发布时间:2023-05-22 文章分类:WEB开发, 电脑百科 投稿人:李佳 字号: 默认 | | 超大 打印

先上效果图:
分享一个CSS的垂帘效果
再上代码:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Title</title>
    <style>
        html, body, canvas {
            -webkit-user-select: none;
            -moz-user-select: none;
            -ms-user-select: none;
            user-select: none;
        }
        html, body {
            width: 100%;
            height: 100%;
            overflow: hidden;
            margin: 0;
            display: flex;
            align-items: center;
            justify-content: center;
            background: #191919;
        }
        .asset-img {
            display: none;
        }
    </style>
</head>
<body>
<canvas></canvas>
<img class="asset-img" id="light-img" src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABkAAAAZCAMAAADzN3VRAAAABGdBTUEA
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43mj43GT42Ej41kT4zz740ED41EX411P42Ff42Fv411f410j41kX400P41034107411D42E340D740UH410j41kb41ET400H40D/40ED4z0D4zz74zz340D//
//+WdN8lAAAA3nRSTlMAAAAAAAAAAAAAAAAAAAAAAAAAAgMCBAcJDAkDCA0SFRsbGxMDBQscJSwwMS0SDAUFFyExQExUVyIYDQULJzlOZHeDhDonFwoDASE5V
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BJRU5ErkJggg==" alt="base64">
</body>
<script>
    class Mouse {
        constructor(canvas) {
            this.pos = new Vector(-1000, -1000)
            this.radius = 40
            canvas.onmousemove = e => this.pos.setXY(e.clientX, e.clientY)
            canvas.ontouchmove = e => this.pos.setXY(e.touches[0].clientX, e.touches[0].clientY)
            canvas.ontouchcancel = () => this.pos.setXY(-1000, -1000)
            canvas.ontouchend = () => this.pos.setXY(-1000, -1000)
        }
    }
    class Dot {
        constructor(x, y) {
            this.pos = new Vector(x, y)
            this.oldPos = new Vector(x, y)
            this.friction = 0.97
            this.gravity = new Vector(0, 0.6)
            this.mass = 1
            this.pinned = false
            this.lightImg = document.querySelector('#light-img')
            this.lightSize = 15
        }
        update(mouse) {
            if (this.pinned) return
            let vel = Vector.sub(this.pos, this.oldPos)
            this.oldPos.setXY(this.pos.x, this.pos.y)
            vel.mult(this.friction)
            vel.add(this.gravity)
            let { x: dx, y: dy } = Vector.sub(mouse.pos, this.pos)
            const dist = Math.sqrt(dx * dx + dy * dy)
            const direction = new Vector(dx / dist, dy / dist)
            const force = Math.max((mouse.radius - dist) / mouse.radius, 0)
            if (force > 0.6) this.pos.setXY(mouse.pos.x, mouse.pos.y)
            else {
                this.pos.add(vel)
                this.pos.add(direction.mult(force))
            }
        }
        drawLight(ctx) {
            ctx.drawImage(
                this.lightImg,
                this.pos.x - this.lightSize / 2, this.pos.y - this.lightSize / 2, this.lightSize, this.lightSize
            )
        }
        draw(ctx) {
            ctx.fillStyle = '#aaa'
            ctx.fillRect(this.pos.x - this.mass, this.pos.y - this.mass, this.mass * 2, this.mass * 2)
        }
    }
    class Stick {
        constructor(p1, p2) {
            this.startPoint = p1
            this.endPoint = p2
            this.length = this.startPoint.pos.dist(this.endPoint.pos)
            this.tension = 0.3
        }
        update() {
            const dx = this.endPoint.pos.x - this.startPoint.pos.x
            const dy = this.endPoint.pos.y - this.startPoint.pos.y
            const dist = Math.sqrt(dx * dx + dy * dy)
            const diff = (dist - this.length) / dist
            const offsetX = diff * dx * this.tension
            const offsetY = diff * dy * this.tension
            const m = this.startPoint.mass + this.endPoint.mass
            const m1 = this.endPoint.mass / m
            const m2 = this.startPoint.mass / m
            if (!this.startPoint.pinned) {
                this.startPoint.pos.x += offsetX * m1
                this.startPoint.pos.y += offsetY * m1
            }
            if (!this.endPoint.pinned) {
                this.endPoint.pos.x -= offsetX * m2
                this.endPoint.pos.y -= offsetY * m2
            }
        }
        draw(ctx) {
            ctx.beginPath()
            ctx.strokeStyle = '#999'
            ctx.moveTo(this.startPoint.pos.x, this.startPoint.pos.y)
            ctx.lineTo(this.endPoint.pos.x, this.endPoint.pos.y)
            ctx.stroke()
            ctx.closePath()
        }
    }
    class Rope {
        constructor(config) {
            this.x = config.x
            this.y = config.y
            this.segments = config.segments || 10
            this.gap = config.gap || 15
            this.color = config.color || 'gray'
            this.dots = []
            this.sticks = []
            this.iterations = 10
            this.create()
        }
        pin(index) {
            this.dots[index].pinned = true
        }
        create() {
            for (let i = 0; i < this.segments; i++) {
                this.dots.push(new Dot(this.x, this.y + i * this.gap))
            }
            for (let i = 0; i < this.segments - 1; i++) {
                this.sticks.push(new Stick(this.dots[i], this.dots[i + 1]))
            }
        }
        update(mouse) {
            this.dots.forEach(dot => {
                dot.update(mouse)
            })
            for (let i = 0; i < this.iterations; i++) {
                this.sticks.forEach(stick => {
                    stick.update()
                })
            }
        }
        draw(ctx) {
            this.dots.forEach(dot => {
                dot.draw(ctx)
            })
            this.sticks.forEach(stick => {
                stick.draw(ctx)
            })
            this.dots[this.dots.length - 1].drawLight(ctx)
        }
    }
    class App {
        static width = innerWidth
        static height = innerHeight
        static dpr = devicePixelRatio > 1 ? 2 : 1
        static interval = 1000 / 60
        constructor() {
            this.canvas = document.querySelector('canvas')
            this.ctx = this.canvas.getContext('2d')
            this.mouse = new Mouse(this.canvas)
            this.resize()
            window.addEventListener('resize', this.resize.bind(this))
            this.createRopes()
        }
        createRopes() {
            this.ropes = []
            const TOTAL = App.width * 0.06
            for (let i = 0; i < TOTAL + 1; i++) {
                const x = randomNumBetween(App.width * 0.3, App.width * 0.7)
                const y = 0
                const gap = randomNumBetween(App.height * 0.05, App.height * 0.08)
                const segments = 10
                const rope = new Rope({ x, y, gap, segments })
                rope.pin(0)
                this.ropes.push(rope)
            }
        }
        resize() {
            App.width = innerWidth
            App.height = innerHeight
            this.canvas.style.width = '100%'
            this.canvas.style.height = '100%'
            this.canvas.width = App.width * App.dpr
            this.canvas.height = App.height * App.dpr
            this.ctx.scale(App.dpr, App.dpr)
            this.createRopes()
        }
        render() {
            let now, delta
            let then = Date.now()
            const frame = () => {
                requestAnimationFrame(frame)
                now = Date.now()
                delta = now - then
                if (delta < App.interval) return
                then = now - (delta % App.interval)
                this.ctx.clearRect(0, 0, App.width, App.height)
                // draw here
                this.ropes.forEach(rope => {
                    rope.update(this.mouse)
                    rope.draw(this.ctx)
                })
            }
            requestAnimationFrame(frame)
        }
    }
    function randomNumBetween(min, max) {
        return Math.random() * (max - min) + min
    }
    window.addEventListener('load', () => {
        const app = new App()
        app.render()
    })
    class Vector {
        constructor(x, y) {
            this.x = x || 0
            this.y = y || 0
        }
        static add(v1, v2) {
            return new Vector(v1.x + v2.x, v1.y + v2.y)
        }
        static sub(v1, v2) {
            return new Vector(v1.x - v2.x, v1.y - v2.y)
        }
        add(x, y) {
            if (arguments.length === 1) {
                this.x += x.x
                this.y += x.y
            } else if (arguments.length === 2) {
                this.x += x
                this.y += y
            }
            return this
        }
        sub(x, y) {
            if (arguments.length === 1) {
                this.x -= x.x
                this.y -= x.y
            } else if (arguments.length === 2) {
                this.x -= x
                this.y -= y
            }
            return this
        }
        mult(v) {
            if (typeof v === 'number') {
                this.x *= v
                this.y *= v
            } else {
                this.x *= v.x
                this.y *= v.y
            }
            return this
        }
        setXY(x, y) {
            this.x = x
            this.y = y
            return this
        }
        dist(v) {
            const dx = this.x - v.x
            const dy = this.y - v.y
            return Math.sqrt(dx * dx + dy * dy)
        }
    }
</script>
</html>

代码直接粘贴到html页面就能使用,顺滑的不可言说