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[Html/CSS] HTML实现爱心旋转代码

开发技术 开发技术 发布于:2023-05-06 14:24 | 阅读数:202 | 评论:0

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HTML实现爱心旋转代码
<!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 M&#246;ller
   */
  (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>

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