两种过年烟花,你喜欢哪一种(HTML+CSS+JS)
【摘要】 🎇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 backgr...
🎇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>
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