本文主要是介绍新年快乐代码-Canvas全屏烟花动画特效_附完整源码【可直接运行】,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
文章目录
- 🔅新年快乐
- 🎨效果展示
- 🍻源码解析
- 🍕完整源码
- 🍮寄语
🔅新年快乐
随着冬日的暖阳洒满大地,新年的钟声在每个人的心中轻轻响起。这是一个充满希望与期待的时刻,一个告别过去、迎接未来的转折点。在这个温馨而又神圣的时刻,我怀揣着满心的祝福,想要对你说一声:新年快乐!
新年的快乐,源自于我们对生活的热爱。无论是忙碌的都市街头,还是宁静的乡村田野,每一个角落都弥漫着浓浓的年味。红灯笼高高挂起,喜庆的对联贴满门窗,孩子们欢声笑语,大人们笑逐颜开。这是一个属于我们的节日,一个让我们放下疲惫、释放欢乐的时刻。
新年的快乐,源自于我们对亲情的珍视。家,永远是最温暖的港湾。无论我们身在何方,心中都有一个永恒的牵挂。在新年的钟声中,让我们向远方的亲人送去最深的思念,向身边的亲人表达最真挚的感激。愿家人们身体健康,幸福安康,愿每一个温馨的家庭都充满欢声笑语。
新年的快乐,源自于我们对友情的珍视。人生路上,有朋友的陪伴,旅途不再孤单。无论是一起分享欢笑泪水的学生时代,还是携手共度风雨的职场生涯,友情如同一盏明灯,照亮我们前行的道路。在新的一年里,愿我们的友情更加深厚,愿我们的友谊天长地久。
在这个充满希望与憧憬的新年之际,让我们携手同行,用笑容点亮生活的色彩,用热情点燃未来的火花。让每一天都成为一段美好的旅程,让每一步都留下坚实的脚印。新年快乐!愿你我的梦想都能成真,愿我们的未来更加美好!
🎨效果展示
🍻源码解析
// 解码核心代码
var result = "SGFwcHkgTmV3IFllYXI=";var decodeTxt = window.atob(result);
decodeTxt = decodeURI(decodeTxt);
decodeTxt = decodeTxt.replace(/&/g, '&').replace(/</g, '<').replace(/>/g, '>');// 在Canvas上绘制解码后的文本
ctx.font = "50px sans-serif";
var textData = ctx.measureText(decodeTxt);
ctx.fillStyle = "rgba(" + parseInt(random(0, 255)) + "," + parseInt(random(0, 255)) + "," + parseInt(random(0, 255)) + ",0.3)";
ctx.fillText(decodeTxt, cw / 2 - textData.width / 2, ch / 2);
for (var h = 0; h < 50; h++) {fireworks.push(new Firework(cw / 2, ch / 2, random(0, cw), random(0, ch)));
}
这段源码是一个HTML5 Canvas动画效果,实现了一个全屏烟花的特效。以下是对源码的简要解析:
-
HTML 结构:
- 使用HTML5的文档类型声明
<!doctype html>
。 - 包含一个
<head>
部分,其中设置了字符集(UTF-8)和页面标题。 - 包含一个
<body>
部分,其中有一个<canvas>
元素用于绘制动画。
- 使用HTML5的文档类型声明
-
CSS 样式:
- 设置了基本的样式,将页面背景设置为黑色,去除了页面的默认边距,将鼠标指针设置为十字叉。
-
JavaScript 代码:
- 引入了
requestAnimFrame
函数,用于优化Canvas动画的更新,兼容不同浏览器。 - 初始化了Canvas上下文、窗口宽高、烟花和粒子的集合等变量。
- 定义了一系列函数,用于生成随机数、计算两点间的距离、创建烟花、更新烟花状态、绘制烟花、创建粒子、更新粒子状态、绘制粒子等。
- 实现了一个主循环
loop()
,通过requestAnimFrame
实现持续更新和绘制动画。 - 通过鼠标事件监听,获取鼠标位置,并在鼠标点击时触发烟花的发射。
- 自动触发烟花的发射,通过定时器控制。
- 引入了
-
Canvas 绘制:
- 使用Canvas绘制烟花的轨迹和粒子的轨迹,通过改变颜色、透明度等属性实现动画效果。
- 在Canvas中添加了一段文字,并随着动画的进行,以一定透明度和随机颜色绘制在屏幕中央。
总体而言,这段代码通过Canvas绘图和JavaScript动画实现了一个烟花特效,包括烟花的发射、爆炸效果和粒子的运动轨迹。
🍕完整源码
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>HTML5 Canvas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 dimensionscw = window.innerWidth,ch = window.innerHeight,// firework collectionfireworks = [],// particle collectionparticles = [],// starting huehue = 120,// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop tickslimiterTotal = 5,limiterTick = 0,// this will time the auto launches of fireworks, one launch per 80 loop tickstimerTotal = 80,timerTick = 0,mousedown = false,// mouse x coordinate,mx,// mouse y coordinatemy;// 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 coordinatesthis.x = sx;this.y = sy;// starting coordinatesthis.sx = sx;this.sy = sy;// target coordinatesthis.tx = tx;this.ty = ty;// distance from starting point to targetthis.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 trailsthis.coordinates = [];this.coordinateCount = 3;// populate initial coordinate collection with the current coordinateswhile( 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 radiusthis.targetRadius = 1;
}// update firework
Firework.prototype.update = function( index ) {// remove last item in coordinates arraythis.coordinates.pop();// add current coordinates to the start of the arraythis.coordinates.unshift( [ this.x, this.y ] );// cycle the circle target indicator radiusif( this.targetRadius < 8 ) {this.targetRadius += 0.3;} else {this.targetRadius = 1;}// speed up the fireworkthis.speed *= this.acceleration;// get the current velocities based on angle and speedvar 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 reachedif( this.distanceTraveled >= this.distanceToTarget ) {createParticles( this.tx, this.ty );// remove the firework, use the index passed into the update function to determine which to removefireworks.splice( index, 1 );} else {// target not reached, keep travelingthis.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 yctx.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 circlectx.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 trailsthis.coordinates = [];this.coordinateCount = 5;while( this.coordinateCount-- ) {this.coordinates.push( [ this.x, this.y ] );}// set a random angle in all possible directions, in radiansthis.angle = random( 0, Math.PI * 2 );this.speed = random( 1, 10 );// friction will slow the particle downthis.friction = 0.95;// gravity will be applied and pull the particle downthis.gravity = 1;// set the hue to a random number +-20 of the overall hue variablethis.hue = random( hue - 20, hue + 20 );this.brightness = random( 50, 80 );this.alpha = 1;// set how fast the particle fades outthis.decay = random( 0.015, 0.03 );
}// update particle
Particle.prototype.update = function( index ) {// remove last item in coordinates arraythis.coordinates.pop();// add current coordinates to the start of the arraythis.coordinates.unshift( [ this.x, this.y ] );// slow down the particlethis.speed *= this.friction;// apply velocitythis.x += Math.cos( this.angle ) * this.speed;this.y += Math.sin( this.angle ) * this.speed + this.gravity;// fade out the particlethis.alpha -= this.decay;// remove the particle once the alpha is low enough, based on the passed in indexif( 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 yctx.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 thoughvar particleCount = 30;while( particleCount-- ) {particles.push( new Particle( x, y ) );}
}// main demo loop
function loop() {// this function will run endlessly with requestAnimationFramerequestAnimFrame( loop );// increase the hue to get different colored fireworks over timehue += 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 entirelyctx.globalCompositeOperation = 'destination-out';// decrease the alpha property to create more prominent trailsctx.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 otherctx.globalCompositeOperation = 'lighter';var result = "SGFwcHkgTmV3IFllYXI=";var decodeTxt = window.atob(result);decodeTxt = decodeURI(decodeTxt);ctx.font = "50px sans-serif";var textData = ctx.measureText(decodeTxt);ctx.fillStyle = "rgba("+parseInt(random(0,255))+","+parseInt(random(0,255))+","+parseInt(random(0,255))+",0.3)";ctx.fillText(decodeTxt,cw /2-textData.width/2,ch/2); // loop over each firework, draw it, update itvar i = fireworks.length;while( i-- ) {fireworks[ i ].draw();fireworks[ i ].update( i );}// loop over each particle, draw it, update itvar i = particles.length;while( i-- ) {particles[ i ].draw();particles[ i ].update( i );}// launch fireworks automatically to random coordinates, when the mouse isn't downif( 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 screenfor(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 downif( limiterTick >= limiterTotal ) {if( mousedown ) {// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the targetfireworks.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>
🍮寄语
祝愿你新年快乐,充满喜悦和希望!愿新的一年带给你幸福和成功,让每一个美好的时刻都留下深刻的回忆。愿你在未来的日子里,心想事成,梦想成真。新年到来,愿你收获满满,笑意常驻,一切都如你所愿!
新年伊始,愿你迎接充满阳光、温馨和希望的日子。在这美好的季节里,让我们携手迈入一个全新的征程,充满着梦想和机遇。
新年是一张全新的画布,让我们一同挥洒着五彩斑斓的色彩。愿你的每一天都像绽放的花朵一样美好,每一刻都弥漫着幸福的芬芳。愿你在新的一年里实现更多的梦想,勇敢迎接生活的挑战,书写属于自己的精彩篇章。
时光荏苒,岁月如梭,但在新的一年里,我们有机会重新定义自己,修复过去的遗憾,追逐新的目标。愿你在追梦的路上,拥有坚韧不拔的勇气,克服困难,勇往直前。每一步都是向着成功的方向迈进,每一次努力都是为了更美好的未来。
在新的一年里,愿你心怀感激,珍惜身边的每一个温暖瞬间。生活中的点滴幸福,都是一种无法言喻的财富。与家人朋友共度欢乐时光,分享彼此的快乐和困扰。在困难面前,有爱的支持和温暖,就是最坚强的后盾。
新年带给我们的不仅仅是时光的更替,更是对过去的反思和对未来的展望。愿你在新的一年里不仅保持对自己的自信,更能够放下曾经的包袱,迎接全新的可能。过去的错误不过是人生路上的一次教训,新的一年是弥补和成长的机会。
让我们怀揣着梦想,努力奋斗,迎接新的挑战。在未来的日子里,愿你发现更多的机会,创造更多的价值,成为更好的自己。不管前方有多少坎坷,有多少困难,都请坚信,你拥有足够的勇气和智慧去战胜一切。
新年是希望的季节,是憧憬的时刻。愿你拥有一颗敢于梦想的心,勇往直前,让梦想的翅膀在新的一年里飞得更高。不管岁月如何更迭,我们都能携手共渡风雨,共同创造属于我们的辉煌。
在这个充满祝福和温馨的季节,愿你和家人共同享受温暖的时光。新年的钟声已经敲响,愿幸福和平安如期而至,带给你满满的幸福和快乐。让我们携手迎接新的一年,一起谱写属于我们的新篇章。
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