<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>彩色粒子追逐</title>
<style>
body {
margin: 0;
overflow: hidden;
background-color: #111;
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
font-family: Arial, sans-serif;
}
canvas {
border: 2px solid #333;
border-radius: 5px;
box-shadow: 0 0 20px rgba(0, 150, 255, 0.3);
}
#info {
position: absolute;
top: 10px;
left: 10px;
color: white;
background-color: rgba(0, 0, 0, 0.5);
padding: 10px;
border-radius: 5px;
}
</style>
</head>
<body>
<div id="info">粒子数量: <span id="count">0</span> | 点击添加粒子</div>
<canvas id="particleCanvas"></canvas>
<script>
const canvas = document.getElementById('particleCanvas');
const ctx = canvas.getContext('2d');
const countDisplay = document.getElementById('count');
// 设置画布大小为窗口大小
canvas.width = window.innerWidth * 0.9;
canvas.height = window.innerHeight * 0.9;
// 鼠标位置
let mouseX = canvas.width / 2;
let mouseY = canvas.height / 2;
// 跟踪鼠标移动
canvas.addEventListener('mousemove', (e) => {
const rect = canvas.getBoundingClientRect();
mouseX = e.clientX - rect.left;
mouseY = e.clientY - rect.top;
});
// 点击添加粒子
canvas.addEventListener('click', (e) => {
const rect = canvas.getBoundingClientRect();
const x = e.clientX - rect.left;
const y = e.clientY - rect.top;
createParticle(x, y);
});
// 粒子类
class Particle {
constructor(x, y) {
this.x = x;
this.y = y;
this.size = Math.random() * 5 + 2;
this.speed = Math.random() * 2 + 1;
this.color = getRandomColor();
this.direction = Math.random() * Math.PI * 2;
this.life = 1000 + Math.random() * 2000; // 粒子寿命
this.age = 0;
}
update() {
// 计算指向鼠标的方向
const dx = mouseX - this.x;
const dy = mouseY - this.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// 如果鼠标足够近,粒子会追逐鼠标
if (distance < 300) {
this.direction = Math.atan2(dy, dx);
} else {
// 否则随机移动
this.direction += (Math.random() - 0.5) * 0.2;
}
// 移动粒子
this.x += Math.cos(this.direction) * this.speed;
this.y += Math.sin(this.direction) * this.speed;
// 边界检查
if (this.x < 0) this.x = canvas.width;
if (this.x > canvas.width) this.x = 0;
if (this.y < 0) this.y = canvas.height;
if (this.y > canvas.height) this.y = 0;
// 年龄增长
this.age++;
// 粒子逐渐变小
if (this.age > this.life * 0.7) {
this.size *= 0.99;
}
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fillStyle = this.color;
ctx.fill();
// 添加发光效果
ctx.shadowBlur = 10;
ctx.shadowColor = this.color;
}
isDead() {
return this.age >= this.life || this.size < 0.5;
}
}
// 粒子数组
let particles = [];
// 创建初始粒子
function createInitialParticles() {
for (let i = 0; i < 30; i++) {
createParticle(
Math.random() * canvas.width,
Math.random() * canvas.height
);
}
}
// 创建新粒子
function createParticle(x, y) {
particles.push(new Particle(x, y));
updateCount();
}
// 更新粒子数量显示
function updateCount() {
countDisplay.textContent = particles.length;
}
// 随机颜色生成
function getRandomColor() {
const hue = Math.floor(Math.random() * 360);
return `hsl(${hue}, 100%, 50%)`;
}
// 动画循环
function animate() {
// 清除画布(使用半透明黑色创造拖尾效果)
ctx.fillStyle = 'rgba(0, 0, 0, 0.05)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
// 更新和绘制所有粒子
for (let i = particles.length - 1; i >= 0; i--) {
particles[i].update();
particles[i].draw();
// 移除死亡的粒子
if (particles[i].isDead()) {
particles.splice(i, 1);
updateCount();
}
// 检测粒子碰撞
for (let j = i + 1; j < particles.length; j++) {
const p1 = particles[i];
const p2 = particles[j];
const dx = p1.x - p2.x;
const dy = p1.y - p2.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < p1.size + p2.size) {
// 碰撞时交换颜色
[p1.color, p2.color] = [p2.color, p1.color];
// 有几率分裂粒子
if (Math.random() < 0.1 && particles.length < 500) {
createParticle(p1.x, p1.y);
createParticle(p2.x, p2.y);
}
}
}
}
// 绘制鼠标位置的光标
ctx.beginPath();
ctx.arc(mouseX, mouseY, 10, 0, Math.PI * 2);
ctx.fillStyle = 'rgba(255, 255, 255, 0.5)';
ctx.fill();
requestAnimationFrame(animate);
}
// 初始化
createInitialParticles();
animate();
// 窗口大小调整
window.addEventListener('resize', () => {
canvas.width = window.innerWidth * 0.9;
canvas.height = window.innerHeight * 0.9;
});
</script>
</body>
</html>