370 lines
12 KiB
PHP
370 lines
12 KiB
PHP
<!doctype html>
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<html>
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<head>
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<meta charset="utf-8">
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<title>HTML5 canvas炫酷喜庆全屏烟花动画特效 from https://github.com/sunyctf/js-effects </title>
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<style>
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/* basic styles for black background and crosshair cursor | 黑色背景和十字光标的基本样式 */
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body {
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background: rgba(255,255,255,0.2);
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margin: 0;
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}
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canvas {
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cursor: crosshair;
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display: block;
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}
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</style>
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</head>
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<body>
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<canvas id="canvas"></canvas>
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<script>
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// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
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// 在画布上设置动画时,最好使用requestAnimationFrame而不是setTimeout或setInterval
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// not supported in all browsers though and sometimes needs a prefix, so we need a shim
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// 但并非所有浏览器都支持,有时需要前缀,因此我们需要垫片
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window.requestAnimFrame = ( function() {
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// 浏览器兼容写法
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// var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame
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// var cancelAnimationFrame = window.cancelAnimationFrame || window.mozCancelAnimationFrame
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return window.requestAnimationFrame ||
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window.webkitRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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function( callback ) {
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// 时间间隔为什么是1000/60,这是因为大多数屏幕渲染的时间间隔是每秒60帧。
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window.setTimeout( callback, 1000 / 60 );
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};
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})();
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// now we will setup our basic variables for the demo
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var canvas = document.getElementById( 'canvas' ),
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ctx = canvas.getContext( '2d' ),
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// full screen dimensions
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cw = window.innerWidth,
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ch = window.innerHeight,
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// firework collection
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fireworks = [],
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// particle collection
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particles = [],
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// starting hue
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hue = 120,
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// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
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limiterTotal = 5,
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limiterTick = 0,
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// this will time the auto launches of fireworks, one launch per 80 loop ticks
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timerTotal = 80,
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timerTick = 0,
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mousedown = false,
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// mouse x coordinate,
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mx,
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// mouse y coordinate
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my;
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// set canvas dimensions
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canvas.width = cw;
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canvas.height = ch;
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// now we are going to setup our function placeholders for the entire demo
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// get a random number within a range
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function random( min, max ) {
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return Math.random() * ( max - min ) + min;
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}
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// calculate the distance between two points
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function calculateDistance( p1x, p1y, p2x, p2y ) {
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var xDistance = p1x - p2x,
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yDistance = p1y - p2y;
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return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
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}
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// create firework
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function Firework( sx, sy, tx, ty ) {
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// actual coordinates
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this.x = sx;
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this.y = sy;
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// starting coordinates
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this.sx = sx;
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this.sy = sy;
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// target coordinates
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this.tx = tx;
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this.ty = ty;
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// distance from starting point to target
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this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
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this.distanceTraveled = 0;
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// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
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this.coordinates = [];
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this.coordinateCount = 3;
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// populate initial coordinate collection with the current coordinates
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while( this.coordinateCount-- ) {
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this.coordinates.push( [ this.x, this.y ] );
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}
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this.angle = Math.atan2( ty - sy, tx - sx );
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this.speed = 2;
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this.acceleration = 1.05;
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this.brightness = random( 50, 70 );
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// circle target indicator radius
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this.targetRadius = 1;
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}
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// update firework
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Firework.prototype.update = function( index ) {
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// remove last item in coordinates array
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this.coordinates.pop();
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// add current coordinates to the start of the array
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this.coordinates.unshift( [ this.x, this.y ] );
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// cycle the circle target indicator radius
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if( this.targetRadius < 8 ) {
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this.targetRadius += 0.3;
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} else {
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this.targetRadius = 1;
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}
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// speed up the firework
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this.speed *= this.acceleration;
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// get the current velocities based on angle and speed
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var vx = Math.cos( this.angle ) * this.speed,
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vy = Math.sin( this.angle ) * this.speed;
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// how far will the firework have traveled with velocities applied?
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this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );
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// if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
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if( this.distanceTraveled >= this.distanceToTarget ) {
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createParticles( this.tx, this.ty );
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// remove the firework, use the index passed into the update function to determine which to remove
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fireworks.splice( index, 1 );
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} else {
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// target not reached, keep traveling
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this.x += vx;
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this.y += vy;
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}
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}
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// draw firework
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Firework.prototype.draw = function() {
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ctx.beginPath();
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// move to the last tracked coordinate in the set, then draw a line to the current x and y
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ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
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ctx.lineTo( this.x, this.y );
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ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
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ctx.stroke();
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ctx.beginPath();
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// draw the target for this firework with a pulsing circle
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ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
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ctx.stroke();
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}
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// create particle
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function Particle( x, y ) {
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this.x = x;
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this.y = y;
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// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
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this.coordinates = [];
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this.coordinateCount = 5;
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while( this.coordinateCount-- ) {
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this.coordinates.push( [ this.x, this.y ] );
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}
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// set a random angle in all possible directions, in radians
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this.angle = random( 0, Math.PI * 2 );
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this.speed = random( 1, 10 );
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// friction will slow the particle down
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this.friction = 0.95;
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// gravity will be applied and pull the particle down
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this.gravity = 1;
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// set the hue to a random number +-20 of the overall hue variable
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this.hue = random( hue - 20, hue + 20 );
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this.brightness = random( 50, 80 );
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this.alpha = 1;
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// set how fast the particle fades out
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this.decay = random( 0.015, 0.03 );
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}
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// update particle
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Particle.prototype.update = function( index ) {
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// remove last item in coordinates array
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this.coordinates.pop();
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// add current coordinates to the start of the array
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this.coordinates.unshift( [ this.x, this.y ] );
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// slow down the particle
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this.speed *= this.friction;
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// apply velocity
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this.x += Math.cos( this.angle ) * this.speed;
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this.y += Math.sin( this.angle ) * this.speed + this.gravity;
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// fade out the particle
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this.alpha -= this.decay;
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// remove the particle once the alpha is low enough, based on the passed in index
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if( this.alpha <= this.decay ) {
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particles.splice( index, 1 );
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}
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}
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// draw particle
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Particle.prototype.draw = function() {
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ctx. beginPath();
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// move to the last tracked coordinates in the set, then draw a line to the current x and y
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ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
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ctx.lineTo( this.x, this.y );
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ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
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ctx.stroke();
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}
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// create particle group/explosion
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function createParticles( x, y ) {
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// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
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var particleCount = 30;
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while( particleCount-- ) {
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particles.push( new Particle( x, y ) );
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}
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}
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var slogan = [
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"有志者,事竟成。",
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"心有多大,舞台就有多大。",
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"相信自己,相信未来。",
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"追求卓越,拒绝平庸。",
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"敢于梦想,敢于失败。",
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"没有不可能,只有想不到。",
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"坚持不懈,勇往直前。",
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"限制你的,只有你的想象力。",
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"每一天都是进步的机会。",
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"成功不是终点,失败不是终点。",
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"热爱你所做的,才能做到最好。",
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"每一天都是新的开始。",
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"冠军永不放弃,直到成功。",
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"成功不是一次性事件,而是一种生活方式。",
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"你不能坐在岸边过海。",
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"你注定要成为的唯一一个人是你决定成为的人。",
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"我们实现明天的唯一限制将是今天我们的怀疑。",
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"如果你想生活得快乐,把它与目标联系起来。",
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"未来属于那些相信自己梦想之美的人。",
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"成功是每天重复的小努力的累积。",
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"如果你能梦想它,你就能实现它。",
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"相信你能做到,你已经完成了一半。",
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"预测未来的最好方法是创造它。",
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"实现梦想的唯一方法就是醒来。",
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"成功不仅仅是赚钱,而是产生影响。",
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"确保成功的唯一方法是失败到那里。",
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"唯一能保证成功的是努力工作。",
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"梦想是成功的起点。",
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"每一次失败都是一次学习的机会。",
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"成功来自于不断的努力和坚持。",
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"相信自己,相信奇迹。",
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"梦想是行动的催化剂。",
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"成功来自于内心的力量。",
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"永不放弃,直到成功。",
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"每一次尝试都是向成功迈进的一步。",
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"成功来自于不断的自我超越。",
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"梦想是前进的动力。",
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"成功来自于不断的创新。",
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"梦想是实现可能的开始。",
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"成功来自于不断的学习和成长。",
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"梦想是生活的色彩。",
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"成功来自于不断的挑战自我。"
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];
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var text = slogan[Math.floor(Math.random() * slogan.length)];
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// main demo loop
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function loop() {
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// this function will run endlessly with requestAnimationFrame
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requestAnimFrame( loop );
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// increase the hue to get different colored fireworks over time
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hue += 0.5;
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// normally, clearRect() would be used to clear the canvas
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// we want to create a trailing effect though
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// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
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ctx.globalCompositeOperation = 'destination-out';
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// decrease the alpha property to create more prominent trails
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ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
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ctx.fillRect( 0, 0, cw, ch );
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// change the composite operation back to our main mode
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// lighter creates bright highlight points as the fireworks and particles overlap each other
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ctx.globalCompositeOperation = 'lighter';
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// var text = "成功AC!!";
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ctx.font = "50px sans-serif";
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var textData = ctx.measureText(text);
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ctx.fillStyle = "rgba("+parseInt(random(0,255))+","+parseInt(random(0,255))+","+parseInt(random(0,255))+",0.6)";
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ctx.fillText(text,cw /2-textData.width/2,ch/2);
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// loop over each firework, draw it, update it
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var i = fireworks.length;
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while( i-- ) {
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fireworks[ i ].draw();
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fireworks[ i ].update( i );
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}
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// loop over each particle, draw it, update it
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var i = particles.length;
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while( i-- ) {
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particles[ i ].draw();
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particles[ i ].update( i );
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}
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// launch fireworks automatically to random coordinates, when the mouse isn't down
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if( timerTick >= timerTotal ) {
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if( !mousedown ) {
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// 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
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for(var h=0;h<50;h++)
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{
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fireworks.push( new Firework( cw / 2, ch/2, random( 0, cw ), random( 0, ch ) ) );
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}
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timerTick = 0;
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}
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} else {
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timerTick++;
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}
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// limit the rate at which fireworks get launched when mouse is down
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if( limiterTick >= limiterTotal ) {
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if( mousedown ) {
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// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
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fireworks.push( new Firework( cw / 2, ch/2, mx, my ) );
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limiterTick = 0;
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}
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} else {
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limiterTick++;
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}
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}
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// mouse event bindings
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// update the mouse coordinates on mousemove
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canvas.addEventListener( 'mousemove', function( e ) {
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mx = e.pageX - canvas.offsetLeft;
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my = e.pageY - canvas.offsetTop;
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});
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// toggle mousedown state and prevent canvas from being selected
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canvas.addEventListener( 'mousedown', function( e ) {
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e.preventDefault();
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mousedown = true;
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});
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canvas.addEventListener( 'mouseup', function( e ) {
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e.preventDefault();
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mousedown = false;
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});
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// once the window loads, we are ready for some fireworks!
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window.onload = loop;
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</script>
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</body>
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</html>
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