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<script src="http://www.jq22.com/jquery/2.1.1/jquery.min.js"></script>
<script type="text/javascript">
$(function(){
var Fireworks = function(){
var self = this
var rand = function(rMi, rMa){return ~~((Math.random()*(rMa-rMi+1))+rMi)}
var hitTest = function(x1, y1, w1, h1, x2, y2, w2, h2){return !(x1 + w1 < x2 || x2 + w2 < x1 || y1 + h1 < y2 || y2 + h2 < y1)}
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self.canvas.width = self.cw = $(window).innerWidth()
self.canvas.height = self.ch = $(window).innerHeight()
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self.partCount = 150
self.fireworks = []
self.mx = self.cw/2
self.my = self.ch/2
self.currentHue = 30
self.partSpeed = 5
self.partSpeedVariance = 10
self.partWind = 50
self.partFriction = 5
self.partGravity = 1
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self.fworkSpeed = 4
self.fworkAccel = 10
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self.canvasLoop()
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{x: x, y: y}
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gravity: self.partGravity/2,
hue: rand(hue-self.hueVariance, hue+self.hueVariance),
brightness: rand(50, 80),
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wind: (rand(0, self.partWind) - (self.partWind/2))/25,
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p.coordLast[0].x = p.x
p.coordLast[0].y = p.y
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p.y += vy
p.y += p.gravity
p.angle += p.wind
p.alpha -= p.decay
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self.particles.splice(i, 1)
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self.drawParticles = function(){
var i = self.particles.length
while(i--){
var p = self.particles[i]
var coordRand = (rand(1,3)-1)
self.ctx.beginPath()
self.ctx.moveTo(Math.round(p.coordLast[coordRand].x), Math.round(p.coordLast[coordRand].y))
self.ctx.lineTo(Math.round(p.x), Math.round(p.y))
self.ctx.closePath()
self.ctx.strokeStyle = 'hsla('+p.hue+', 100%, '+p.brightness+'%, '+p.alpha+')'
self.ctx.stroke()
if(self.flickerDensity > 0){
var inverseDensity = 50 - self.flickerDensity
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self.ctx.beginPath()
self.ctx.arc(Math.round(p.x), Math.round(p.y), rand(p.lineWidth,p.lineWidth+3)/2, 0, Math.PI*2, false)
self.ctx.closePath()
var randAlpha = rand(50,100)/100
self.ctx.fillStyle = 'hsla('+p.hue+', 100%, '+p.brightness+'%, '+randAlpha+')'
self.ctx.fill()
}
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}
self.createFireworks = function(startX, startY, targetX, targetY){
var newFirework = {
x: startX,
y: startY,
startX: startX,
startY: startY,
hitX: false,
hitY: false,
coordLast: [
{x: startX, y: startY},
{x: startX, y: startY},
{x: startX, y: startY}
],
targetX: targetX,
targetY: targetY,
speed: self.fworkSpeed,
angle: Math.atan2(targetY - startY, targetX - startX),
shockwaveAngle: Math.atan2(targetY - startY, targetX - startX)+(90*(Math.PI/180)),
acceleration: self.fworkAccel/100,
hue: self.currentHue,
brightness: rand(50, 80),
alpha: rand(50,100)/100,
lineWidth: self.lineWidth
}
self.fireworks.push(newFirework)
}
self.updateFireworks = function(){
var i = self.fireworks.length
while(i--){
var f = self.fireworks[i]
self.ctx.lineWidth = f.lineWidth
vx = Math.cos(f.angle) * f.speed,
vy = Math.sin(f.angle) * f.speed
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f.coordLast[2].y = f.coordLast[1].y
f.coordLast[1].x = f.coordLast[0].x
f.coordLast[1].y = f.coordLast[0].y
f.coordLast[0].x = f.x
f.coordLast[0].y = f.y
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if(f.x + vx <= f.targetX){
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f.hitX = true
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f.x += vx
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f.hitX = true
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f.x += vx
}
}
if(f.startY >= f.targetY){
if(f.y + vy <= f.targetY){
f.y = f.targetY
f.hitY = true
} else {
f.y += vy
}
} else {
if(f.y + vy >= f.targetY){
f.y = f.targetY
f.hitY = true
} else {
f.y += vy
}
}
if(f.hitX && f.hitY){
self.createParticles(f.targetX, f.targetY, f.hue)
self.fireworks.splice(i, 1)
}
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self.drawFireworks = function(){
var i = self.fireworks.length
self.ctx.globalCompositeOperation = 'lighter'
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var f = self.fireworks[i]
self.ctx.lineWidth = f.lineWidth
var coordRand = (rand(1,3)-1)
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self.ctx.lineTo(Math.round(f.x), Math.round(f.y))
self.ctx.closePath()
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self.ctx.save()
self.ctx.beginPath()
self.ctx.arc(Math.round(f.targetX), Math.round(f.targetY), rand(1,8), 0, Math.PI*2, false)
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if(self.showShockwave){
self.ctx.save()
self.ctx.translate(Math.round(f.x), Math.round(f.y))
self.ctx.rotate(f.shockwaveAngle)
self.ctx.beginPath()
self.ctx.arc(0, 0, 1*(f.speed/5), 0, Math.PI, true)
self.ctx.strokeStyle = 'hsla('+f.hue+', 100%, '+f.brightness+'%, '+rand(25, 60)/100+')'
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self.ctx.restore()
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self.bindEvents = function(){
$(window).on('resize', function(){
clearTimeout(self.timeout)
self.timeout = setTimeout(function() {
self.canvas.width = self.cw = $(window).innerWidth()
self.canvas.height = self.ch = $(window).innerHeight()
self.ctx.lineCap = 'round'
self.ctx.lineJoin = 'round'
}, 100)
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$(self.canvas).on('mousedown', function(e){
self.mx = e.pageX - self.canvas.offsetLeft
self.my = e.pageY - self.canvas.offsetTop
self.currentHue = rand(self.hueMin, self.hueMax)
self.createFireworks(self.cw/2, self.ch, self.mx, self.my)
$(self.canvas).on('mousemove.fireworks', function(e){
self.mx = e.pageX - self.canvas.offsetLeft
self.my = e.pageY - self.canvas.offsetTop
self.currentHue = rand(self.hueMin, self.hueMax)
self.createFireworks(self.cw/2, self.ch, self.mx, self.my)
})
})
$(self.canvas).on('mouseup', function(e){
$(self.canvas).off('mousemove.fireworks')
})
}
self.clear = function(){
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self.fireworks = []
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self.canvasLoop = function(){
requestAnimFrame(self.canvasLoop, self.canvas)
self.ctx.globalCompositeOperation = 'destination-out'
self.ctx.fillStyle = 'rgba(0,0,0,'+self.clearAlpha/100+')'
self.ctx.fillRect(0,0,self.cw,self.ch)
self.updateFireworks()
self.updateParticles()
self.drawFireworks()
self.drawParticles()
}
self.init()
}
var fworks = new Fireworks()
})
</script>
<script type="text/javascript">
$(document).ready(function() {
setTimeout(function() {
$("#header").hide("slow")
},2000)
})
</script>
</body>
</html>
你的这个代码不全,后面应该还有onload=“massage()”之类的代码=======================================
这么说吧:
function massage()是一个函数,message是函数的名,打个比方,好比是你在网页里偷偷放了了一个礼花弹(function),这个礼花弹的名字叫做massage。礼花弹一旦升空后的效果是什么呢?就是将跳出一个警告框,上面写着“该提示框是通过 onload 事件调用的”。
onload应该是礼花的引爆装置,网页加载到onload这行代码的时候,礼花就自动升空开放了。这也就是“onload 事件调用”。
放烟花的代码的操作步骤如下:
操作环境:华硕飞行堡垒、windows10家庭版、DreamweaverCS6。
1、打开Dreamweaver,新建HTML。
2、创建一个div标签,书写属性。
3、在<body>辩余内添加罩灶运js代码。
4、在<script>内添加js内容。
什么是电子烟花?
电子烟花是一种新型的电子产品,它有别于传统的装药烟花:
1、电子烟花是利用喷向空中的彩色纸屑反射彩色灯光结合哨子发出的啸叫声来产生火药烟花的燃放效果,可重复使用,没有硝烟,不产生垃圾,同样绚丽多姿。
2、利用电子激发普通空气爆炸,不使用火药和任何爆炸、燃烧药剂,也不使用任何燃烧助燃气体,在爆炸闪光过程中不产生烟雾,在爆炸、闪光过程中不伤人、不起火,并且能释放大量的负离子清洁空气。
3、电子烟花室内外都能用,有手持式、坐地式和多管式,均可同时使用。