两种过年烟花,你喜欢哪一种(HTML+CSS+JS)

简介: 两种过年烟花,你喜欢哪一种(HTML+CSS+JS)

🎇两种过年烟花,你喜欢哪一种🎇(HTML+CSS+JS)

目录

🎇两种过年烟花,你喜欢哪一种🎇(HTML+CSS+JS)

效果一

效果二

image.png

效果一

image.png

<!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

image.png

  <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>
相关文章
|
12天前
|
移动开发 前端开发 JavaScript
[HTML、CSS]细节与使用经验
本文总结了前端开发中的一些重要细节和技巧,包括CSS选择器、定位、层级、全局属性、滚轮控制、轮播等。作者以纯文字形式记录,便于读者使用<kbd>Ctrl + F</kbd>快速查找相关内容。文章还提供了示例代码,帮助读者更好地理解和应用这些知识点。
34 1
[HTML、CSS]细节与使用经验
|
8天前
|
移动开发 JavaScript 前端开发
html table+css实现可编辑表格的示例代码
html table+css实现可编辑表格的示例代码
|
4天前
|
缓存 前端开发 JavaScript
优化CSS和JavaScript加载
Next.js和Nuxt.js在优化CSS和JavaScript加载方面提供了多种策略和工具。Next.js通过代码拆分、图片优化和特定的CSS/JavaScript优化措施提升性能;Nuxt.js则通过代码分割、懒加载、预渲染静态页面、Webpack配置和服务端缓存来实现优化。两者均能有效提高应用性能。
|
4天前
|
前端开发 JavaScript
用HTML CSS JS打造企业级官网 —— 源码直接可用
必看!用HTML+CSS+JS打造企业级官网-源码直接可用,文章代码仅用于学习,禁止用于商业
32 1
|
9天前
|
前端开发 JavaScript 安全
HTML+CSS+JS密码灯登录表单
通过结合使用HTML、CSS和JavaScript,我们创建了一个带有密码强度指示器的登录表单。这不仅提高了用户体验,还帮助用户创建更安全的密码。希望本文的详细介绍和代码示例能帮助您在实际项目中实现类似功能,提升网站的安全性和用户友好性。
21 3
|
11天前
|
移动开发 HTML5
html5+three.js公路开车小游戏源码
html5公路开车小游戏是一款html5基于three.js制作的汽车开车小游戏源代码,在公路上开车网页小游戏源代码。
34 0
html5+three.js公路开车小游戏源码
|
2月前
|
JavaScript 前端开发
JavaScript HTML DOM
JavaScript HTML DOM
33 2
JavaScript HTML DOM
|
2月前
|
JavaScript 前端开发 索引
JavaScript HTML DOM 节点列表
JavaScript HTML DOM 节点列表
20 5
|
2月前
|
JavaScript 前端开发 索引
JavaScript HTML DOM 集合(Collection)
JavaScript HTML DOM 集合(Collection)
28 4