一、浪漫烟花
多说无益,直接上代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title></title>
<meta charset="utf-8">
<title>3D烟花</title>
<style>
html,body{
margin:0px;
width:100%;
height:100%;
overflow:hidden;
background:#000;
}
#canvas{
width:100%;
height:100%;
}
</style>
</head>
<body>
<canvas id="canvas" width="825" height="631"></canvas><script>
function initVars(){
pi=Math.PI;
ctx=canvas.getContext("2d");
canvas.width=canvas.clientWidth;
canvas.height=canvas.clientHeight;
cx=canvas.width/2;
cy=canvas.height/2;
playerZ=-25;
playerX=playerY=playerVX=playerVY=playerVZ=pitch=yaw=pitchV=yawV=0;
scale=600;
seedTimer=0;seedInterval=5,seedLife=100;gravity=.02;
seeds=new Array();
sparkPics=new Array();
s="https://cantelope.org/NYE/";
for(i=1;i<=10;++i){
sparkPic=new Image();
sparkPic.src=s+"spark"+i+".png";
sparkPics.push(sparkPic);
}
sparks=new Array();
pow1=new Audio(s+"pow1.ogg");
pow2=new Audio(s+"pow2.ogg");
pow3=new Audio(s+"pow3.ogg");
pow4=new Audio(s+"pow4.ogg");
frames = 0;
}
function rasterizePoint(x,y,z){
var p,d;
x-=playerX;
y-=playerY;
z-=playerZ;
p=Math.atan2(x,z);
d=Math.sqrt(x*x+z*z);
x=Math.sin(p-yaw)*d;
z=Math.cos(p-yaw)*d;
p=Math.atan2(y,z);
d=Math.sqrt(y*y+z*z);
y=Math.sin(p-pitch)*d;
z=Math.cos(p-pitch)*d;
var rx1=-1000,ry1=1,rx2=1000,ry2=1,rx3=0,ry3=0,rx4=x,ry4=z,uc=(ry4-ry3)*(rx2-rx1)-(rx4-rx3)*(ry2-ry1);
if(!uc) return {x:0,y:0,d:-1};
var ua=((rx4-rx3)*(ry1-ry3)-(ry4-ry3)*(rx1-rx3))/uc;
var ub=((rx2-rx1)*(ry1-ry3)-(ry2-ry1)*(rx1-rx3))/uc;
if(!z)z=.000000001;
if(ua>0&&ua<1&&ub>0&&ub<1){
return {
x:cx+(rx1+ua*(rx2-rx1))*scale,
y:cy+y/z*scale,
d:Math.sqrt(x*x+y*y+z*z)
};
}else{
return {
x:cx+(rx1+ua*(rx2-rx1))*scale,
y:cy+y/z*scale,
d:-1
};
}
}
function spawnSeed(){
seed=new Object();
seed.x=-50+Math.random()*100;
seed.y=25;
seed.z=-50+Math.random()*100;
seed.vx=.1-Math.random()*.2;
seed.vy=-1.5;//*(1+Math.random()/2);
seed.vz=.1-Math.random()*.2;
seed.born=frames;
seeds.push(seed);
}
function splode(x,y,z){
t=5+parseInt(Math.random()*150);
sparkV=1+Math.random()*2.5;
type=parseInt(Math.random()*3);
switch(type){
case 0:
pic1=parseInt(Math.random()*10);
break;
case 1:
pic1=parseInt(Math.random()*10);
do{ pic2=parseInt(Math.random()*10); }while(pic2==pic1);
break;
case 2:
pic1=parseInt(Math.random()*10);
do{ pic2=parseInt(Math.random()*10); }while(pic2==pic1);
do{ pic3=parseInt(Math.random()*10); }while(pic3==pic1 || pic3==pic2);
break;
}
for(m=1;m<t;++m){
spark=new Object();
spark.x=x; spark.y=y; spark.z=z;
p1=pi*2*Math.random();
p2=pi*Math.random();
v=sparkV*(1+Math.random()/6)
spark.vx=Math.sin(p1)*Math.sin(p2)*v;
spark.vz=Math.cos(p1)*Math.sin(p2)*v;
spark.vy=Math.cos(p2)*v;
switch(type){
case 0: spark.img=sparkPics[pic1]; break;
case 1:
spark.img=sparkPics[parseInt(Math.random()*2)?pic1:pic2];
break;
case 2:
switch(parseInt(Math.random()*3)){
case 0: spark.img=sparkPics[pic1]; break;
case 1: spark.img=sparkPics[pic2]; break;
case 2: spark.img=sparkPics[pic3]; break;
}
break;
}
spark.radius=25+Math.random()*50;
spark.alpha=1;
spark.trail=new Array();
sparks.push(spark);
}
switch(parseInt(Math.random()*4)){
case 0: pow=new Audio(s+"pow1.ogg"); break;
case 1: pow=new Audio(s+"pow2.ogg"); break;
case 2: pow=new Audio(s+"pow3.ogg"); break;
case 3: pow=new Audio(s+"pow4.ogg"); break;
}
d=Math.sqrt((x-playerX)*(x-playerX)+(y-playerY)*(y-playerY)+(z-playerZ)*(z-playerZ));
pow.volume=1.5/(1+d/10);
pow.play();
}
function doLogic(){
if(seedTimer<frames){
seedTimer=frames+seedInterval*Math.random()*10;
spawnSeed();
}
for(i=0;i<seeds.length;++i){
seeds[i].vy+=gravity;
seeds[i].x+=seeds[i].vx;
seeds[i].y+=seeds[i].vy;
seeds[i].z+=seeds[i].vz;
if(frames-seeds[i].born>seedLife){
splode(seeds[i].x,seeds[i].y,seeds[i].z);
seeds.splice(i,1);
}
}
for(i=0;i<sparks.length;++i){
if(sparks[i].alpha>0 && sparks[i].radius>5){
sparks[i].alpha-=.01;
sparks[i].radius/=1.02;
sparks[i].vy+=gravity;
point=new Object();
point.x=sparks[i].x;
point.y=sparks[i].y;
point.z=sparks[i].z;
if(sparks[i].trail.length){
x=sparks[i].trail[sparks[i].trail.length-1].x;
y=sparks[i].trail[sparks[i].trail.length-1].y;
z=sparks[i].trail[sparks[i].trail.length-1].z;
d=((point.x-x)*(point.x-x)+(point.y-y)*(point.y-y)+(point.z-z)*(point.z-z));
if(d>9){
sparks[i].trail.push(point);
}
}else{
sparks[i].trail.push(point);
}
if(sparks[i].trail.length>5)sparks[i].trail.splice(0,1);
sparks[i].x+=sparks[i].vx;
sparks[i].y+=sparks[i].vy;
sparks[i].z+=sparks[i].vz;
sparks[i].vx/=1.075;
sparks[i].vy/=1.075;
sparks[i].vz/=1.075;
}else{
sparks.splice(i,1);
}
}
p=Math.atan2(playerX,playerZ);
d=Math.sqrt(playerX*playerX+playerZ*playerZ);
d+=Math.sin(frames/80)/1.25;
t=Math.sin(frames/200)/40;
playerX=Math.sin(p+t)*d;
playerZ=Math.cos(p+t)*d;
yaw=pi+p+t;
}
function rgb(col){
var r = parseInt((.5+Math.sin(col)*.5)*16);
var g = parseInt((.5+Math.cos(col)*.5)*16);
var b = parseInt((.5-Math.sin(col)*.5)*16);
return "#"+r.toString(16)+g.toString(16)+b.toString(16);
}
function draw(){
ctx.clearRect(0,0,cx*2,cy*2);
ctx.fillStyle="#ff8";
for(i=-100;i<100;i+=3){
for(j=-100;j<100;j+=4){
x=i;z=j;y=25;
point=rasterizePoint(x,y,z);
if(point.d!=-1){
size=250/(1+point.d);
d = Math.sqrt(x * x + z * z);
a = 0.75 - Math.pow(d / 100, 6) * 0.75;
if(a>0){
ctx.globalAlpha = a;
ctx.fillRect(point.x-size/2,point.y-size/2,size,size);
}
}
}
}
ctx.globalAlpha=1;
for(i=0;i<seeds.length;++i){
point=rasterizePoint(seeds[i].x,seeds[i].y,seeds[i].z);
if(point.d!=-1){
size=200/(1+point.d);
ctx.fillRect(point.x-size/2,point.y-size/2,size,size);
}
}
point1=new Object();
for(i=0;i<sparks.length;++i){
point=rasterizePoint(sparks[i].x,sparks[i].y,sparks[i].z);
if(point.d!=-1){
size=sparks[i].radius*200/(1+point.d);
if(sparks[i].alpha<0)sparks[i].alpha=0;
if(sparks[i].trail.length){
point1.x=point.x;
point1.y=point.y;
switch(sparks[i].img){
case sparkPics[0]:ctx.strokeStyle="#f84";break;
case sparkPics[1]:ctx.strokeStyle="#84f";break;
case sparkPics[2]:ctx.strokeStyle="#8ff";break;
case sparkPics[3]:ctx.strokeStyle="#fff";break;
case sparkPics[4]:ctx.strokeStyle="#4f8";break;
case sparkPics[5]:ctx.strokeStyle="#f44";break;
case sparkPics[6]:ctx.strokeStyle="#f84";break;
case sparkPics[7]:ctx.strokeStyle="#84f";break;
case sparkPics[8]:ctx.strokeStyle="#fff";break;
case sparkPics[9]:ctx.strokeStyle="#44f";break;
}
for(j=sparks[i].trail.length-1;j>=0;--j){
point2=rasterizePoint(sparks[i].trail[j].x,sparks[i].trail[j].y,sparks[i].trail[j].z);
if(point2.d!=-1){
ctx.globalAlpha=j/sparks[i].trail.length*sparks[i].alpha/2;
ctx.beginPath();
ctx.moveTo(point1.x,point1.y);
ctx.lineWidth=1+sparks[i].radius*10/(sparks[i].trail.length-j)/(1+point2.d);
ctx.lineTo(point2.x,point2.y);
ctx.stroke();
point1.x=point2.x;
point1.y=point2.y;
}
}
}
ctx.globalAlpha=sparks[i].alpha;
ctx.drawImage(sparks[i].img,point.x-size/2,point.y-size/2,size,size);
}
}
}
function frame(){
if(frames>100000){
seedTimer=0;
frames=0;
}
frames++;
draw();
doLogic();
requestAnimationFrame(frame);
}
window.addEventListener("resize",()=>{
canvas.width=canvas.clientWidth;
canvas.height=canvas.clientHeight;
cx=canvas.width/2;
cy=canvas.height/2;
});
initVars();
frame();</script>
</body>
</html>
将这段代码复制粘贴到记事本中,将记事本后缀名.txt改为.html,再次打开就可以看到下面这样的效果啦,动手试试吧!
二、浪漫爱心
跟前文操作一样,代码如下:
<!DOCTYPE html>
<html>
<head>
<title></title>
<script src="js/jquery.min.js"></script>
</head>
<style>
* {
padding: 0;
margin: 0;
}
html,
body {
height: 100%;
padding: 0;
margin: 0;
background: #000;
}
.aa {
position: fixed;
left: 50%;
bottom: 10px;
color: #ccc;
}
.container {
width: 100%;
height: 100%;
}
canvas {
z-index: 99;
position: absolute;
width: 100%;
height: 100%;
}
</style>
<body>
<!-- 樱花 -->
<div id="jsi-cherry-container" class="container">
<audio autoplay="autopaly">
<source src="renxi.mp3" type="audio/mp3" />
</audio>
<img class="img" src="./123.png" alt="" />
<!-- 爱心 -->
<canvas id="pinkboard" class="container"> </canvas>
</div>
</body>
</html>
<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
},
};
(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>
<script>
var RENDERER = {
INIT_CHERRY_BLOSSOM_COUNT: 30,
MAX_ADDING_INTERVAL: 10,
init: function () {
this.setParameters();
this.reconstructMethods();
this.createCherries();
this.render();
if (
navigator.userAgent.match(
/(phone|pod|iPhone|iPod|ios|Android|Mobile|BlackBerry|IEMobile|MQQBrowser|JUC|Fennec|wOSBrowser|BrowserNG|WebOS|Symbian|Windows Phone)/i
)
) {
// var box = document.querySelectorAll(".box")[0];
// console.log(box, "移动端");
// box.style.marginTop = "65%";
}
},
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)
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 };
},
re
}
} 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>
三、浪漫流星雨
代码:
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>流星雨</title>
<script>
var context;
var arr = new Array();
var starCount = 800;
var rains = new Array();
var rainCount = 20;
function init() {
var stars = document.getElementById("stars");
windowWidth = window.innerWidth; //当前的窗口的高度
stars.width = windowWidth;
stars.height = window.innerHeight;
context = stars.getContext("2d");
}
//创建一个星星对象
var Star = function () {
this.x = windowWidth * Math.random();//横坐标
this.y = 5000 * Math.random();//纵坐标
this.text = ".";//文本
this.color = "white";//颜色
this.getColor = function () {
var _r = Math.random();
if (_r < 0.5) {
this.color = "#333";
} else {
this.color = "white";
}
}
//初始化
this.init = function () {
this.getColor();
}
//绘制
this.draw = function () {
context.fillStyle = this.color;
context.fillText(this.text, this.x, this.y);
}
}
//画月亮
function drawMoon() {
var moon = new Image();
moon.src = "./images/moon.jpg"
context.drawImage(moon, -5, -10);
}
//页面加载的时候
window.onload = function () {
init();
//画星星
for (var i = 0; i < starCount; i++) {
var star = new Star();
star.init();
star.draw();
arr.push(star);
}
//画流星
for (var i = 0; i < rainCount; i++) {
var rain = new MeteorRain();
rain.init();
rain.draw();
rains.push(rain);
}
drawMoon();//绘制月亮
playStars();//绘制闪动的星星
playRains();//绘制流星
}
//星星闪起来
function playStars() {
for (var n = 0; n < starCount; n++) {
arr[n].getColor();
arr[n].draw();
}
setTimeout("playStars()", 100);
}
/*流星雨开始*/
var MeteorRain = function () {
this.x = -1;
this.y = -1;
this.length = -1;//长度
this.angle = 30; //倾斜角度
this.width = -1;//宽度
this.height = -1;//高度
this.speed = 1;//速度
this.offset_x = -1;//横轴移动偏移量
this.offset_y = -1;//纵轴移动偏移量
this.alpha = 1; //透明度
this.color1 = "";//流星的色彩
this.color2 = ""; //流星的色彩
/****************初始化函数********************/
this.init = function () //初始化
{
this.getPos();
this.alpha = 1;//透明度
this.getRandomColor();
//最小长度,最大长度
var x = Math.random() * 80 + 150;
this.length = Math.ceil(x);
// x = Math.random()*10+30;
this.angle = 30; //流星倾斜角
x = Math.random() + 0.5;
this.speed = Math.ceil(x); //流星的速度
var cos = Math.cos(this.angle * 3.14 / 180);
var sin = Math.sin(this.angle * 3.14 / 180);
this.width = this.length * cos; //流星所占宽度
this.height = this.length * sin;//流星所占高度
this.offset_x = this.speed * cos;
this.offset_y = this.speed * sin;
}
/**************获取随机颜色函数*****************/
this.getRandomColor = function () {
var a = Math.ceil(255 - 240 * Math.random());
//中段颜色
this.color1 = "rgba(" + a + "," + a + "," + a + ",1)";
//结束颜色
this.color2 = "black";
}
/***************重新计算流星坐标的函数******************/
this.countPos = function ()//
{
//往左下移动,x减少,y增加
this.x = this.x - this.offset_x;
this.y = this.y + this.offset_y;
}
/*****************获取随机坐标的函数*****************/
this.getPos = function () //
{
//横坐标200--1200
this.x = Math.random() * window.innerWidth; //窗口高度
//纵坐标小于600
this.y = Math.random() * window.innerHeight; //窗口宽度
}
/****绘制流星***************************/
this.draw = function () //绘制一个流星的函数
{
context.save();
context.beginPath();
context.lineWidth = 1; //宽度
context.globalAlpha = this.alpha; //设置透明度
//创建横向渐变颜色,起点坐标至终点坐标
var line = context.createLinearGradient(this.x, this.y,
this.x + this.width,
this.y - this.height);
//分段设置颜色
line.addColorStop(0, "white");
line.addColorStop(0.3, this.color1);
line.addColorStop(0.6, this.color2);
context.strokeStyle = line;
//起点
context.moveTo(this.x, this.y);
//终点
context.lineTo(this.x + this.width, this.y - this.height);
context.closePath();
context.stroke();
context.restore();
}
this.move = function () {
//清空流星像素
var x = this.x + this.width - this.offset_x;
var y = this.y - this.height;
context.clearRect(x - 3, y - 3, this.offset_x + 5, this.offset_y + 5);
// context.strokeStyle="red";
// context.strokeRect(x,y-1,this.offset_x+1,this.offset_y+1);
//重新计算位置,往左下移动
this.countPos();
//透明度增加
this.alpha -= 0.002;
//重绘
this.draw();
}
}
//绘制流星
function playRains() {
for (var n = 0; n < rainCount; n++) {
var rain = rains[n];
rain.move();//移动
if (rain.y > window.innerHeight) {//超出界限后重来
context.clearRect(rain.x, rain.y - rain.height, rain.width, rain.height);
rains[n] = new MeteorRain();
rains[n].init();
}
}
setTimeout("playRains()", 2);
}
/*流星雨结束*/
</script>
<style type="text/css">
body {
background-color: black;
}
body, html {
width: 100%;
height: 100%;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="stars"></canvas>
</body>
</html>
效果:
说到这里,本文也结束啦,大家都去试一试吧!
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