<!doctype html> <html> <head> <meta charset="utf-8"> <title>love</title> <link href="favicon.ico" rel="shortcut icon" /> <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> <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," 2017/7/4 "); // time together ptimer = the setTimeout (startTime, 1000 ); // add timers } function Time (obj, futimg) { var nowtime = new new a Date () the getTime ();. // time now translated to the time timestamp var futruetime = new new a Date (futimg) .getTime (); // future time to a timestamp var msec = nowtime - futruetime; // ms future time - current time var time = (msec / 1000); / / ms / 1000 var Day = the parseInt (Time / 86400); / / day 24 * 60 * 60 * 1000 var hour = the parseInt (Time / 3600) * Day -24; / / hr 60 * 60 total hours number - the past several hours = now hours var minute = the parseInt (Time % 3600 / 60); / / min - (Day * 24) For 60 seconds, an aliquot of the remaining modulo seconds seconds / 60 minutes is var SECOND = the parseInt (Time % 60 ); // 60 seconds, an aliquot of the modulo the number of seconds remaining // the console.log (hour + ":" + minute + ":" + SECOND,) // Alert (hour) obj.innerHTML = " Dear <br> time we two have been together <believe in the middle of the timer will always continue until the data overflow. </ span> " return to true ; } </ Script > </ body > </ HTML >