前端还能这么玩?(女朋友生日,用前端写了一个好玩的送给了她,高兴坏了)
程序员文章站
2022-03-06 10:03:26
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一年一度的生日到了
该送啥礼物好呢?
该送啥礼物好呢?
该送啥礼物好呢?
该送啥礼物好呢?
哎呀,有了
效果图:
可以访问:https://8042965.github.io/happy/ 查看哦
准备素材
- 可以是你女朋友的美照(我是百度找的个图)
- 可以是表情包
注意图片大小:最好是90*90的,如果不是,我教你怎么修改:
1、用windows自带的照片查看软件打开图片
2、调整大小
差不多就行
动手实操
项目结构如下
修改index.html中的图片
修改main.html的图片
代码给你
index.html
<!DOCTYPE html >
<html >
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<title></title>
<style type="text/css">
div{
display:inline;
}
</style>
</head>
<body style="background:#000;">
<div style="width:550px;">
<marquee width=400 scrollamount=5>
<img src="skin/images//a.jpg"/>
</marquee>
</div>
<div style="width:550px;margin:20px auto 0 auto;">
<object width="550" height="400" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553544800">
<param value="flash236.swf" name="movie">
<param value="high" name="quality">
<param value="transparent" name="wmode">
<embed width="550" height="400" wmode="transparent" type="application/x-shockwave-flash" quality="high" src="flash236.swf">
</object>
</div>
<marquee width=400 scrollamount=5>
<a href="main.html">
<FONT face=楷体_GB2312 color=#ff0000 size=3>
<STRONG>祝你生日快乐,祝你生日快乐!这是一个带着惊喜来的链接,请点击我试试。</STRONG>
</FONT>
</a>
</marquee>
</body>
</html>
main.html
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
<meta name="viewport" content="width=device-width,hight=device-hight,minimum-scale=1.0,maximum-scale=1.0,ser-scalable=none"/>
<title>生日快乐</title>
<style type="text/css">
body { margin: 0; padding: 0; position: relative; background-image: url(skin/images/xh.jpg); background-position: center; /*background-repeat: no-repeat;*/ width: 100%; height: 100%; background-size: 100% 100%; }
#jk {
width: 30%;
position: fixed;
right: 10px;
bottom: 40px;
}
</style>
</head>
<body id="body" onLoad="init()">
<script type="text/javascript" src="skin/js/threecanvas.js"></script>
<script type="text/javascript" src="skin/js/snow.js"></script>
<script type="text/javascript">
var SCREEN_WIDTH = window.innerWidth;//
var SCREEN_HEIGHT = window.innerHeight;
var container;
var particle;//粒子
var camera;
var scene;
var renderer;
var starSnow = 1;
var particles = [];
var particleImage = new Image();
//THREE.ImageUtils.loadTexture( "img/ParticleSmoke.png" );
// particleImage.src = 'skin/images/ParticleSmoke.png';
particleImage.src = 'skin/images/a1.jpg';
function init() {
//alert("message3");
container = document.createElement('div');//container:画布实例;
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera( 60, SCREEN_WIDTH / SCREEN_HEIGHT, 1, 10000 );
camera.position.z = 1000;
//camera.position.y = 50;
scene = new THREE.Scene();
scene.add(camera);
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
var material = new THREE.ParticleBasicMaterial( { map: new THREE.Texture(particleImage) } );
//alert("message2");
for (var i = 0; i < 500; i++) {
//alert("message");
particle = new Particle3D( material);
particle.position.x = Math.random() * 2000-1000;
particle.position.z = Math.random() * 2000-1000;
particle.position.y = Math.random() * 2000-1000;
//particle.position.y = Math.random() * (1600-particle.position.z)-1000;
particle.scale.x = particle.scale.y = 1;
scene.add( particle );
particles.push(particle);
}
container.appendChild( renderer.domElement );
//document.addEventListener( 'mousemove', onDocumentMouseMove, false );
document.addEventListener( 'touchstart', onDocumentTouchStart, false );
document.addEventListener( 'touchmove', onDocumentTouchMove, false );
document.addEventListener( 'touchend', onDocumentTouchEnd, false );
setInterval( loop, 1000 / 60 );
}
var touchStartX;
var touchFlag = 0;//储存当前是否滑动的状态;
var touchSensitive = 80;//检测滑动的灵敏度;
//var touchStartY;
//var touchEndX;
//var touchEndY;
function onDocumentTouchStart( event ) {
if ( event.touches.length == 1 ) {
//event.preventDefault();//取消默认关联动作;
touchStartX = 0;
touchStartX = event.touches[ 0 ].pageX ;
//touchStartY = event.touches[ 0 ].pageY ;
}
}
function onDocumentTouchMove( event ) {
if ( event.touches.length == 1 ) {
//event.preventDefault();
var direction = event.touches[ 0 ].pageX - touchStartX;
if (Math.abs(direction) > touchSensitive) {
if (direction>0) {touchFlag = 1;}
else if (direction<0) {touchFlag = -1;};
//changeAndBack(touchFlag);
}
}
}
function onDocumentTouchEnd (event) {
// if ( event.touches.length == 0 ) {
// event.preventDefault();
// touchEndX = event.touches[ 0 ].pageX ;
// touchEndY = event.touches[ 0 ].pageY ;
// }这里存在问题
var direction = event.changedTouches[ 0 ].pageX - touchStartX;
changeAndBack(touchFlag);
}
function changeAndBack (touchFlag) {
var speedX = 25*touchFlag;
touchFlag = 0;
for (var i = 0; i < particles.length; i++) {
particles[i].velocity=new THREE.Vector3(speedX,-10,0);
}
var timeOut = setTimeout(";", 800);
clearTimeout(timeOut);
var clearI = setInterval(function () {
if (touchFlag) {
clearInterval(clearI);
return;
};
speedX*=0.8;
if (Math.abs(speedX)<=1.5) {
speedX=0;
clearInterval(clearI);
};
for (var i = 0; i < particles.length; i++) {
particles[i].velocity=new THREE.Vector3(speedX,-10,0);
}
},100);
}
function loop() {
for(var i = 0; i<particles.length; i++){
var particle = particles[i];
particle.updatePhysics();
with(particle.position)
{
if((y<-1000)&&starSnow) {y+=2000;}
if(x>1000) x-=2000;
else if(x<-1000) x+=2000;
if(z>1000) z-=2000;
else if(z<-1000) z+=2000;
}
}
camera.lookAt(scene.position);
renderer.render( scene, camera );
}
</script>
</body>
</html>
js
snow.js
Particle3D=function(material){
THREE.Particle.call(this,material);
this.velocity=new THREE.Vector3(0,0,0);//速度;
this.velocity.rotateX(10);//旋转;
this.gravity=new THREE.Vector3(0,0,0.5);//加速度;
this.drag=1;//速度相乘系数;
};
//Particle:粒子;
//prototype:原形;
Particle3D.prototype=new THREE.Particle();
Particle3D.prototype.constructor=Particle3D;//构造函数
Particle3D.prototype.updatePhysics=function(){
this.velocity.multiplyScalar(this.drag);//矢量相乘函数
this.velocity.addSelf(this.gravity);//矢量相加函数
this.position.addSelf(this.velocity);//矢量相加函数
}
var TO_RADIANS=Math.PI/180;//角度向弧度转换系数*
THREE.Vector3.prototype.rotateY=function(angle){
//绕Y轴顺时针旋转angle;
cosRY=Math.cos(angle*TO_RADIANS);
sinRY=Math.sin(angle*TO_RADIANS);
var tempz=this.z;
var tempx=this.x;
this.x=(tempx*cosRY)+(tempz*sinRY);
this.z=(tempx*-sinRY)+(tempz*cosRY);
}
THREE.Vector3.prototype.rotateX=function(angle){
//绕X轴顺时针旋转angle;
cosRY=Math.cos(angle*TO_RADIANS);
sinRY=Math.sin(angle*TO_RADIANS);
var tempz=this.z;;
var tempy=this.y;
this.y=(tempy*cosRY)+(tempz*sinRY);
this.z=(tempy*-sinRY)+(tempz*cosRY);
}
THREE.Vector3.prototype.rotateZ=function(angle){
//绕Z轴顺时针旋转angle;
cosRY=Math.cos(angle*TO_RADIANS);
sinRY=Math.sin(angle*TO_RADIANS);
var tempx=this.x;;
var tempy=this.y;
this.y=(tempy*cosRY)+(tempx*sinRY);
this.x=(tempy*-sinRY)+(tempx*cosRY);
}
function randomRange(min,max){
return((Math.random()*(max-min))+ min);
}
threecanvas.js
因为这个js的代码有点长,是官方提供的,就不直接放了,地址:
https://github.com/8042965/8042965.github.io/tree/master/happy
所有代码都在