发布时间:2024-07-14 19:01
提示:文章写完后,目录可以自动生成,如何生成可参考右边的帮助文档
一年一度的圣诞节马上就要到了,看到好多程序员小伙伴已经开始炫耀自己制作的圣诞树了。今天就跟大家分享2种不同风格的圣诞树,附上完整代码,拿来即用可以按照自己的喜好来去运行使用哦。
大家可以在圣诞快乐这里改成自己需要的字,比如名字或者其他的祝福语。
怎么改中间的名字呢?
找到代码182行的 圣诞快乐 去改成你需要的文字内容即可
<!DOCTYPE html>
<html lang="en" >
<a href="https://jq.qq.com/?_wv=1027&k=9qBOcgnG" style="position: fixed;top: 10%;right: 10px;width: 40px;height: 40px;z-index: 999;background: #acea1147;line-height: 35px;border-radius: 50%;padding: 2.5px;text-align: center;color: #ddd;">更多</a>
<head>
<meta charset="UTF-8">
<title>CodePen - Musical Christmas Lights</title>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
<link rel="stylesheet" href="./style.css">
<style>
body, html {
width: 100%;
height: 100%;
overflow: hidden;
font-family: "Press Start 2P", cursive;
}
.center {
position: absolute;
top: 0;
bottom: 0;
left: 0;
right: 0;
color: #fff;
display: flex;
align-items: center;
}
.center .text-center {
text-align: center;
width: 100%;
}
* {
box-sizing: border-box;
}
body {
margin: 0;
height: 100vh;
overflow: hidden;
display: flex;
align-items: center;
justify-content: center;
background: #161616;
color: #c5a880;
font-family: sans-serif;
}
label {
display: inline-block;
background-color: #161616;
padding: 16px;
border-radius: 0.3rem;
cursor: pointer;
margin-top: 1rem;
width: 300px;
border-radius: 10px;
border: 1px solid #c5a880;
text-align: center;
}
ul {
list-style-type: none;
padding: 0;
margin: 0;
}
.btn {
background-color: #161616;
border-radius: 10px;
color: #c5a880;
border: 1px solid #c5a880;
padding: 16px;
width: 300px;
margin-bottom: 16px;
line-height: 1.5;
cursor: pointer;
}
.separator {
font-weight: bold;
text-align: center;
width: 300px;
margin: 16px 0px;
color: #a07676;
}
.title {
color: #a07676;
font-weight: bold;
font-size: 1.25rem;
margin-bottom: 16px;
}
.text-loading {
font-size: 2rem;
}
</style>
</head>
<body>
<!-- partial:index.partial.html -->
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
<div id="mainWindow">
<div id="overlay">
<ul>
<li class="title">选一首音乐吧</li>
<li>
<button class="btn" id="btnA" type="button">
Snowflakes Falling Down by Simon Panrucker
</button>
</li>
<li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li>
<li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li>
<li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li>
<li class="separator">OR</li>
<li><button class="btn" id="btnB" type="button">Last Christmas by Tailor Swift, for my girl.</button></li>
<!-- <li>
<input type="file" id="upload" hidden />
<label for="upload">Upload File</label>
</li> -->
</ul>
</div>
</div>
<!-- partial -->
<script>
const { PI, sin, cos } = Math;
const TAU = 2 * PI;
const map = (value, sMin, sMax, dMin, dMax) => {
return dMin + ((value - sMin) / (sMax - sMin)) * (dMax - dMin);
};
const range = (n, m = 0) =>
Array(n)
.fill(m)
.map((i, j) => i + j);
const rand = (max, min = 0) => min + Math.random() * (max - min);
const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));
const randChoise = (arr) => arr[randInt(arr.length)];
const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];
let scene, camera, renderer, analyser;
let step = 0;
const uniforms = {
time: { type: "f", value: 0.0 },
step: { type: "f", value: 0.0 },
};
const params = {
exposure: 1,
bloomStrength: 0.9,
bloomThreshold: 0,
bloomRadius: 0.5,
};
let composer;
const fftSize = 2048;
const totalPoints = 4000;
const listener = new THREE.AudioListener();
const audio = new THREE.Audio(listener);
// document.querySelector("input").addEventListener("change", uploadAudio, false);
const buttons = document.querySelectorAll(".btn");
buttons.forEach((button, index) =>
button.addEventListener("click", () => loadAudio(index))
);
function init() {
// const overlay = document.getElementById("overlay");
// overlay.remove();
content = '圣诞快乐!';
document.getElementById("overlay").innerHTML = '<div class="center"><div class="text-center"><h1>'+content+'</h1></div></div>';
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
1,
1000
);
camera.position.set(-0.09397456774197047,-2.5597086635726947,24.420789670889008)
camera.rotation.set(0.10443543723052419,-0.003827152981119352,0.0004011488708739715)
const format = renderer.capabilities.isWebGL2
? THREE.RedFormat
: THREE.LuminanceFormat;
uniforms.tAudioData = {
value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format),
};
addPlane(scene, uniforms, 3000);
addSnow(scene, uniforms);
range(10).map((i) => {
addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);
addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);
});
const renderScene = new THREE.RenderPass(scene, camera);
const bloomPass = new THREE.UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5,
0.4,
0.85
);
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
composer = new THREE.EffectComposer(renderer);
composer.addPass(renderScene);
composer.addPass(bloomPass);
addListners(camera, renderer, composer);
animate();
}
function animate(time) {
analyser.getFrequencyData();
uniforms.tAudioData.value.needsUpdate = true;
step = (step + 1) % 1000;
uniforms.time.value = time;
uniforms.step.value = step;
composer.render();
requestAnimationFrame(animate);
}
function loadAudio(i) {
if (i==4) {
document.getElementById("overlay").innerHTML =
'<div class="text-loading">这首歌献给我可爱的女朋友!一起来听吧...</div>';
} else {
document.getElementById("overlay").innerHTML =
'<div class="text-loading">闭上双眼,默数三秒,圣诞节马上到来!...</div>';
}
const files = [
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3",
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3",
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3",
// "./radios/last_christmas.mp3",
"./christmas_tree/radios/last_christmas.mp3",
];
const file = files[i];
const loader = new THREE.AudioLoader();
loader.load(file, function (buffer) {
audio.setBuffer(buffer);
audio.play();
analyser = new THREE.AudioAnalyser(audio, fftSize);
init();
});
}
function uploadAudio(event) {
document.getElementById("overlay").innerHTML =
'<div class="text-loading">圣诞节来了...</div>';
const files = event.target.files;
const reader = new FileReader();
reader.onload = function (file) {
var arrayBuffer = file.target.result;
listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {
audio.setBuffer(audioBuffer);
audio.play();
analyser = new THREE.AudioAnalyser(audio, fftSize);
init();
});
};
reader.readAsArrayBuffer(files[0]);
}
function addTree(scene, uniforms, totalPoints, treePosition) {
const vertexShader = `
attribute float mIndex;
varying vec3 vColor;
varying float opacity;
uniform sampler2D tAudioData;
float norm(float value, float min, float max ){
return (value - min) / (max - min);
}
float lerp(float norm, float min, float max){
return (max - min) * norm + min;
}
float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
}
void main() {
vColor = color;
vec3 p = position;
vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;
float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );
float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);
opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);
gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying vec3 vColor;
varying float opacity;
uniform sampler2D pointTexture;
void main() {
gl_FragColor = vec4( vColor, opacity );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
`;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
...uniforms,
pointTexture: {
value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`),
},
},
vertexShader,
fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true,
});
const geometry = new THREE.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const phases = [];
const mIndexs = [];
const color = new THREE.Color();
for (let i = 0; i < totalPoints; i++) {
const t = Math.random();
const y = map(t, 0, 1, -8, 10);
const ang = map(t, 0, 1, 0, 6 * TAU) + (TAU / 2) * (i % 2);
const [z, x] = polar(ang, map(t, 0, 1, 5, 0));
const modifier = map(t, 0, 1, 1, 0);
positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));
positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));
positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));
color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);
colors.push(color.r, color.g, color.b);
phases.push(rand(1000));
sizes.push(1);
const mIndex = map(i, 0, totalPoints, 1.0, 0.0);
mIndexs.push(mIndex);
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3).setUsage(
THREE.DynamicDrawUsage
)
);
geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));
const tree = new THREE.Points(geometry, shaderMaterial);
const [px, py, pz] = treePosition;
tree.position.x = px;
tree.position.y = py;
tree.position.z = pz;
scene.add(tree);
}
function addSnow(scene, uniforms) {
const vertexShader = `
attribute float size;
attribute float phase;
attribute float phaseSecondary;
varying vec3 vColor;
varying float opacity;
uniform float time;
uniform float step;
float norm(float value, float min, float max ){
return (value - min) / (max - min);
}
float lerp(float norm, float min, float max){
return (max - min) * norm + min;
}
float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
}
void main() {
float t = time* 0.0006;
vColor = color;
vec3 p = position;
p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);
p.x += sin(t+phase);
p.z += sin(t+phaseSecondary);
opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);
vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
gl_PointSize = size * ( 100.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
uniform sampler2D pointTexture;
varying vec3 vColor;
varying float opacity;
void main() {
gl_FragColor = vec4( vColor, opacity );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
`;
function createSnowSet(sprite) {
const totalPoints = 300;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
...uniforms,
pointTexture: {
value: new THREE.TextureLoader().load(sprite),
},
},
vertexShader,
fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true,
});
const geometry = new THREE.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const phases = [];
const phaseSecondaries = [];
const color = new THREE.Color();
for (let i = 0; i < totalPoints; i++) {
const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];
positions.push(x);
positions.push(y);
positions.push(z);
color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));
colors.push(color.r, color.g, color.b);
phases.push(rand(1000));
phaseSecondaries.push(rand(1000));
sizes.push(rand(4, 2));
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3)
);
geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
geometry.setAttribute(
"phaseSecondary",
new THREE.Float32BufferAttribute(phaseSecondaries, 1)
);
const mesh = new THREE.Points(geometry, shaderMaterial);
scene.add(mesh);
}
const sprites = [
"https://assets.codepen.io/3685267/snowflake1.png",
"https://assets.codepen.io/3685267/snowflake2.png",
"https://assets.codepen.io/3685267/snowflake3.png",
"https://assets.codepen.io/3685267/snowflake4.png",
"https://assets.codepen.io/3685267/snowflake5.png",
];
sprites.forEach((sprite) => {
createSnowSet(sprite);
});
}
function addPlane(scene, uniforms, totalPoints) {
const vertexShader = `
attribute float size;
attribute vec3 customColor;
varying vec3 vColor;
void main() {
vColor = customColor;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 300.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
uniform vec3 color;
uniform sampler2D pointTexture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
`;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
...uniforms,
pointTexture: {
value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`),
},
},
vertexShader,
fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true,
});
const geometry = new THREE.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const color = new THREE.Color();
for (let i = 0; i < totalPoints; i++) {
const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];
positions.push(x);
positions.push(y);
positions.push(z);
color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));
colors.push(color.r, color.g, color.b);
sizes.push(1);
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3).setUsage(
THREE.DynamicDrawUsage
)
);
geometry.setAttribute(
"customColor",
new THREE.Float32BufferAttribute(colors, 3)
);
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
const plane = new THREE.Points(geometry, shaderMaterial);
plane.position.y = -8;
scene.add(plane);
}
function addListners(camera, renderer, composer) {
document.addEventListener("keydown", (e) => {
const { x, y, z } = camera.position;
// console.log(`camera.position.set(${x},${y},${z})`);
const { x: a, y: b, z: c } = camera.rotation;
// console.log(`camera.rotation.set(${a},${b},${c})`);
});
window.addEventListener(
"resize",
() => {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
composer.setSize(width, height);
},
false
);
}
</script>
</body>
</html>
目录
2.1 之后是可以自己选择音乐的
第五个选项是自定义音乐,可以挑选你电脑上任意Mp3文件。
2.2选好音乐后稍等片刻就进入下一个页面,播放音乐和圣诞树特效。
运行后图片展示:
# 画第一层
seth(-120)
for i in range(10):
fd(12)
right(2)
penup()
goto(0, 150)
seth(-60)
pendown()
for i in range(10):
fd(12)
left(2)
seth(-150)
penup()
fd(10)
pendown()
for i in range(5):
fd(10)
right(15)
seth(-150)
penup()
fd(8)
pendown()
for i in range(5):
fd(10)
right(15)
seth(-155)
penup()
fd(5)
pendown()
for i in range(5):
fd(7)
right(15)
# 画第二层
penup()
goto(-55, 34)
pendown()
seth(-120)
for i in range(10):
fd(8)
right(5)
penup()
goto(50, 35)
seth(-60)
pendown()
for i in range(10):
fd(8)
left(5)
seth(-120)
penup()
fd(10)
seth(-145)
pendown()
for i in range(5):
fd(10)
right(15)
penup()
fd(10)
seth(-145)
pendown()
for i in range(5):
fd(12)
right(15)
penup()
fd(8)
seth(-145)
pendown()
for i in range(5):
fd(10)
right(15)
penup()
seth(-155)
fd(8)
pendown()
for i in range(5):
fd(11)
right(15)
......
星星
五角星主要代码实现如下:
pensize(2)
pencolor("yellow")
penup()
goto(x, y)
pendown()
begin_fill()
fillcolor("yellow")
for i in range(5):
left(72)
fd(size)
right(144)
fd(size)
end_fill()
帽子
帽子主要代码实现如下:
penup()
goto(-30, -120)
pencolor("white")
pendown()
fillcolor("white")
begin_fill()
fd(30)
circle(4, 180)
fd(30)
circle(4, 180)
end_fill()
penup()
goto(-25, -115)
seth(75)
pendown()
fillcolor("red")
begin_fill()
for i in range(5):
fd(6)
right(20)
seth(-10)
for i in range(5):
fd(8)
right(15)
seth(145)
for i in range(5):
fd(5)
left(2)
seth(90)
for i in range(5):
fd(1)
left(2)
seth(-90)
for i in range(4):
fd(4)
right(6)
seth(161)
fd(30)
end_fill()
pensize(1)
pencolor("white")
袜子
袜子主要代码实现如下:
penup()
goto(-20, 80)
pencolor("white")
pendown()
begin_fill()
fillcolor("white")
fd(25)
circle(4, 180)
fd(25)
circle(4, 180)
end_fill()
penup()
goto(-15, 80)
pendown()
begin_fill()
fillcolor("red")
seth(-120)
fd(20)
seth(150)
fd(5)
circle(7, 180)
fd(15)
circle(5, 90)
fd(30)
seth(160)
fd(18)
end_fill()
penup()
seth(0)
goto(70, -240)
蝴蝶结
蝴蝶结主要代码实现如下:
penup()
pencolor("#f799e6")
goto(x, y)
seth(80)
pendown()
pensize(2)
circle(5)
seth(10)
fd(15)
seth(120)
fd(20)
seth(240)
fd(20)
seth(180)
fd(20)
seth(-60)
fd(20)
seth(50)
fd(20)
seth(-40)
fd(30)
seth(-130)
fd(5)
seth(135)
fd(30)
seth(-60)
fd(30)
seth(-150)
fd(6)
seth(110)
fd(30)
雪花
雪落效果主要代码实现如下:
screen.delay(0)
t = Turtle(visible = False,shape='circle')
t.pencolor("white")
t.fillcolor("white")
t.penup()
t.setheading(-90)
t.goto(r.randint(-width/2,width/2),height/2)
stars = []
for i in range(200):
star = t.clone()
s =r.random() / 3
star.shapesize(s,s)
star.speed(int(s*10))
star.setx(r.randint(-width/2,width/2))
star.sety(height/2 + r.randint(1,height))
star.showturtle()
stars.append(star)
while True:
for star in stars:
star.sety(star.ycor() - 8 * star.speed())
if star.ycor()<-height/2:
star.hideturtle()
star.setx(r.randint(-width/2,width/2))
star.sety(height/2 + r.randint(1,height))
star.showturtle()
以上就是今天的内容,主要的分享了2种不同风格的圣诞树代码。第一种圣诞树代码,运行起来也稍微方便一些,第二个需要下载Python软件,适合对Python已经初步接触的朋友。