HTML+CSS+JavaScript背景特效

源码分享 · 02-27 16:34

在这个充满活力的数字时代,背景特效成为了吸引用户注意力、提升网页美感的重要手段。本文为您精心准备了多种以HTML+CSS+JavaScript代码实现的背景特效,让您轻松地为网页增添动态与趣味。

特效1:星空

IMG_4038.gif

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>星空</title>
    <meta name="viewport" content="width=device-width, user-scalable=no, initial-scale=1.0">
    <script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/3.9.1/gsap.min.js"></script>
    <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
    <style>
        body{
            margin: 0;
        }
    </style>
</head>
<body>
</body>
<script>
    
    let camera
    let scene
    let renderer
    let material
    let mouseX = 0
    let mouseY = 0
    let windowHalfX = window.innerWidth / 2
    let windowHalfY = window.innerHeight / 2

    init()
    animate()

    function init () {
        camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 5, 2000)
        camera.position.z = 500

        scene = new THREE.Scene()
        scene.fog = new THREE.FogExp2(0x0000ff, 0.001)

        const geometry = new THREE.BufferGeometry()
        const vertices = []
        const size = 2000

        for ( let i = 0; i < 20000; i ++ ) {
            const x = (Math.random() * size + Math.random() * size) / 2 - size / 2
            const y = (Math.random() * size + Math.random() * size) / 2 - size / 2
            const z = (Math.random() * size + Math.random() * size) / 2 - size / 2

            vertices.push(x, y, z)
        }

        geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3))

        material = new THREE.PointsMaterial({
            size: 2,
            color: 0xffffff,
        })

        const particles = new THREE.Points(geometry, material)
        scene.add(particles)

        renderer = new THREE.WebGLRenderer()
        renderer.setPixelRatio(window.devicePixelRatio)
        renderer.setSize(window.innerWidth, window.innerHeight)
        document.body.appendChild(renderer.domElement)

        document.body.style.touchAction = 'none'
        document.body.addEventListener('pointermove', onPointerMove)
        window.addEventListener('resize', onWindowResize)
    }

    function onWindowResize () {
        windowHalfX = window.innerWidth / 2
        windowHalfY = window.innerHeight / 2

        camera.aspect = window.innerWidth / window.innerHeight
        camera.updateProjectionMatrix()
        renderer.setSize(window.innerWidth, window.innerHeight)
    }

    function onPointerMove (event) {
        mouseX = event.clientX - windowHalfX
        mouseY = event.clientY - windowHalfY
    }

    function animate () {
        requestAnimationFrame(animate)
        render()
    }

    function render () {
        camera.position.x += (mouseX * 2 - camera.position.x) * 0.02
        camera.position.y += (-mouseY * 2 - camera.position.y) * 0.02
        camera.lookAt(scene.position)
        renderer.render(scene, camera)
        scene.rotation.x += 0.001
        scene.rotation.y += 0.002
    }

</script>
</html>

特效2:方块运动

IMG_4041.gif

<html><head>
<meta charset="utf-8">
<title>蓝盒子</title>
<style>body { margin: 0; padding: 0;background: black; overflow: hidden;}</style>
<script src="http://cdn.bootcss.com/three.js/r78/three.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/gsap/1.17.0/TweenMax.min.js"></script>
</head>
<body>
<script>
var isMouseDown = false;
var emptySlot = "emptySlot", planeTop = "planeTop", planeBottom = "planeBottom";
var camera, scene, renderer;
var mouse = {x: 0, y: 0};
var camPos = {x: 0, y: 0, z: 10};
var sw = window.innerWidth, sh = window.innerHeight;
var cols = 20;
var rows = 16;
var gap = 20;
var size = {
    width: 100,
    height: 30,
    depth: 150,
}
var planeOffset = 250;
var allRowsDepth = rows * (size.depth + gap);
var allColsWidth = cols * (size.depth + gap);

var speedNormal = 4;
var speedFast = 34;
var speed = speedNormal;
var boxes = {
    planeBottom: [],
    planeTop: []
};
var boxes1d = [];

function num(min, max) { return Math.random() * (max - min) + min; }
function draw(props) {

    var colours = {
        slow: {
            r: num(0, 0.2),
            g: num(0.5, 0.9),
            b: num(0.3, 0.7)
        },
        fast: {
            r: num(0.9, 1.0),
            g: num(0.1, 0.7),
            b: num(0.2, 0.5)
        }
    }

    var uniforms = {
        r: { type: "f", value: colours.slow.r},
        g: { type: "f", value: colours.slow.g},
        b: { type: "f", value: colours.slow.b},
        distanceX: { type: "f", value: 1.0},
        distanceZ: { type: "f", value: 1.0},
        pulse: { type: "f", value: 0},
        speed: { type: "f", value: speed},
    };

    var material = new THREE.ShaderMaterial( {
        uniforms: uniforms,
        vertexShader: vertexShader,
        fragmentShader: fragmentShader
    });

    var geometry = new THREE.BoxGeometry(props.width, props.height, props.depth);
    var object = new THREE.Mesh(geometry, material);
    object.colours = colours;
    return object;
}


function init() {
    scene = new THREE.Scene();
    camera = new THREE.PerspectiveCamera( 100, sw / sh, 1, 10000 );
    scene.add( camera );
    renderer = new THREE.WebGLRenderer({antialias: true});
    renderer.setSize( sw, sh );
    for (var j = 0, jl = rows; j < jl; j++) {
        boxes.planeBottom[j] = [];
        boxes.planeTop[j] = [];
        for (var i = 0, il = cols; i < il; i++) {
            boxes.planeBottom[j][i] = emptySlot;
            boxes.planeTop[j][i] = emptySlot;
        };
    };

    function createBox() {
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    }
    for (var i = 0, il = rows * cols; i < il; i++) {
        createBox();
    };
    document.body.appendChild(renderer.domElement);

    function listen(eventNames, callback) {
        for (var i = 0; i < eventNames.length; i++) {
            window.addEventListener(eventNames[i], callback);
        }
    }
    listen(["resize"], function(e){
        sw = window.innerWidth;
        sh = window.innerHeight
        camera.aspect = sw / sh;
        camera.updateProjectionMatrix();
        renderer.setSize(sw, sh);
    });
    listen(["mousedown", "touchstart"], function(e) {
        e.preventDefault();
        isMouseDown = true;
    });
    listen(["mousemove", "touchmove"], function(e) {
        e.preventDefault();
        if (e.changedTouches && e.changedTouches[0]) e = e.changedTouches[0];
        mouse.x = (e.clientX / sw) * 2 - 1;
        mouse.y = -(e.clientY / sh) * 2 + 1;
    });
    listen(["mouseup", "touchend"], function(e) {
        e.preventDefault();
        isMouseDown = false;
    });
    render(0);

}




function move(x, y, z) {
    var box = boxes[y][z][x];

    if (box !== emptySlot) {

        box.position.x = box.offset.x;

        box.position.z = box.offset.z + box.posZ;

        if (box.position.z > 0) {
            box.posZ -= allRowsDepth;
        }

        // return;
        // if (isMouseDown) return;
        if (!box.isWarping && Math.random() > 0.999) {

            var dir = Math.floor(Math.random() * 5), xn = x, zn = z, yn = y, yi = 0, xo = 0, zo = 0;
            switch (dir) {
                case 0 : xn++; xo = 1; break;
                case 1 : xn--; xo = -1; break;
                case 2 : zn++; zo = 1; break;
                case 3 : zn--; zo = -1; break;
                case 4 :
                    yn = (y === planeTop) ? planeBottom : planeTop;
                    yi = (y === planeTop) ? -1 : 1;

                    break;
            }

            if (boxes[yn][zn] && boxes[yn][zn][xn] === emptySlot) {

                boxes[y][z][x] = emptySlot;

                box.isWarping = true;

                boxes[yn][zn][xn] = box;

                // con.log( box.offset.x,  box.offset.z);

                if (dir === 4) { // slide vertically
                    TweenMax.to(box.position, 0.5, {
                        y: yi * planeOffset
                    });
                } else { // slide horizontally
                    TweenMax.to(box.offset, 0.5, {
                        x: box.offset.x + xo * (size.width + gap),
                        z: box.offset.z + zo * (size.depth + gap),
                    });
                }
                TweenMax.to(box.offset, 0.6, {
                    onComplete: function() {
                        box.isWarping = false;
                    }
                });

            }
        }

    }
}


function render(time) {

    speed -= (speed - (isMouseDown ? speedFast : speedNormal)) * 0.05;

    var box;
    for (var b = 0, bl = boxes1d.length; b < bl; b++) {
        box = boxes1d[b];
        box.posZ += speed;

        // normalized z distance from camera
        var distanceZ = 1 - ((allRowsDepth - box.posZ) / (allRowsDepth) - 1);
        box.material.uniforms.distanceZ.value = distanceZ;

        // normalized x distance from camera (centre)
        var distanceX = 1 - (Math.abs(box.position.x)) / (allColsWidth / 3);
        box.material.uniforms.distanceX.value = distanceX;

        var colour = isMouseDown ? box.colours.fast : box.colours.slow;
        box.material.uniforms.r.value -= (box.material.uniforms.r.value - colour.r) * 0.1;
        box.material.uniforms.g.value -= (box.material.uniforms.g.value - colour.g) * 0.1;
        box.material.uniforms.b.value -= (box.material.uniforms.b.value - colour.b) * 0.1;

        // normalized speed
        var currentSpeed = (speed - speedNormal) / (speedFast - speedNormal)
        box.material.uniforms.speed.value = currentSpeed;

        // pulses more with more speed... of course!
        if (Math.random() > (0.99995 - currentSpeed * 0.005)) {
            box.material.uniforms.pulse.value = 1;
        }
        box.material.uniforms.pulse.value -= box.material.uniforms.pulse.value * 0.1 / (currentSpeed + 1);

        // if (b ==13) con.log(box.material.uniforms.speed.value);
    }

    for (var j = 0, jl = rows; j < jl; j++) { // iterate through rows: z
        for (var i = 0, il = cols; i < il; i++) { // iterate throw cols: x
            move(i, planeBottom, j);
            move(i, planeTop, j);
        };
    };

    camPos.x -= (camPos.x - mouse.x * 400) * 0.02;
    camPos.y -= (camPos.y - mouse.y * 150) * 0.05;
    camPos.z = -100;
    camera.position.set(camPos.x, camPos.y, camPos.z);

    // camera.lookAt( scene.position );

    // camera.rotation.z = time * 0.0001;
    camera.rotation.y = camPos.x / -1000;
    camera.rotation.x = camPos.y / 1000;
    // camera.rotation.z = camPos.x / -2000;
    camera.rotation.z = (camPos.x - mouse.x * 400) / 2000;

    renderer.render( scene, camera );

    // if (time < 800)
        requestAnimationFrame( render );
}

var vertexShader = [
"varying vec2 vUv;",
"void main()",
"{",
"  vUv = uv;",
"  vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
"  gl_Position = projectionMatrix * mvPosition;",
"}"].join("");

var fragmentShader = [
"uniform float r;",
"uniform float g;",
"uniform float b;",
"uniform float distanceZ;",
"uniform float distanceX;",
"uniform float pulse;",
"uniform float speed;",

"varying vec2 vUv;",

// "float checkerRows = 8.0;",
// "float checkerCols = 16.0;",

"void main( void ) {",
"  vec2 position = abs(-1.0 + 2.0 * vUv);",
"  float edging = abs((pow(position.y, 5.0) + pow(position.x, 5.0)) / 2.0);",
"  float perc = (0.2 * pow(speed + 1.0, 2.0) + edging * 0.8) * distanceZ * distanceX;",

// "  float perc = distanceX * distanceZ;",
// "  vec2 checkPosition = vUv;",
// "  float checkerX = ceil(mod(checkPosition.x, 1.0 / checkerCols) - 1.0 / checkerCols / 2.0);",
// "  float checkerY = ceil(mod(checkPosition.y, 1.0 / checkerRows) - 1.0 / checkerRows / 2.0);",
// "  float checker = ceil(checkerX * checkerY);",
// "  float r = checker;",
// "  float g = checker;",
// "  float b = checker;",

// "  float perc = 1.0;",
"  float red = r * perc + pulse;",
"  float green = g * perc + pulse;",
"  float blue = b * perc + pulse;",
"  gl_FragColor = vec4(red, green, blue, 1.0);",
"}"].join("");

//console.log(THREE, TweenMax, planeTop, planeBottom);
init();
</script><canvas width="1920" height="572" style="width: 1920px; height: 572px;"></canvas>
</body></html>

特效3:繁星

IMG_4042.gif

<html><head>
<meta charset="utf-8">
<title>蓝盒子</title>
<style>
html {
  height: 100%;
  background-image: -webkit-radial-gradient(ellipse farthest-corner at center top, #000d4d 0%, #000105 100%);
  background-image: radial-gradient(ellipse farthest-corner at center top, #000d4d 0%, #000105 100%);
  cursor: move;
}

body {
  width: 100%;
  margin: 0;
  overflow: hidden;
}
</style>
</head>

<body>


<canvas id="canv" width="1920" height="572"></canvas>
<script>
var num = 200;
var w = window.innerWidth;
var h = window.innerHeight;
var max = 100;
var _x = 0;
var _y = 0;
var _z = 150;
var dtr = function(d) {
  return d * Math.PI / 180;
};

var rnd = function() {
  return Math.sin(Math.floor(Math.random() * 360) * Math.PI / 180);
};
var dist = function(p1, p2, p3) {
  return Math.sqrt(Math.pow(p2.x - p1.x, 2) + Math.pow(p2.y - p1.y, 2) + Math.pow(p2.z - p1.z, 2));
};

var cam = {
  obj: {
    x: _x,
    y: _y,
    z: _z
  },
  dest: {
    x: 0,
    y: 0,
    z: 1
  },
  dist: {
    x: 0,
    y: 0,
    z: 200
  },
  ang: {
    cplane: 0,
    splane: 0,
    ctheta: 0,
    stheta: 0
  },
  zoom: 1,
  disp: {
    x: w / 2,
    y: h / 2,
    z: 0
  },
  upd: function() {
    cam.dist.x = cam.dest.x - cam.obj.x;
    cam.dist.y = cam.dest.y - cam.obj.y;
    cam.dist.z = cam.dest.z - cam.obj.z;
    cam.ang.cplane = -cam.dist.z / Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.z * cam.dist.z);
    cam.ang.splane = cam.dist.x / Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.z * cam.dist.z);
    cam.ang.ctheta = Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.z * cam.dist.z) / Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.y * cam.dist.y + cam.dist.z * cam.dist.z);
    cam.ang.stheta = -cam.dist.y / Math.sqrt(cam.dist.x * cam.dist.x + cam.dist.y * cam.dist.y + cam.dist.z * cam.dist.z);
  }
};

var trans = {
  parts: {
    sz: function(p, sz) {
      return {
        x: p.x * sz.x,
        y: p.y * sz.y,
        z: p.z * sz.z
      };
    },
    rot: {
      x: function(p, rot) {
        return {
          x: p.x,
          y: p.y * Math.cos(dtr(rot.x)) - p.z * Math.sin(dtr(rot.x)),
          z: p.y * Math.sin(dtr(rot.x)) + p.z * Math.cos(dtr(rot.x))
        };
      },
      y: function(p, rot) {
        return {
          x: p.x * Math.cos(dtr(rot.y)) + p.z * Math.sin(dtr(rot.y)),
          y: p.y,
          z: -p.x * Math.sin(dtr(rot.y)) + p.z * Math.cos(dtr(rot.y))
        };
      },
      z: function(p, rot) {
        return {
          x: p.x * Math.cos(dtr(rot.z)) - p.y * Math.sin(dtr(rot.z)),
          y: p.x * Math.sin(dtr(rot.z)) + p.y * Math.cos(dtr(rot.z)),
          z: p.z
        };
      }
    },
    pos: function(p, pos) {
      return {
        x: p.x + pos.x,
        y: p.y + pos.y,
        z: p.z + pos.z
      };
    }
  },
  pov: {
    plane: function(p) {
      return {
        x: p.x * cam.ang.cplane + p.z * cam.ang.splane,
        y: p.y,
        z: p.x * -cam.ang.splane + p.z * cam.ang.cplane
      };
    },
    theta: function(p) {
      return {
        x: p.x,
        y: p.y * cam.ang.ctheta - p.z * cam.ang.stheta,
        z: p.y * cam.ang.stheta + p.z * cam.ang.ctheta
      };
    },
    set: function(p) {
      return {
        x: p.x - cam.obj.x,
        y: p.y - cam.obj.y,
        z: p.z - cam.obj.z
      };
    }
  },
  persp: function(p) {
    return {
      x: p.x * cam.dist.z / p.z * cam.zoom,
      y: p.y * cam.dist.z / p.z * cam.zoom,
      z: p.z * cam.zoom,
      p: cam.dist.z / p.z
    };
  },
  disp: function(p, disp) {
    return {
      x: p.x + disp.x,
      y: -p.y + disp.y,
      z: p.z + disp.z,
      p: p.p
    };
  },
  steps: function(_obj_, sz, rot, pos, disp) {
    var _args = trans.parts.sz(_obj_, sz);
    _args = trans.parts.rot.x(_args, rot);
    _args = trans.parts.rot.y(_args, rot);
    _args = trans.parts.rot.z(_args, rot);
    _args = trans.parts.pos(_args, pos);
    _args = trans.pov.plane(_args);
    _args = trans.pov.theta(_args);
    _args = trans.pov.set(_args);
    _args = trans.persp(_args);
    _args = trans.disp(_args, disp);
    return _args;
  }
};

(function() {
  "use strict";
  var threeD = function(param) {
    this.transIn = {};
    this.transOut = {};
    this.transIn.vtx = (param.vtx);
    this.transIn.sz = (param.sz);
    this.transIn.rot = (param.rot);
    this.transIn.pos = (param.pos);
  };

  threeD.prototype.vupd = function() {
    this.transOut = trans.steps(

      this.transIn.vtx,
      this.transIn.sz,
      this.transIn.rot,
      this.transIn.pos,
      cam.disp
    );
  };

  var Build = function() {
    this.vel = 0.04;
    this.lim = 360;
    this.diff = 200;
    this.initPos = 100;
    this.toX = _x;
    this.toY = _y;
    this.go();
  };

  Build.prototype.go = function() {
    this.canvas = document.getElementById("canv");
    this.canvas.width = window.innerWidth;
    this.canvas.height = window.innerHeight;
    this.$ = canv.getContext("2d");
    this.$.globalCompositeOperation = 'source-over';
    this.varr = [];
    this.dist = [];
    this.calc = [];

    for (var i = 0, len = num; i < len; i++) {
      this.add();
    }

    this.rotObj = {
      x: 0,
      y: 0,
      z: 0
    };
    this.objSz = {
      x: w / 5,
      y: h / 5,
      z: w / 5
    };
  };

  Build.prototype.add = function() {
    this.varr.push(new threeD({
      vtx: {
        x: rnd(),
        y: rnd(),
        z: rnd()
      },
      sz: {
        x: 0,
        y: 0,
        z: 0
      },
      rot: {
        x: 20,
        y: -20,
        z: 0
      },
      pos: {
        x: this.diff * Math.sin(360 * Math.random() * Math.PI / 180),
        y: this.diff * Math.sin(360 * Math.random() * Math.PI / 180),
        z: this.diff * Math.sin(360 * Math.random() * Math.PI / 180)
      }
    }));
    this.calc.push({
      x: 360 * Math.random(),
      y: 360 * Math.random(),
      z: 360 * Math.random()
    });
  };

  Build.prototype.upd = function() {
    cam.obj.x += (this.toX - cam.obj.x) * 0.05;
    cam.obj.y += (this.toY - cam.obj.y) * 0.05;
  };

  Build.prototype.draw = function() {
    this.$.clearRect(0, 0, this.canvas.width, this.canvas.height);
    cam.upd();
    this.rotObj.x += 0.1;
    this.rotObj.y += 0.1;
    this.rotObj.z += 0.1;

    for (var i = 0; i < this.varr.length; i++) {
      for (var val in this.calc[i]) {
        if (this.calc[i].hasOwnProperty(val)) {
          this.calc[i][val] += this.vel;
          if (this.calc[i][val] > this.lim) this.calc[i][val] = 0;
        }
      }

      this.varr[i].transIn.pos = {
        x: this.diff * Math.cos(this.calc[i].x * Math.PI / 180),
        y: this.diff * Math.sin(this.calc[i].y * Math.PI / 180),
        z: this.diff * Math.sin(this.calc[i].z * Math.PI / 180)
      };
      this.varr[i].transIn.rot = this.rotObj;
      this.varr[i].transIn.sz = this.objSz;
      this.varr[i].vupd();
      if (this.varr[i].transOut.p < 0) continue;
      var g = this.$.createRadialGradient(this.varr[i].transOut.x, this.varr[i].transOut.y, this.varr[i].transOut.p, this.varr[i].transOut.x, this.varr[i].transOut.y, this.varr[i].transOut.p * 2);
      this.$.globalCompositeOperation = 'lighter';
      g.addColorStop(0, 'hsla(255, 255%, 255%, 1)');
      g.addColorStop(.5, 'hsla(' + (i + 2) + ',85%, 40%,1)');
      g.addColorStop(1, 'hsla(' + (i) + ',85%, 40%,.5)');
      this.$.fillStyle = g;
      this.$.beginPath();
      this.$.arc(this.varr[i].transOut.x, this.varr[i].transOut.y, this.varr[i].transOut.p * 2, 0, Math.PI * 2, false);
      this.$.fill();
      this.$.closePath();
    }
  };
  Build.prototype.anim = function() {
    window.requestAnimationFrame = (function() {
      return window.requestAnimationFrame ||
        function(callback, element) {
          window.setTimeout(callback, 1000 / 60);
        };
    })();
    var anim = function() {
      this.upd();
      this.draw();
      window.requestAnimationFrame(anim);

    }.bind(this);
    window.requestAnimationFrame(anim);
  };

  Build.prototype.run = function() {
    this.anim();

    window.addEventListener('mousemove', function(e) {
      this.toX = (e.clientX - this.canvas.width / 2) * -0.8;
      this.toY = (e.clientY - this.canvas.height / 2) * 0.8;
    }.bind(this));
    window.addEventListener('touchmove', function(e) {
      e.preventDefault();
      this.toX = (e.touches[0].clientX - this.canvas.width / 2) * -0.8;
      this.toY = (e.touches[0].clientY - this.canvas.height / 2) * 0.8;
    }.bind(this));
    window.addEventListener('mousedown', function(e) {
      for (var i = 0; i < 100; i++) {
        this.add();
      }
    }.bind(this));
    window.addEventListener('touchstart', function(e) {
      e.preventDefault();
      for (var i = 0; i < 100; i++) {
        this.add();
      }
    }.bind(this));
  };
  var app = new Build();
  app.run();
})();
window.addEventListener('resize', function() {
  canvas.width = w = window.innerWidth;
  canvas.height = h = window.innerHeight;
}, false);
</script>
</body></html>

特效4:彩线

IMG_4043.gif

<html><head>
<meta charset="utf-8">
<title>蓝盒子</title>
<script src="http://libs.baidu.com/jquery/1.11.3/jquery.min.js"></script>
<style>
html, body { background: #000; margin: 0; padding:0;}
canvas { width: 100%; height: 100%; position: absolute; }
</style>
</head>

<body>
<canvas width="1920" height="951"></canvas>
<script>
$(function(){
  var canvas = document.querySelector('canvas'),
      ctx = canvas.getContext('2d')
  canvas.width = window.innerWidth;
  canvas.height = window.innerHeight;
  ctx.lineWidth = .3;
  ctx.strokeStyle = (new Color(150)).style;

  var mousePosition = {
    x: 30 * canvas.width / 100,
    y: 30 * canvas.height / 100
  };

  var dots = {
    nb: 550,
    distance: 50,
    d_radius: 100,
    array: []
  };

  function colorValue(min) {
    return Math.floor(Math.random() * 255 + min);
  }
  
  function createColorStyle(r,g,b) {
    return 'rgba(' + r + ',' + g + ',' + b + ', 0.8)';
  }
  
  function mixComponents(comp1, weight1, comp2, weight2) {
    return (comp1 * weight1 + comp2 * weight2) / (weight1 + weight2);
  }
  
  function averageColorStyles(dot1, dot2) {
    var color1 = dot1.color,
        color2 = dot2.color;
    
    var r = mixComponents(color1.r, dot1.radius, color2.r, dot2.radius),
        g = mixComponents(color1.g, dot1.radius, color2.g, dot2.radius),
        b = mixComponents(color1.b, dot1.radius, color2.b, dot2.radius);
    return createColorStyle(Math.floor(r), Math.floor(g), Math.floor(b));
  }
  
  function Color(min) {
    min = min || 0;
    this.r = colorValue(min);
    this.g = colorValue(min);
    this.b = colorValue(min);
    this.style = createColorStyle(this.r, this.g, this.b);
  }

  function Dot(){
    this.x = Math.random() * canvas.width;
    this.y = Math.random() * canvas.height;

    this.vx = -.5 + Math.random();
    this.vy = -.5 + Math.random();

    this.radius = Math.random() * 2;

    this.color = new Color();
    console.log(this);
  }

  Dot.prototype = {
    draw: function(){
      ctx.beginPath();
      ctx.fillStyle = this.color.style;
      ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
      ctx.fill();
    }
  };

  function createDots(){
    for(i = 0; i < dots.nb; i++){
      dots.array.push(new Dot());
    }
  }

  function moveDots() {
    for(i = 0; i < dots.nb; i++){

      var dot = dots.array[i];

      if(dot.y < 0 || dot.y > canvas.height){
        dot.vx = dot.vx;
        dot.vy = - dot.vy;
      }
      else if(dot.x < 0 || dot.x > canvas.width){
        dot.vx = - dot.vx;
        dot.vy = dot.vy;
      }
      dot.x += dot.vx;
      dot.y += dot.vy;
    }
  }

  function connectDots() {
    for(i = 0; i < dots.nb; i++){
      for(j = 0; j < dots.nb; j++){
        i_dot = dots.array[i];
        j_dot = dots.array[j];

        if((i_dot.x - j_dot.x) < dots.distance && (i_dot.y - j_dot.y) < dots.distance && (i_dot.x - j_dot.x) > - dots.distance && (i_dot.y - j_dot.y) > - dots.distance){
          if((i_dot.x - mousePosition.x) < dots.d_radius && (i_dot.y - mousePosition.y) < dots.d_radius && (i_dot.x - mousePosition.x) > - dots.d_radius && (i_dot.y - mousePosition.y) > - dots.d_radius){
            ctx.beginPath();
            ctx.strokeStyle = averageColorStyles(i_dot, j_dot);
            ctx.moveTo(i_dot.x, i_dot.y);
            ctx.lineTo(j_dot.x, j_dot.y);
            ctx.stroke();
            ctx.closePath();
          }
        }
      }
    }
  }

  function drawDots() {
    for(i = 0; i < dots.nb; i++){
      var dot = dots.array[i];
      dot.draw();
    }
  }

  function animateDots() {
    ctx.clearRect(0, 0, canvas.width, canvas.height);
    moveDots();
    connectDots();
    drawDots();

    requestAnimationFrame(animateDots);    
  }

  $('canvas').on('mousemove', function(e){
    mousePosition.x = e.pageX;
    mousePosition.y = e.pageY;
  });

  $('canvas').on('mouseleave', function(e){
    mousePosition.x = canvas.width / 2;
    mousePosition.y = canvas.height / 2;
  });

  createDots();
  requestAnimationFrame(animateDots);    
});
</script>
</body></html>

特效5:电流

IMG_4044.gif

<html><head>
<meta charset="utf-8">
<title>蓝盒子</title>
<style>
body {
    background: #000;
    overflow: hidden;
}

canvas {
    display: block;
}
</style>
</head>

<body>
<canvas id="canvas" width="1920" height="572"></canvas>
<script>
var canvas,
    ctx,
    width,
    height,
    size,
    lines,
    tick;

function line() {
    this.path = [];
    this.speed = rand(10, 20);
    this.count = randInt(10, 30);
    this.x = width / 2, +1;
    this.y = height / 2 + 1;
    this.target = {
        x: width / 2,
        y: height / 2
    };
    this.dist = 0;
    this.angle = 0;
    this.hue = tick / 5;
    this.life = 1;
    this.updateAngle();
    this.updateDist();
}

line.prototype.step = function(i) {
    this.x += Math.cos(this.angle) * this.speed;
    this.y += Math.sin(this.angle) * this.speed;

    this.updateDist();

    if (this.dist < this.speed) {
        this.x = this.target.x;
        this.y = this.target.y;
        this.changeTarget();
    }

    this.path.push({
        x: this.x,
        y: this.y
    });
    if (this.path.length > this.count) {
        this.path.shift();
    }

    this.life -= 0.001;

    if (this.life <= 0) {
        this.path = null;
        lines.splice(i, 1);
    }
};

line.prototype.updateDist = function() {
    var dx = this.target.x - this.x,
        dy = this.target.y - this.y;
    this.dist = Math.sqrt(dx * dx + dy * dy);
}

line.prototype.updateAngle = function() {
    var dx = this.target.x - this.x,
        dy = this.target.y - this.y;
    this.angle = Math.atan2(dy, dx);
}

line.prototype.changeTarget = function() {
    var randStart = randInt(0, 3);
    switch (randStart) {
        case 0: // up
            this.target.y = this.y - size;
            break;
        case 1: // right
            this.target.x = this.x + size;
            break;
        case 2: // down
            this.target.y = this.y + size;
            break;
        case 3: // left
            this.target.x = this.x - size;
    }
    this.updateAngle();
};

line.prototype.draw = function(i) {
    ctx.beginPath();
    var rando = rand(0, 10);
    for (var j = 0, length = this.path.length; j < length; j++) {
        ctx[(j === 0) ? 'moveTo' : 'lineTo'](this.path[j].x + rand(-rando, rando), this.path[j].y + rand(-rando, rando));
    }
    ctx.strokeStyle = 'hsla(' + rand(this.hue, this.hue + 30) + ', 80%, 55%, ' + (this.life / 3) + ')';
    ctx.lineWidth = rand(0.1, 2);
    ctx.stroke();
};

function rand(min, max) {
    return Math.random() * (max - min) + min;
}

function randInt(min, max) {
    return Math.floor(min + Math.random() * (max - min + 1));
};

function init() {
    canvas = document.getElementById('canvas');
    ctx = canvas.getContext('2d');
    size = 30;
    lines = [];
    reset();
    loop();
}

function reset() {
    width = Math.ceil(window.innerWidth / 2) * 2;
    height = Math.ceil(window.innerHeight / 2) * 2;
    tick = 0;

    lines.length = 0;
    canvas.width = width;
    canvas.height = height;
}

function create() {
    if (tick % 10 === 0) {
        lines.push(new line());
    }
}

function step() {
    var i = lines.length;
    while (i--) {
        lines[i].step(i);
    }
}

function clear() {
    ctx.globalCompositeOperation = 'destination-out';
    ctx.fillStyle = 'hsla(0, 0%, 0%, 0.1';
    ctx.fillRect(0, 0, width, height);
    ctx.globalCompositeOperation = 'lighter';
}

function draw() {
    ctx.save();
    ctx.translate(width / 2, height / 2);
    ctx.rotate(tick * 0.001);
    var scale = 0.8 + Math.cos(tick * 0.02) * 0.2;
    ctx.scale(scale, scale);
    ctx.translate(-width / 2, -height / 2);
    var i = lines.length;
    while (i--) {
        lines[i].draw(i);
    }
    ctx.restore();
}

function loop() {
    requestAnimationFrame(loop);
    create();
    step();
    clear();
    draw();
    tick++;
}

function onresize() {
    reset();
}

window.addEventListener('resize', onresize);

init();
</script>
</body></html>

特效6:万花筒

IMG_4045.gif

<html><head>
<meta charset="utf-8">
<title>蓝盒子</title>
<style>
html{ background: black;}
body { width: 100%; height: 100%; position: absolute; left: 0; top: 0; overflow: hidden; margin: 0; background: black; -webkit-filter: invert(0); filter: invert(0); }
#canvas { position: absolute; z-index: -1; -webkit-filter: hue-rotate(100deg) brightness(1); filter: hue-rotate(100deg) brightness(1); mix-blend-mode: difference; }
#canv { position: absolute; z-index: -2; mix-blend-mode: lighter; }
canvas { position: absolute; top: 50%; left: 50%; z-index: -1; -webkit-transform: translate(-50%, -50%); transform: translate(-50%, -50%); }
</style>
</head>

<body>
<canvas id="canvas" height="400" width="400"></canvas>
<canvas id="canv" width="1920" height="572"></canvas>
<script>
var c = document.getElementById('canv'),
 $ = c.getContext('2d'),
 w = c.width = window.innerWidth,
 h = c.height = window.innerHeight,
 t = 0,
 num = 950,
 s, a, b, u = 0,
 x, y, _x, _y,
 _t = 1 / 16;

function random(min, max) {
 return Math.random() * (max - min) + min;
}

var anim = function() {
 $.globalCompositeOperation = 'multiply';
 $.fillStyle = 'hsla(258,20%,50%,1)';
 $.fillRect(0, 0, w, h);
 $.globalCompositeOperation = 'lighter';
 for (var i = 0; i < .5; i++) {
  x = 0;
  _u = (u) + i * 2, col = u + (_u * 8);
  $.beginPath();
  for (var j = 0; j < num; j++) {
   x -= .312 * Math.sin(15);
   y = x * Math.sin(i + 3.05 * t + x / 7) / 12;
   _x = x * Math.cos(b) + y * Math.sin(b);
   _y = x * Math.sin(b) - y * Math.cos(b);
   b = (j * 2.1102) * Math.PI / -.1008;
   $.arc(w / 2 - _x, h / 2 - _y, random(.001, .6), 300, Math.PI * 2 + .1);
   $.lineWidth = .2;
  }
  var g = $.createLinearGradient(w / 2 + _x, h / 2 + _y,
   1, w / 2 + _x, h / 2 + _y);
  g.addColorStop(0.2, 'hsla(' + col + ',90%,50%,.2)');
  g.addColorStop(0.9, 'hsla(' + _u + ',95%,50%,.3)');
  g.addColorStop(1, 'hsla(0,0%,100%,.4)');
  $.strokeStyle = g;
  $.stroke();
 }
 t += _t / 2;
 u -= .2;
 window.requestAnimationFrame(anim);
};
anim();

window.addEventListener('resize', function() {
 c.width = w = window.innerWidth;
 c.height = h = window.innerHeight;
}, false);

var canvas, ctx, tim;
canvas = document.getElementsByTagName('canvas')[0];
ctx = canvas.getContext('2d');
canvas.width = canvas.height = 400;
baum();

function baum() {
 var a, b, c, d, e, x, y, r;
 ctx.globalCompositeOperation = "source-over";
 ctx.fillStyle = "hsla(26,100%,0%,1)";
 ctx.fillRect(0, 0, canvas.width, canvas.height);
 ctx.globalCompositeOperation = "color-burn";
 tim = new Date().getTime() / Math.PI / 72;

 c = [];
 r = tim / 32;
 for (a = 0; a < 18; a++) {
  b = 160;
  if (a % 2 == 1) b = 100;
  x = Math.cos(r) * b;
  y = Math.sin(r) * b;
  c.push([200 + x, 200 + y]);
  r += Math.PI * 2 / 14;
 }

 for (a = 0; a < 7; a++) {
  b = c[a * 2];
  d = c[a * 2 + 1];
  e = c[(a * 2 + 13) % 14];
  tri([
   [200, 200], b, d
  ], 0);
  tri([
   [200, 200], b, e
  ], 0);
 }
 requestAnimationFrame(baum);
}

function tri(p, ban) {
 var a, b, c, d, e, f, x, y, han, r1, r2;
 x = y = 0;
 for (a = 0; a < 3; a++) {
  x += p[a][0];
  y += p[a][1];
 }
 x = x / 3 - canvas.width / 2;
 y = y / 3 - canvas.height / 2;
 han = Math.pow(x * x + y * y, 0.5);
 c = 0.2 + Math.sin(tim / 13) * 0.15;
 r1 = 0.5 + Math.sin(han / 20 * (1 + Math.sin(tim / 19) * 0.7) + tim / 41) * c;
 r2 = 1 - r1;
 c = p[0][0] * (p[1][1] - p[2][1]);
 c += p[1][0] * (p[2][1] - p[0][1]);
 c += p[2][0] * (p[0][1] - p[1][1]);
 c = Math.abs(c);

 if (c < 100) {
  if (ban % 17 == 1) {
   a = ((han + tim * 3) % 360) | 0;
   b = 0.4;
   if (ban % 12 > 8) b = 1;

   ctx.fillStyle = ctx.strokeStyle = "hsla(" + a * 2 + ",60%,40%,0.53)";
   ctx.beginPath();
   for (a = 0; a < p.length; a++) {
    b = p[a];
    ctx.globalCompositeOperation = "lighter";
    ctx.lineTo(b[0], b[1]);
   }
   ctx.fill();
   if (Math.random() < 0.2) return;
  }
  if (ban % 50 > 28) return;
  if (c < 20) return;
 }

 d = 0;
 for (a = 0; a < p.length; a++) {
  b = p[a];
  c = p[(a + 1) % p.length];
  x = b[0] - c[0];
  y = b[1] - c[1];
  e = Math.pow(x * x + y * y, 0.5);
  if (e > d) {
   d = e;
   f = a;
  }
 }

 a = p[f];
 b = p[(f + 1) % p.length];
 c = p[(f + 2) % p.length];
 x = a[0] * r1 + b[0] * r2;
 y = a[1] * r1 + b[1] * r2;
 tri([b, c, [x, y]], ban + 1);
 tri([c, a, [x, y]], ban + 2);
}
</script>
</body></html>

特效7:机械蜂巢

IMG_4046.gif

<html><head>
<meta charset="UTF-8">
<meta name="google" value="notranslate">
<meta name="robots" content="noindex">
<title>蓝盒子</title>
<style>
canvas { position: absolute; top: 0; left: 0; }
</style>
</head>

<body>
<canvas id="c" width="1920" height="572"></canvas>
<script>
var w = c.width = window.innerWidth,
h = c.height = window.innerHeight,
ctx = c.getContext('2d'),
opts = {
    len: 20,
    count: 50,
    baseTime: 10,
    addedTime: 10,
    dieChance: .05,
    spawnChance: 1,
    sparkChance: .1,
    sparkDist: 10,
    sparkSize: 2,
    color: 'hsl(hue,100%,light%)',
    baseLight: 50,
    addedLight: 10,
    shadowToTimePropMult: 6,
    baseLightInputMultiplier: .01,
    addedLightInputMultiplier: .02,
    cx: w / 2,
    cy: h / 2,
    repaintAlpha: .04,
    hueChange: .1
},
tick = 0,
lines = [],
dieX = w / 2 / opts.len,
dieY = h / 2 / opts.len,
baseRad = Math.PI * 2 / 6;
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, w, h);
function loop() {
    window.requestAnimationFrame(loop); ++tick;
    ctx.globalCompositeOperation = 'source-over';
    ctx.shadowBlur = 0;
    ctx.fillStyle = 'rgba(0,0,0,alp)'.replace('alp', opts.repaintAlpha);
    ctx.fillRect(0, 0, w, h);
    ctx.globalCompositeOperation = 'lighter';
    if (lines.length < opts.count && Math.random() < opts.spawnChance) lines.push(new Line);
    lines.map(function(line) {
        line.step()
    })
}
function Line() {
    this.reset()
}
Line.prototype.reset = function() {
    this.x = 0;
    this.y = 0;
    this.addedX = 0;
    this.addedY = 0;
    this.rad = 0;
    this.lightInputMultiplier = opts.baseLightInputMultiplier + opts.addedLightInputMultiplier * Math.random();
    this.color = opts.color.replace('hue', tick * opts.hueChange);
    this.cumulativeTime = 0;
    this.beginPhase()
}
Line.prototype.beginPhase = function() {
    this.x += this.addedX;
    this.y += this.addedY;
    this.time = 0;
    this.targetTime = (opts.baseTime + opts.addedTime * Math.random()) | 0;
    this.rad += baseRad * (Math.random() < .5 ? 1 : -1);
    this.addedX = Math.cos(this.rad);
    this.addedY = Math.sin(this.rad);
    if (Math.random() < opts.dieChance || this.x > dieX || this.x < -dieX || this.y > dieY || this.y < -dieY) this.reset()
}
Line.prototype.step = function() {++this.time; ++this.cumulativeTime;
    if (this.time >= this.targetTime) this.beginPhase();
    var prop = this.time / this.targetTime,
    wave = Math.sin(prop * Math.PI / 2),
    x = this.addedX * wave,
    y = this.addedY * wave;
    ctx.shadowBlur = prop * opts.shadowToTimePropMult;
    ctx.fillStyle = ctx.shadowColor = this.color.replace('light', opts.baseLight + opts.addedLight * Math.sin(this.cumulativeTime * this.lightInputMultiplier));
    ctx.fillRect(opts.cx + (this.x + x) * opts.len, opts.cy + (this.y + y) * opts.len, 2, 2);
    if (Math.random() < opts.sparkChance) ctx.fillRect(opts.cx + (this.x + x) * opts.len + Math.random() * opts.sparkDist * (Math.random() < .5 ? 1 : -1) - opts.sparkSize / 2, opts.cy + (this.y + y) * opts.len + Math.random() * opts.sparkDist * (Math.random() < .5 ? 1 : -1) - opts.sparkSize / 2, opts.sparkSize, opts.sparkSize)
}
loop();
window.addEventListener('resize',
function() {
    w = c.width = window.innerWidth;
    h = c.height = window.innerHeight;
    ctx.fillStyle = 'black';
    ctx.fillRect(0, 0, w, h);
    opts.cx = w / 2;
    opts.cy = h / 2;
    dieX = w / 2 / opts.len;
    dieY = h / 2 / opts.len
});
    </script>
</body>
</html>
背景特效 源码分享

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  1. HowieHz   Lv1
    06-18 12:46 第1个脚印 中国上海市移动Windows 10 · Google Chrome

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