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如何在HTML CSS JS制作网页中鼠标拖拽粒子效果动画背景cid1146

<!doctype html>
<html>
<head> 
<title>DaisyJS: Particle System Example</title>
   
    <link href="https://fonts.googleapis.com/css2?family=Poppins&display=swap" rel="stylesheet">
    
        <style>
body {
  background-image:linear-gradient(rgba(193, 35, 35, 0.71),rgba(32, 39, 216, 0.71)),url(one.png) !important;
    
    background-size: cover;
  
    
}
#carbonads a{color:#fff;text-decoration:none}#carbonads a:hover{color:#fff}
            
             

/**  
 * DaisyJS Demo Styles
 * by Waren Gonzaga
 */

* {
  -webkit-box-sizing: border-box;
     -moz-box-sizing: border-box;
          box-sizing: border-box;
}

html, body {
  width: 100%;
  height: 100%;
  overflow: hidden;
}

body {
 
  font-family: 'Poppins', sans-serif;
  color: #fff;
  line-height: 1.3;
  -webkit-font-smoothing: antialiased;
}

#momoland {
  width: 100%;
  height: 100%;
  overflow: hidden;
}

.wrapper {
    position: absolute;
    left: 0;
    top: 15%;
    padding: 0 20px;
    width: 100%;
    text-align: center;
}

.wrapper > img {
    width: 200px;
    height: auto;
}

h1 {
    color: #fff;
    font-size: 100px;
    font-family: 'Poppins', sans-serif;
    font-weight: 800;
    margin-bottom: -10px;
    letter-spacing: 2px;
}

            p{
                width: 39%;
                margin: 0 auto;
                line-height: 24px;
            }
            .btn{
                padding: 15px 40px;
                background: transparent;
                color: white;
                font-size: 19px;
                cursor: pointer;
                border-radius: 50px;
                outline: none;
                border: 2px solid white;
                font-family: 'Poppins', sans-serif;
                transition: all 0.5s ease-in-out;
            }
 
            
            .btn:hover{
                background: white;
                color: black;
            }
            
        </style>
    </head>
    <body>

        <div id="momoland">
            <div class="wrapper">
               <br><br><br>
                 
         
                <div id="carbon-block"></div>
<div> 
 </div>
</div>
 </div>

     

        <script src="daisy.js" defer></script>
      
        <script type="text/javascript">

  document.addEventListener('DOMContentLoaded', function () {
  daisyjs(document.getElementById('momoland'), {
    dotColor: '#fff',
    lineColor: '#ddd'
  });
}, false);


</script> 
    </body>
</html>

daisy.js

;(function(window, document) {
  "use strict";
  var pluginName = 'daisyjs';

  // http://youmightnotneedjquery.com/#deep_extend
  function extend(out) {
    out = out || {};
    for (var i = 1; i < arguments.length; i++) {
      var obj = arguments[i];
      if (!obj) continue;
      for (var key in obj) {
        if (obj.hasOwnProperty(key)) {
          if (typeof obj[key] === 'object')
            deepExtend(out[key], obj[key]);
          else
            out[key] = obj[key];
        }
      }
    }
    return out;
  }

  var $ = window.jQuery;

  function Plugin(element, options) {
    var canvasSupport = !!document.createElement('canvas').getContext;
    var canvas;
    var ctx;
    var particles = [];
    var raf;
    var mouseX = 0;
    var mouseY = 0;
    var winW;
    var winH;
    var desktop = !navigator.userAgent.match(/(iPhone|iPod|iPad|Android|BlackBerry|BB10|mobi|tablet|opera mini|nexus 7)/i);
    var orientationSupport = !!window.DeviceOrientationEvent;
    var tiltX = 0;
    var pointerX;
    var pointerY;
    var tiltY = 0;
    var paused = false;

    options = extend({}, window[pluginName].defaults, options);

    /**
     * Init
     */
    function init() {
      if (!canvasSupport) { return; }

      // create canvas
      canvas = document.createElement('canvas');
      canvas.className = 'pg-canvas';
      canvas.style.display = 'block';
      element.insertBefore(canvas, element.firstChild);
      ctx = canvas.getContext('2d');
      styleCanvas();

      // create particles
      var numParticles = Math.round((canvas.width * canvas.height) / options.density);
      for (var i = 0; i < numParticles; i++) {
        var p = new Particle();
        p.setStackPos(i);
        particles.push(p);
      }

      window.addEventListener('resize', function() {
        resizeHandler();
      }, false);

      document.addEventListener('mousemove', function(e) {
        mouseX = e.pageX;
        mouseY = e.pageY;
      }, false);

      if (orientationSupport && !desktop) {
        window.addEventListener('deviceorientation', function () {
          // contrain tilt range to [-30,30]
          tiltY = Math.min(Math.max(-event.beta, -30), 30);
          tiltX = Math.min(Math.max(-event.gamma, -30), 30);
        }, true);
      }

      draw();
      hook('onInit');
    }

    /**
     * Style the canvas
     */
    function styleCanvas() {
      canvas.width = element.offsetWidth;
      canvas.height = element.offsetHeight;
      ctx.fillStyle = options.dotColor;
      ctx.strokeStyle = options.lineColor;
      ctx.lineWidth = options.lineWidth;
    }

    /**
     * Draw particles
     */
    function draw() {
      if (!canvasSupport) { return; }

      winW = window.innerWidth;
      winH = window.innerHeight;

      // wipe canvas
      ctx.clearRect(0, 0, canvas.width, canvas.height);

      // update particle positions
      for (var i = 0; i < particles.length; i++) {
        particles[i].updatePosition();
      }
      // draw particles
      for (i = 0; i < particles.length; i++) {
        particles[i].draw();
      }

      // call this function next time screen is redrawn
      if (!paused) {
        raf = requestAnimationFrame(draw);
      }
    }

    /**
     * Add/remove particles.
     */
    function resizeHandler() {
      // resize the canvas
      styleCanvas();

      var elWidth = element.offsetWidth;
      var elHeight = element.offsetHeight;

      // remove particles that are outside the canvas
      for (var i = particles.length - 1; i >= 0; i--) {
        if (particles[i].position.x > elWidth || particles[i].position.y > elHeight) {
          particles.splice(i, 1);
        }
      }

      // adjust particle density
      var numParticles = Math.round((canvas.width * canvas.height) / options.density);
      if (numParticles > particles.length) {
        while (numParticles > particles.length) {
          var p = new Particle();
          particles.push(p);
        }
      } else if (numParticles < particles.length) {
        particles.splice(numParticles);
      }

      // re-index particles
      for (i = particles.length - 1; i >= 0; i--) {
        particles[i].setStackPos(i);
      }
    }

    /**
     * Pause particle system
     */
    function pause() {
      paused = true;
    }

    /**
     * Start particle system
     */
    function start() {
      paused = false;
      draw();
    }

    /**
     * Particle
     */
    
    function Particle() {
      this.stackPos = this.stackPos; 
      this.active = true;
      this.layer = Math.ceil(Math.random() * 3);
      this.parallaxOffsetX = 0;
      this.parallaxOffsetY = 0;
      // initial particle position
      this.position = {
        x: Math.ceil(Math.random() * canvas.width),
        y: Math.ceil(Math.random() * canvas.height)
      };
      // random particle speed, within min and max values
      this.speed = {};
      switch (options.directionX) {
        case 'left':
          this.speed.x = +(-options.maxSpeedX + (Math.random() * options.maxSpeedX) - options.minSpeedX).toFixed(2);
          break;
        case 'right':
          this.speed.x = +((Math.random() * options.maxSpeedX) + options.minSpeedX).toFixed(2);
          break;
        default:
          this.speed.x = +((-options.maxSpeedX / 2) + (Math.random() * options.maxSpeedX)).toFixed(2);
          this.speed.x += this.speed.x > 0 ? options.minSpeedX : -options.minSpeedX;
          break;
      }
      switch (options.directionY) {
        case 'up':
          this.speed.y = +(-options.maxSpeedY + (Math.random() * options.maxSpeedY) - options.minSpeedY).toFixed(2);
          break;
        case 'down':
          this.speed.y = +((Math.random() * options.maxSpeedY) + options.minSpeedY).toFixed(2);
          break;
        default:
          this.speed.y = +((-options.maxSpeedY / 2) + (Math.random() * options.maxSpeedY)).toFixed(2);
          this.speed.x += this.speed.y > 0 ? options.minSpeedY : -options.minSpeedY;
          break;
      }
    }

    /**
     * Draw particle
     */
    Particle.prototype.draw = function() {
      // draw circle
      ctx.beginPath();
      ctx.arc(this.position.x + this.parallaxOffsetX, this.position.y + this.parallaxOffsetY, options.particleRadius / 2, 0, Math.PI * 2, true);
      ctx.closePath();
      ctx.fill();

      // draw lines
      ctx.beginPath();
      // iterate over all particles which are higher in the stack than this one
      for (var i = particles.length - 1; i > this.stackPos; i--) {
        var p2 = particles[i];

        // pythagorus theorum to get distance between two points
        var a = this.position.x - p2.position.x;
        var b = this.position.y - p2.position.y;
        var dist = Math.sqrt((a * a) + (b * b)).toFixed(2);

        // if the two particles are in proximity, join them
        if (dist < options.proximity) {
          ctx.moveTo(this.position.x + this.parallaxOffsetX, this.position.y + this.parallaxOffsetY);
          if (options.curvedLines) {
            ctx.quadraticCurveTo(Math.max(p2.position.x, p2.position.x), Math.min(p2.position.y, p2.position.y), p2.position.x + p2.parallaxOffsetX, p2.position.y + p2.parallaxOffsetY);
          } else {
            ctx.lineTo(p2.position.x + p2.parallaxOffsetX, p2.position.y + p2.parallaxOffsetY);
          }
        }
      }
      ctx.stroke();
      ctx.closePath();
    };

    /**
     * Update particle position
     */
    Particle.prototype.updatePosition = function() {
      if (options.parallax) {
        if (orientationSupport && !desktop) {
          // map tiltX range [-30,30] to range [0,winW]
          var ratioX = (winW - 0) / (30 - (-30));
          pointerX = (tiltX - (-30)) * ratioX + 0;
          // map tiltY range [-30,30] to range [0,winH]
          var ratioY = (winH - 0) / (30 - (-30));
          pointerY = (tiltY - (-30)) * ratioY + 0;
        } else {
          pointerX = mouseX;
          pointerY = mouseY;
        }
        // calculate parallax offsets
        this.parallaxTargX = (pointerX - (winW / 2)) / (options.parallaxMultiplier * this.layer);
        this.parallaxOffsetX += (this.parallaxTargX - this.parallaxOffsetX) / 10; // easing equation
        this.parallaxTargY = (pointerY - (winH / 2)) / (options.parallaxMultiplier * this.layer);
        this.parallaxOffsetY += (this.parallaxTargY - this.parallaxOffsetY) / 10; // easing equation
      }

      var elWidth = element.offsetWidth;
      var elHeight = element.offsetHeight;

      switch (options.directionX) {
        case 'left':
          if (this.position.x + this.speed.x + this.parallaxOffsetX < 0) {
            this.position.x = elWidth - this.parallaxOffsetX;
          }
          break;
        case 'right':
          if (this.position.x + this.speed.x + this.parallaxOffsetX > elWidth) {
            this.position.x = 0 - this.parallaxOffsetX;
          }
          break;
        default:
          // if particle has reached edge of canvas, reverse its direction
          if (this.position.x + this.speed.x + this.parallaxOffsetX > elWidth || this.position.x + this.speed.x + this.parallaxOffsetX < 0) {
            this.speed.x = -this.speed.x;
          }
          break;
      }

      switch (options.directionY) {
        case 'up':
          if (this.position.y + this.speed.y + this.parallaxOffsetY < 0) {
            this.position.y = elHeight - this.parallaxOffsetY;
          }
          break;
        case 'down':
          if (this.position.y + this.speed.y + this.parallaxOffsetY > elHeight) {
            this.position.y = 0 - this.parallaxOffsetY;
          }
          break;
        default:
          // if particle has reached edge of canvas, reverse its direction
          if (this.position.y + this.speed.y + this.parallaxOffsetY > elHeight || this.position.y + this.speed.y + this.parallaxOffsetY < 0) {
            this.speed.y = -this.speed.y;
          }
          break;
      }

      // move particle
      this.position.x += this.speed.x;
      this.position.y += this.speed.y;
    };

    /**
     * Setter: particle stacking position
     */
    Particle.prototype.setStackPos = function(i) {
      this.stackPos = i;
    };

    function option (key, val) {
      if (val) {
        options[key] = val;
      } else {
        return options[key];
      }
    }

    function destroy() {
      console.log('destroy');
      canvas.parentNode.removeChild(canvas);
      hook('onDestroy');
      if ($) {
        $(element).removeData('plugin_' + pluginName);
      }
    }

    function hook(hookName) {
      if (options[hookName] !== undefined) {
        options[hookName].call(element);
      }
    }

    init();

    return {
      option: option,
      destroy: destroy,
      start: start,
      pause: pause
    };
  }

  window[pluginName] = function(elem, options) {
    return new Plugin(elem, options);
  };

  window[pluginName].defaults = {
    minSpeedX: 0.1,
    maxSpeedX: 0.7,
    minSpeedY: 0.1,
    maxSpeedY: 0.7,
    directionX: 'center', // 'center', 'left' or 'right'. 'center' = dots bounce off edges
    directionY: 'center', // 'center', 'up' or 'down'. 'center' = dots bounce off edges
    density: 10000, // how many particles will be generated: one particle every n pixels
    dotColor: '#666666',
    lineColor: '#666666',
    particleRadius: 7, // dot size
    lineWidth: 1,
    curvedLines: false,
    proximity: 100, // how close two dots need to be before they join
    parallax: true,
    parallaxMultiplier: 5, // the lower the number, the more extreme the parallax effect
    onInit: function() {},
    onDestroy: function() {}
  };

  // nothing wrong with hooking into jQuery if it's there...
  if ($) {
    $.fn[pluginName] = function(options) {
      if (typeof arguments[0] === 'string') {
        var methodName = arguments[0];
        var args = Array.prototype.slice.call(arguments, 1);
        var returnVal;
        this.each(function() {
          if ($.data(this, 'plugin_' + pluginName) && typeof $.data(this, 'plugin_' + pluginName)[methodName] === 'function') {
            returnVal = $.data(this, 'plugin_' + pluginName)[methodName].apply(this, args);
          }
        });
        if (returnVal !== undefined){
          return returnVal;
        } else {
          return this;
        }
      } else if (typeof options === "object" || !options) {
        return this.each(function() {
          if (!$.data(this, 'plugin_' + pluginName)) {
            $.data(this, 'plugin_' + pluginName, new Plugin(this, options));
          }
        });
      }
    };
  }

})(window, document);

/**
 * requestAnimationFrame polyfill by Erik Möller. fixes from Paul Irish and Tino Zijdel
 * @see: http://paulirish.com/2011/requestanimationframe-for-smart-animating/
 * @see: http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
 * @license: MIT license
 */
(function() {
    var lastTime = 0;
    var vendors = ['ms', 'moz', 'webkit', 'o'];
    for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
      window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
      window.cancelAnimationFrame = window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
    }

    if (!window.requestAnimationFrame)
      window.requestAnimationFrame = function(callback, element) {
        var currTime = new Date().getTime();
        var timeToCall = Math.max(0, 16 - (currTime - lastTime));
        var id = window.setTimeout(function() { callback(currTime + timeToCall); },
          timeToCall);
        lastTime = currTime + timeToCall;
        return id;
      };

    if (!window.cancelAnimationFrame)
      window.cancelAnimationFrame = function(id) {
        clearTimeout(id);
      };
}());

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获取源码: 如何在HTML CSS JS制作网页中鼠标拖拽粒子效果动画背景cid1146
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