🎇两种过年烟花,你喜欢哪一种🎇(HTML+CSS+JS)
目录
效果一
<!doctype html> <html> <head> <meta charset="utf-8"> <title>HTML5炫酷喜庆全屏烟花动画特效</title> <style> /* basic styles for black background and crosshair cursor */ body { background: #000; margin: 0; } canvas { cursor: crosshair; display: block; } </style> </head> <body> <canvas id="canvas"></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'; var text = "红木香薰,祝大家:HAPPY NEW YEAR !!"; ctx.font = "50px sans-serif"; var textData = ctx.measureText(text); ctx.fillStyle = "rgba("+parseInt(random(0,255))+","+parseInt(random(0,255))+","+parseInt(random(0,255))+",0.3)"; ctx.fillText(text,cw /2-textData.width/2,ch/2); // 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 for(var h=0;h<50;h++) { fireworks.push( new Firework( cw / 2, ch/2, random( 0, cw ), random( 0, ch ) ) ); } 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/2, 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> </body> </html>
效果二
<div id="tips"> <a id="manual" href="javascript:;">手动放烟花</a> <a id="auto" href="javascript:;">自动放烟花</a> </div> <style> html, body { overflow: hidden; } body, div, p { margin: 0; padding: 0; } body { background: #000; font: 12px/1.5 arial; color: #7A7A7A; } a { text-decoration: none; outline: none; } #tips, #copyright { position: absolute; width: 100%; height: 50px; text-align: center; background: #171717; border: 2px solid #484848; } #tips { top: 0; border-width: 0 0 2px; } #tips a { font: 14px/30px arial; color: #FFF; background: #F06; display: inline-block; margin: 10px 5px 0; padding: 0 15px; border-radius: 15px; } #tips a.active { background: #FE0000; } #copyright { bottom: 0; line-height: 50px; border-width: 2px 0 0; } #copyright a { color: #FFF; background: #7A7A7A; padding: 2px 5px; border-radius: 10px; } #copyright a:hover { background: #F90; } p { position: absolute; top: 55px; width: 100%; text-align: center; } </style> <script> var fgm = { on: function (element, type, handler) { return element.addEventListener ? element.addEventListener(type, handler, false) : element.attachEvent("on" + type, handler) }, un: function (element, type, handler) { return element.removeEventListener ? element.removeEventListener(type, handler, false) : element.detachEvent("on" + type, handler) }, bind: function (object, handler) { return function () { return handler.apply(object, arguments) } }, randomRange: function (lower, upper) { //产生范围在lower~upper的随机数 return Math.floor(Math.random() * (upper - lower + 1) + lower) }, getRanColor: function () { //随机获得十六进制颜色 var str = this.randomRange(0, 0xFFFFFF).toString(16); while (str.length < 6) str = "0" + str; return "#" + str } }; //初始化对象 function FireWorks() { this.type = 0; this.timer = null; this.fnManual = fgm.bind(this, this.manual) } FireWorks.prototype = { initialize: function () { clearTimeout(this.timer); fgm.un(document, "click", this.fnManual); switch (this.type) { case 1: fgm.on(document, "click", this.fnManual); break; case 2: this.auto(); break; }; }, manual: function (event) { event = event || window.event; this.__create__({ x: event.clientX, y: event.clientY }); }, auto: function () { var that = this; that.timer = setTimeout(function () { that.__create__({ x: fgm.randomRange(50, document.documentElement.clientWidth - 50), y: fgm.randomRange(50, document.documentElement.clientHeight - 150) }) that.auto(); }, fgm.randomRange(900, 1100)) }, __create__: function (param) { //param即鼠标点击点(即烟花爆炸点) var that = this; var oEntity = null; var oChip = null; var aChip = []; var timer = null; var oFrag = document.createDocumentFragment(); oEntity = document.createElement("div"); with (oEntity.style) { //烟花上升过程实体初始化 position = "absolute"; //初始位置距网页顶部为:整个网页的高度(处于网页底部) top = document.documentElement.clientHeight + "px"; left = param.x + "px"; width = "4px"; height = "30px"; borderRadius = "4px"; background = fgm.getRanColor(); }; document.body.appendChild(oEntity); //window.setInterval方法 该方法使得一个函数每隔固定时间被调用一次 // console.log(param.y); oEntity.timer = setInterval(function () { // console.log(oEntity.offsetTop); // console.log(oEntity.style.top); oEntity.style.top = oEntity.offsetTop - 20 + "px"; //判断烟花是否上升到或者第一次超过上次鼠标点击位置 if (oEntity.offsetTop <= param.y) { //烟花爆炸 clearInterval(oEntity.timer); document.body.removeChild(oEntity); (function () { //在50-100之间随机生成碎片 //由于IE浏览器处理效率低, 随机范围缩小至20-30 //自动放烟花时, 随机范围缩小至20-30 var len = (/msie/i.test(navigator.userAgent) || that.type == 2) ? fgm.randomRange(20, 30) : fgm.randomRange(50, 100) //产生所有烟花爆炸颗粒实体 for (i = 0; i < len; i++) { //烟花颗粒形态实体 oChip = document.createElement("div"); with (oChip.style) { position = "absolute"; top = param.y + "px"; left = param.x + "px"; width = "4px"; height = "4px"; overflow = "hidden"; borderRadius = "4px"; background = fgm.getRanColor(); }; oChip.speedX = fgm.randomRange(-20, 20); oChip.speedY = fgm.randomRange(-20, 20); oFrag.appendChild(oChip); aChip[i] = oChip }; document.body.appendChild(oFrag); timer = setInterval(function () { for (i = 0; i < aChip.length; i++) { var obj = aChip[i]; with (obj.style) { top = obj.offsetTop + obj.speedY + "px"; left = obj.offsetLeft + obj.speedX + "px"; }; obj.speedY++; //判断烟花爆炸颗粒是否掉落至窗体之外,为真则remove //splice() 方法可删除从 index 处开始的零个或多个元素 (obj.offsetTop < 0 || obj.offsetLeft < 0 || obj.offsetTop > document.documentElement.clientHeight || obj.offsetLeft > document.documentElement.clientWidth) && (document.body.removeChild(obj), aChip.splice(i, 1)) }; //判断烟花爆炸颗粒是否全部remove,为真则clearInterval(timer); !aChip[0] && clearInterval(timer); }, 30) })() } }, 30) } }; fgm.on(window, "load", function () { var oTips = document.getElementById("tips"); var aBtn = oTips.getElementsByTagName("a"); var oFireWorks = new FireWorks(); fgm.on(oTips, "click", function (event) { var oEvent = event || window.event; var oTarget = oEvent.target || oEvent.srcElement; var i = 0; if (oTarget.tagName.toUpperCase() == "A") { for (i = 0; i < aBtn.length; i++) aBtn[i].className = ""; switch (oTarget.id) { case "manual": oFireWorks.type = 1; break; case "auto": oFireWorks.type = 2; break; case "stop": oFireWorks.type = 0; break; } oFireWorks.initialize(); oTarget.className = "active"; //阻止浏览器默认的事件冒泡行为 oEvent.stopPropagation ? oEvent.stopPropagation() : oEvent.cancelBubble = true } }); }); fgm.on(document, "contextmenu", function (event) { var oEvent = event || window.event; oEvent.preventDefault ? oEvent.preventDefault() : oEvent.returnValue = false }); </script>