一个很简单的canvas来实现的.

首先,先来看下效果图.
2022-11-07T14:36:54.png

演示地址:点击跳转
源地址: https://www.baiyeovo.cn/love/1.html
代码:

<!DOCTYPE html>
<html lang="en">

<head>
  <meta charset="UTF-8">
  <meta http-equiv="X-UA-Compatible" content="IE=edge">
  <meta name="viewport" content="width=device-width, initial-scale=1.0">
  <title>我不说我爱你,哈哈哈</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
 
 */
    /**
    * @description:  Le西屿
    * @param {type}  new Data
    * @return:  爱心代码
    */
    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 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 = 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>

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