本篇文章就给大家分享html5仿淘宝,京东实现红包雨效果的实例代码。有一定的参考价值,有需要的朋友可以参考一下,希望对你们有所帮助。
本红包雨项目是基于HTML5的游戏框架Phaser写的,最终形成的是一个canvas,所以性能很好,但是必须要说的是这个框架比较大,压缩后也有700K左右,所以请慎用.
代码地址: https://github.com/AmosXu/red-packet-rain
1. 效果展示
图片依次是倒计时页面,抢红包页面,拆红包页,红包展示页,这些页面都是写在一个canvas里面的,无刷新的切换效果,性能超级棒
2.代码展示
贴上主要的代码js代码和注释
//初始化图片 let imgjishi = 'assets/img/daojishi.png' let bgPlan = 'assets/img/bg-plan.jpg' let bgRainer = 'assets/img/bg-rainer.jpg' let redpacket = 'assets/img/redpacket.png' let close = 'assets/img/close.png' let dialogExit = 'assets/img/dialog-exit.png' let buttonCancel = 'assets/img/button-cancel.png' let buttonExit = 'assets/img/button-exit.png' let openRedpacket = 'assets/img/open-redpacket.png' let open = 'assets/img/open.png' let redpacketResult = 'assets/img/redpacket-result.png' let buttonUseTicket = 'assets/img/button-use-ticket.png' let buttonContinue = 'assets/img/button-continue.png' let cursorAnimation = 'assets/img/cursor-animation.png' let states = {} let QingLvGroup; let hitNum = 0; let config = { selfPool:40, selfPic:'redpacket', rate:0.5, maxSpeed:1200, minSpeed:400, max:95 } let ids = [0, 1, 2, 3, 4, 5] let redpackets = ['全场优惠50元', '20元代金券', '全场优惠50元', '20元代金券', '全场优惠50元', '20元代金券'] let time = 25; let getIds = [] let radio = document.documentElement.clientWidth/375; let e; function rfuc(n){ return n*radio; } //初始化红包 function QingLv(config, game){ this.init = function(){ this.config = config; QingLvGroup = game.add.group(); QingLvGroup.enableBody = true; QingLvGroup.createMultiple(config.selfPool, config.selfPic); //初始化多个红包 QingLvGroup.setAll('anchor.y',1) QingLvGroup.setAll('outOfBoundsKill', true); QingLvGroup.setAll('checkWorldBounds', true); this.maxWidth = game.width + 300; game.time.events.loop(Phaser.Timer.SECOND * config.rate, this.createQL, this); }; this.createQL = function(){ e = QingLvGroup.getFirstExists(false); if(e) { if(hitNum >= config.max) { return; } hitNum++; e.events.onInputDown.removeAll(); var ram= Math.random(); ram =ram<0.5?ram+=0.5: ram; e.loadTexture(this.config.selfPic) e.alpha = 1; e.angle = 30 // e.scale.setTo(rfuc(ram)); e.reset(game.rnd.integerInRange(100, this.maxWidth), 100) //红包生成的位置 e.body.velocity.x = game.rnd.integerInRange(-300, -150); //红包移动的速度 e.body.velocity.y = game.rnd.integerInRange(config.minSpeed, config.maxSpeed); e.inputEnabled = true; e.events.onInputDown.add(this.hitted, this) } }; this.hitted = function(sprite){ if(Math.random() < 1/4 && ids.length > 0) { sprite.kill(); //点击获得红包,游戏暂停 game.paused = true; //背景 let hexGraphics = new Phaser.Graphics().beginFill(0x000000, 0.5).drawRect(0,0,document.documentElement.clientWidth,document.documentElement.clientHeight + 2); let pausedMask = game.add.sprite(0, 0, hexGraphics.generateTexture()) let openDialog = game.add.sprite(rfuc(62), rfuc(150), 'openRedpacket') let open = game.add.sprite(rfuc(130), rfuc(300), 'open') open.inputEnabled = true; let result = game.add.sprite(rfuc(0), rfuc(120), 'redpacketResult') result.visible = false let userTicket = game.add.sprite(rfuc(78), rfuc(445), 'buttonUseTicket') userTicket.visible = false let goOn = game.add.sprite(rfuc(198), rfuc(445), 'buttonContinue') goOn.visible = false let ticketText = {}; let link = '' //拆红包 let clickOpen = function() { //游戏暂停时,点击事件无效,只能通过这种画热点的形式来绑定事件 let openRect = new Phaser.Rectangle(rfuc(130), rfuc(315), 239, 239).copyFrom(open); if (openRect.contains(game.input.x, game.input.y)) { let currentWidth = open.width //拆红包动画 let tempArr = [2, 4, 8, 4, 2, 1] let index = 0; let timer = setInterval(function() { if (index > tempArr.length-1) { index = 0 } open.width = currentWidth / tempArr[index] open.height = open.height open.left = game.world.centerX - open.width / 2 ++index }, 200) game.input.onDown.remove(clickOpen, this); let arrIndex = Math.floor(Math.random() * ids.length) let redpacketId = ids.splice(arrIndex, 1) getIds.push(redpacketId[0]) setTimeout(()=> { timer && clearInterval(timer) document.getElementById('audioOpen').play() let text = redpackets[redpacketId[0]] ticketText=game.add.text(0, rfuc(338),text,{fill:'#ffe67d',fontSize:'46px',fontWeight: 'bolder'}) ticketText.left = game.world.centerX - ticketText.width / 2 //文字相对于屏幕左右居中 openDialog.visible = false open.visible = false result.visible = true userTicket.visible = true goOn.visible = true game.input.onDown.add(clickButton, this) }, 1000) } }; let clickButton = function() { let userTicketRect = new Phaser.Rectangle(rfuc(78), rfuc(445), 194, 66).copyFrom(userTicket); let continueRect = new Phaser.Rectangle(rfuc(198), rfuc(445), 194, 66).copyFrom(goOn); if (userTicketRect.contains(game.input.x, game.input.y)) { window.location.replace(link) game.input.onDown.remove(clickButton, this); } else if (continueRect.contains(game.input.x, game.input.y)) { result.visible = false userTicket.visible = false goOn.visible = false pausedMask.visible = false ticketText.visible = false game.paused = false game.input.onDown.remove(clickButton, this); } } game.input.onDown.add(clickOpen, this) } else { sprite.inputEnabled = false; var anim = sprite.animations.add(config.selfPic); sprite.play(config.selfPic, 40, false); anim.onComplete.add(this.fade, this, sprite) } }; this.fade = function(sprite){ var tween = game.add.tween(sprite).to({alpha:0}, 300, 'Linear', true) tween.onComplete.add(this.killed, this, sprite); }; this.killed = function(sprite){ sprite.kill(); } } states.boot = function(game) { this.preload = function() { if (typeof(GAME) !== "undefined") { this.load.baseURL = GAME + "/"; } if (!game.device.desktop) { this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT; this.scale.forcePortrait = true; this.scale.refresh(); } }; this.create = function() { game.stage.backgroundColor = '#FFF'; game.state.start('preload'); }; }; states.preload = function(game) { this.preload = function(game) { //加载图片 game.load.spritesheet('daojishi', imgjishi, 250,120, 4) game.load.image('bgPlan', bgPlan) game.load.image('bgRainer', bgRainer) game.load.spritesheet('redpacket', redpacket, 144, 173, 2) game.load.image('close', close) game.load.image('dialogExit', dialogExit) game.load.image('buttonExit', buttonExit) game.load.image('buttonCancel', buttonCancel) game.load.image('openRedpacket', openRedpacket) game.load.image('open', open) game.load.image('redpacketResult', redpacketResult) game.load.image('buttonContinue', buttonContinue) game.load.image('buttonUseTicket', buttonUseTicket) game.load.spritesheet('cursorAnimation', cursorAnimation, 74, 108, 2) }; this.create = function() { game.state.start('main'); }; }; states.main = function(game) { this.create = function() { // 物理系统 game.physics.startSystem(Phaser.Physics.ARCADE); // 背景图 var bgPlan = game.add.sprite(0, 0, 'bgPlan'); bgPlan.width = game.width; bgPlan.height = game.height; var cursorPointer = game.add.sprite(game.world.centerX - 36, game.world.centerY + 86, 'cursorAnimation'); var anim = cursorPointer.animations.add('cursorAnimation'); cursorPointer.play('cursorAnimation', 2, true); document.getElementById('audioCountDown').play() // 开始游戏倒计时 var daojishi = game.add.sprite(game.world.centerX - 140, game.world.centerY - 400, 'daojishi'); var anim = daojishi.animations.add('daojishi'); daojishi.play('daojishi', 1, false); anim.onComplete.add(this.startGame, this, daojishi); }; this.startGame = function(daojishi){ this.leftTime = time let bgRainer = game.add.sprite(0, 0, 'bgRainer'); bgRainer.width = game.width; bgRainer.height = game.height; daojishi.visible = false; this.createQingLv(); //添加按钮,并绑定事件 let closeImg = game.add.button(rfuc(20), rfuc(20), 'close', function(){ game.paused = true pausedMask.visible = true exitDialog.visible = true exitButton.visible = true cancelButton.visible = true game.input.onDown.add(buttonClick, this) }.bind(this)) // 剩余时间 this.leftTimeText = game.add.text(0, 0, this.leftTime, {fill: '#FFF', fontSize: '40px', fontWeight: 'bolder'}) this.leftTimeText.scale.setTo(rfuc(1)) this.leftTimeText.fixedToCamera = true; this.leftTimeText.cameraOffset.setTo(game.camera.width - rfuc(80), rfuc(20)); let hexGraphics = new Phaser.Graphics().beginFill(0x000000, 0.5).drawRect(0,0,document.documentElement.clientWidth,document.documentElement.clientHeight + 2); let pausedMask = game.add.sprite(0, 0, hexGraphics.generateTexture()) pausedMask.visible = false; let exitDialog = game.add.sprite(rfuc(62), rfuc(150), 'dialogExit') exitDialog.visible = false; let exitButton = game.add.button(rfuc(80), rfuc(315), 'buttonExit') exitButton.visible = false; let isExit = false let cancelButton = game.add.button(rfuc(200), rfuc(315), 'buttonCancel') cancelButton.visible = false; game.time.events.repeat(Phaser.Timer.SECOND, this.leftTime, this.refreshTime, this) let buttonClick = function() { let cancelRect = new Phaser.Rectangle(rfuc(200), rfuc(315), 194, 66).copyFrom(cancelButton); if (cancelRect.contains(game.input.x, game.input.y)) { game.input.onDown.remove(buttonClick, this) game.paused = false pausedMask.visible = false exitDialog.visible = false exitButton.visible = false cancelButton.visible = false } } }; this.createQingLv = function(){ this.qinglv = new QingLv(config, game); this.qinglv.init(); this.qinglv = new QingLv(config, game); this.qinglv.init(); }; this.refreshTime = function(){ this.leftTime--; var tem = this.leftTime; this.leftTimeText.text = tem; if(this.leftTime === 0) { game.paused = true; } } }; //生成游戏 let game = null if (game == null) { game = new Phaser.Game(document.documentElement.clientWidth, document.documentElement.clientHeight + 2, Phaser.AUTO, document.getElementById('gameScreen')); game.state.add('boot', states.boot.bind(game)); game.state.add('preload', states.preload.bind(game)); game.state.add('main', states.main.bind(game)); game.state.start('boot'); }
3. 疑难问题
1. 游戏暂停时,点击事件无效,需要点击,怎么解决
答: 通过全局事件画热点的形式绑定事件,一定要记得移除事件,一定一定要记得
game.input.onDown.add(clickOpen, this) //给游戏绑定全局事件 let userTicket = game.add.sprite(rfuc(78), rfuc(445), 'buttonUseTicket') let userTicketRect = new Phaser.Rectangle(78, 445, 194, 66).copyFrom(userTicket); //获得button的区域 //如果点击的位置为button的位置就执行下一步 if (userTicketRect.contains(game.input.x, game.input.y)) { //移除全局事件 game.input.onDown.remove(clickButton, this); }
2. 文字或图片相对于屏幕居中(暂时只能做屏幕居中)
答: 添加文字到游戏中,文字向左的偏移量等于游戏屏幕的宽度减去文字宽度的一般,就能达到居中的效果
ticketText = game.add.text(0, rfuc(338), '我想居中', {fill: '#ffe67d', fontSize: '46px', fontWeight: 'bolder'}) ticketText.left = game.world.centerX - ticketText.width / 2 //文字相对于屏幕左右居中
代码地址: https://github.com/AmosXu/red-packet-rain
总结:以上就是本篇文的全部内容,希望能对大家的学习有所帮助。更多相关教程请访问 HTML视频教程,Html5视频教程,bootstrap视频教程!
以上是html5仿淘宝,京东实现红包雨效果(代码实例)的详细内容。更多信息请关注PHP中文网其他相关文章!

HTML中的H5标签是第五级标题,用于标记较小的标题或子标题。1)H5标签帮助细化内容层次,提升可读性和SEO。2)结合CSS可定制样式,增强视觉效果。3)合理使用H5标签,避免滥用,确保内容结构逻辑性。

HTML5构建网站的方法包括:1.使用语义化标签定义网页结构,如、、等;2.嵌入多媒体内容,使用和标签;3.应用表单验证和本地存储等高级功能。通过这些步骤,你可以创建一个结构清晰、功能丰富的现代网页。

通过合理的H5代码结构可以让页面在众多内容中脱颖而出。1)使用语义化标签如、、等组织内容,使结构清晰。2)通过CSS布局如Flexbox或Grid控制页面在不同设备上的呈现效果。3)实现响应式设计,确保页面在不同屏幕尺寸上自适应。

HTML5(H5)与旧版本HTML的主要区别包括:1)H5引入了语义化标签,2)支持多媒体内容,3)提供离线存储功能。H5通过新标签和API增强了网页的功能和表现力,如和标签,提高了用户体验和SEO效果,但需注意兼容性问题。

H5和HTML5的区别在于:1)HTML5是网页标准,定义结构和内容;2)H5是基于HTML5的移动网页应用,适用于快速开发和营销。

HTML5的核心特性包括语义化标签、多媒体支持、表单增强和离线存储与本地存储。1.语义化标签如、等提高了代码可读性和SEO效果。2.多媒体支持通过和标签简化了嵌入媒体内容的过程。3.表单增强引入了新的输入类型和验证属性,简化了表单开发。4.离线存储和本地存储通过ApplicationCache和localStorage等提高了网页性能和用户体验。

html5isamajorrevisionofthehtmlStandardThatRevolutionsWebDevelopmentBybyIntroDucingNewSemanticeLementSemelementsandAndCapabilities.1)itenhancesCodereAdabilityAndSeowitability andSeowithelientsLike,and.2)

H5的高级技巧包括:1.利用进行复杂图形绘制,2.使用WebWorkers提升性能,3.通过WebStorage增强用户体验,4.实现响应式设计,5.利用WebRTC实现实时通信,6.进行性能优化和最佳实践。这些技巧帮助开发者构建更动态、互动和高效的Web应用。


热AI工具

Undresser.AI Undress
人工智能驱动的应用程序,用于创建逼真的裸体照片

AI Clothes Remover
用于从照片中去除衣服的在线人工智能工具。

Undress AI Tool
免费脱衣服图片

Clothoff.io
AI脱衣机

Video Face Swap
使用我们完全免费的人工智能换脸工具轻松在任何视频中换脸!

热门文章

热工具

EditPlus 中文破解版
体积小,语法高亮,不支持代码提示功能

安全考试浏览器
Safe Exam Browser是一个安全的浏览器环境,用于安全地进行在线考试。该软件将任何计算机变成一个安全的工作站。它控制对任何实用工具的访问,并防止学生使用未经授权的资源。

WebStorm Mac版
好用的JavaScript开发工具

mPDF
mPDF是一个PHP库,可以从UTF-8编码的HTML生成PDF文件。原作者Ian Back编写mPDF以从他的网站上“即时”输出PDF文件,并处理不同的语言。与原始脚本如HTML2FPDF相比,它的速度较慢,并且在使用Unicode字体时生成的文件较大,但支持CSS样式等,并进行了大量增强。支持几乎所有语言,包括RTL(阿拉伯语和希伯来语)和CJK(中日韩)。支持嵌套的块级元素(如P、DIV),

Dreamweaver CS6
视觉化网页开发工具