目录
写在前面
HTML简介
完整代码
代码分析
系列推荐
写在最后
写在前面
本期小编给大家推荐HTML实现的飘落的花瓣,无需安装软件,直接下载即可打开~
HTML简介
HTML(Hypertext Markup Language)是一种用于创建网页的标记语言。它由一系列标签组成,这些标签描述了网页上的内容和结构。HTML中的标签以尖括号包围,通常成对出现,包括起始标签和结束标签,它们之间包含内容。HTML文档通常以<html>
标签开始,以</html>
标签结束。常见的标签包括<head>
用于定义文档的头部信息,<title>
用于指定标题,<body>
用于定义文档的主体内容等。通过使用不同的标签和属性,开发人员可以创建出多样化且丰富的网页内容,包括文本、图像、链接、表格等。HTML的语法相对简单,易于学习和使用,是构建网页的基础。随着技术的发展,HTML也在不断更新,最新版本为HTML5,提供了更多功能和语义化标签,使得网页开发更加灵活和可靠。
完整代码
<!DOCTYPE HTML>
<HTML>
<TITLE>飘落的花瓣</TITLE>
<META NAME="Generator" CONTENT="EditPlus">
<META NAME="Author" CONTENT="">
<META NAME="Keywords" CONTENT="">
<META NAME="Description" CONTENT="">
<style>
html,
body {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
overflow: hidden;
}
.container {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
background-color: #000000;
}
</style>
<script type="text/javascript" src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
</HEAD>
<BODY>
<div id="jsi-cherry-container" class="container"></div>
<script>
var RENDERER = {
INIT_CHERRY_BLOSSOM_COUNT: 30,
MAX_ADDING_INTERVAL: 10,
init: function () {
this.setParameters();
this.reconstructMethods();
this.createCherries();
this.render();
},
setParameters: function () {
this.$container = $('#jsi-cherry-container');
this.width = this.$container.width();
this.height = this.$container.height();
this.context = $('<canvas />').attr({ width: this.width, height: this.height }).appendTo(this.$container).get(0).getContext('2d');
this.cherries = [];
this.maxAddingInterval = Math.round(this.MAX_ADDING_INTERVAL * 1000 / this.width);
this.addingInterval = this.maxAddingInterval;
},
reconstructMethods: function () {
this.render = this.render.bind(this);
},
createCherries: function () {
for (var i = 0, length = Math.round(this.INIT_CHERRY_BLOSSOM_COUNT * this.width / 1000); i < length; i++) {
this.cherries.push(new CHERRY_BLOSSOM(this, true));
}
},
render: function () {
requestAnimationFrame(this.render);
this.context.clearRect(0, 0, this.width, this.height);
this.cherries.sort(function (cherry1, cherry2) {
return cherry1.z - cherry2.z;
});
for (var i = this.cherries.length - 1; i >= 0; i--) {
if (!this.cherries[i].render(this.context)) {
this.cherries.splice(i, 1);
}
}
if (--this.addingInterval == 0) {
this.addingInterval = this.maxAddingInterval;
this.cherries.push(new CHERRY_BLOSSOM(this, false));
}
}
};
var CHERRY_BLOSSOM = function (renderer, isRandom) {
this.renderer = renderer;
this.init(isRandom);
};
CHERRY_BLOSSOM.prototype = {
FOCUS_POSITION: 300,
FAR_LIMIT: 600,
MAX_RIPPLE_COUNT: 100,
RIPPLE_RADIUS: 100,
SURFACE_RATE: 0.5,
SINK_OFFSET: 20,
init: function (isRandom) {
this.x = this.getRandomValue(-this.renderer.width, this.renderer.width);
this.y = isRandom ? this.getRandomValue(0, this.renderer.height) : this.renderer.height * 1.5;
this.z = this.getRandomValue(0, this.FAR_LIMIT);
this.vx = this.getRandomValue(-2, 2);
this.vy = -2;
this.theta = this.getRandomValue(0, Math.PI * 2);
this.phi = this.getRandomValue(0, Math.PI * 2);
this.psi = 0;
this.dpsi = this.getRandomValue(Math.PI / 600, Math.PI / 300);
this.opacity = 0;
this.endTheta = false;
this.endPhi = false;
this.rippleCount = 0;
var axis = this.getAxis(),
theta = this.theta + Math.ceil(-(this.y + this.renderer.height * this.SURFACE_RATE) / this.vy) * Math.PI / 500;
theta %= Math.PI * 2;
this.offsetY = 40 * ((theta <= Math.PI / 2 || theta >= Math.PI * 3 / 2) ? -1 : 1);
this.thresholdY = this.renderer.height / 2 + this.renderer.height * this.SURFACE_RATE * axis.rate;
this.entityColor = this.renderer.context.createRadialGradient(0, 40, 0, 0, 40, 80);
this.entityColor.addColorStop(0, 'hsl(330, 70%, ' + 50 * (0.3 + axis.rate) + '%)');
this.entityColor.addColorStop(0.05, 'hsl(330, 40%,' + 55 * (0.3 + axis.rate) + '%)');
this.entityColor.addColorStop(1, 'hsl(330, 20%, ' + 70 * (0.3 + axis.rate) + '%)');
this.shadowColor = this.renderer.context.createRadialGradient(0, 40, 0, 0, 40, 80);
this.shadowColor.addColorStop(0, 'hsl(330, 40%, ' + 30 * (0.3 + axis.rate) + '%)');
this.shadowColor.addColorStop(0.05, 'hsl(330, 40%,' + 30 * (0.3 + axis.rate) + '%)');
this.shadowColor.addColorStop(1, 'hsl(330, 20%, ' + 40 * (0.3 + axis.rate) + '%)');
},
getRandomValue: function (min, max) {
return min + (max - min) * Math.random();
},
getAxis: function () {
var rate = this.FOCUS_POSITION / (this.z + this.FOCUS_POSITION),
x = this.renderer.width / 2 + this.x * rate,
y = this.renderer.height / 2 - this.y * rate;
return { rate: rate, x: x, y: y };
},
renderCherry: function (context, axis) {
context.beginPath();
context.moveTo(0, 40);
context.bezierCurveTo(-60, 20, -10, -60, 0, -20);
context.bezierCurveTo(10, -60, 60, 20, 0, 40);
context.fill();
for (var i = -4; i < 4; i++) {
context.beginPath();
context.moveTo(0, 40);
context.quadraticCurveTo(i * 12, 10, i * 4, -24 + Math.abs(i) * 2);
context.stroke();
}
},
render: function (context) {
var axis = this.getAxis();
if (axis.y == this.thresholdY && this.rippleCount < this.MAX_RIPPLE_COUNT) {
context.save();
context.lineWidth = 2;
context.strokeStyle = 'hsla(0, 0%, 100%, ' + (this.MAX_RIPPLE_COUNT - this.rippleCount) / this.MAX_RIPPLE_COUNT + ')';
context.translate(axis.x + this.offsetY * axis.rate * (this.theta <= Math.PI ? -1 : 1), axis.y);
context.scale(1, 0.3);
context.beginPath();
context.arc(0, 0, this.rippleCount / this.MAX_RIPPLE_COUNT * this.RIPPLE_RADIUS * axis.rate, 0, Math.PI * 2, false);
context.stroke();
context.restore();
this.rippleCount++;
}
if (axis.y < this.thresholdY || (!this.endTheta || !this.endPhi)) {
if (this.y <= 0) {
this.opacity = Math.min(this.opacity + 0.01, 1);
}
context.save();
context.globalAlpha = this.opacity;
context.fillStyle = this.shadowColor;
context.strokeStyle = 'hsl(330, 30%,' + 40 * (0.3 + axis.rate) + '%)';
context.translate(axis.x, Math.max(axis.y, this.thresholdY + this.thresholdY - axis.y));
context.rotate(Math.PI - this.theta);
context.scale(axis.rate * -Math.sin(this.phi), axis.rate);
context.translate(0, this.offsetY);
this.renderCherry(context, axis);
context.restore();
}
context.save();
context.fillStyle = this.entityColor;
context.strokeStyle = 'hsl(330, 40%,' + 70 * (0.3 + axis.rate) + '%)';
context.translate(axis.x, axis.y + Math.abs(this.SINK_OFFSET * Math.sin(this.psi) * axis.rate));
context.rotate(this.theta);
context.scale(axis.rate * Math.sin(this.phi), axis.rate);
context.translate(0, this.offsetY);
this.renderCherry(context, axis);
context.restore();
if (this.y <= -this.renderer.height / 4) {
if (!this.endTheta) {
for (var theta = Math.PI / 2, end = Math.PI * 3 / 2; theta <= end; theta += Math.PI) {
if (this.theta < theta && this.theta + Math.PI / 200 > theta) {
this.theta = theta;
this.endTheta = true;
break;
}
}
}
if (!this.endPhi) {
for (var phi = Math.PI / 8, end = Math.PI * 7 / 8; phi <= end; phi += Math.PI * 3 / 4) {
if (this.phi < phi && this.phi + Math.PI / 200 > phi) {
this.phi = Math.PI / 8;
this.endPhi = true;
break;
}
}
}
}
if (!this.endTheta) {
if (axis.y == this.thresholdY) {
this.theta += Math.PI / 200 * ((this.theta < Math.PI / 2 || (this.theta >= Math.PI && this.theta < Math.PI * 3 / 2)) ? 1 : -1);
} else {
this.theta += Math.PI / 500;
}
this.theta %= Math.PI * 2;
}
if (this.endPhi) {
if (this.rippleCount == this.MAX_RIPPLE_COUNT) {
this.psi += this.dpsi;
this.psi %= Math.PI * 2;
}
} else {
this.phi += Math.PI / ((axis.y == this.thresholdY) ? 200 : 500);
this.phi %= Math.PI;
}
if (this.y <= -this.renderer.height * this.SURFACE_RATE) {
this.x += 2;
this.y = -this.renderer.height * this.SURFACE_RATE;
} else {
this.x += this.vx;
this.y += this.vy;
}
return this.z > -this.FOCUS_POSITION && this.z < this.FAR_LIMIT && this.x < this.renderer.width * 1.5;
}
};
$(function () {
RENDERER.init();
});
</script>
</BODY>
</HTML>
代码分析
这段代码是一个HTML页面,其中包含一个canvas元素和相关的JavaScript代码。这个页面创建了一个飘落花瓣的动画效果。具体分析如下:
1. 首先定义了HTML结构,`<div id="jsi-cherry-container"></div>` 是一个用于承载花瓣动画的容器。
2. CSS样式部分设置了整个页面和容器的宽高为100%,且隐藏了滚动条。
3. JavaScript部分首先引入了jQuery库(虽然在这个示例中没有直接使用)。
4. RENDERER对象是动画的核心逻辑,它包含了初始化、设置参数、重构方法、创建花瓣以及渲染循环等方法。在init方法中,通过setParameters设定画布大小、获取容器元素、创建2D渲染上下文并初始化花瓣数组。createCherries方法用于生成初始数量的花瓣对象。render方法是动画渲染循环,每一帧会清除画布内容,重新排序花瓣,然后逐一渲染每个花瓣,并按照一定间隔添加新的花瓣。
5. CHERRY_BLOSSOM类代表单个花瓣,其构造函数接受一个RENDERER对象作为参数,并初始化花瓣的各种属性,包括位置、速度、颜色渐变等。该类中的init方法用于随机或指定方式初始化花瓣状态,render方法则负责绘制花瓣及涟漪效果。
6. 整个动画模拟了花瓣从画面顶部飘落并在接触到水面时产生涟漪的效果,通过不断更新花瓣的位置和角度,在canvas上绘制出动态变化的花瓣图像。
系列推荐
序号 | 目录 | 直达链接 |
1 | HTML实现3D相册 | https://want595.blog.csdn.net/article/details/138652869 |
2 | HTML元素周期表 | https://want595.blog.csdn.net/article/details/138653653 |
3 | HTML黑客帝国字母雨 | https://want595.blog.csdn.net/article/details/138654054 |
4 | HTML五彩缤纷的爱心 | https://want595.blog.csdn.net/article/details/138654581 |
5 | HTML飘落的花瓣 | https://want595.blog.csdn.net/article/details/138785324 |
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写在最后
我是一只有趣的兔子,感谢你的喜欢!