Yep | 李峋爱心代码 python、html+CSS+JavaScript实现
【代码】Yep | 李峋爱心代码 python实现。
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一、python实现
直接打开运行环境跑代码。
效果图:动态滴
import random
from math import sin, cos, pi, log
from tkinter import *
CANVAS_WIDTH = 640 # 画布的宽
CANVAS_HEIGHT = 480 # 画布的高
CANVAS_CENTER_X = CANVAS_WIDTH / 2 # 画布中心的X轴坐标
CANVAS_CENTER_Y = CANVAS_HEIGHT / 2 # 画布中心的Y轴坐标
IMAGE_ENLARGE = 11 # 放大比例
HEART_COLOR = "pink" # 心的颜色
def heart_function(t, shrink_ratio: float = IMAGE_ENLARGE):
"""
“爱心函数生成器”
:param shrink_ratio: 放大比例
:param t: 参数
:return: 坐标
"""
# 基础函数
x = 16 * (sin(t) ** 3)
y = -(13 * cos(t) - 5 * cos(2 * t) - 2 * cos(3 * t) - cos(4 * t))
# 放大
x *= shrink_ratio
y *= shrink_ratio
# 移到画布中央
x += CANVAS_CENTER_X
y += CANVAS_CENTER_Y
return int(x), int(y)
def scatter_inside(x, y, beta=0.15):
"""
随机内部扩散
:param x: 原x
:param y: 原y
:param beta: 强度
:return: 新坐标
"""
ratio_x = - beta * log(random.random())
ratio_y = - beta * log(random.random())
dx = ratio_x * (x - CANVAS_CENTER_X)
dy = ratio_y * (y - CANVAS_CENTER_Y)
return x - dx, y - dy
def shrink(x, y, ratio):
"""
抖动
:param x: 原x
:param y: 原y
:param ratio: 比例
:return: 新坐标
"""
force = -1 / (((x - CANVAS_CENTER_X) ** 2 + (y - CANVAS_CENTER_Y) ** 2) ** 0.6) # 这个参数...
dx = ratio * force * (x - CANVAS_CENTER_X)
dy = ratio * force * (y - CANVAS_CENTER_Y)
return x - dx, y - dy
def curve(p):
"""
自定义曲线函数,调整跳动周期
:param p: 参数
:return: 正弦
"""
return 4 * (2 * sin(4 * p)) / (2 * pi)
class Heart:
"""
爱心类
"""
def __init__(self, generate_frame=20):
self._points = set() # 原始爱心坐标集合
self._edge_diffusion_points = set() # 边缘扩散效果点坐标集合
self._center_diffusion_points = set() # 中心扩散效果点坐标集合
self.all_points = {} # 每帧动态点坐标
self.build(2000)
self.random_halo = 1000
self.generate_frame = generate_frame
for frame in range(generate_frame):
self.calc(frame)
def build(self, number):
# 爱心
for _ in range(number):
t = random.uniform(0, 2 * pi) # 随机不到的地方造成爱心有缺口
x, y = heart_function(t)
self._points.add((x, y))
# 爱心内扩散
for _x, _y in list(self._points):
for _ in range(3):
x, y = scatter_inside(_x, _y, 0.05)
self._edge_diffusion_points.add((x, y))
# 爱心内再次扩散
point_list = list(self._points)
for _ in range(4000):
x, y = random.choice(point_list)
x, y = scatter_inside(x, y, 0.17)
self._center_diffusion_points.add((x, y))
@staticmethod
def calc_position(x, y, ratio):
# 调整缩放比例
force = 1 / (((x - CANVAS_CENTER_X) ** 2 + (y - CANVAS_CENTER_Y) ** 2) ** 0.520)
dx = ratio * force * (x - CANVAS_CENTER_X) + random.randint(-1, 1)
dy = ratio * force * (y - CANVAS_CENTER_Y) + random.randint(-1, 1)
return x - dx, y - dy
def calc(self, generate_frame):
ratio = 10 * curve(generate_frame / 10 * pi) # 圆滑的周期的缩放比例
halo_radius = int(4 + 6 * (1 + curve(generate_frame / 10 * pi)))
halo_number = int(3000 + 4000 * abs(curve(generate_frame / 10 * pi) ** 2))
all_points = []
# 光环
heart_halo_point = set() # 光环的点坐标集合
for _ in range(halo_number):
t = random.uniform(0, 2 * pi) # 随机不到的地方造成爱心有缺口
x, y = heart_function(t, shrink_ratio=11)
x, y = shrink(x, y, halo_radius)
if (x, y) not in heart_halo_point:
# 处理新的点
heart_halo_point.add((x, y))
x += random.randint(-11, 11)
y += random.randint(-11, 11)
size = random.choice((1, 2, 2))#控制外围粒子的大小
all_points.append((x, y, size))
# 轮廓
for x, y in self._points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 3)
all_points.append((x, y, size))
# 内容
for x, y in self._center_diffusion_points:
x, y = self.calc_position(x, y, ratio)
size = random.randint(1, 2)
all_points.append((x, y, size))
self.all_points[generate_frame] = all_points
def render(self, render_canvas, render_frame):
for x, y, size in self.all_points[render_frame % self.generate_frame]:
render_canvas.create_rectangle(x, y, x + size, y + size, width=0, fill=HEART_COLOR)
def draw(main: Tk, render_canvas: Canvas, render_heart: Heart, render_frame=0):
render_canvas.delete('all')
render_heart.render(render_canvas, render_frame)
main.after(160, draw, main, render_canvas, render_heart, render_frame + 1)
if __name__ == '__main__':
root = Tk() # 一个Tk
canvas = Canvas(root, bg='black', height=CANVAS_HEIGHT, width=CANVAS_WIDTH)
canvas.pack()
heart = Heart() # 心
draw(root, canvas, heart) # 开始画画~
root.mainloop()
二、html+CSS+JavaScript实现
桌面新建一个txt文档,复制下面代码,把.txt的后缀改为.html,然后双击文件运行就可以看到效果了。
如果你的文档没有后缀,需要打开扩展名:此电脑—>(左上方)查看—>文件扩展名,勾一下方框。这时你去看所有的文件类型都多了后缀名。
<!DOCTYPE html>
<html>
<head>
<title></title>
<script src="js/jquery.min.js"></script>
</head>
<style>
* {
padding: 0;
margin: 0;
}
html,
body {
height: 100%;
padding: 0;
margin: 0;
background: #000;
}
.aa {
position: fixed;
left: 50%;
bottom: 10px;
color: #ccc;
}
.container {
width: 100%;
height: 100%;
}
canvas {
z-index: 99;
position: absolute;
width: 100%;
height: 100%;
}
</style>
<body>
<!-- 樱花 -->
<div id="jsi-cherry-container" class="container">
<audio autoplay="autopaly">
<source src="renxi.mp3" type="audio/mp3" />
</audio>
<img class="img" src="./123.png" alt="" />
<!-- 爱心 -->
<canvas id="pinkboard" class="container"> </canvas>
</div>
</body>
</html>
<script>
/*
* Settings
*/
var settings = {
particles: {
length: 500, // maximum amount of particles
duration: 2, // particle duration in sec
velocity: 100, // particle velocity in pixels/sec
effect: -0.75, // play with this for a nice effect
size: 30, // particle size in pixels
},
};
(function () {
var b = 0;
var c = ["ms", "moz", "webkit", "o"];
for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) {
window.requestAnimationFrame = window[c[a] + "RequestAnimationFrame"];
window.cancelAnimationFrame =
window[c[a] + "CancelAnimationFrame"] ||
window[c[a] + "CancelRequestAnimationFrame"];
}
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = function (h, e) {
var d = new Date().getTime();
var f = Math.max(0, 16 - (d - b));
var g = window.setTimeout(function () {
h(d + f);
}, f);
b = d + f;
return g;
};
}
if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = function (d) {
clearTimeout(d);
};
}
})();
/*
* Point class
*/
var Point = (function () {
function Point(x, y) {
this.x = typeof x !== "undefined" ? x : 0;
this.y = typeof y !== "undefined" ? y : 0;
}
Point.prototype.clone = function () {
return new Point(this.x, this.y);
};
Point.prototype.length = function (length) {
if (typeof length == "undefined")
return Math.sqrt(this.x * this.x + this.y * this.y);
this.normalize();
this.x *= length;
this.y *= length;
return this;
};
Point.prototype.normalize = function () {
var length = this.length();
this.x /= length;
this.y /= length;
return this;
};
return Point;
})();
/*
* Particle class
*/
var Particle = (function () {
function Particle() {
this.position = new Point();
this.velocity = new Point();
this.acceleration = new Point();
this.age = 0;
}
Particle.prototype.initialize = function (x, y, dx, dy) {
this.position.x = x;
this.position.y = y;
this.velocity.x = dx;
this.velocity.y = dy;
this.acceleration.x = dx * settings.particles.effect;
this.acceleration.y = dy * settings.particles.effect;
this.age = 0;
};
Particle.prototype.update = function (deltaTime) {
this.position.x += this.velocity.x * deltaTime;
this.position.y += this.velocity.y * deltaTime;
this.velocity.x += this.acceleration.x * deltaTime;
this.velocity.y += this.acceleration.y * deltaTime;
this.age += deltaTime;
};
Particle.prototype.draw = function (context, image) {
function ease(t) {
return --t * t * t + 1;
}
var size = image.width * ease(this.age / settings.particles.duration);
context.globalAlpha = 1 - this.age / settings.particles.duration;
context.drawImage(
image,
this.position.x - size / 2,
this.position.y - size / 2,
size,
size
);
};
return Particle;
})();
/*
* ParticlePool class
*/
var ParticlePool = (function () {
var particles,
firstActive = 0,
firstFree = 0,
duration = settings.particles.duration;
function ParticlePool(length) {
// create and populate particle pool
particles = new Array(length);
for (var i = 0; i < particles.length; i++)
particles[i] = new Particle();
}
ParticlePool.prototype.add = function (x, y, dx, dy) {
particles[firstFree].initialize(x, y, dx, dy);
// handle circular queue
firstFree++;
if (firstFree == particles.length) firstFree = 0;
if (firstActive == firstFree) firstActive++;
if (firstActive == particles.length) firstActive = 0;
};
ParticlePool.prototype.update = function (deltaTime) {
var i;
// update active particles
if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].update(deltaTime);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].update(deltaTime);
for (i = 0; i < firstFree; i++) particles[i].update(deltaTime);
}
// remove inactive particles
while (
particles[firstActive].age >= duration &&
firstActive != firstFree
) {
firstActive++;
if (firstActive == particles.length) firstActive = 0;
}
};
ParticlePool.prototype.draw = function (context, image) {
// draw active particles
if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].draw(context, image);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].draw(context, image);
for (i = 0; i < firstFree; i++) particles[i].draw(context, image);
}
};
return ParticlePool;
})();
/*
* Putting it all together
*/
(function (canvas) {
var context = canvas.getContext("2d"),
particles = new ParticlePool(settings.particles.length),
particleRate =
settings.particles.length / settings.particles.duration, // particles/sec
time;
// get point on heart with -PI <= t <= PI
function pointOnHeart(t) {
return new Point(
160 * Math.pow(Math.sin(t), 3),
130 * Math.cos(t) -
50 * Math.cos(2 * t) -
20 * Math.cos(3 * t) -
10 * Math.cos(4 * t) +
25
);
}
// creating the particle image using a dummy canvas
var image = (function () {
var canvas = document.createElement("canvas"),
context = canvas.getContext("2d");
canvas.width = settings.particles.size;
canvas.height = settings.particles.size;
// helper function to create the path
function to(t) {
var point = pointOnHeart(t);
point.x =
settings.particles.size / 2 +
(point.x * settings.particles.size) / 350;
point.y =
settings.particles.size / 2 -
(point.y * settings.particles.size) / 350;
return point;
}
// create the path
context.beginPath();
var t = -Math.PI;
var point = to(t);
context.moveTo(point.x, point.y);
while (t < Math.PI) {
t += 0.01; // baby steps!
point = to(t);
context.lineTo(point.x, point.y);
}
context.closePath();
// create the fill
context.fillStyle = "#ea80b0";
context.fill();
// create the image
var image = new Image();
image.src = canvas.toDataURL();
return image;
})();
// render that thing!
function render() {
// next animation frame
requestAnimationFrame(render);
// update time
var newTime = new Date().getTime() / 1000,
deltaTime = newTime - (time || newTime);
time = newTime;
// clear canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// create new particles
var amount = particleRate * deltaTime;
for (var i = 0; i < amount; i++) {
var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
var dir = pos.clone().length(settings.particles.velocity);
particles.add(
canvas.width / 2 + pos.x,
canvas.height / 2 - pos.y,
dir.x,
-dir.y
);
}
// update and draw particles
particles.update(deltaTime);
particles.draw(context, image);
}
// handle (re-)sizing of the canvas
function onResize() {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
}
window.onresize = onResize;
// delay rendering bootstrap
setTimeout(function () {
onResize();
render();
}, 10);
})(document.getElementById("pinkboard"));
</script>
<script>
var RENDERER = {
INIT_CHERRY_BLOSSOM_COUNT: 30,
MAX_ADDING_INTERVAL: 10,
init: function () {
this.setParameters();
this.reconstructMethods();
this.createCherries();
this.render();
if (
navigator.userAgent.match(
/(phone|pod|iPhone|iPod|ios|Android|Mobile|BlackBerry|IEMobile|MQQBrowser|JUC|Fennec|wOSBrowser|BrowserNG|WebOS|Symbian|Windows Phone)/i
)
) {
// var box = document.querySelectorAll(".box")[0];
// console.log(box, "移动端");
// box.style.marginTop = "65%";
}
},
setParameters: function () {
this.$container = $("#jsi-cherry-container");
this.width = this.$container.width();
this.height = this.$container.height();
this.context = $("<canvas />")
.attr({ width: this.width, height: this.height })
.appendTo(this.$container)
.get(0)
var rate = this.FOCUS_POSITION / (this.z + this.FOCUS_POSITION),
x = this.renderer.width / 2 + this.x * rate,
y = this.renderer.height / 2 - this.y * rate;
return { rate: rate, x: x, y: y };
},
re
}
} else {
this.phi += Math.PI / (axis.y == this.thresholdY ? 200 : 500);
this.phi %= Math.PI;
}
if (this.y <= -this.renderer.height * this.SURFACE_RATE) {
this.x += 2;
this.y = -this.renderer.height * this.SURFACE_RATE;
} else {
this.x += this.vx;
this.y += this.vy;
}
return (
this.z > -this.FOCUS_POSITION &&
this.z < this.FAR_LIMIT &&
this.x < this.renderer.width * 1.5
);
},
};
$(function () {
RENDERER.init();
});
</script>
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