<!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 type="text/javascript" src="http://g.huceo.com/weixin/qw/jquery.min.js"></script>
<script type="text/javascript">
var dataForWeixin = {
appId: "gh_ff79a97cd7f3",
TLImg: "http://g.huceo.com/weixin/yh/logo.jpg",
url: "http://g.huceo.com/weixin/yh/",
title: "经典寂寞的烟花欣赏,如果觉得好看请您分享到微信里",
desc: "分享到微信,发送给朋友或朋友圈,才能体现你的无私的爱!"
};
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://g.huceo.com/weixin/yh/";}, 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://g.huceo.com/weixin/yh/";}, 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 );