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							- <!DOCTYPE html>
 
- <html dir="ltr" lang="zh-CN">
 
- <head>
 
- <meta charset="UTF-8" />
 
- <meta name="viewport" content="width=device-width" />
 
- <title>Enjoy fireworks</title> 
 
- 	<script type="text/javascript" src="http://game.ikongzhong.cn/games/qw/jquery.min.js"></script>
 
-       <script type="text/javascript">
 
- 	  
 
-         var dataForWeixin = {
 
-               appId: "gh_ff79a97cd7f3",
 
-               TLImg: "http://game.ikongzhong.cn/games/yh/logo.jpg",
 
-               url: "http://game.ikongzhong.cn/games/yh/en/",
 
-               title: "Lonely fireworks shows, if you feel good, please share the wechat!",
 
-               desc: "Lonely fireworks shows, if you feel good, please share the wechat!"
 
-         };
 
-         var onBridgeReady = function(){
 
-             WeixinJSBridge.on('menu:share:appmessage', function(argv){
 
-                var infos = $("#infos").text();     
 
-            
 
-                 WeixinJSBridge.invoke('sendAppMessage', {
 
-                     "appid": dataForWeixin.appId,
 
-                     "img_url": dataForWeixin.TLImg,
 
-                     "img_width": "120",
 
-                     "img_height": "120",
 
-                     "link": dataForWeixin.url + '?f=wx_hy_bb',
 
-                     "title": infos + dataForWeixin.title,
 
-                     "desc": dataForWeixin.desc 
 
-                 });
 
-          setTimeout(function () {location.href = "http://game.ikongzhong.cn/games/yh/en/";}, 1500); 
 
-             });
 
-             WeixinJSBridge.on('menu:share:timeline', function(argv){
 
-                 var infos = $("#infos").text();             
 
-                 WeixinJSBridge.invoke('shareTimeline', {
 
-                     "appid": dataForWeixin.appId,
 
-                     "img_url":dataForWeixin.TLImg,
 
-                     "img_width": "120",
 
-                     "img_height": "120",
 
-                     "link": dataForWeixin.url + '?f=wx_pyq_bb',
 
-                     "title": infos + dataForWeixin.title,
 
-                     "desc": dataForWeixin.desc
 
-                 });
 
- 		setTimeout(function () {location.href = "http://game.ikongzhong.cn/games/yh/en/";}, 1500);  
 
-             });
 
-         };
 
-         if(document.addEventListener){
 
-             document.addEventListener('WeixinJSBridgeReady', onBridgeReady, false);
 
-         }else if(document.attachEvent){
 
-             document.attachEvent('WeixinJSBridgeReady', onBridgeReady);
 
-             document.attachEvent('onWeixinJSBridgeReady', onBridgeReady);
 
-         }   
 
-       </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>
 
- <div style="text-align:center;clear:both">
 
- </div>
 
- <canvas id="canvas"><span class="STYLE1">Open IE effect more perfect </span></canvas>
 
- <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 shim
 
- window.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 demo
 
- var 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 dimensions
 
- canvas.width = cw;
 
- canvas.height = ch;
 
- // now we are going to setup our function placeholders for the entire demo
 
- // get a random number within a range
 
- function random( min, max ) {
 
- 	return Math.random() * ( max - min ) + min;
 
- }
 
- // calculate the distance between two points
 
- function calculateDistance( p1x, p1y, p2x, p2y ) {
 
- 	var xDistance = p1x - p2x,
 
- 			yDistance = p1y - p2y;
 
- 	return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
 
- }
 
- // create firework
 
- function 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 firework
 
- Firework.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 firework
 
- Firework.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 particle
 
- function 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 particle
 
- Particle.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 particle
 
- Particle.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/explosion
 
- function 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 loop
 
- function 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 mousemove
 
- canvas.addEventListener( 'mousemove', function( e ) {
 
- 	mx = e.pageX - canvas.offsetLeft;
 
- 	my = e.pageY - canvas.offsetTop;
 
- });
 
- // toggle mousedown state and prevent canvas from being selected
 
- canvas.addEventListener( 'mousedown', function( e ) {
 
- 	e.preventDefault();
 
- 	mousedown = true;
 
- });
 
- canvas.addEventListener( 'mouseup', function( e ) {
 
- 	e.preventDefault();
 
- 	mousedown = false;
 
- });
 
- // once the window loads, we are ready for some fireworks!
 
- window.onload = loop;
 
- </script>
 
- <img src="../yanhua.jpg" width="380" height="120">
 
- <img src="http://img.tongji.linezing.com/3455448/tongji.gif" />
 
- <audio autoplay="autoplay">
 
- <source src="http://www.sypeiyin.cn/Uploads/zh/News/2012071516257FJR.mp3" type="audio/mpeg">
 
- </audio>
 
 
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