayTimer = null }); $(window).on('click', function () { if (self.mode == 'Manual') return if (self.autoPlayTimer) { clearInterval(self.autoPlayTimer) self.autoPlayTimer = null } else { self.autoPlayTimer = setInterval(function () { self.autoPlay() }, 100) } }); $(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) { if (self.mode == 'auto') return self.mx = e.pageX - self.canvas.offsetLeft; self.my = e.pageY - self.canvas.offsetTop; console.log(e.pageY) 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) { if (self.mode == 'auto') return 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) { if (self.mode == 'auto') return $(self.canvas).off('mousemove.fireworks'); }); } self.clear = function () { self.particles = []; self.fireworks = []; self.ctx.clearRect(0, 0, self.cw, self.ch); }; self.canvasLoop = function () { //requestAnimationFrame是浏览器用于定时循环操作的一个接口,类似于setTimeout,主要用途是按帧对网页进行重绘。 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> <img id="moon" src="https://img1.baidu.com/it/u=726891218,2328235929&fm=253&fmt=auto&app=138&f=JPEG?w=750&h=500" width="400px" ;height="400px" ; /> <p id="text"> <span>新</span> <span>年</span> <span>快</span> <span>乐</span> </p> <div class="pull-rope"> <div class="mode">自 动</div> <div class="rope"></div> </div> <svg width="0" height="0"> <filter id="text-filter"> <!--定义feTurbulence滤镜--> <feTurbulence baseFrequency="0.02" seed="0"> <!--这是svg动画的定义方式,通过动画不断改变seed的值,形成抖动效果--> <animate attributeName="seed" dur="1s" keyTimes="0;0.5;1" values="1;2;3" repeatCount="indefinite"> </animate> </feTurbulence> <feDisplacementMap in="SourceGraphic" scale="10" /> </filter> </svg> </body> </html>