html部分
<!DOCTYPE html>
<!--下面三个百分比都是为了实现后期项目优化的时候,实现自适应屏幕的宽度和高度-->
<html style="height: 100%;">
<!--这个需要HTML标签上也得加上style="height:100%"才行,要不然会显示一半,经常用CSS的都知道,BODY 想高度100%,外标签HTML也得设置100%-->
<head>
<meta charset="UTF-8">
<title></title>
</head>
<body style="height: 100%;">
<canvas id="canvas" style="height: 100%;"></canvas>
<script type="text/javascript" src="js/digit.js"></script>
<script type="text/javascript" src="js/countdown9.js"></script>
</body>
</html>
digit.js部分
digit =
[
[
[0,0,1,1,1,0,0],
[0,1,1,0,1,1,0],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[0,1,1,0,1,1,0],
[0,0,1,1,1,0,0]
],//0
[
[0,0,0,1,1,0,0],
[0,1,1,1,1,0,0],
[0,0,0,1,1,0,0],
[0,0,0,1,1,0,0],
[0,0,0,1,1,0,0],
[0,0,0,1,1,0,0],
[0,0,0,1,1,0,0],
[0,0,0,1,1,0,0],
[0,0,0,1,1,0,0],
[1,1,1,1,1,1,1]
],//1
[
[0,1,1,1,1,1,0],
[1,1,0,0,0,1,1],
[0,0,0,0,0,1,1],
[0,0,0,0,1,1,0],
[0,0,0,1,1,0,0],
[0,0,1,1,0,0,0],
[0,1,1,0,0,0,0],
[1,1,0,0,0,0,0],
[1,1,0,0,0,1,1],
[1,1,1,1,1,1,1]
],//2
[
[1,1,1,1,1,1,1],
[0,0,0,0,0,1,1],
[0,0,0,0,1,1,0],
[0,0,0,1,1,0,0],
[0,0,1,1,1,0,0],
[0,0,0,0,1,1,0],
[0,0,0,0,0,1,1],
[0,0,0,0,0,1,1],
[1,1,0,0,0,1,1],
[0,1,1,1,1,1,0]
],//3
[
[0,0,0,0,1,1,0],
[0,0,0,1,1,1,0],
[0,0,1,1,1,1,0],
[0,1,1,0,1,1,0],
[1,1,0,0,1,1,0],
[1,1,1,1,1,1,1],
[0,0,0,0,1,1,0],
[0,0,0,0,1,1,0],
[0,0,0,0,1,1,0],
[0,0,0,1,1,1,1]
],//4
[
[1,1,1,1,1,1,1],
[1,1,0,0,0,0,0],
[1,1,0,0,0,0,0],
[1,1,1,1,1,1,0],
[0,0,0,0,0,1,1],
[0,0,0,0,0,1,1],
[0,0,0,0,0,1,1],
[0,0,0,0,0,1,1],
[1,1,0,0,0,1,1],
[0,1,1,1,1,1,0]
],//5
[
[0,0,0,0,1,1,0],
[0,0,1,1,0,0,0],
[0,1,1,0,0,0,0],
[1,1,0,0,0,0,0],
[1,1,0,1,1,1,0],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[0,1,1,1,1,1,0]
],//6
[
[1,1,1,1,1,1,1],
[1,1,0,0,0,1,1],
[0,0,0,0,1,1,0],
[0,0,0,0,1,1,0],
[0,0,0,1,1,0,0],
[0,0,0,1,1,0,0],
[0,0,1,1,0,0,0],
[0,0,1,1,0,0,0],
[0,0,1,1,0,0,0],
[0,0,1,1,0,0,0]
],//7
[
[0,1,1,1,1,1,0],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[0,1,1,1,1,1,0],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[0,1,1,1,1,1,0]
],//8
[
[0,1,1,1,1,1,0],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[1,1,0,0,0,1,1],
[0,1,1,1,0,1,1],
[0,0,0,0,0,1,1],
[0,0,0,0,0,1,1],
[0,0,0,0,1,1,0],
[0,0,0,1,1,0,0],
[0,1,1,0,0,0,0]
],//9
[
[0,0,0,0],
[0,0,0,0],
[0,1,1,0],
[0,1,1,0],
[0,0,0,0],
[0,0,0,0],
[0,1,1,0],
[0,1,1,0],
[0,0,0,0],
[0,0,0,0]
]//:
];
countdown9.js部分
var WINDOW_WIDTH = 1024;
var WINDOW_HEIGHT = 768;
var RADIUS = 8; //定义小球的半径
var MARGIN_TOP = 60; //每个数字距离画布的上边距的距离
var MARGIN_LEFT = 30; //第一个数字距离画布的左边距的距离
//定制截止时间(月是从0开始数一直到11)
//var endTime = new Date();//(2017,11,23,23,12,52)如果在这个括号里面填上数字,前面的var改成const就是填写的时间到当前时间的差的倒计时,最多只能有99个小时,
//endTime.setTime( endTime.getTime()+3600*1000);//这种算法可以保证每次打开时都是倒计时一小时(1小时=60分钟=3600秒=3600*1000毫秒)
//小时的位置只有两位数,一天有24个小时,最多只能倒计时四天,
//如果需要打破这个限制,可以把小时扩充成三位数,甚至增加
//因为倒计时每一秒的变化,要加上动画的效果,动画的效果要不停的和当前的时间
//做一个比较,为此设计一个全局变量来表示现在倒计时需要有多少秒,毫秒在计算中
//要转换成秒,毫秒的细节是不需要的。
var curShowTimeSeconds = 0; //初始化
//为了储存生成的小球,要设一个数据结构,
var balls = []; //初始化一个空的数组,一旦产生新的小球,就添加在数组里面
//小球是彩色的,需要一个储存颜色的数组
const colors = ["red", "yellow", "lime", "purple", "deeppink",
"springgreen", "blue", "green", "tomato", "turquoise"
]
window.onload = function() {
//实现屏幕的自适应
WINDOW_WIDTH = document.body.clientWidth;
WINDOW_HEIGHT = document.body.clientHeight;
MARGIN_LEFT = Math.round(WINDOW_WIDTH / 10);
RADIUS = Math.round(WINDOW_WIDTH * 4 / 5 / 108) - 1;
MARGIN_TOP = Math.round(WINDOW_HEIGHT / 5);
var canvas = document.getElementById('canvas');
var context = canvas.getContext("2d");
//这种方式调用宽高,有两个好处
//第一屏幕的大小改变起来非常的方便
//第二个后续在做屏幕的自适应的时候,只需要计算两个变量的值,非常的方便
canvas.width = WINDOW_WIDTH;
canvas.height = WINDOW_HEIGHT;
//调用render函数,传入context参数,获得绘图的上下文环境
curShowTimeSeconds = getCurrentShowTimeSeconds();
setInterval(function() {
render(context); //绘制当前的画面
update(); //根据绘制画面所需要的数据结构,对数据结构进行一定的调整
}, 50);
}
function getCurrentShowTimeSeconds() {
var curTime = new Date(); //获取当前的时间
var ret = curTime.getHours()*3600+ curTime.getMinutes()*60+curTime.getSeconds();
return ret ;
}
//对当前的数据进行调整,处理时间的变化
function update() {
//下一次要显示的时间
var nextShowTimeSeconds = getCurrentShowTimeSeconds();
var nextHours = parseInt(nextShowTimeSeconds / 3600);
var nextMinutes = parseInt((nextShowTimeSeconds - nextHours * 3600) / 60);
var nextSeconds = nextShowTimeSeconds % 60;
var curHours = parseInt(curShowTimeSeconds / 3600);
var curMinutes = parseInt((curShowTimeSeconds - curHours * 3600) / 60);
var curSeconds = curShowTimeSeconds % 60;
//判断下一次要显示的时间和当前所显示的时间有没有变化,
//如果有变化,就改变curShowTimeSeconds
if(nextSeconds != curSeconds) {
//如果当前的小时的十位数已经不等于下一次要显示的小时的十位数
if(parseInt(curHours / 10) != parseInt(nextHours / 10)) {
//创建一个新的函数addBalls负责加小球,找到小球的位置,以及相应的数字,生成一系列小球
addBalls(MARGIN_LEFT + 0, MARGIN_TOP, parseInt(curHours / 10));
}
//创建小球的一系列操作
//对小时的个位数的操作
if(parseInt(curHours % 10) != parseInt(nextHours % 10)) {
addBalls(MARGIN_LEFT + 15 * (RADIUS + 1), MARGIN_TOP, parseInt(curHours / 10));
}
//对时间的分钟的十位数的操作
if(parseInt(curMinutes / 10) != parseInt(nextMinutes / 10)) {
addBalls(MARGIN_LEFT + 39 * (RADIUS + 1), MARGIN_TOP, parseInt(curMinutes / 10));
}
//对时间的分钟的个位数的操作
if(parseInt(curMinutes % 10) != parseInt(nextMinutes % 10)) {
addBalls(MARGIN_LEFT + 54 * (RADIUS + 1), MARGIN_TOP, parseInt(curMinutes % 10));
}
//对时间的秒钟的十位数的操作
if(parseInt(curSeconds / 10) != parseInt(nextSeconds / 10)) {
addBalls(MARGIN_LEFT + 78 * (RADIUS + 1), MARGIN_TOP, parseInt(curSeconds / 10));
}
//对时间的秒钟的个位数的操作
if(parseInt(curSeconds % 10) != parseInt(nextSeconds % 10)) {
addBalls(MARGIN_LEFT + 93 * (RADIUS + 1), MARGIN_TOP, parseInt(nextSeconds % 10));
}
curShowTimeSeconds = nextShowTimeSeconds;
}
updateBalls();
//数组的元素在不断的增加,但是没有减小,这样的程序是不能长时间运行的,
//每个计算机都有它的极限,,他在不断的占有我们的内存,其实当balls走出我们的画面的时候
//这个小球就可以不留在数组里了,设置一个机制,删除走出画面的数组,这个程序就可以长时间运行了
// console.log(balls.length);//打印balls数组的长度
}
//让新产生的小球动起来
function updateBalls() {
for(var i = 0; i < balls.length; i++) {
balls[i].x += balls[i].vx;
balls[i].y += balls[i].vy;
balls[i].vy += balls[i].g;
if(balls[i].y >= WINDOW_HEIGHT - RADIUS) {
balls[i].y = WINDOW_HEIGHT - RADIUS;
balls[i].vy = -balls[i].vy * 0.75;
}
}
//设置一个机制,删除走出画面的数组,保证这个程序可以长时间运行
var cnt = 0;
for(var i = 0; i < balls.length; i++) //遍历balls数组
if(balls[i].x + RADIUS > 0 && balls[i].x - RADIUS < WINDOW_WIDTH) //判断小球是否还在画面内
balls[cnt++] = balls[i]; //保留留在画面的小球
//删除不需要的小球
while(balls.length > Math.min(300, cnt)) {
balls.pop();
}
}
//实现addBalls()
function addBalls(x, y, num) {
for(var i = 0; i < digit[num].length; i++)
for(var j = 0; j < digit[num][i].length; j++)
if(digit[num][i][j] == 1) { //如果为1,就添加一个小球
var aBall = {
x: x + j * 2 * (RADIUS + 1) + (RADIUS + 1), //x坐标
y: y + i * 2 * (RADIUS + 1) + (RADIUS + 1), //y坐标
g: 1.5 + Math.random(), //小球的加速度,设置随机的加速度会使小球更加的活泼
vx: Math.pow(-1, Math.ceil(Math.random() * 1000)) * 4, //小球在x方向的速度
vy: -5, //y方向的速度
color: colors[Math.floor(Math.random() * colors.length)]
}
balls.push(aBall);
}
}
//绘制canvas的画布
function render(cxt) {
//对一个矩形的图像进行刷新操作
cxt.clearRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
//先绘制时钟的数值
var hours = parseInt(curShowTimeSeconds / 3600);
var minutes = parseInt((curShowTimeSeconds - hours * 3600) / 60);
var seconds = curShowTimeSeconds % 60;
//一个数字一个数字的绘制时间
renderDigit(MARGIN_LEFT, MARGIN_TOP, parseInt(hours / 10), cxt)
//15=7*2+1
renderDigit(MARGIN_LEFT + 15 * (RADIUS + 1), MARGIN_TOP, parseInt(hours % 10), cxt)
//30=15+15
renderDigit(MARGIN_LEFT + 30 * (RADIUS + 1), MARGIN_TOP, 10, cxt)
//39=30+(4*2+1)
renderDigit(MARGIN_LEFT + 39 * (RADIUS + 1), MARGIN_TOP, parseInt(minutes / 10), cxt);
renderDigit(MARGIN_LEFT + 54 * (RADIUS + 1), MARGIN_TOP, parseInt(minutes % 10), cxt);
renderDigit(MARGIN_LEFT + 69 * (RADIUS + 1), MARGIN_TOP, 10, cxt);
renderDigit(MARGIN_LEFT + 78 * (RADIUS + 1), MARGIN_TOP, parseInt(seconds / 10), cxt);
renderDigit(MARGIN_LEFT + 93 * (RADIUS + 1), MARGIN_TOP, parseInt(seconds % 10), cxt);
//处理新生小球的绘制
for(var i = 0; i < balls.length; i++) {
cxt.fillStyle = balls[i].color;
cxt.beginPath();
cxt.arc(balls[i].x, balls[i].y, RADIUS, 0, 2 * Math.PI, true);
cxt.closePath();
cxt.fill();
}
}
function renderDigit(x, y, num, cxt) {
cxt.fillStyle = "rgb(0,102,153)"; //设置颜色
for(var i = 0; i < digit[num].length; i++)
for(var j = 0; j < digit[num][i].length; j++)
if(digit[num][i][j] == 1) {
cxt.beginPath();
//计算第(i,j)个圆的圆心的位置:
//(假设开始点是x,y,圆的半径是R,两个圆之间的外边距是2)
//centerX:x+j*2*(R+1)+(R+1);
//centerY:y+i*2*(R+1)+(R+1);
cxt.arc(x + j * 2 * (RADIUS + 1) + (RADIUS + 1), y + i * 2 * (RADIUS + 1) + (RADIUS + 1), RADIUS, 0, 2 * Math.PI)
cxt.closePath()
cxt.fill()
}
}