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css - animation 常用的动画效果

近项目需要,写一些动画效果,下面对animation的知识巩固了一下,希望可以帮助到有需要的小伙伴们。

animation

animation-name 需要绑定到选择器的 keyframe 名称


animation-duration 完成动画所需要的时间


animation-delay 设置延长时间


animation-timing-function 动画的运动速度


  • linear 动画从头到尾的速度是相同的。
  • ease 默认。动画以低速开始,然后加快,在结束前变慢。
  • ease-in 动画以低速开始。
  • ease-out 动画以低速结束。
  • ease-in-out 动画以低速开始和结束。
  • cubic-bezier(n,n,n,n) 在 cubic-bezier 函数中自己的值。可能的值是从 0 到 1 的数值。

animation-iteration-count 动画播放的次数


infinite 规定动画应该无限次播放。

animation-direction 轮流反向播放动画


  • normal 默认值。动画应该正常播放。
  • alternate 动画应该轮流反向播放。

这个先介绍到这里吧,下面分享几个demo!!!

1、animation1


<div class="spinner">
 <div class="rect1"></div>
 <div class="rect2"></div>
 <div class="rect3"></div>
 <div class="rect4"></div>
 <div class="rect5"></div>
</div>
<style>
.spinner {
 margin: 100px auto;
 width: 50px;
 height: 60px;
 text-align: center;
 font-size: 10px;
}
 
.spinner > div {
 background-color: #67CF22;
 height: 100%;
 width: 6px;
 display: inline-block;
 
 -webkit-animation: stretchdelay 1.2s infinite ease-in-out;
 animation: stretchdelay 1.2s infinite ease-in-out;
}
 
.spinner .rect2 {
 -webkit-animation-delay: -1.1s;
 animation-delay: -1.1s;
}
 
.spinner .rect3 {
 -webkit-animation-delay: -1.0s;
 animation-delay: -1.0s;
}
 
.spinner .rect4 {
 -webkit-animation-delay: -0.9s;
 animation-delay: -0.9s;
}
 
.spinner .rect5 {
 -webkit-animation-delay: -0.8s;
 animation-delay: -0.8s;
}
 
@-webkit-keyframes stretchdelay {
 0%, 40%, 100% { -webkit-transform: scaleY(0.4) } 
 20% { -webkit-transform: scaleY(1.0) }
}
 
@keyframes stretchdelay {
 0%, 40%, 100% {
 transform: scaleY(0.4);
 -webkit-transform: scaleY(0.4);
 } 20% {
 transform: scaleY(1.0);
 -webkit-transform: scaleY(1.0);
 }
}
</style>
<div class="spinner"></div>
<style>
.spinner {
 width: 60px;
 height: 60px;
 background-color: #67CF22;
 
 margin: 100px auto;
 -webkit-animation: rotateplane 1.2s infinite ease-in-out;
 animation: rotateplane 1.2s infinite ease-in-out;
}
 
@-webkit-keyframes rotateplane {
 0% { -webkit-transform: perspective(120px) }
 50% { -webkit-transform: perspective(120px) rotateY(180deg) }
 100% { -webkit-transform: perspective(120px) rotateY(180deg) rotateX(180deg) }
}
 
@keyframes rotateplane {
 0% {
 transform: perspective(120px) rotateX(0deg) rotateY(0deg);
 -webkit-transform: perspective(120px) rotateX(0deg) rotateY(0deg)
 } 50% {
 transform: perspective(120px) rotateX(-180.1deg) rotateY(0deg);
 -webkit-transform: perspective(120px) rotateX(-180.1deg) rotateY(0deg)
 } 100% {
 transform: perspective(120px) rotateX(-180deg) rotateY(-179.9deg);
 -webkit-transform: perspective(120px) rotateX(-180deg) rotateY(-179.9deg);
 }
}
</style>
<div class="spinner">
 <div class="double-bounce1"></div>
 <div class="double-bounce2"></div>
</div>
<style>
.spinner {
 width: 60px;
 height: 60px;
 
 position: relative;
 margin: 100px auto;
}
 
.double-bounce1, .double-bounce2 {
 width: 100%;
 height: 100%;
 border-radius: 50%;
 background-color: #67CF22;
 opacity: 0.6;
 position: absolute;
 top: 0;
 left: 0;
 
 -webkit-animation: bounce 2.0s infinite ease-in-out;
 animation: bounce 2.0s infinite ease-in-out;
}
 
.double-bounce2 {
 -webkit-animation-delay: -1.0s;
 animation-delay: -1.0s;
}
 
@-webkit-keyframes bounce {
 0%, 100% { -webkit-transform: scale(0.0) }
 50% { -webkit-transform: scale(1.0) }
}
 
@keyframes bounce {
 0%, 100% {
 transform: scale(0.0);
 -webkit-transform: scale(0.0);
 } 50% {
 transform: scale(1.0);
 -webkit-transform: scale(1.0);
 }
}
</style>
<div class="spinner">
 <div class="dot1"></div>
 <div class="dot2"></div>
</div>
<style>
.spinner {
 margin: 100px auto;
 width: 90px;
 height: 90px;
 position: relative;
 text-align: center;
 
 -webkit-animation: rotate 2.0s infinite linear;
 animation: rotate 2.0s infinite linear;
}
 
.dot1, .dot2 {
 width: 60%;
 height: 60%;
 display: inline-block;
 position: absolute;
 top: 0;
 background-color: #67CF22;
 border-radius: 100%;
 
 -webkit-animation: bounce 2.0s infinite ease-in-out;
 animation: bounce 2.0s infinite ease-in-out;
}
 
.dot2 {
 top: auto;
 bottom: 0px;
 -webkit-animation-delay: -1.0s;
 animation-delay: -1.0s;
}
 
@-webkit-keyframes rotate { 100% { -webkit-transform: rotate(360deg) }}
@keyframes rotate { 100% { transform: rotate(360deg); -webkit-transform: rotate(360deg) }}
 
@-webkit-keyframes bounce {
 0%, 100% { -webkit-transform: scale(0.0) }
 50% { -webkit-transform: scale(1.0) }
}
 
@keyframes bounce {
 0%, 100% {
 transform: scale(0.0);
 -webkit-transform: scale(0.0);
 } 50% {
 transform: scale(1.0);
 -webkit-transform: scale(1.0);
 }
}
</style>
<div class="spinner">
 <div class="bounce1"></div>
 <div class="bounce2"></div>
 <div class="bounce3"></div>
</div>
<style>
.spinner {
 margin: 100px auto 0;
 width: 150px;
 text-align: center;
}
 
.spinner > div {
 width: 30px;
 height: 30px;
 background-color: #67CF22;
 
 border-radius: 100%;
 display: inline-block;
 -webkit-animation: bouncedelay 1.4s infinite ease-in-out;
 animation: bouncedelay 1.4s infinite ease-in-out;
 /* Prevent first frame from flickering when animation starts */
 -webkit-animation-fill-mode: both;
 animation-fill-mode: both;
}
 
.spinner .bounce1 {
 -webkit-animation-delay: -0.32s;
 animation-delay: -0.32s;
}
 
.spinner .bounce2 {
 -webkit-animation-delay: -0.16s;
 animation-delay: -0.16s;
}
 
@-webkit-keyframes bouncedelay {
 0%, 80%, 100% { -webkit-transform: scale(0.0) }
 40% { -webkit-transform: scale(1.0) }
}
 
@keyframes bouncedelay {
 0%, 80%, 100% {
 transform: scale(0.0);
 -webkit-transform: scale(0.0);
 } 40% {
 transform: scale(1.0);
 -webkit-transform: scale(1.0);
 }
}
</style>

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SS3 Animations

1 @keyframes属性

@keyframes 动画名称{关键帧持续时间% {css样式;}}

@keyframes myanimation
{
    0% {top:0px;background-color:#0000cc;}
    50% {top:100px;background-color;#339900;}
    100% {top:0px;background-color:#330000;}
}

2 animation属性

animation: name duration timing-function delay iteration-count direction;

animation-name 规定需要绑定到选择器的 keyframe 名称。。

animation-duration 规定完成动画所花费的时间, 以秒或毫秒计。

animation-timing-function 规定动画的速度曲线。

linear 动画从头到尾的速度是相同的。

ease 默认。动画以低速开始, 然后加快, 在结束前变慢。

ease-in 动画以低速开始。

ease-out 动画以低速结束。

ease-in-out 动画以低速开始和结束。

cubic-bezier(n,n,n,n) 在 cubic-bezier 函数中自己的值。可能的值是从 0 到 1 的数值。 参考地址: http://cubic-bezier.com/#.17,.67,.83,.67

animation-delay 规定在动画开始之前的延迟。以秒或毫秒计, 默认值是 0。

animation-iteration-count 规定动画应该播放的次数。

n 定义动画播放次数的数值。

infinite 规定动画应该无限次播放。

animation-direction 规定是否应该轮流反向播放动画。

normal 默认值。动画应该正常播放。

alternate 动画应该轮流反向播放。

使用方法一: from...to...

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title></title>
<style type="text/css">
*{
    margin: 0;
    padding: 0;
}
div{
    width: 100px;
    height: 100px;
    background-color: orange;

}

/*div:hover{
width: 800px;
}*/
/*@keyframes 动画名{
from{
动画第一步(这里你可以不写他会继承上面的)
}
to{
动画最后一步
}
}*/
/*动画声明*/
@keyframes widthChange{
/*from{
width: 100px;
}*/
to{
width: 800px;
}
}
div{
    /*animation: 动画名称 过渡总时长;*/
    animation: widthChange 1s;
}
</style>
</head>
<body>
<div></div>
</body>
</html>

使用方法二: 百分比

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title></title>
<style type="text/css">
*{
margin: 0;
padding: 0;
}
div{
width: 100px;
height: 100px;
background-color: orange;
position: absolute;
left: 0;
top: 0;
}

/*动画声明*/
@keyframes positionChange{
    /*from{
    left: 0;
    }
    to{
    left: 800px;
    }*/
    /*百分数评分的的过渡总时长*/
    0%{
    left: 0;
    top: 0;
    }
    50%{
    left: 800px;
    top: 0;
    }
    100%{
    left: 800px;
    top: 500px;
    }
}
div{
    /*animation: 动画名称 过渡总时长;*/
    animation: positionChange 10s;
}
</style>
</head>
<body>
<div></div>
</body>
</html>

使用方法三: animation参数格式

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title></title>
<style type="text/css">
*{
    margin: 0;
    padding: 0;
}
div{
    width: 100px;
    height: 100px;
    background-color: orange;

}
@keyframes widthChange{
    to{
    width: 800px;
    }
}
div{
    /*
    * 动画名称
    * 动画总时长s ms
    * 动画形式ease ease-in ease-out ease-in-out linear 贝塞尔曲线、
    * 延迟时间s ms
    * 循环次数①阿拉伯数字②infinite(无限次)
    * 停留到最后一帧forwards
    * 反向播放动画alternate(来回当做2次处理) normal 正常
    *
    * */
    animation: widthChange 5s;
}
div:hover{
/*动画停止*/
animation-play-state: paused
}
</style>
</head>
<body>
<div></div>
</body>
</html>

建立3D场景

transform-style 属性规定如何在 3D 空间中呈现被嵌套的元素。

注释:该属性必须与 transform 属性一同使用。

flat 子元素将不保留其 3D 位置。

preserve-3d 子元素将保留其 3D 位置。

transform-style: flat|preserve-3d;

perspective 属性定义 3D 元素距视图的距离, 以像素计。该属性允许您改变 3D 元素查看 3D 元素的视图。

当为元素定义 perspective 属性时, 其子元素会获得透视效果, 而不是元素本身。

注释:perspective 属性只影响 3D 转换元素。

perspective: number|none;

景深:

perspective是设置3d效果的景深, 通俗来说就是设置你的眼睛与这个3d元素的距离。

而生活经验告诉我们, 你从远处和近处分别观察同一个物体(比如正方形)时, 其3d效果肯定是不同的。

perspective-origin 属性定义 3D 元素所基于的 X 轴和 Y 轴。该属性允许您改变 3D 元素的底部位置。

当为元素定义 perspective-origin 属性时, 其子元素会获得透视效果, 而不是元素本身。

注释:该属性必须与 perspective 属性一同使用, 而且只影响 3D 转换元素。

<!DOCTYPE html>
<html lang="zh">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
<title>Document</title>
<style type="text/css">
*{
    margin: 0;
    padding: 0;
    list-style: none;
}
div{
    width: 300px;
    height: 220px;
    margin: 100px auto;
    border: 1px solid #000;

    transform-style: preserve-3d;
    perspective: 800px;

    /*景深基点基本上没人改*/
    perspective-origin: left top;
}
img{
    width: 100%;
    display: block;
    transition: 1s;
    }
    div:hover>img{
    transform: rotateX(-45deg);
}
</style>
</head>
<body>
<div>
<img src="img/薛凯琪.jpg"/>
</div>
</body>
</html>

backface-visibility 属性定义当元素不面向屏幕时是否可见。

如果在旋转元素不希望看到其背面时, 该属性很有用。

背面隐藏

言:每当过节的时候,女朋友就抱怨我总是忘记给她买花,说程序不懂浪漫,这不我准备了几款爱心动画特效,打算当面向她表达一下。

第一款:html5通过canvas实现浪漫告白爱心动画特效

寓意:告白无须多么华丽的语言,一颗颗小的爱心汇聚成一颗真心,让你的另一半感受到浓浓的爱意。

代码难度系数★★★

新建index.html,复制以下代码保存在浏览器中打开即可。

<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>canvas 心</title>

<style>
html, body {
  height: 100%;
  padding: 0;
  margin: 0;
  background: #000;
}
canvas {
  position: absolute;
  width: 100%;
  height: 100%;
}</style>
</head>
<body>

<canvas id="pinkboard"></canvas>

<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
  },
};

/*
 * RequestAnimationFrame polyfill by Erik M?ller
 */
(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>

</body>
</html>

第二款:html5通过canvas实现爱心气球上升动画特效

寓意:将想说的话打开一颗颗的爱心气球上,随着气球不断的升空,让整个氛围可更加地缠绵,看到此处可以有感动的泪水。

代码难度系数★★★

新建index.html,复制以下代码保存在浏览器中打开即可。

<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>情人节快乐:)</title>

<style>
canvas {
	position: absolute;
	top: 0;
	left: 0;
}</style>
</head>
<body>
<canvas id=c></canvas>

<script>
var w = c.width = window.innerWidth,
		h = c.height = window.innerHeight,
		ctx = c.getContext( '2d' ),
		
		opts = {
			phrases: [ "Don't die\nit's not hard", "You're the Best", "Every day,\nYou're beautiful", "Every occasion,\nYou're clever", "A world without You?\nNah", "Keep kicking ass", "You're better than them,\nwhoever they are", "You're just amazing", "You are,\ntherefore I am", "Nothing better than You \ncould have happened to the world" ],
			balloons: 10,
			baseVelY: -1,
			addedVelY: -1,
			baseVelX: -.25,
			addedVelX: .5,
			baseSize: 20,
			addedSize: 10,
			baseSizeAdder: 2,
			addedSizeAdder: 2,
			baseIncrementer: .01,
			addedIncrementer: .03,
			baseHue: -10,
			addedHue: 30,
			font: '15px Verdana'
		},
		
		cycle = 0,
		balloons = [];

ctx.font = opts.font;

function Balloon(){
	this.reset();
}
Balloon.prototype.reset = function(){
	
	this.size = opts.baseSize + opts.addedSize * Math.random();
	this.sizeAdder = opts.baseSizeAdder + opts.addedSizeAdder * Math.random();
	this.incrementer = opts.baseIncrementer + opts.addedIncrementer * Math.random();
	
	this.tick = 0;
	
	this.x = Math.random() * w;
	this.y = h + this.size;
	
	this.vx = opts.baseVelX + opts.addedVelX * Math.random();
	this.vy = opts.baseVelY + opts.addedVelY * Math.random();
	
	this.color = 'hsla(hue,70%,60%,.8)'.replace( 'hue', opts.baseHue + opts.addedHue * Math.random() );
	this.phrase = opts.phrases[ ++cycle % opts.phrases.length ].split( '\n' );
	this.lengths = [];
	
	for( var i = 0; i < this.phrase.length; ++i )
		this.lengths.push( -ctx.measureText( this.phrase[ i ] ).width / 2 );
}
Balloon.prototype.step = function(){
	
	this.tick += this.incrementer;
	this.x += this.vx;
	this.y += this.vy;
	
	var size = this.size + this.sizeAdder * Math.sin( this.tick );
	
	ctx.lineWidth = size / 40;
	ctx.strokeStyle = '#eee';
	ctx.beginPath();
	ctx.moveTo( this.x, this.y - 2 );
	ctx.lineTo( this.x, this.y + size );
	ctx.stroke();
	ctx.fillStyle = this.color;
	
	ctx.translate( this.x, this.y );
	ctx.rotate( Math.PI / 4 );
	//ctx.fillRect( -size / 2, -size / 2, size / 2, size / 2 );
	ctx.beginPath();
	ctx.moveTo( 0, 0 );
	ctx.arc( -size / 2, -size / 2 + size / 4, size / 4, Math.PI / 2, Math.PI * 3 / 2 );
	ctx.arc( -size / 2 + size / 4, -size / 2, size / 4, Math.PI, Math.PI * 2 );
	ctx.lineTo( 0, 0 );
	ctx.fill();
	ctx.rotate( -Math.PI / 4 );
	ctx.translate( -this.x, -this.y );
	
	ctx.translate( this.x, this.y + size + 15 );
	ctx.scale( size / this.size, size / this.size );
	ctx.fillStyle = '#eee';
	for( var i = 0; i < this.phrase.length; ++i )
		ctx.fillText( this.phrase[ i ], this.lengths[ i ], i * 15 );
	ctx.scale( this.size / size, this.size / size );
	ctx.translate( -this.x, -( this.y + size + 15 ) );
	
	if( this.y < -size * 3 )
		this.reset();
	
}

function anim(){
	
	window.requestAnimationFrame( anim );
	
	ctx.fillStyle = '#222';
	ctx.fillRect( 0, 0, w, h );
	
	if( balloons.length < opts.balloons && Math.random() < .01 )
		balloons.push( new Balloon );
	
	for( var i = 0; i < balloons.length; ++i )
		balloons[ i ].step();
}
anim();</script>

</body>
</html>

第三款:jQuery+css3实现爱心雨动画特效

寓意:天空中下起了爱心雨,衬托的房间变得温暖,也让整个场景都变得温馨无比,想必此时可以有一个大大的拥抱。

代码难度系数★★★

代码有image、js和html,所以不好贴出来,有需要的朋友直接问我要吧。

总结:程序员的工作本身就很枯燥,特定找了几个好看的特效拿出来和大家分享,希望大家能够快乐每一天,上述代码亲测可用,欢迎点赞收藏。

《完》

大家如果喜欢的话麻烦点赞、关注、转发,谢谢大家。