<>效果

这是带鼠标滚动的部分效果:

这是不用鼠标滚动的效果:(默认)

<>源代码
<!doctype html> <html> <head> <meta charset="utf-8"> <title>xx</title><!--
这是网页标题 --> <style> body{ overflow: hidden; margin: 0; } h1{ position: fixed; top
: 50%; left: 0; width: 100%; text-align: center; transform:translateY(-50%);
font-family: 'Love Ya Like A Sister', cursive; font-size: 40px; color: #c70012;
padding: 0 20px; } h1 span{ font-size:20px; } </style> </head> <body> <h1 id="h1
"></h1> <canvas></canvas> <!--canvas 画布--> <script> var canvas = document.
querySelector("canvas"), ctx = canvas.getContext("2d"); var ww,wh; function
onResize(){ ww = canvas.width = window.innerWidth; wh = canvas.height = window.
innerHeight; } ctx.strokeStyle = "red"; ctx.shadowBlur = 25; ctx.shadowColor =
"hsla(0, 100%, 60%,0.5)"; var precision = 100; var hearts = []; var mouseMoved =
false; function onMove(e){ mouseMoved = true; if(e.type === "touchmove"){ hearts
.push(new Heart(e.touches[0].clientX, e.touches[0].clientY)); hearts.push(new
Heart(e.touches[0].clientX, e.touches[0].clientY)); } else{ hearts.push(new
Heart(e.clientX, e.clientY)); hearts.push(new Heart(e.clientX, e.clientY)); } }
var Heart = function(x,y){ this.x = x || Math.random()*ww; this.y = y || Math.
random()*wh; this.size = Math.random()*2 + 1; this.shadowBlur = Math.random() *
10; this.speedX = (Math.random()+0.2-0.6) * 8; this.speedY = (Math.random()+0.2-
0.6) * 8; this.speedSize = Math.random()*0.05 + 0.01; this.opacity = 1; this.
vertices= []; for (var i = 0; i < precision; i++) { var step = (i / precision -
0.5) * (Math.PI * 2); var vector = { x : (15 * Math.pow(Math.sin(step), 3)), y :
-(13 * Math.cos(step) - 5 * Math.cos(2 * step) - 2 * Math.cos(3 * step) - Math.
cos(4 * step)) } this.vertices.push(vector); } } Heart.prototype.draw = function
(){ this.size -= this.speedSize; this.x += this.speedX; this.y += this.speedY;
ctx.save(); ctx.translate(-1000,this.y); ctx.scale(this.size, this.size); ctx.
beginPath(); for (var i = 0; i < precision; i++) { var vector = this.vertices[i]
; ctx.lineTo(vector.x, vector.y); } ctx.globalAlpha = this.size; ctx.shadowBlur
= Math.round((3 - this.size) * 10); ctx.shadowColor = "hsla(0, 100%, 60%,0.5)";
ctx.shadowOffsetX = this.x + 1000; ctx.globalCompositeOperation = "screen" ctx.
closePath(); ctx.fill() ctx.restore(); }; function render(a){
requestAnimationFrame(render); hearts.push(new Heart()) ctx.clearRect(0,0,ww,wh)
; for (var i = 0; i < hearts.length; i++) { hearts[i].draw(); if(hearts[i].size
<= 0){ hearts.splice(i,1); i--; } } } onResize(); window.addEventListener(
"mousemove", onMove); window.addEventListener("touchmove", onMove); window.
addEventListener("resize", onResize); requestAnimationFrame(render); window.
onload=function starttime(){ time(h1,'2017,7,9'); // 在一起的时间 ptimer = setTimeout(
starttime,1000); // 添加计时器 } function time(obj,futimg){ var nowtime = new Date().
getTime(); // 现在时间转换为时间戳 var futruetime = new Date(futimg).getTime(); //
未来时间转换为时间戳 var msec = nowtime-futruetime; // 毫秒 未来时间-现在时间 var time = (msec/1000)
; // 毫秒/1000 var day = parseInt(time/86400); // 天 24*60*60*1000 var hour =
parseInt(time/3600)-24*day; // 小时 60*60 总小时数-过去的小时数=现在的小时数 var minute = parseInt
(time%3600/60); // 分 -(day*24) 以60秒为一整份 取余 剩下秒数 秒数/60 就是分钟数 var second =
parseInt(time%60); // 以60秒为一整份 取余 剩下秒数 obj.innerHTML="XX<br>咱俩在一起的时间已经:<br>"+day
+"天"+hour+"小时"+minute+"分"+second+"秒"+
"了<br><span>圣诞之夜即将来临,真爱来了,我们要好好把握。<br>不管面临多大的压力,不管前面的路如何崎岖.<br>不管经历过什么,我仍坚信最浪漫的事就是和你一起慢慢变老.<br>相信中间的计时器,将永远继续下去,直至数据溢出.</span>"
return true; } </script> </body> </html>

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