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)

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

在这里插入图片描述
在这里插入图片描述

效果图:
在这里插入图片描述
在这里插入图片描述

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

在这里插入图片描述

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
在这里插入图片描述
在这里插入图片描述
差不多就行
在这里插入图片描述

动手实操

项目结构如下

在这里插入图片描述

修改index.html中的图片

在这里插入图片描述

修改main.html的图片

在这里插入图片描述

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
在这里插入图片描述

发布了178 篇原创文章 · 获赞 2580 · 访问量 19万+

猜你喜欢

转载自blog.csdn.net/qq_17623363/article/details/105445732