工具只需【記事本】
複製下面代碼到記事本,保存格式為html 用瀏覽器打開即可實現!
body,
html {
position: absolute;
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
background: #000;
user-select: none;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
user-select: none;
touch-action: none;
content-zooming: none;
background: #000;
cursor: crosshair;
}
// LOVE MATRIX by nutsu, a study for drawing curl curve.
"use strict";
class Mat2 {
constructor() {
this.a = 1.0;
this.b = 0.0;
this.c = 0.0;
this.d = 1.0;
this.tx = 0.0;
this.ty = 0.0;
}
static create() {
return new Mat2();
}
multiply(b) {
const aa = this.a, ab = this.b, ac = this.c, ad = this.d;
this.a = aa * b.a + ac * b.b;
this.b = ab * b.a + ad * b.b;
this.c = aa * b.c + ac * b.d;
this.d = ab * b.c + ad * b.d;
this.tx += aa * b.tx + ac * b.ty;
this.ty += ab * b.tx + ad * b.ty;
return this;
}
rotate(rad) {
const aa = this.a, ab = this.b, ac = this.c, ad = this.d;
const s = Math.sin(rad);
const c = Math.cos(rad);
this.a = aa * c + ac * s;
this.b = ab * c + ad * s;
this.c = aa * -s + ac * c;
this.d = ab * -s + ad * c;
return this;
}
translate(x, y) {
this.tx += this.a * x + this.c * y;
this.ty += this.b * x + this.d * y;
return this;
}
scale(x, y) {
this.a *= x;
this.b *= x;
this.c *= y;
this.d *= y;
return this;
}
}
class WormObject {
constructor(x, y, vx, vy, len) {
this.vmt = Mat2.create().translate(x, y).rotate(Math.atan2(vy, vx));
const angle = (Math.random() * Math.PI / 2) - (Math.PI / 4);
this.tmt = Mat2.create().scale(0.92, 0.92).translate(len, 0).rotate(angle);
this.c1x = this.p1x = -0.5 * this.vmt.c + this.vmt.tx;
this.c1y = this.p1y = -0.5 * this.vmt.d + this.vmt.ty;
this.c2x = this.p2x = 0.5 * this.vmt.c + this.vmt.tx;
this.c2y = this.p2y = 0.5 * this.vmt.d + this.vmt.ty;
this.r = angle;
this.w = len * 0.4;
}
draw() {
if (Math.random() > 0.9) {
this.tmt.rotate(-this.r * 2);
this.r *= -1;
}
this.vmt.multiply(this.tmt);
const cc1x = -this.w * this.vmt.c + this.vmt.tx;
const cc1y = -this.w * this.vmt.d + this.vmt.ty;
const pp1x = (this.c1x + cc1x) / 2;
const pp1y = (this.c1y + cc1y) / 2;
const cc2x = this.w * this.vmt.c + this.vmt.tx;
const cc2y = this.w * this.vmt.d + this.vmt.ty;
const pp2x = (this.c2x + cc2x) / 2;
const pp2y = (this.c2y + cc2y) / 2;
ctx.beginPath();
ctx.shadowColor = "#000";
ctx.shadowBlur = this.w * 2;
ctx.shadowOffsetX = this.w * 0.5;
ctx.shadowOffsetY = this.w * 0.5;
ctx.strokeStyle = "#fff";
ctx.fillStyle = `hsl(${Math.round(this.w * 6 - (hue += 0.04))}, 80%, 60%)`;
ctx.moveTo(this.p1x, this.p1y);
ctx.quadraticCurveTo(this.c1x, this.c1y, pp1x, pp1y);
ctx.lineTo(pp2x, pp2y);
ctx.quadraticCurveTo(this.c2x, this.c2y, this.p2x, this.p2y);
ctx.closePath();
ctx.fill();
ctx.stroke();
this.c1x = cc1x;
this.c1y = cc1y;
this.p1x = pp1x;
this.p1y = pp1y;
this.c2x = cc2x;
this.c2y = cc2y;
this.p2x = pp2x;
this.p2y = pp2y;
}
}
const canvas = {
init() {
this.elem = document.querySelector("canvas");
this.resize();
window.addEventListener("resize", () => this.resize(), false);
return this.elem.getContext("2d");
},
resize() {
this.width = this.elem.width = this.elem.offsetWidth;
this.height = this.elem.height = this.elem.offsetHeight;
}
};
const pointer = {
frame: 0,
grow(x, y) {
const vx = x - this.px;
const vy = y - this.py;
const len = Math.min(Math.sqrt(vx * vx + vy * vy), 150);
if (len < 10) return;
vms.push(new WormObject(x, y, vx, vy, len));
this.px = x;
this.py = y;
},
move(e, touch) {
e.preventDefault();
const pointer = touch ? e.targetTouches[0] : e;
this.x = pointer.clientX;
this.y = pointer.clientY;
this.grow(this.x, this.y);
this.frame++;
if (!(this.frame % 2)) {
ctx.fillStyle = "rgba(0, 8, 16, 0.02)";
ctx.fillRect(0, 0, canvas.width, canvas.height);
}
},
init(canvas) {
canvas.elem.addEventListener("mousemove", e => this.move(e, false), false);
canvas.elem.addEventListener("touchmove", e => this.move(e, true), false);
}
};
const ctx = canvas.init();
ctx.fillStyle = "#000";
ctx.fillRect(0, 0, canvas.width, canvas.height);
pointer.init(canvas);
const vms = [];
let hue = 180;
const run = () => {
requestAnimationFrame(run);
for (let i = 0; i < vms.length; i++) {
const o = vms[i];
const x = o.vmt.a * o.vmt.a + o.vmt.b * o.vmt.b;
if (x * o.w < 0.01) {
vms.splice(i, 1);
i--;
} else o.draw();
}
};
for (let a = 0; a < 2 * Math.PI; a += Math.random() > 0.9 ? 0.5 : 0.1) {
setTimeout(() => {
pointer.grow(
canvas.width * 0.5 + Math.cos(a) * canvas.width * 0.25,
canvas.height * 0.5 + Math.sin(a) * canvas.height * 0.25
);
}, a * 200);
}
run();
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