2020年除夕(春节)倒计时H5页面源码

分类: php 发布时间: 2018-12-27 18:12 浏览: 985 次

1545904198

演示地址(PC端没做适配,使用手机扫码):http://aso.39gs.com/2019/index.html

全部源码下载:http://aso.39gs.com/2019/2019.rar
html全部源码:


<html>
<head>
<title>2018年除夕倒计时</title>
<meta name="viewport" content="width=width=device-width, user-scalable=no, initial-scale=1.0, maximum-scale=1.0,minimum-scale=1.0;viewport-fit=cover">
<style>
body
{
background: #00FF00 url(bg2.jpg);

}
body {
/* 背景图垂直、水平均居中 */
background-position: center center;
/* 背景图不平铺 */
background-repeat: no-repeat;
/* 当内容高度大于图片高度时,背景图像的位置相对于viewport固定 */
background-attachment: fixed;
/* 让背景图基于容器大小伸缩 */
background-size: cover;
/* 设置背景颜色,背景图加载过程中会显示背景色 */
background-color: #464646;
}
html, body {
overflow: hidden;
margin: 0;
font-size: 32px;
}

html {
background: #14191C;
}

p {
position: absolute;
bottom: 1em;
width: 100%;
color: rgba(255, 255, 255, 0.25);
text-align: center;
pointer-events: none;
transition: opacity 1s ease-in-out;
}
</style>

<script type="text/javascript">
function datetime_to_unix(datetime){
var tmp_datetime = datetime.replace(/:/g,'-');
tmp_datetime = tmp_datetime.replace(/ /g,'-');
var arr = tmp_datetime.split("-");
var now = new Date(Date.UTC(arr[0],arr[1]-1,arr[2],arr[3]-8,arr[4],arr[5]));
return parseInt(now.getTime()/1000);
}

window.onload=function(){
setInterval(function(){second();},1000);
pplay();
}

function second(){
var now = parseInt((new Date()).getTime()/1000);
var off = datetime_to_unix("2019-2-4 0:0:0") - now;
var day = parseInt(off/86400);
var hours = parseInt(off%86400/3600);
var min = parseInt(off%3600/60);
var sec = parseInt(off%60);
var str = day+"天"+hours+"时"+min+"分"+sec+"秒";
document.getElementById("time").innerHTML = str;
console.log(str);
}

// start particle simulation
simulate(
'2d', {
init: function() {

this.spray(150, function() {
return [
null,
null,
Vector.create(
this.width * Math.random(),
this.height * Math.random()
),
Vector.random(1),
.75 + (Math.random() * .5),
100 * Math.random(), [
this.behavior.cohesion(),
this.behavior.alignment(),
this.behavior.separation(),

this.behavior.limit(1 + Math.random()),

this.behavior.wrap(5),
this.behavior.move()
]
]
})

},
tick: function() {

},
beforePaint: function() {
this.clear();
},
paint: function(particle) {

var p = particle.position;
var v = particle.velocity;
var s = particle.stimulated || 0;
var l = particle.life;

this.paint.circle(p.x, p.y, v.magnitudeSquared, 'hsla(' + v.angle + ',100%,50%,1)');

},
afterPaint: function() {
// nothing
},
action: function(x, y) {

// disperse if near
this.particles.forEach(function(p) {

if (Vector.distanceSquared(p.position, {
x: x,
y: y
}) < 4000) {
p.velocity.randomize(100);
p.position.x += p.velocity.x;
p.position.y += p.velocity.y;
}

});

}
}
);
// "simulate" particle simulation logic
/**
* Constants
*/
PI_2 = Math.PI / 2;
PI_180 = Math.PI / 180;

/**
* Random
*/
var Random = {
between: function(min, max) {
return min + (Math.random() * (max - min));
}
}

/**
* 2D Vector Class
*/
function Vector(x, y) {
this._x = x || 0;
this._y = y || 0;
}

Vector.create = function(x, y) {
return new Vector(x, y);
};

Vector.add = function(a, b) {
return new Vector(a.x + b.x, a.y + b.y);
};

Vector.subtract = function(a, b) {
return new Vector(a.x - b.x, a.y - b.y);
};

Vector.random = function(range) {
var v = new Vector();
v.randomize(range);
return v;
};

Vector.distanceSquared = function(a, b) {
var dx = a.x - b.x;
var dy = a.y - b.y;
return dx * dx + dy * dy;
};

Vector.distance = function(a, b) {
var dx = a.x - b.x;
var dy = a.y - b.y;
return Math.sqrt(dx * dx + dy * dy);
};

Vector.prototype = {
get x() {
return this._x;
},
get y() {
return this._y;
},
set x(value) {
this._x = value;
},
set y(value) {
this._y = value;
},
get magnitudeSquared() {
return this._x * this._x + this._y * this._y;
},
get magnitude() {
return Math.sqrt(this.magnitudeSquared);
},
get angle() {
return Math.atan2(this._y, this._x) * 180 / Math.PI;
},
clone: function() {
return new Vector(this._x, this._y);
},
add: function(v) {
this._x += v.x;
this._y += v.y;
},
subtract: function(v) {
this._x -= v.x;
this._y -= v.y;
},
multiply: function(value) {
this._x *= value;
this._y *= value;
},
divide: function(value) {
this._x /= value;
this._y /= value;
},
normalize: function() {
var magnitude = this.magnitude;
if (magnitude > 0) {
this.divide(magnitude);
}
},
limit: function(treshold) {
if (this.magnitude > treshold) {
this.normalize();
this.multiply(treshold);
}
},
randomize: function(amount) {
amount = amount || 1;
this._x = amount * 2 * (-.5 + Math.random());
this._y = amount * 2 * (-.5 + Math.random());
},
rotate: function(degrees) {
var magnitude = this.magnitude;
var angle = ((Math.atan2(this._x, this._y) * PI_HALF) + degrees) * PI_180;
this._x = magnitude * Math.cos(angle);
this._y = magnitude * Math.sin(angle);
},
flip: function() {
var temp = this._y;
this._y = this._x;
this._x = temp;
},
invert: function() {
this._x = -this._x;
this._y = -this._y;
},
toString: function() {
return this._x + ', ' + this._y;
}
}

/**
* Particle Class
*/
function Particle(id, group, position, velocity, size, life, behavior) {

this._id = id || 'default';
this._group = group || 'default';

this._position = position || new Vector();
this._velocity = velocity || new Vector();
this._size = size || 1;
this._life = Math.round(life || 0);

this._behavior = behavior || [];

}

Particle.prototype = {
get id() {
return this._id;
},
get group() {
return this._group;
},
get life() {
return this._life;
},
get size() {
return this._size;
},
set size(size) {
this._size = size;
},
get position() {
return this._position;
},
get velocity() {
return this._velocity;
},
update: function(stage) {

this._life++;

var i = 0;
var l = this._behavior.length;

for (; i < l; i++) {
this._behavior[i].call(stage, this);
}

},
toString: function() {
return 'Particle(' + this._id + ') ' + this._life + ' pos: ' + this._position + ' vec: ' + this._velocity;
}
}

// setup DOM
function simulate(dimensions, options) {

// private vars
var particles = [];
var destroyed = [];
var update = update || function() {};
var stage = stage || function() {};
var canvas;
var context;

if (!options) {
console.error('"options" object must be defined');
return;
}

if (!options.init) {
console.error('"init" function must be defined');
return;
}

if (!options.paint) {
console.error('"paint" function must be defined');
return;
}

if (!options.tick) {
options.tick = function() {};
}

if (!options.beforePaint) {
options.beforePaint = function() {};
}

if (!options.afterPaint) {
options.afterPaint = function() {};
}

if (!options.action) {
options.action = function() {};
}

if (document.readyState === 'interactive') {
setup();
} else {
document.addEventListener('DOMContentLoaded', setup);
}

// resizes canvas to fit window dimensions
function fitCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
}

// create canvas for drawing
function setup() {

// create
canvas = document.createElement('canvas');
document.body.appendChild(canvas);

// correct canvas size on window resize
window.addEventListener('resize', fitCanvas);

// go
go();
}

// canvas has been attached, let's go!
function go() {

// set initial canvas size
fitCanvas();

// get context for drawing
context = canvas.getContext(dimensions);

// simulation update loop
function act() {

// update particle states
var i = 0;
var l = particles.length;
var p;
for (; i < l; i++) {
particles[i].update(this);
}

// clean destroyed particles
while (p = destroyed.pop()) {

do {

// has not been found in destroyed array?
if (p !== particles[i]) {
continue;
}

// remove particle
particles.splice(i, 1);

} while (i-- >= 0)
}

// repaint context
options.beforePaint.call(this);

// repaint particles
i = 0;
l = particles.length;
for (; i < l; i++) {
options.paint.call(this, particles[i]);
}

// after particles have been painted
options.afterPaint.call(this);
}

function tick() {

// call update method, this allows for inserting particles later on
options.tick.call(this);

// update particles here
act();

// on to the next frame
window.requestAnimationFrame(tick);

}

/**
* API
**/
function clear() {
context.clearRect(0, 0, canvas.width, canvas.height);
}

function destroy(particle) {
destroyed.push(particle);
}

function add(id, group, position, velocity, size, life, behavior) {
particles.push(new Particle(id, group, position, velocity, size, life, behavior));
}

function spray(amount, config) {
var i = 0;
for (; i < amount; i++) {
add.apply(this, config());
}
}

function debug(particle) {
this.paint.circle(
particle.position.x,
particle.position.y,
particle.size,
'rgba(255,0,0,.75)'
);
context.beginPath();
context.moveTo(particle.position.x, particle.position.y);
context.lineTo(particle.position.x + (particle.velocity.x * 10), particle.position.y + (particle.velocity.y * 10));
context.strokeStyle = 'rgba(255,0,0,.1)';
context.stroke();
context.closePath();
};

this.clear = clear;
this.destroy = destroy;
this.add = add;
this.spray = spray;
this.debug = debug;

this.paint = {
circle: function(x, y, size, color) {
context.beginPath();
context.arc(x, y, size, 0, 2 * Math.PI, false);
context.fillStyle = color;
context.fill();
},
square: function(x, y, size, color) {
context.beginPath();
context.rect(x - (size * .5), y - (size * .5), size, size);
context.fillStyle = color;
context.fill();
}
}

this.behavior = {
cohesion: function(range, speed) {
range = Math.pow(range || 100, 2);
speed = speed || .001;
return function(particle) {

var center = new Vector();
var i = 0;
var l = particles.length;
var count = 0;

if (l <= 1) {
return;
}

for (; i < l; i++) {

// don't use self in group
if (particles[i] === particle || Vector.distanceSquared(particles[i].position, particle.position) > range) {
continue;
}

center.add(Vector.subtract(particles[i].position, particle.position));
count++;
}

if (count > 0) {

center.divide(count);

center.normalize();
center.multiply(particle.velocity.magnitude);

center.multiply(.05);
}

particle.velocity.add(center);

}
},
separation: function(distance) {

var distance = Math.pow(distance || 25, 2);

return function(particle) {

var heading = new Vector();
var i = 0;
var l = particles.length;
var count = 0;
var diff;

if (l <= 1) {
return;
}

for (; i < l; i++) {

// don't use self in group
if (particles[i] === particle || Vector.distanceSquared(particles[i].position, particle.position) > distance) {
continue;
}

// stay away from neighbours
diff = Vector.subtract(particle.position, particles[i].position);
diff.normalize();

heading.add(diff);
count++;
}

if (count > 0) {

// get average
heading.divide(count);

// make same length as current velocity (so particle won't speed up)
heading.normalize();
heading.multiply(particle.velocity.magnitude);

// limit force to make particle movement smoother
heading.limit(.1);
}

particle.velocity.add(heading);

}
},
alignment: function(range) {
range = Math.pow(range || 100, 2);
return function(particle) {

var i = 0;
var l = particles.length;
var count = 0;
var heading = new Vector();

if (l <= 1) {
return;
}

for (; i < l; i++) {

// don't use self in group also don't align when out of range
if (particles[i] === particle || Vector.distanceSquared(particles[i].position, particle.position) > range) {
continue;
}

heading.add(particles[i].velocity);
count++;
}

if (count > 0) {

heading.divide(count);
heading.normalize();
heading.multiply(particle.velocity.magnitude);

// limit
heading.multiply(.1);

}

particle.velocity.add(heading);

}
},
move: function() {
return function(particle) {
particle.position.add(particle.velocity);

// handle collisions?

}
},
eat: function(food) {
food = food || [];
return function(particle) {

var i = 0;
var l = particles.length;
var prey;

for (; i < l; i++) {

prey = particles[i];

// can't eat itself, also, needs to be tasty
if (prey === particle || food.indexOf(prey.group) === -1) {
continue;
}

// calculate force vector
if (Vector.distanceSquared(particle.position, neighbour.position) < 2 && particle.size >= neighbour.size) {
particle.size += neighbour.size;
destroy(neighbour);
}

}
}
},
force: function(x, y) {
return function(particle) {
particle.velocity.x += x;
particle.velocity.y += y;
}
},
limit: function(treshold) {
return function(particle) {
particle.velocity.limit(treshold);
}
},
attract: function(forceMultiplier, groups) {
forceMultiplier = forceMultiplier || 1;
groups = groups || [];
return function(particle) {

// attract other particles
var totalForce = new Vector(0, 0);
var force = new Vector(0, 0);
var i = 0;
var l = particles.length;
var distance;
var pull;
var attractor;
var grouping = groups.length;

for (; i < l; i++) {

attractor = particles[i];

// can't be attracted by itself or mismatched groups
if (attractor === particle || (grouping && groups.indexOf(attractor.group) === -1)) {
continue;
}

// calculate force vector
force.x = attractor.position.x - particle.position.x;
force.y = attractor.position.y - particle.position.y;
distance = force.magnitude;
force.normalize();

// the bigger the attractor the more force
force.multiply(attractor.size / distance);

totalForce.add(force);
}

totalForce.multiply(forceMultiplier);

particle.velocity.add(totalForce);
}
},
wrap: function(margin) {
return function(particle) {

// move around when particle reaches edge of screen
var position = particle.position;
var radius = particle.size * .5;

if (position.x + radius > canvas.width + margin) {
position.x = radius;
}

if (position.y + radius > canvas.height + margin) {
position.y = radius;
}

if (position.x - radius < -margin) {
position.x = canvas.width - radius;
}

if (position.y - radius < -margin) {
position.y = canvas.height - radius;
}

}
},
reflect: function(particle) {

return function() {

// bounce from edges
var position = particle.position;
var velocity = particle.velocity;
var radius = particle.size * .5;

if (position.x + radius > canvas.width) {
velocity.x = -velocity.x;
}

if (position.y + radius > canvas.height) {
velocity.y = -velocity.y;
}

if (position.x - radius < 0) {
velocity.x = -velocity.x;
}

if (position.y - radius < 0) {
velocity.y = -velocity.y;
}
}

},
edge: function(action) {
return function(particle) {

var position = particle.position;
var velocity = particle.velocity;
var radius = particle.size * .5;

if (position.x + radius > canvas.width) {
action(particle);
}

if (position.y + radius > canvas.height) {
action(particle);
}

if (position.x - radius < 0) {
action(particle);
}

if (position.y - radius < 0) {
action(particle);
}
}
}
}

// public
Object.defineProperties(this, {
'particles': {
get: function() {
return particles;
}
},
'width': {
get: function() {
return canvas.width;
}
},
'height': {
get: function() {
return canvas.height;
}
},
'context': {
get: function() {
return context;
}
}
});

// call init method so the scene can be setup
options.init.call(this)

// start ticking
tick();

// start listening to events
var self = this;
document.addEventListener('click', function(e) {
options.action.call(self, e.pageX, e.pageY);
});

}

};
</script>

</head>
<body>
<div style="display: none;">

<audio id="musicfc" style="width:0;height:0;display:none;" autoplay="autoplay" loop="loop" id="mp3">
<source src="djs2.mp3" crossOrigin="anonymous" type="audio/mpeg">
</audio>
</div>
<div style="width: 100%;margin: 60px 0 0 0;text-align: center;position: absolute;">
<div style="color: #0D0301;width: 100%; text-align: center;position: relative;">距离除夕还有</div>
<div style="color: #F6CB3F;width: 100%; text-align: center;position: relative;" id="time"> </div>
</div>

<script type="text/javascript">
function pplay(){
var audio = document.getElementById('musicfc'),
play = function(){
audio.play();
audio.volume = 1.0;
document.removeEventListener("touchstart",play, false);
};
audio.play();
document.addEventListener("WeixinJSBridgeReady", function () {
play();
}, false);
document.addEventListener('YixinJSBridgeReady', function() {
play();
}, false);
document.addEventListener("touchstart",play, false);
}
pplay();
</script>

</body>
</html>

 

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