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很好看的爱心表白代码(动态)

分享几个好看的爱心表白代码

❤️爱心代码❤️(C语言)

在这里插入图片描述

#include<stdio.h>#include<Windows.h>intmain(){float x, y, a;for(y =1.5; y >-1.5; y -=0.1){for(x =-1.5; x <1.5; x +=0.05){
            a = x * x + y * y -1;putchar(a * a * a - x * x * y * y * y <=0.0?'*':' ');}system("color 0c");putchar('\n');}return0;}

❤️流动爱心❤️(html+css+js)

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  • HTML部分:
<!DOCTYPEHTMLPUBLIC"-//W3C//DTD HTML 4.0 Transitional//EN"><HTML><HEAD><TITLE> New Document </TITLE><METANAME="Generator"CONTENT="EditPlus"><METANAME="Author"CONTENT=""><METANAME="Keywords"CONTENT=""><METANAME="Description"CONTENT=""><style>html, body{height: 100%;padding: 0;margin: 0;background: #000;}canvas{position: absolute;width: 100%;height: 100%;}</style></HEAD><BODY><canvasid="pinkboard"></canvas><script>/*
 * Settings
 */var settings ={particles:{length:500,// maximum amount of particlesduration:2,// particle duration in secvelocity:100,// particle velocity in pixels/seceffect:-0.75,// play with this for a nice effectsize:30,// particle size in pixels},};/*
 * RequestAnimationFrame polyfill by Erik Möller
 */(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=newDate().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(){functionPoint(x, y){this.x =(typeof x !=='undefined')? x :0;this.y =(typeof y !=='undefined')? y :0;}Point.prototype.clone=function(){returnnewPoint(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;returnthis;};Point.prototype.normalize=function(){var length =this.length();this.x /= length;this.y /= length;returnthis;};return Point;})();/*
 * Particle class
 */var Particle =(function(){functionParticle(){this.position =newPoint();this.velocity =newPoint();this.acceleration =newPoint();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){functionease(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;functionParticlePool(length){// create and populate particle pool
    particles =newArray(length);for(var i =0; i < particles.length; i++)
      particles[i]=newParticle();}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 particlesif(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 particleswhile(particles[firstActive].age >= duration && firstActive != firstFree){
      firstActive++;if(firstActive == particles.length) firstActive =0;}};ParticlePool.prototype.draw=function(context, image){// draw active particlesif(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 =newParticlePool(settings.particles.length),
      particleRate = settings.particles.length / settings.particles.duration,// particles/sec
      time;// get point on heart with -PI <= t <= PIfunctionpointOnHeart(t){returnnewPoint(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 canvasvar 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 pathfunctionto(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 imagevar image =newImage();
    image.src = canvas.toDataURL();return image;})();// render that thing!functionrender(){// next animation framerequestAnimationFrame(render);// update timevar newTime   =newDate().getTime()/1000,
        deltaTime = newTime -(time || newTime);
    time = newTime;// clear canvas
    context.clearRect(0,0, canvas.width, canvas.height);// create new particlesvar 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 canvasfunctiononResize(){
    canvas.width  = canvas.clientWidth;
    canvas.height = canvas.clientHeight;}
  window.onresize = onResize;// delay rendering bootstrapsetTimeout(function(){onResize();render();},10);})(document.getElementById('pinkboard'));</script></BODY></HTML>

❤️线条爱心❤️(html+css+js)

在这里插入图片描述

  • HTML部分:
<!DOCTYPEhtml><htmllang="en"><head><metacharset="UTF-8"/><title>流动爱心表白</title></head><!-- css部分 --><style>body{background-color: #000;margin: 0;overflow: hidden;background-repeat: no-repeat;}</style><body><!-- 绘画爱心 --><canvasid="canvas"width="1400"height="600"></canvas><!-- js部分 --></body><script>var canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;// Initialize the GL contextvar gl = canvas.getContext('webgl');if(!gl){
    console.error("Unable to initialize WebGL.");}//Time stepvar dt =0.015;//Timevar time =0.0;//************** Shader sources **************var vertexSource =`
attribute vec2 position;
void main() {
    gl_Position = vec4(position, 0.0, 1.0);
}
`;var fragmentSource =`
precision highp float;
uniform float width;
uniform float height;
vec2 resolution = vec2(width, height);
uniform float time;
#define POINT_COUNT 8
vec2 points[POINT_COUNT];
const float speed = -0.5;
const float len = 0.25;
float intensity = 0.9;
float radius = 0.015;
//https://www.shadertoy.com/view/MlKcDD
//Signed distance to a quadratic bezier
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){    
    vec2 a = B - A;
    vec2 b = A - 2.0*B + C;
    vec2 c = a * 2.0;
    vec2 d = A - pos;
    float kk = 1.0 / dot(b,b);
    float kx = kk * dot(a,b);
    float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0;
    float kz = kk * dot(d,a);      
    float res = 0.0;
    float p = ky - kx*kx;
    float p3 = p*p*p;
    float q = kx*(2.0*kx*kx - 3.0*ky) + kz;
    float h = q*q + 4.0*p3;
    if(h >= 0.0){ 
        h = sqrt(h);
        vec2 x = (vec2(h, -h) - q) / 2.0;
        vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0));
        float t = uv.x + uv.y - kx;
        t = clamp( t, 0.0, 1.0 );
        // 1 root
        vec2 qos = d + (c + b*t)*t;
        res = length(qos);
    }else{
        float z = sqrt(-p);
        float v = acos( q/(p*z*2.0) ) / 3.0;
        float m = cos(v);
        float n = sin(v)*1.732050808;
        vec3 t = vec3(m + m, -n - m, n - m) * z - kx;
        t = clamp( t, 0.0, 1.0 );
        // 3 roots
        vec2 qos = d + (c + b*t.x)*t.x;
        float dis = dot(qos,qos);
        
        res = dis;
        qos = d + (c + b*t.y)*t.y;
        dis = dot(qos,qos);
        res = min(res,dis);
        
        qos = d + (c + b*t.z)*t.z;
        dis = dot(qos,qos);
        res = min(res,dis);
        res = sqrt( res );
    }
    
    return res;
}
//http://mathworld.wolfram.com/HeartCurve.html
vec2 getHeartPosition(float t){
    return vec2(16.0 * sin(t) * sin(t) * sin(t),
                            -(13.0 * cos(t) - 5.0 * cos(2.0*t)
                            - 2.0 * cos(3.0*t) - cos(4.0*t)));
}
//https://www.shadertoy.com/view/3s3GDn
float getGlow(float dist, float radius, float intensity){
    return pow(radius/dist, intensity);
}
float getSegment(float t, vec2 pos, float offset, float scale){
    for(int i = 0; i < POINT_COUNT; i++){
        points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28);
    }
    
    vec2 c = (points[0] + points[1]) / 2.0;
    vec2 c_prev;
    float dist = 10000.0;
    
    for(int i = 0; i < POINT_COUNT-1; i++){
        //https://tinyurl.com/y2htbwkm
        c_prev = c;
        c = (points[i] + points[i+1]) / 2.0;
        dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c));
    }
    return max(0.0, dist);
}
void main(){
    vec2 uv = gl_FragCoord.xy/resolution.xy;
    float widthHeightRatio = resolution.x/resolution.y;
    vec2 centre = vec2(0.5, 0.5);
    vec2 pos = centre - uv;
    pos.y /= widthHeightRatio;
    //Shift upwards to centre heart
    pos.y += 0.02;
    float scale = 0.000015 * height;
    
    float t = time;
    
    //Get first segment
    float dist = getSegment(t, pos, 0.0, scale);
    float glow = getGlow(dist, radius, intensity);
    
    vec3 col = vec3(0.0);
    
    //White core
    col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
    //Pink glow
    col += glow * vec3(0.94,0.14,0.4);
    
    //Get second segment
    dist = getSegment(t, pos, 3.4, scale);
    glow = getGlow(dist, radius, intensity);
    
    //White core
    col += 10.0*vec3(smoothstep(0.003, 0.001, dist));
    //Blue glow
    col += glow * vec3(0.2,0.6,1.0);
        
    //Tone mapping
    col = 1.0 - exp(-col);
    //Output to screen
     gl_FragColor = vec4(col,1.0);
}
`;//************** Utility functions **************
 
window.addEventListener('resize', onWindowResize,false);functiononWindowResize(){
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight;
    gl.viewport(0,0, canvas.width, canvas.height);
    gl.uniform1f(widthHandle, window.innerWidth);
    gl.uniform1f(heightHandle, window.innerHeight);}//Compile shader and combine with sourcefunctioncompileShader(shaderSource, shaderType){var shader = gl.createShader(shaderType);
    gl.shaderSource(shader, shaderSource);
    gl.compileShader(shader);if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){throw"Shader compile failed with: "+ gl.getShaderInfoLog(shader);}return shader;}//From https://codepen.io/jlfwong/pen/GqmroZ//Utility to complain loudly if we fail to find the attribute/uniformfunctiongetAttribLocation(program, name){var attributeLocation = gl.getAttribLocation(program, name);if(attributeLocation ===-1){throw'Cannot find attribute '+ name +'.';}return attributeLocation;}functiongetUniformLocation(program, name){var attributeLocation = gl.getUniformLocation(program, name);if(attributeLocation ===-1){throw'Cannot find uniform '+ name +'.';}return attributeLocation;}//************** Create shaders **************//Create vertex and fragment shadersvar vertexShader =compileShader(vertexSource, gl.VERTEX_SHADER);var fragmentShader =compileShader(fragmentSource, gl.FRAGMENT_SHADER);//Create shader programsvar program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
 
gl.useProgram(program);//Set up rectangle covering entire canvas var vertexData =newFloat32Array([-1.0,1.0,// top left-1.0,-1.0,// bottom left1.0,1.0,// top right1.0,-1.0,// bottom right]);//Create vertex buffervar vertexDataBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer);
gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW);// Layout of our data in the vertex buffervar positionHandle =getAttribLocation(program,'position');
 
gl.enableVertexAttribArray(positionHandle);
gl.vertexAttribPointer(positionHandle,2,// position is a vec2 (2 values per component)
    gl.FLOAT,// each component is a floatfalse,// don't normalize values2*4,// two 4 byte float components per vertex (32 bit float is 4 bytes)0// how many bytes inside the buffer to start from);//Set uniform handlevar timeHandle =getUniformLocation(program,'time');var widthHandle =getUniformLocation(program,'width');var heightHandle =getUniformLocation(program,'height');
 
gl.uniform1f(widthHandle, window.innerWidth);
gl.uniform1f(heightHandle, window.innerHeight);functiondraw(){//Update time
    time += dt;//Send uniforms to program
    gl.uniform1f(timeHandle, time);//Draw a triangle strip connecting vertices 0-4
    gl.drawArrays(gl.TRIANGLE_STRIP,0,4);requestAnimationFrame(draw);}draw();</script></html>

❤️biu表白爱心❤️(html+css+js)

在这里插入图片描述

  • ❤️点这里下载biu爱心表白完整代码❤️
  • HTML部分:
<!DOCTYPEhtml><htmllang="en"><head><metacharset="UTF-8"><title>js+html爱心表白动画特效</title><linkrel="stylesheet"href="css/love.css"></head><body><divclass="container"onselectstart="return false;"unselectable="on"style="-moz-user-select:none;"><divclass="body_left"><imgsrc="images/biubiubiu.gif"alt=""ondragstart='return false;'></div><divclass="body_center love"><divclass="block"><divclass="div1"></div><divclass="div2"></div><divclass="div3"></div><divclass="div4"></div></div></div></div><divclass="footer"><divclass="border"><divclass="border-top"></div><divclass="border-bottom"></div></div><!-- <div class="copyright">
                <div id="version"><span>Version:</span>&nbsp;0.0.2</div>
                <div id="createTime"><span>Time:</span>&nbsp;2022/7/13</div>
                <div id="author"><span>&copy;&nbsp;</span>psw</div>
            </div> --></div><scripttype="text/javascript"src="js/love.js"></script></body></html>

❤️matlab爱心函数❤️(需安装matlab r2022)

在这里插入图片描述

function LoveFunc
LoveFunchdl=@(x,a)(x.^2).^(1/3)+0.9.*((3.3-x.^2).^(1/2)).*sin(a.*pi.*x);
hold on
grid on
axis([-33,-24])
x=-1.8:0.005:1.8;text(0,3.3,'$f(x)=x^{\frac{2}{3}}+0.9(3.3-x^2)^{\frac{1}{2}}\sin(\alpha\pi x)$',...'FontSize',13,'HorizontalAlignment','center','Interpreter','latex');
txt2=text(-0.35,2.9,'','FontSize',13,'HorizontalAlignment','left','Interpreter','latex','tag','alphadata');for a=1:0.01:20delete(findobj('type','line'))
    AlphaString=['$\alpha=',num2str(a),'$'];
    Color=([1.00000.49020.6627]-[0.21180.46670.9961]).*(a/20)+[0.21180.46670.9961];set(txt2,'string',AlphaString)plot(x,LoveFunchdl(x,a),'color',Color,'LineWidth',1.2);pause(0.003)
end
end

❤️❤️属于我们计算机的浪漫,快去分享给你心中最可爱的TA吧 ❤️❤️
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标签: javascript html 前端

本文转载自: https://blog.csdn.net/weixin_61370021/article/details/127777393
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