????:html部分<!DOCTYPE html> <!--下面三個百分比都是為了實現(xiàn)后期項目優(yōu)化的時候,實現(xiàn)自適應(yīng)屏幕的寬度和高度--> <html style="height: 100%;"> <!--這個需要HTML標(biāo)簽上也得加上style="height:100%"才行,要不然會顯示一半
html部分
<!DOCTYPE html> <!--下面三個百分比都是為了實現(xiàn)后期項目優(yōu)化的時候,實現(xiàn)自適應(yīng)屏幕的寬度和高度--> <html style="height: 100%;"> <!--這個需要HTML標(biāo)簽上也得加上style="height:100%"才行,要不然會顯示一半,經(jīng)常用CSS的都知道,BODY 想高度100%,外標(biāo)簽HTML也得設(shè)置100%--> <head> <meta charset="UTF-8"> <title></title> </head> <body style="height: 100%;"> <canvas id="canvas" style="height: 100%;"></canvas> <script type="text/javascript" src="js/digit.js"></script> <script type="text/javascript" src="js/countdown9.js"></script> </body> </html> digit.js部分 digit = [ [ [0,0,1,1,1,0,0], [0,1,1,0,1,1,0], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [0,1,1,0,1,1,0], [0,0,1,1,1,0,0] ],//0 [ [0,0,0,1,1,0,0], [0,1,1,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [1,1,1,1,1,1,1] ],//1 [ [0,1,1,1,1,1,0], [1,1,0,0,0,1,1], [0,0,0,0,0,1,1], [0,0,0,0,1,1,0], [0,0,0,1,1,0,0], [0,0,1,1,0,0,0], [0,1,1,0,0,0,0], [1,1,0,0,0,0,0], [1,1,0,0,0,1,1], [1,1,1,1,1,1,1] ],//2 [ [1,1,1,1,1,1,1], [0,0,0,0,0,1,1], [0,0,0,0,1,1,0], [0,0,0,1,1,0,0], [0,0,1,1,1,0,0], [0,0,0,0,1,1,0], [0,0,0,0,0,1,1], [0,0,0,0,0,1,1], [1,1,0,0,0,1,1], [0,1,1,1,1,1,0] ],//3 [ [0,0,0,0,1,1,0], [0,0,0,1,1,1,0], [0,0,1,1,1,1,0], [0,1,1,0,1,1,0], [1,1,0,0,1,1,0], [1,1,1,1,1,1,1], [0,0,0,0,1,1,0], [0,0,0,0,1,1,0], [0,0,0,0,1,1,0], [0,0,0,1,1,1,1] ],//4 [ [1,1,1,1,1,1,1], [1,1,0,0,0,0,0], [1,1,0,0,0,0,0], [1,1,1,1,1,1,0], [0,0,0,0,0,1,1], [0,0,0,0,0,1,1], [0,0,0,0,0,1,1], [0,0,0,0,0,1,1], [1,1,0,0,0,1,1], [0,1,1,1,1,1,0] ],//5 [ [0,0,0,0,1,1,0], [0,0,1,1,0,0,0], [0,1,1,0,0,0,0], [1,1,0,0,0,0,0], [1,1,0,1,1,1,0], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [0,1,1,1,1,1,0] ],//6 [ [1,1,1,1,1,1,1], [1,1,0,0,0,1,1], [0,0,0,0,1,1,0], [0,0,0,0,1,1,0], [0,0,0,1,1,0,0], [0,0,0,1,1,0,0], [0,0,1,1,0,0,0], [0,0,1,1,0,0,0], [0,0,1,1,0,0,0], [0,0,1,1,0,0,0] ],//7 [ [0,1,1,1,1,1,0], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [0,1,1,1,1,1,0], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [0,1,1,1,1,1,0] ],//8 [ [0,1,1,1,1,1,0], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [1,1,0,0,0,1,1], [0,1,1,1,0,1,1], [0,0,0,0,0,1,1], [0,0,0,0,0,1,1], [0,0,0,0,1,1,0], [0,0,0,1,1,0,0], [0,1,1,0,0,0,0] ],//9 [ [0,0,0,0], [0,0,0,0], [0,1,1,0], [0,1,1,0], [0,0,0,0], [0,0,0,0], [0,1,1,0], [0,1,1,0], [0,0,0,0], [0,0,0,0] ]//: ]; countdown9.js部分 var WINDOW_WIDTH = 1024; var WINDOW_HEIGHT = 768; var RADIUS = 8; //定義小球的半徑 var MARGIN_TOP = 60; //每個數(shù)字距離畫布的上邊距的距離 var MARGIN_LEFT = 30; //第一個數(shù)字距離畫布的左邊距的距離 //定制截止時間(月是從0開始數(shù)一直到11) //var endTime = new Date();//(2017,11,23,23,12,52)如果在這個括號里面填上數(shù)字,前面的var改成const就是填寫的時間到當(dāng)前時間的差的倒計時,最多只能有99個小時, //endTime.setTime( endTime.getTime()+3600*1000);//這種算法可以保證每次打開時都是倒計時一小時(1小時=60分鐘=3600秒=3600*1000毫秒) //小時的位置只有兩位數(shù),一天有24個小時,最多只能倒計時四天, //如果需要打破這個限制,可以把小時擴充成三位數(shù),甚至增加 //因為倒計時每一秒的變化,要加上動畫的效果,動畫的效果要不停的和當(dāng)前的時間 //做一個比較,為此設(shè)計一個全局變量來表示現(xiàn)在倒計時需要有多少秒,毫秒在計算中 //要轉(zhuǎn)換成秒,毫秒的細(xì)節(jié)是不需要的。 var curShowTimeSeconds = 0; //初始化 //為了儲存生成的小球,要設(shè)一個數(shù)據(jù)結(jié)構(gòu), var balls = []; //初始化一個空的數(shù)組,一旦產(chǎn)生新的小球,就添加在數(shù)組里面 //小球是彩色的,需要一個儲存顏色的數(shù)組 const colors = ["red", "yellow", "lime", "purple", "deeppink", "springgreen", "blue", "green", "tomato", "turquoise" ] window.onload = function() { //實現(xiàn)屏幕的自適應(yīng) WINDOW_WIDTH = document.body.clientWidth; WINDOW_HEIGHT = document.body.clientHeight; MARGIN_LEFT = Math.round(WINDOW_WIDTH / 10); RADIUS = Math.round(WINDOW_WIDTH * 4 / 5 / 108) - 1; MARGIN_TOP = Math.round(WINDOW_HEIGHT / 5); var canvas = document.getElementById('canvas'); var context = canvas.getContext("2d"); //這種方式調(diào)用寬高,有兩個好處 //第一屏幕的大小改變起來非常的方便 //第二個后續(xù)在做屏幕的自適應(yīng)的時候,只需要計算兩個變量的值,非常的方便 canvas.width = WINDOW_WIDTH; canvas.height = WINDOW_HEIGHT; //調(diào)用render函數(shù),傳入context參數(shù),獲得繪圖的上下文環(huán)境 curShowTimeSeconds = getCurrentShowTimeSeconds(); setInterval(function() { render(context); //繪制當(dāng)前的畫面 update(); //根據(jù)繪制畫面所需要的數(shù)據(jù)結(jié)構(gòu),對數(shù)據(jù)結(jié)構(gòu)進(jìn)行一定的調(diào)整 }, 50); } function getCurrentShowTimeSeconds() { var curTime = new Date(); //獲取當(dāng)前的時間 var ret = curTime.getHours()*3600+ curTime.getMinutes()*60+curTime.getSeconds(); return ret ; } //對當(dāng)前的數(shù)據(jù)進(jìn)行調(diào)整,處理時間的變化 function update() { //下一次要顯示的時間 var nextShowTimeSeconds = getCurrentShowTimeSeconds(); var nextHours = parseInt(nextShowTimeSeconds / 3600); var nextMinutes = parseInt((nextShowTimeSeconds - nextHours * 3600) / 60); var nextSeconds = nextShowTimeSeconds % 60; var curHours = parseInt(curShowTimeSeconds / 3600); var curMinutes = parseInt((curShowTimeSeconds - curHours * 3600) / 60); var curSeconds = curShowTimeSeconds % 60; //判斷下一次要顯示的時間和當(dāng)前所顯示的時間有沒有變化, //如果有變化,就改變curShowTimeSeconds if(nextSeconds != curSeconds) { //如果當(dāng)前的小時的十位數(shù)已經(jīng)不等于下一次要顯示的小時的十位數(shù) if(parseInt(curHours / 10) != parseInt(nextHours / 10)) { //創(chuàng)建一個新的函數(shù)addBalls負(fù)責(zé)加小球,找到小球的位置,以及相應(yīng)的數(shù)字,生成一系列小球 addBalls(MARGIN_LEFT + 0, MARGIN_TOP, parseInt(curHours / 10)); } //創(chuàng)建小球的一系列操作 //對小時的個位數(shù)的操作 if(parseInt(curHours % 10) != parseInt(nextHours % 10)) { addBalls(MARGIN_LEFT + 15 * (RADIUS + 1), MARGIN_TOP, parseInt(curHours / 10)); } //對時間的分鐘的十位數(shù)的操作 if(parseInt(curMinutes / 10) != parseInt(nextMinutes / 10)) { addBalls(MARGIN_LEFT + 39 * (RADIUS + 1), MARGIN_TOP, parseInt(curMinutes / 10)); } //對時間的分鐘的個位數(shù)的操作 if(parseInt(curMinutes % 10) != parseInt(nextMinutes % 10)) { addBalls(MARGIN_LEFT + 54 * (RADIUS + 1), MARGIN_TOP, parseInt(curMinutes % 10)); } //對時間的秒鐘的十位數(shù)的操作 if(parseInt(curSeconds / 10) != parseInt(nextSeconds / 10)) { addBalls(MARGIN_LEFT + 78 * (RADIUS + 1), MARGIN_TOP, parseInt(curSeconds / 10)); } //對時間的秒鐘的個位數(shù)的操作 if(parseInt(curSeconds % 10) != parseInt(nextSeconds % 10)) { addBalls(MARGIN_LEFT + 93 * (RADIUS + 1), MARGIN_TOP, parseInt(nextSeconds % 10)); } curShowTimeSeconds = nextShowTimeSeconds; } updateBalls(); //數(shù)組的元素在不斷的增加,但是沒有減小,這樣的程序是不能長時間運行的, //每個計算機都有它的極限,,他在不斷的占有我們的內(nèi)存,其實當(dāng)balls走出我們的畫面的時候 //這個小球就可以不留在數(shù)組里了,設(shè)置一個機制,刪除走出畫面的數(shù)組,這個程序就可以長時間運行了 // console.log(balls.length);//打印balls數(shù)組的長度 } //讓新產(chǎn)生的小球動起來 function updateBalls() { for(var i = 0; i < balls.length; i++) { balls[i].x += balls[i].vx; balls[i].y += balls[i].vy; balls[i].vy += balls[i].g; if(balls[i].y >= WINDOW_HEIGHT - RADIUS) { balls[i].y = WINDOW_HEIGHT - RADIUS; balls[i].vy = -balls[i].vy * 0.75; } } //設(shè)置一個機制,刪除走出畫面的數(shù)組,保證這個程序可以長時間運行 var cnt = 0; for(var i = 0; i < balls.length; i++) //遍歷balls數(shù)組 if(balls[i].x + RADIUS > 0 && balls[i].x - RADIUS < WINDOW_WIDTH) //判斷小球是否還在畫面內(nèi) balls[cnt++] = balls[i]; //保留留在畫面的小球 //刪除不需要的小球 while(balls.length > Math.min(300, cnt)) { balls.pop(); } } //實現(xiàn)addBalls() function addBalls(x, y, num) { for(var i = 0; i < digit[num].length; i++) for(var j = 0; j < digit[num][i].length; j++) if(digit[num][i][j] == 1) { //如果為1,就添加一個小球 var aBall = { x: x + j * 2 * (RADIUS + 1) + (RADIUS + 1), //x坐標(biāo) y: y + i * 2 * (RADIUS + 1) + (RADIUS + 1), //y坐標(biāo) g: 1.5 + Math.random(), //小球的加速度,設(shè)置隨機的加速度會使小球更加的活潑 vx: Math.pow(-1, Math.ceil(Math.random() * 1000)) * 4, //小球在x方向的速度 vy: -5, //y方向的速度 color: colors[Math.floor(Math.random() * colors.length)] } balls.push(aBall); } } //繪制canvas的畫布 function render(cxt) { //對一個矩形的圖像進(jìn)行刷新操作 cxt.clearRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT); //先繪制時鐘的數(shù)值 var hours = parseInt(curShowTimeSeconds / 3600); var minutes = parseInt((curShowTimeSeconds - hours * 3600) / 60); var seconds = curShowTimeSeconds % 60; //一個數(shù)字一個數(shù)字的繪制時間 renderDigit(MARGIN_LEFT, MARGIN_TOP, parseInt(hours / 10), cxt) //15=7*2+1 renderDigit(MARGIN_LEFT + 15 * (RADIUS + 1), MARGIN_TOP, parseInt(hours % 10), cxt) //30=15+15 renderDigit(MARGIN_LEFT + 30 * (RADIUS + 1), MARGIN_TOP, 10, cxt) //39=30+(4*2+1) renderDigit(MARGIN_LEFT + 39 * (RADIUS + 1), MARGIN_TOP, parseInt(minutes / 10), cxt); renderDigit(MARGIN_LEFT + 54 * (RADIUS + 1), MARGIN_TOP, parseInt(minutes % 10), cxt); renderDigit(MARGIN_LEFT + 69 * (RADIUS + 1), MARGIN_TOP, 10, cxt); renderDigit(MARGIN_LEFT + 78 * (RADIUS + 1), MARGIN_TOP, parseInt(seconds / 10), cxt); renderDigit(MARGIN_LEFT + 93 * (RADIUS + 1), MARGIN_TOP, parseInt(seconds % 10), cxt); //處理新生小球的繪制 for(var i = 0; i < balls.length; i++) { cxt.fillStyle = balls[i].color; cxt.beginPath(); cxt.arc(balls[i].x, balls[i].y, RADIUS, 0, 2 * Math.PI, true); cxt.closePath(); cxt.fill(); } } function renderDigit(x, y, num, cxt) { cxt.fillStyle = "rgb(0,102,153)"; //設(shè)置顏色 for(var i = 0; i < digit[num].length; i++) for(var j = 0; j < digit[num][i].length; j++) if(digit[num][i][j] == 1) { cxt.beginPath(); //計算第(i,j)個圓的圓心的位置: //(假設(shè)開始點是x,y,圓的半徑是R,兩個圓之間的外邊距是2) //centerX:x+j*2*(R+1)+(R+1); //centerY:y+i*2*(R+1)+(R+1); cxt.arc(x + j * 2 * (RADIUS + 1) + (RADIUS + 1), y + i * 2 * (RADIUS + 1) + (RADIUS + 1), RADIUS, 0, 2 * Math.PI) cxt.closePath() cxt.fill() } }
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