第一种效果图:
代码部分
代码如下仅供参考,可以直接拿去复制粘贴!
<!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 g}}if(!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>
第二种效果图(有弹幕 ):
代码部分
代码如下仅供参考,可以直接拿去复制粘贴!
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>给王总的大爱心</title> <style> html, body { height: 100%; padding: 0; margin: 0; background: #000; } canvas { position: absolute; width: 100%; height: 100%; } .down { position: absolute; top: 50%; } </style> </head> <body> <canvas id="pinkboard"></canvas> <font size="6" color="pink"> <marquee direction="down" scrollamount=5 class="down"></marquee> <marquee direction="left" scrollamount=5>爱琦琦</marquee> <marquee direction="right" scrollamount=5>爱宝贝</marquee> </font> <font size="6" color="pink"> <marquee direction="left" scrollamount=5>爱老婆</marquee> <marquee direction="right" scrollamount=5>爱琦琦</marquee> </font> <font size="6" color="pink"> <marquee direction="left" scrollamount=5>爱宝贝</marquee> <marquee direction="right" scrollamount=5>爱老婆</marquee> </font> <font size="6" color="pink"> <marquee direction="left" scrollamount=5>爱老婆</marquee> <marquee direction="right" scrollamount=5>爱琦琦</marquee> </font> <font size="6" color="pink"> <marquee direction="left" scrollamount=5>爱宝贝</marquee> <marquee direction="right" scrollamount=5>爱老婆</marquee> </font> <font size="6" color="pink"> <marquee direction="left" scrollamount=5>爱老婆</marquee> <marquee direction="right" scrollamount=5>爱琦琦</marquee> </font> <font size="6" color="pink"> <marquee direction="left" scrollamount=5>爱宝贝</marquee> <marquee direction="right" scrollamount=5>爱老婆</marquee> </font> <script> var settings = { particles: { length: 500, duration: 2, velocity: 100, effect: -0.75, size: 30, }, }; (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 g } } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function (d) { clearTimeout(d) } } }()); var Point = (function () { undefined function Point(x, y) { undefined this.x = (typeof x !== 'undefined') ? x : 0; this.y = (typeof y !== 'undefined') ? y : 0; } Point.prototype.clone = function () { undefined return new Point(this.x, this.y); }; Point.prototype.length = function (length) { undefined 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 () { undefined var length = this.length(); this.x /= length; this.y /= length; return this; }; return Point; })(); var Particle = (function () { undefined function Particle() { undefined this.position = new Point(); this.velocity = new Point(); this.acceleration = new Point(); this.age = 0; } Particle.prototype.initialize = function (x, y, dx, dy) { undefined 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) { undefined 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) { undefined function ease(t) { undefined 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; })(); var ParticlePool = (function () { undefined var particles, firstActive = 0, firstFree = 0, duration = settings.particles.duration; function ParticlePool(length) { undefined particles = new Array(length); for (var i = 0; i < particles.length; i++) particles[i] = new Particle(); } ParticlePool.prototype.add = function (x, y, dx, dy) { undefined particles[firstFree].initialize(x, y, dx, dy); firstFree++; if (firstFree == particles.length) firstFree = 0; if (firstActive == firstFree) firstActive++; if (firstActive == particles.length) firstActive = 0; }; ParticlePool.prototype.update = function (deltaTime) { undefined var i; if (firstActive < firstFree) { undefined for (i = firstActive; i < firstFree; i++) particles[i].update(deltaTime); } if (firstFree < firstActive) { undefined for (i = firstActive; i < particles.length; i++) particles[i].update(deltaTime); for (i = 0; i < firstFree; i++) particles[i].update(deltaTime); } while (particles[firstActive].age >= duration && firstActive != firstFree) { undefined firstActive++; if (firstActive == particles.length) firstActive = 0; } }; ParticlePool.prototype.draw = function (context, image) { undefined if (firstActive < firstFree) { undefined for (i = firstActive; i < firstFree; i++) particles[i].draw(context, image); } if (firstFree < firstActive) { undefined 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; })(); (function (canvas) { undefined var context = canvas.getContext('2d'), particles = new ParticlePool(settings.particles.length), particleRate = settings.particles.length / settings.particles.duration, time; function pointOnHeart(t) { undefined 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 ); } var image = (function () { undefined var canvas = document.createElement('canvas'), context = canvas.getContext('2d'); canvas.width = settings.particles.size; canvas.height = settings.particles.size; function to(t) { undefined 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; } context.beginPath(); var t = -Math.PI; var point = to(t); context.moveTo(point.x, point.y); while (t < Math.PI) { undefined t += 0.01; point = to(t); context.lineTo(point.x, point.y); } context.closePath(); context.fillStyle = '#ea80b0'; context.fill(); var image = new Image(); image.src = canvas.toDataURL(); return image; })(); function render() { undefined requestAnimationFrame(render); var newTime = new Date().getTime() / 1000, deltaTime = newTime - (time || newTime); time = newTime; context.clearRect(0, 0, canvas.width, canvas.height); var amount = particleRate * deltaTime; for (var i = 0; i < amount; i++) { undefined 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); } particles.update(deltaTime); particles.draw(context, image); } function onResize() { undefined canvas.width = canvas.clientWidth; canvas.height = canvas.clientHeight; } window.onresize = onResize; setTimeout(function () { undefined onResize(); render(); }, 10); })(document.getElementById('pinkboard')); </script> </body> </html>
第三种效果图:
HTML部分:
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>流动爱心表白</title> <link rel="stylesheet" href="css/style.css" /> </head> <body> <!-- 绘画爱心 --> <canvas id="canvas" width="1400" height="600"></canvas> <!-- js部分 --> <script src="js/script.js"></script> </body> </html>
JS部分:
var canvas = document.getElementById("canvas"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Initialize the GL context var gl = canvas.getContext('webgl'); if (!gl) { console.error("Unable to initialize WebGL."); } //Time step var dt = 0.015; //Time var time = 0.0; //************** Shader sources ************** var vertexSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; var fragmentSource = ` precision highp float; uniform float width; uniform float height; vec2 resolution = vec2(width, height); uniform float time; #define POINT_COUNT 8 vec2 points[POINT_COUNT]; const float speed = -0.5; const float len = 0.25; float intensity = 0.9; float radius = 0.015; //https://www.shadertoy.com/view/MlKcDD //Signed distance to a quadratic bezier float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){ vec2 a = B - A; vec2 b = A - 2.0*B + C; vec2 c = a * 2.0; vec2 d = A - pos; float kk = 1.0 / dot(b,b); float kx = kk * dot(a,b); float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0; float kz = kk * dot(d,a); float res = 0.0; float p = ky - kx*kx; float p3 = p*p*p; float q = kx*(2.0*kx*kx - 3.0*ky) + kz; float h = q*q + 4.0*p3; if(h >= 0.0){ h = sqrt(h); vec2 x = (vec2(h, -h) - q) / 2.0; vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0)); float t = uv.x + uv.y - kx; t = clamp( t, 0.0, 1.0 ); // 1 root vec2 qos = d + (c + b*t)*t; res = length(qos); }else{ float z = sqrt(-p); float v = acos( q/(p*z*2.0) ) / 3.0; float m = cos(v); float n = sin(v)*1.732050808; vec3 t = vec3(m + m, -n - m, n - m) * z - kx; t = clamp( t, 0.0, 1.0 ); // 3 roots vec2 qos = d + (c + b*t.x)*t.x; float dis = dot(qos,qos); res = dis; qos = d + (c + b*t.y)*t.y; dis = dot(qos,qos); res = min(res,dis); qos = d + (c + b*t.z)*t.z; dis = dot(qos,qos); res = min(res,dis); res = sqrt( res ); } return res; } //http://mathworld.wolfram.com/HeartCurve.html vec2 getHeartPosition(float t){ return vec2(16.0 * sin(t) * sin(t) * sin(t), -(13.0 * cos(t) - 5.0 * cos(2.0*t) - 2.0 * cos(3.0*t) - cos(4.0*t))); } //https://www.shadertoy.com/view/3s3GDn float getGlow(float dist, float radius, float intensity){ return pow(radius/dist, intensity); } float getSegment(float t, vec2 pos, float offset, float scale){ for(int i = 0; i < POINT_COUNT; i++){ points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28); } vec2 c = (points[0] + points[1]) / 2.0; vec2 c_prev; float dist = 10000.0; for(int i = 0; i < POINT_COUNT-1; i++){ //https://tinyurl.com/y2htbwkm c_prev = c; c = (points[i] + points[i+1]) / 2.0; dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c)); } return max(0.0, dist); } void main(){ vec2 uv = gl_FragCoord.xy/resolution.xy; float widthHeightRatio = resolution.x/resolution.y; vec2 centre = vec2(0.5, 0.5); vec2 pos = centre - uv; pos.y /= widthHeightRatio; //Shift upwards to centre heart pos.y += 0.02; float scale = 0.000015 * height; float t = time; //Get first segment float dist = getSegment(t, pos, 0.0, scale); float glow = getGlow(dist, radius, intensity); vec3 col = vec3(0.0); //White core col += 10.0*vec3(smoothstep(0.003, 0.001, dist)); //Pink glow col += glow * vec3(0.94,0.14,0.4); //Get second segment dist = getSegment(t, pos, 3.4, scale); glow = getGlow(dist, radius, intensity); //White core col += 10.0*vec3(smoothstep(0.003, 0.001, dist)); //Blue glow col += glow * vec3(0.2,0.6,1.0); //Tone mapping col = 1.0 - exp(-col); //Output to screen gl_FragColor = vec4(col,1.0); } `; //************** Utility functions ************** window.addEventListener('resize', onWindowResize, false); function onWindowResize() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); } //Compile shader and combine with source function compileShader(shaderSource, shaderType) { var shader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) { throw "Shader compile failed with: " + gl.getShaderInfoLog(shader); } return shader; } //From https://codepen.io/jlfwong/pen/GqmroZ //Utility to complain loudly if we fail to find the attribute/uniform function getAttribLocation(program, name) { var attributeLocation = gl.getAttribLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find attribute ' + name + '.'; } return attributeLocation; } function getUniformLocation(program, name) { var attributeLocation = gl.getUniformLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find uniform ' + name + '.'; } return attributeLocation; } //************** Create shaders ************** //Create vertex and fragment shaders var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER); var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER); //Create shader programs var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); //Set up rectangle covering entire canvas var vertexData = new Float32Array([-1.0, 1.0, // top left -1.0, -1.0, // bottom left 1.0, 1.0, // top right 1.0, -1.0, // bottom right ]); //Create vertex buffer var vertexDataBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW); // Layout of our data in the vertex buffer var positionHandle = getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionHandle); gl.vertexAttribPointer(positionHandle, 2, // position is a vec2 (2 values per component) gl.FLOAT, // each component is a float false, // don't normalize values 2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes) 0 // how many bytes inside the buffer to start from ); //Set uniform handle var timeHandle = getUniformLocation(program, 'time'); var widthHandle = getUniformLocation(program, 'width'); var heightHandle = getUniformLocation(program, 'height'); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); function draw() { //Update time time += dt; //Send uniforms to program gl.uniform1f(timeHandle, time); //Draw a triangle strip connecting vertices 0-4 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(draw); } draw();
CSS部分:
1. body { 2. background-color: #000; 3. margin: 0; 4. overflow: hidden; 5. background-repeat: no-repeat; 6. }