1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 | <!DOCTYPE html>
< html style = "height: 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; //定义小球的半径
var MARGIN_TOP = 60; //每个数字距离画布的上边距的距离
var MARGIN_LEFT = 30; //第一个数字距离画布的左边距的距离
//定制截止时间(月是从0开始数一直到11)
//var endTime = new Date();//(2017,11,23,23,12,52)如果在这个括号里面填上数字,前面的var改成const就是填写的时间到当前时间的差的倒计时,最多只能有99个小时,
//endTime.setTime( endTime.getTime()+3600*1000);//这种算法可以保证每次打开时都是倒计时一小时(1小时=60分钟=3600秒=3600*1000毫秒)
//小时的位置只有两位数,一天有24个小时,最多只能倒计时四天,
//如果需要打破这个限制,可以把小时扩充成三位数,甚至增加
//因为倒计时每一秒的变化,要加上动画的效果,动画的效果要不停的和当前的时间
//做一个比较,为此设计一个全局变量来表示现在倒计时需要有多少秒,毫秒在计算中
//要转换成秒,毫秒的细节是不需要的。
var curShowTimeSeconds = 0; //初始化
//为了储存生成的小球,要设一个数据结构,
var balls = []; //初始化一个空的数组,一旦产生新的小球,就添加在数组里面
//小球是彩色的,需要一个储存颜色的数组
const colors = ["red", "yellow", "lime", "purple", "deeppink",
"springgreen", "blue", "green", "tomato", "turquoise"
]
window.onload = function() {
//实现屏幕的自适应
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");
//这种方式调用宽高,有两个好处
//第一屏幕的大小改变起来非常的方便
//第二个后续在做屏幕的自适应的时候,只需要计算两个变量的值,非常的方便
canvas.width = WINDOW_WIDTH;
canvas.height = WINDOW_HEIGHT;
//调用render函数,传入context参数,获得绘图的上下文环境
curShowTimeSeconds = getCurrentShowTimeSeconds();
setInterval(function() {
render(context); //绘制当前的画面
update(); //根据绘制画面所需要的数据结构,对数据结构进行一定的调整
}, 50);
}
function getCurrentShowTimeSeconds() {
var curTime = new Date(); //获取当前的时间
var ret = curTime.getHours()*3600+ curTime.getMinutes()*60+curTime.getSeconds();
return ret ;
}
//对当前的数据进行调整,处理时间的变化
function update() {
//下一次要显示的时间
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;
//判断下一次要显示的时间和当前所显示的时间有没有变化,
//如果有变化,就改变curShowTimeSeconds
if(nextSeconds != curSeconds) {
//如果当前的小时的十位数已经不等于下一次要显示的小时的十位数
if(parseInt(curHours / 10) != parseInt(nextHours / 10)) {
//创建一个新的函数addBalls负责加小球,找到小球的位置,以及相应的数字,生成一系列小球
addBalls(MARGIN_LEFT + 0, MARGIN_TOP, parseInt(curHours / 10));
}
//创建小球的一系列操作
//对小时的个位数的操作
if(parseInt(curHours % 10) != parseInt(nextHours % 10)) {
addBalls(MARGIN_LEFT + 15 * (RADIUS + 1), MARGIN_TOP, parseInt(curHours / 10));
}
//对时间的分钟的十位数的操作
if(parseInt(curMinutes / 10) != parseInt(nextMinutes / 10)) {
addBalls(MARGIN_LEFT + 39 * (RADIUS + 1), MARGIN_TOP, parseInt(curMinutes / 10));
}
//对时间的分钟的个位数的操作
if(parseInt(curMinutes % 10) != parseInt(nextMinutes % 10)) {
addBalls(MARGIN_LEFT + 54 * (RADIUS + 1), MARGIN_TOP, parseInt(curMinutes % 10));
}
//对时间的秒钟的十位数的操作
if(parseInt(curSeconds / 10) != parseInt(nextSeconds / 10)) {
addBalls(MARGIN_LEFT + 78 * (RADIUS + 1), MARGIN_TOP, parseInt(curSeconds / 10));
}
//对时间的秒钟的个位数的操作
if(parseInt(curSeconds % 10) != parseInt(nextSeconds % 10)) {
addBalls(MARGIN_LEFT + 93 * (RADIUS + 1), MARGIN_TOP, parseInt(nextSeconds % 10));
}
curShowTimeSeconds = nextShowTimeSeconds;
}
updateBalls();
//数组的元素在不断的增加,但是没有减小,这样的程序是不能长时间运行的,
//每个计算机都有它的极限,,他在不断的占有我们的内存,其实当balls走出我们的画面的时候
//这个小球就可以不留在数组里了,设置一个机制,删除走出画面的数组,这个程序就可以长时间运行了
// console.log(balls.length);//打印balls数组的长度
}
//让新产生的小球动起来
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;
}
}
//设置一个机制,删除走出画面的数组,保证这个程序可以长时间运行
var cnt = 0;
for(var i = 0; i < balls.length; i++) //遍历balls数组
if(balls[i].x + RADIUS > 0 && balls[i].x - RADIUS < WINDOW_WIDTH) //判断小球是否还在画面内
balls[cnt++] = balls[i]; //保留留在画面的小球
//删除不需要的小球
while(balls.length > Math.min(300, cnt)) {
balls.pop();
}
}
//实现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) { //如果为1,就添加一个小球
var aBall = {
x: x + j * 2 * (RADIUS + 1) + (RADIUS + 1), //x坐标
y: y + i * 2 * (RADIUS + 1) + (RADIUS + 1), //y坐标
g: 1.5 + Math.random(), //小球的加速度,设置随机的加速度会使小球更加的活泼
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);
}
}
//绘制canvas的画布
function render(cxt) {
//对一个矩形的图像进行刷新操作
cxt.clearRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
//先绘制时钟的数值
var hours = parseInt(curShowTimeSeconds / 3600);
var minutes = parseInt((curShowTimeSeconds - hours * 3600) / 60);
var seconds = curShowTimeSeconds % 60;
//一个数字一个数字的绘制时间
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);
//处理新生小球的绘制
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)"; //设置颜色
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();
//计算第(i,j)个圆的圆心的位置:
//(假设开始点是x,y,圆的半径是R,两个圆之间的外边距是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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