| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328 | <!DOCTYPE html><html dir="ltr" lang="zh-CN"><head><meta charset="UTF-8" /><meta name="viewport" content="width=device-width" /><title>点击夜空欣赏烟花</title> 	<script src="http://libs.baidu.com/jquery/1.9.0/jquery.js"></script><style>/* basic styles for black background and crosshair cursor */body {	background: #000;	margin: 0;}canvas {	cursor: crosshair;	display: block;}.STYLE1 {color: #333333}</style></head><body><div ><canvas id="canvas"><span class="STYLE1">Open IE effect more perfect </span></canvas><audio autoplay="autoplay"><source src="http://www.sypeiyin.cn/Uploads/zh/News/2012071516257FJR.mp3" type="audio/mpeg"/></audio><img src="yanhua.jpg"  style="position: absolute;left:0px;bottom: 0px;height: auto;width:100%;padding:0px;margin:0px;"/></div><script>// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval// not supported in all browsers though and sometimes needs a prefix, so we need a shimwindow.requestAnimFrame = ( function() {	return window.requestAnimationFrame ||				window.webkitRequestAnimationFrame ||				window.mozRequestAnimationFrame ||				function( callback ) {					window.setTimeout( callback, 1000 / 60 );				};})();// now we will setup our basic variables for the demovar canvas = document.getElementById( 'canvas' ),		ctx = canvas.getContext( '2d' ),		// full screen dimensions		cw = window.innerWidth,		ch = window.innerHeight,		// firework collection		fireworks = [],		// particle collection		particles = [],		// starting hue		hue = 120,		// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks		limiterTotal = 5,		limiterTick = 0,		// this will time the auto launches of fireworks, one launch per 80 loop ticks		timerTotal = 80,		timerTick = 0,		mousedown = false,		// mouse x coordinate,		mx,		// mouse y coordinate		my;		// set canvas dimensionscanvas.width = cw;canvas.height = ch;// now we are going to setup our function placeholders for the entire demo// get a random number within a rangefunction random( min, max ) {	return Math.random() * ( max - min ) + min;}// calculate the distance between two pointsfunction calculateDistance( p1x, p1y, p2x, p2y ) {	var xDistance = p1x - p2x,			yDistance = p1y - p2y;	return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );}// create fireworkfunction Firework( sx, sy, tx, ty ) {	// actual coordinates	this.x = sx;	this.y = sy;	// starting coordinates	this.sx = sx;	this.sy = sy;	// target coordinates	this.tx = tx;	this.ty = ty;	// distance from starting point to target	this.distanceToTarget = calculateDistance( sx, sy, tx, ty );	this.distanceTraveled = 0;	// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails	this.coordinates = [];	this.coordinateCount = 3;	// populate initial coordinate collection with the current coordinates	while( this.coordinateCount-- ) {		this.coordinates.push( [ this.x, this.y ] );	}	this.angle = Math.atan2( ty - sy, tx - sx );	this.speed = 2;	this.acceleration = 1.05;	this.brightness = random( 50, 70 );	// circle target indicator radius	this.targetRadius = 1;}// update fireworkFirework.prototype.update = function( index ) {	// remove last item in coordinates array	this.coordinates.pop();	// add current coordinates to the start of the array	this.coordinates.unshift( [ this.x, this.y ] );		// cycle the circle target indicator radius	if( this.targetRadius < 8 ) {		this.targetRadius += 0.3;	} else {		this.targetRadius = 1;	}		// speed up the firework	this.speed *= this.acceleration;		// get the current velocities based on angle and speed	var vx = Math.cos( this.angle ) * this.speed,			vy = Math.sin( this.angle ) * this.speed;	// how far will the firework have traveled with velocities applied?	this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );		// if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached	if( this.distanceTraveled >= this.distanceToTarget ) {		createParticles( this.tx, this.ty );		// remove the firework, use the index passed into the update function to determine which to remove		fireworks.splice( index, 1 );	} else {		// target not reached, keep traveling		this.x += vx;		this.y += vy;	}}// draw fireworkFirework.prototype.draw = function() {	ctx.beginPath();	// move to the last tracked coordinate in the set, then draw a line to the current x and y	ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );	ctx.lineTo( this.x, this.y );	ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';	ctx.stroke();		ctx.beginPath();	// draw the target for this firework with a pulsing circle	ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );	ctx.stroke();}// create particlefunction Particle( x, y ) {	this.x = x;	this.y = y;	// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails	this.coordinates = [];	this.coordinateCount = 5;	while( this.coordinateCount-- ) {		this.coordinates.push( [ this.x, this.y ] );	}	// set a random angle in all possible directions, in radians	this.angle = random( 0, Math.PI * 2 );	this.speed = random( 1, 10 );	// friction will slow the particle down	this.friction = 0.95;	// gravity will be applied and pull the particle down	this.gravity = 1;	// set the hue to a random number +-20 of the overall hue variable	this.hue = random( hue - 20, hue + 20 );	this.brightness = random( 50, 80 );	this.alpha = 1;	// set how fast the particle fades out	this.decay = random( 0.015, 0.03 );}// update particleParticle.prototype.update = function( index ) {	// remove last item in coordinates array	this.coordinates.pop();	// add current coordinates to the start of the array	this.coordinates.unshift( [ this.x, this.y ] );	// slow down the particle	this.speed *= this.friction;	// apply velocity	this.x += Math.cos( this.angle ) * this.speed;	this.y += Math.sin( this.angle ) * this.speed + this.gravity;	// fade out the particle	this.alpha -= this.decay;		// remove the particle once the alpha is low enough, based on the passed in index	if( this.alpha <= this.decay ) {		particles.splice( index, 1 );	}}// draw particleParticle.prototype.draw = function() {	ctx. beginPath();	// move to the last tracked coordinates in the set, then draw a line to the current x and y	ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );	ctx.lineTo( this.x, this.y );	ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';	ctx.stroke();}// create particle group/explosionfunction createParticles( x, y ) {	// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though	var particleCount = 30;	while( particleCount-- ) {		particles.push( new Particle( x, y ) );	}}// main demo loopfunction loop() {	// this function will run endlessly with requestAnimationFrame	requestAnimFrame( loop );		// increase the hue to get different colored fireworks over time	hue += 0.5;		// normally, clearRect() would be used to clear the canvas	// we want to create a trailing effect though	// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely	ctx.globalCompositeOperation = 'destination-out';	// decrease the alpha property to create more prominent trails	ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';	ctx.fillRect( 0, 0, cw, ch );	// change the composite operation back to our main mode	// lighter creates bright highlight points as the fireworks and particles overlap each other	ctx.globalCompositeOperation = 'lighter';		// loop over each firework, draw it, update it	var i = fireworks.length;	while( i-- ) {		fireworks[ i ].draw();		fireworks[ i ].update( i );	}		// loop over each particle, draw it, update it	var i = particles.length;	while( i-- ) {		particles[ i ].draw();		particles[ i ].update( i );	}		// launch fireworks automatically to random coordinates, when the mouse isn't down	if( timerTick >= timerTotal ) {		if( !mousedown ) {			// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen			fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );			timerTick = 0;		}	} else {		timerTick++;	}		// limit the rate at which fireworks get launched when mouse is down	if( limiterTick >= limiterTotal ) {		if( mousedown ) {			// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target			fireworks.push( new Firework( cw / 2, ch, mx, my ) );			limiterTick = 0;		}	} else {		limiterTick++;	}}// mouse event bindings// update the mouse coordinates on mousemovecanvas.addEventListener( 'mousemove', function( e ) {	mx = e.pageX - canvas.offsetLeft;	my = e.pageY - canvas.offsetTop;});// toggle mousedown state and prevent canvas from being selectedcanvas.addEventListener( 'mousedown', function( e ) {	e.preventDefault();	mousedown = true;});canvas.addEventListener( 'mouseup', function( e ) {	e.preventDefault();	mousedown = false;});$('#canvas').bind('touchstart',function(e){	// console.log(e.originalEvent.x);	// console.log(e.originalEvent.y);	var touch=e.originalEvent.targetTouches[0];	mx=touch.pageX-canvas.offsetLeft;;	my = touch.pageY - canvas.offsetTop;	e.preventDefault();	mousedown = true;});$('#canvas').bind('touchend',function(e){	e.preventDefault();	mousedown = false;})$('#canvas').bind('touchmove',function(e){	var touch=e.originalEvent.targetTouches[0];	mx=touch.pageX-canvas.offsetLeft;;	my = touch.pageY - canvas.offsetTop;	e.preventDefault();	// mousedown = false;})// once the window loads, we are ready for some fireworks!window.onload = loop;</script></body></html>
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