请问HTML5烟花效果,如何修改成不需要单击鼠标就播放的效果?

以下烟花如何修改成不需要点击就可以播放的效果?

 <!DOCTYPE html>
<html>
<head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>HTML5鼠标点击放烟花效果-www.codesc.net</title>
<style>
html,body{height:100%;margin:0;padding:0}
ul,li{text-indent:0;text-decoration:none;margin:0;padding:0}
img{border:0}
body{background-color:#000;color:#999;font:100%/18px helvetica, arial, sans-serif}
canvas{cursor:crosshair;display:block;left:0;position:absolute;top:0;z-index:20}
</style>
</head>
<body>
<script type="text/javascript" src="http://www.codesc.net/ajaxjs/jquery-1.9.1.min.js"></script>
<script type="text/javascript">
$(function(){
var Fireworks = function(){
var self = this;
var rand = function(rMi, rMa){return ~~((Math.random()*(rMa-rMi+1))+rMi);}
var hitTest = function(x1, y1, w1, h1, x2, y2, w2, h2){return !(x1 + w1 < x2 || x2 + w2 < x1 || y1 + h1 < y2 || y2 + h2 < y1);};
window.requestAnimFrame=function(){return window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||window.oRequestAnimationFrame||window.msRequestAnimationFrame||function(a){window.setTimeout(a,1E3/60)}}();
self.init = function(){ 
self.canvas = document.createElement('canvas');             
self.canvas.width = self.cw = $(window).innerWidth();
self.canvas.height = self.ch = $(window).innerHeight();         
self.particles = [];    
self.partCount = 150;
self.fireworks = [];    
self.mx = self.cw/2;
self.my = self.ch/2;
self.currentHue = 30;
self.partSpeed = 5;
self.partSpeedVariance = 10;
self.partWind = 50;
self.partFriction = 5;
self.partGravity = 1;
self.hueMin = 0;
self.hueMax = 360;
self.fworkSpeed = 4;
self.fworkAccel = 10;
self.hueVariance = 30;
self.flickerDensity = 25;
self.showShockwave = true;
self.showTarget = false;
self.clearAlpha = 25;
$(document.body).append(self.canvas);
self.ctx = self.canvas.getContext('2d');
self.ctx.lineCap = 'round';
self.ctx.lineJoin = 'round';
self.lineWidth = 1;
self.bindEvents();          
self.canvasLoop();
self.canvas.onselectstart = function() {
return false;
};
};      
self.createParticles = function(x,y, hue){
var countdown = self.partCount;
while(countdown--){
var newParticle = {
    x: x,
    y: y,
    coordLast: [
        {x: x, y: y},
        {x: x, y: y},
        {x: x, y: y}
    ],
    angle: rand(0, 360),
    speed: rand(((self.partSpeed - self.partSpeedVariance) <= 0) ? 1 : self.partSpeed - self.partSpeedVariance, (self.partSpeed + self.partSpeedVariance)),
    friction: 1 - self.partFriction/100,
    gravity: self.partGravity/2,
    hue: rand(hue-self.hueVariance, hue+self.hueVariance),
    brightness: rand(50, 80),
    alpha: rand(40,100)/100,
    decay: rand(10, 50)/1000,
    wind: (rand(0, self.partWind) - (self.partWind/2))/25,
    lineWidth: self.lineWidth
};              
self.particles.push(newParticle);
}
};
self.updateParticles = function(){
var i = self.particles.length;
while(i--){
var p = self.particles[i];
var radians = p.angle * Math.PI / 180;
var vx = Math.cos(radians) * p.speed;
var vy = Math.sin(radians) * p.speed;
p.speed *= p.friction;

p.coordLast[2].x = p.coordLast[1].x;
p.coordLast[2].y = p.coordLast[1].y;
p.coordLast[1].x = p.coordLast[0].x;
p.coordLast[1].y = p.coordLast[0].y;
p.coordLast[0].x = p.x;
p.coordLast[0].y = p.y;
p.x += vx;
p.y += vy;
p.y += p.gravity;
p.angle += p.wind;              
p.alpha -= p.decay;
if(!hitTest(0,0,self.cw,self.ch,p.x-p.radius, p.y-p.radius, p.radius*2, p.radius*2) || p.alpha < .05){                  
    self.particles.splice(i, 1);    
}
};
};
self.drawParticles = function(){
var i = self.particles.length;
while(i--){
var p = self.particles[i];                          
var coordRand = (rand(1,3)-1);
self.ctx.beginPath();                               
self.ctx.moveTo(Math.round(p.coordLast[coordRand].x), Math.round(p.coordLast[coordRand].y));
self.ctx.lineTo(Math.round(p.x), Math.round(p.y));
self.ctx.closePath();               
self.ctx.strokeStyle = 'hsla('+p.hue+', 100%, '+p.brightness+'%, '+p.alpha+')';
self.ctx.stroke();              
if(self.flickerDensity > 0){
    var inverseDensity = 50 - self.flickerDensity;                  
    if(rand(0, inverseDensity) === inverseDensity){
        self.ctx.beginPath();
        self.ctx.arc(Math.round(p.x), Math.round(p.y), rand(p.lineWidth,p.lineWidth+3)/2, 0, Math.PI*2, false)
        self.ctx.closePath();
        var randAlpha = rand(50,100)/100;
        self.ctx.fillStyle = 'hsla('+p.hue+', 100%, '+p.brightness+'%, '+randAlpha+')';
        self.ctx.fill();
    }   
}
};
};
self.createFireworks = function(startX, startY, targetX, targetY){
var newFirework = {
x: startX,
y: startY,
startX: startX,
startY: startY,
hitX: false,
hitY: false,
coordLast: [
    {x: startX, y: startY},
    {x: startX, y: startY},
    {x: startX, y: startY}
],
targetX: targetX,
targetY: targetY,
speed: self.fworkSpeed,
angle: Math.atan2(targetY - startY, targetX - startX),
shockwaveAngle: Math.atan2(targetY - startY, targetX - startX)+(90*(Math.PI/180)),
acceleration: self.fworkAccel/100,
hue: self.currentHue,
brightness: rand(50, 80),
alpha: rand(50,100)/100,
lineWidth: self.lineWidth
};          
self.fireworks.push(newFirework);
};
self.updateFireworks = function(){
var i = self.fireworks.length;
while(i--){
var f = self.fireworks[i];
self.ctx.lineWidth = f.lineWidth;
vx = Math.cos(f.angle) * f.speed,
vy = Math.sin(f.angle) * f.speed;
f.speed *= 1 + f.acceleration;              
f.coordLast[2].x = f.coordLast[1].x;
f.coordLast[2].y = f.coordLast[1].y;
f.coordLast[1].x = f.coordLast[0].x;
f.coordLast[1].y = f.coordLast[0].y;
f.coordLast[0].x = f.x;
f.coordLast[0].y = f.y;
if(f.startX >= f.targetX){
    if(f.x + vx <= f.targetX){
        f.x = f.targetX;
        f.hitX = true;
    } else {
        f.x += vx;
    }
} else {
    if(f.x + vx >= f.targetX){
        f.x = f.targetX;
        f.hitX = true;
    } else {
        f.x += vx;
    }
}
if(f.startY >= f.targetY){
    if(f.y + vy <= f.targetY){
        f.y = f.targetY;
        f.hitY = true;
    } else {
        f.y += vy;
    }
} else {
    if(f.y + vy >= f.targetY){
        f.y = f.targetY;
        f.hitY = true;
    } else {
        f.y += vy;
    }
}               
if(f.hitX && f.hitY){
    self.createParticles(f.targetX, f.targetY, f.hue);
    self.fireworks.splice(i, 1);

}
};
};
self.drawFireworks = function(){
var i = self.fireworks.length;
self.ctx.globalCompositeOperation = 'lighter';
while(i--){
var f = self.fireworks[i];      
self.ctx.lineWidth = f.lineWidth;
var coordRand = (rand(1,3)-1);                  
self.ctx.beginPath();                           
self.ctx.moveTo(Math.round(f.coordLast[coordRand].x), Math.round(f.coordLast[coordRand].y));
self.ctx.lineTo(Math.round(f.x), Math.round(f.y));
self.ctx.closePath();
self.ctx.strokeStyle = 'hsla('+f.hue+', 100%, '+f.brightness+'%, '+f.alpha+')';
self.ctx.stroke();  
if(self.showTarget){
    self.ctx.save();
    self.ctx.beginPath();
    self.ctx.arc(Math.round(f.targetX), Math.round(f.targetY), rand(1,8), 0, Math.PI*2, false)
    self.ctx.closePath();
    self.ctx.lineWidth = 1;
    self.ctx.stroke();
    self.ctx.restore();
}

if(self.showShockwave){
    self.ctx.save();
    self.ctx.translate(Math.round(f.x), Math.round(f.y));
    self.ctx.rotate(f.shockwaveAngle);
    self.ctx.beginPath();
    self.ctx.arc(0, 0, 1*(f.speed/5), 0, Math.PI, true);
    self.ctx.strokeStyle = 'hsla('+f.hue+', 100%, '+f.brightness+'%, '+rand(25, 60)/100+')';
    self.ctx.lineWidth = f.lineWidth;
    self.ctx.stroke();
    self.ctx.restore();
}
};
};
self.bindEvents = function(){
$(window).on('resize', function(){          
clearTimeout(self.timeout);
self.timeout = setTimeout(function() {
    self.canvas.width = self.cw = $(window).innerWidth();
    self.canvas.height = self.ch = $(window).innerHeight();
    self.ctx.lineCap = 'round';
    self.ctx.lineJoin = 'round';
}, 100);
});
$(self.canvas).on('mousedown', function(e){
self.mx = e.pageX - self.canvas.offsetLeft;
self.my = e.pageY - self.canvas.offsetTop;
self.currentHue = rand(self.hueMin, self.hueMax);
self.createFireworks(self.cw/2, self.ch, self.mx, self.my); 
$(self.canvas).on('mousemove.fireworks', function(e){
    self.mx = e.pageX - self.canvas.offsetLeft;
    self.my = e.pageY - self.canvas.offsetTop;
    self.currentHue = rand(self.hueMin, self.hueMax);
    self.createFireworks(self.cw/2, self.ch, self.mx, self.my);                                 
});             
});
$(self.canvas).on('mouseup', function(e){
$(self.canvas).off('mousemove.fireworks');                                  
});

}
self.clear = function(){
self.particles = [];
self.fireworks = [];
self.ctx.clearRect(0, 0, self.cw, self.ch);
};
self.canvasLoop = function(){
requestAnimFrame(self.canvasLoop, self.canvas);         
self.ctx.globalCompositeOperation = 'destination-out';
self.ctx.fillStyle = 'rgba(0,0,0,'+self.clearAlpha/100+')';
self.ctx.fillRect(0,0,self.cw,self.ch);
self.updateFireworks();
self.updateParticles();
self.drawFireworks();           
self.drawParticles();
};
self.init();        
}
var fworks = new Fireworks();
});
</script>
</body>
</html>

看不清代码的话,请直接看引用页:超令人赞叹的HTML5放烟花特效 绚丽烟花动画

把程序作了稍微改动,下方直接复制到html文件,浏览器打开看效果
<!DOCTYPE html>
<html>
<head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>HTML5自动放烟花效果-www.srcfans.com</title>
<style>
html,body{height:100%;margin:0;padding:0}
ul,li{text-indent:0;text-decoration:none;margin:0;padding:0}
img{border:0}
body{background-color:#000;color:#999;font:100%/18px helvetica, arial, sans-serif}
canvas{cursor:crosshair;display:block;left:0;position:absolute;top:0;z-index:20}
</style>
</head>
<body>
<script type="text/javascript" src="http://www.srcfans.com/js/jquery-1.9.1.min.js"></script>
<script type="text/javascript">
$(function(){
var Fireworks = function(){
var self = this;
var rand = function(rMi, rMa){return ~~((Math.random()*(rMa-rMi+1))+rMi);}
var hitTest = function(x1, y1, w1, h1, x2, y2, w2, h2){return !(x1 + w1 < x2 || x2 + w2 < x1 || y1 + h1 < y2 || y2 + h2 < y1);};
window.requestAnimFrame=function(){return window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||window.oRequestAnimationFrame||window.msRequestAnimationFrame||function(a){window.setTimeout(a,1E3/60)}}();
self.init = function(){ 
    self.canvas = document.createElement('canvas');             
    self.canvas.width = self.cw = $(window).innerWidth();
    self.canvas.height = self.ch = $(window).innerHeight();         
    self.particles = [];    
    self.partCount = 150;
    self.fireworks = [];    
    self.mx = self.cw/2;
    self.my = self.ch/2;
    self.currentHue = 30;
    self.partSpeed = 5;
    self.partSpeedVariance = 10;
    self.partWind = 50;
    self.partFriction = 5;
    self.partGravity = 1;
    self.hueMin = 0;
    self.hueMax = 360;
    self.fworkSpeed = 4;
    self.fworkAccel = 10;
    self.hueVariance = 30;
    self.flickerDensity = 25;
    self.showShockwave = true;
    self.showTarget = false;
    self.clearAlpha = 25;
    $(document.body).append(self.canvas);
    self.ctx = self.canvas.getContext('2d');
    self.ctx.lineCap = 'round';
    self.ctx.lineJoin = 'round';
    self.lineWidth = 1;
    self.bindEvents();          
    self.canvasLoop();
    self.canvas.onselectstart = function() {
        return false;
    };
    self.cc(1000);
};      
self.cc=function(t){
    t=t-100;
    self.mx = Math.floor(Math.random()*10)*200;
    self.my=Math.floor(Math.random()*10)*100;
    self.mx=self.mx>$(window).width()?$(window).width():self.mx;
    self.my=self.my>$(window).height()?$(window).height()/2:self.my;
    t=t<100?100:t;
    self.currentHue = rand(self.hueMin, self.hueMax);
    setTimeout(function(){
        self.createFireworks(self.cw/2, self.ch, self.mx, self.my); 
        self.createFireworks(self.cw/2, self.ch, self.my, self.mx );
        self.cc(t);
    },t)
}
self.createParticles = function(x,y, hue){
    var countdown = self.partCount;
    while(countdown--){
        var newParticle = {
            x: x,
            y: y,
            coordLast: [
                {x: x, y: y},
                {x: x, y: y},
                {x: x, y: y}
            ],
            angle: rand(0, 360),
            speed: rand(((self.partSpeed - self.partSpeedVariance) <= 0) ? 1 : self.partSpeed - self.partSpeedVariance, (self.partSpeed + self.partSpeedVariance)),
            friction: 1 - self.partFriction/100,
            gravity: self.partGravity/2,
            hue: rand(hue-self.hueVariance, hue+self.hueVariance),
            brightness: rand(50, 80),
            alpha: rand(40,100)/100,
            decay: rand(10, 50)/1000,
            wind: (rand(0, self.partWind) - (self.partWind/2))/25,
            lineWidth: self.lineWidth
        };              
        self.particles.push(newParticle);
    }
};
self.updateParticles = function(){
    var i = self.particles.length;
    while(i--){
        var p = self.particles[i];
        var radians = p.angle * Math.PI / 180;
        var vx = Math.cos(radians) * p.speed;
        var vy = Math.sin(radians) * p.speed;
        p.speed *= p.friction;

        p.coordLast[2].x = p.coordLast[1].x;
        p.coordLast[2].y = p.coordLast[1].y;
        p.coordLast[1].x = p.coordLast[0].x;
        p.coordLast[1].y = p.coordLast[0].y;
        p.coordLast[0].x = p.x;
        p.coordLast[0].y = p.y;
        p.x += vx;
        p.y += vy;
        p.y += p.gravity;
        p.angle += p.wind;              
        p.alpha -= p.decay;
        if(!hitTest(0,0,self.cw,self.ch,p.x-p.radius, p.y-p.radius, p.radius*2, p.radius*2) || p.alpha < .05){                  
            self.particles.splice(i, 1);    
        }
    };
};
self.drawParticles = function(){
    var i = self.particles.length;
    while(i--){
        var p = self.particles[i];                          
        var coordRand = (rand(1,3)-1);
        self.ctx.beginPath();                               
        self.ctx.moveTo(Math.round(p.coordLast[coordRand].x), Math.round(p.coordLast[coordRand].y));
        self.ctx.lineTo(Math.round(p.x), Math.round(p.y));
        self.ctx.closePath();               
        self.ctx.strokeStyle = 'hsla('+p.hue+', 100%, '+p.brightness+'%, '+p.alpha+')';
        self.ctx.stroke();              
        if(self.flickerDensity > 0){
            var inverseDensity = 50 - self.flickerDensity;                  
            if(rand(0, inverseDensity) === inverseDensity){
                self.ctx.beginPath();
                self.ctx.arc(Math.round(p.x), Math.round(p.y), rand(p.lineWidth,p.lineWidth+3)/2, 0, Math.PI*2, false)
                self.ctx.closePath();
                var randAlpha = rand(50,100)/100;
                self.ctx.fillStyle = 'hsla('+p.hue+', 100%, '+p.brightness+'%, '+randAlpha+')';
                self.ctx.fill();
            }   
        }
    };
};
self.createFireworks = function(startX, startY, targetX, targetY){
    var newFirework = {
    x: startX,
    y: startY,
    startX: startX,
    startY: startY,
    hitX: false,
    hitY: false,
    coordLast: [
        {x: startX, y: startY},
        {x: startX, y: startY},
        {x: startX, y: startY}
    ],
    targetX: targetX,
    targetY: targetY,
    speed: self.fworkSpeed,
    angle: Math.atan2(targetY - startY, targetX - startX),
    shockwaveAngle: Math.atan2(targetY - startY, targetX - startX)+(90*(Math.PI/180)),
    acceleration: self.fworkAccel/100,
    hue: self.currentHue,
    brightness: rand(50, 80),
    alpha: rand(50,100)/100,
    lineWidth: self.lineWidth
    };          
    self.fireworks.push(newFirework);
};
self.updateFireworks = function(){
    var i = self.fireworks.length;
    while(i--){
        var f = self.fireworks[i];
        self.ctx.lineWidth = f.lineWidth;
        vx = Math.cos(f.angle) * f.speed,
        vy = Math.sin(f.angle) * f.speed;
        f.speed *= 1 + f.acceleration;              
        f.coordLast[2].x = f.coordLast[1].x;
        f.coordLast[2].y = f.coordLast[1].y;
        f.coordLast[1].x = f.coordLast[0].x;
        f.coordLast[1].y = f.coordLast[0].y;
        f.coordLast[0].x = f.x;
        f.coordLast[0].y = f.y;
        if(f.startX >= f.targetX){
            if(f.x + vx <= f.targetX){
                f.x = f.targetX;
                f.hitX = true;
            } else {
                f.x += vx;
            }
        } else {
            if(f.x + vx >= f.targetX){
                f.x = f.targetX;
                f.hitX = true;
            } else {
                f.x += vx;
            }
        }
        if(f.startY >= f.targetY){
            if(f.y + vy <= f.targetY){
                f.y = f.targetY;
                f.hitY = true;
            } else {
                f.y += vy;
            }
        } else {
            if(f.y + vy >= f.targetY){
                f.y = f.targetY;
                f.hitY = true;
            } else {
                f.y += vy;
            }
        }               
        if(f.hitX && f.hitY){
            self.createParticles(f.targetX, f.targetY, f.hue);
            self.fireworks.splice(i, 1);

        }
    };
};
self.drawFireworks = function(){
var i = self.fireworks.length;
self.ctx.globalCompositeOperation = 'lighter';
    while(i--){
        var f = self.fireworks[i];      
        self.ctx.lineWidth = f.lineWidth;
        var coordRand = (rand(1,3)-1);                  
        self.ctx.beginPath();                           
        self.ctx.moveTo(Math.round(f.coordLast[coordRand].x), Math.round(f.coordLast[coordRand].y));
        self.ctx.lineTo(Math.round(f.x), Math.round(f.y));
        self.ctx.closePath();
        self.ctx.strokeStyle = 'hsla('+f.hue+', 100%, '+f.brightness+'%, '+f.alpha+')';
        self.ctx.stroke();  
        if(self.showTarget){
            self.ctx.save();
            self.ctx.beginPath();
            self.ctx.arc(Math.round(f.targetX), Math.round(f.targetY), rand(1,8), 0, Math.PI*2, false)
            self.ctx.closePath();
            self.ctx.lineWidth = 1;
            self.ctx.stroke();
            self.ctx.restore();
        }

        if(self.showShockwave){
            self.ctx.save();
            self.ctx.translate(Math.round(f.x), Math.round(f.y));
            self.ctx.rotate(f.shockwaveAngle);
            self.ctx.beginPath();
            self.ctx.arc(0, 0, 1*(f.speed/5), 0, Math.PI, true);
            self.ctx.strokeStyle = 'hsla('+f.hue+', 100%, '+f.brightness+'%, '+rand(25, 60)/100+')';
            self.ctx.lineWidth = f.lineWidth;
            self.ctx.stroke();
            self.ctx.restore();
        }
    };
};
self.bindEvents = function(){
    $(window).on('resize', function(){          
        clearTimeout(self.timeout);
        self.timeout = setTimeout(function() {
            self.canvas.width = self.cw = $(window).innerWidth();
            self.canvas.height = self.ch = $(window).innerHeight();
            self.ctx.lineCap = 'round';
            self.ctx.lineJoin = 'round';
        }, 100);
    });
    $(self.canvas).on('mousedown', function(e){
        if(e==null){
            e=window.event;
        }
        self.mx = e.pageX - self.canvas.offsetLeft;
        self.my = e.pageY - self.canvas.offsetTop;
        self.currentHue = rand(self.hueMin, self.hueMax);
        self.createFireworks(self.cw/2, self.ch, self.mx, self.my); 
        $(self.canvas).on('mousemove.fireworks', function(e){
            self.mx = e.pageX - self.canvas.offsetLeft;
            self.my = e.pageY - self.canvas.offsetTop;
            self.currentHue = rand(self.hueMin, self.hueMax);
            self.createFireworks(self.cw/2, self.ch, self.mx, self.my);                                 
        });             
    });

    $(self.canvas).on('mouseup', function(e){
        $(self.canvas).off('mousemove.fireworks');                                  
    });

}
self.clear = function(){
    self.particles = [];
    self.fireworks = [];
    self.ctx.clearRect(0, 0, self.cw, self.ch);
};
self.canvasLoop = function(){
    requestAnimFrame(self.canvasLoop, self.canvas);         
    self.ctx.globalCompositeOperation = 'destination-out';
    self.ctx.fillStyle = 'rgba(0,0,0,'+self.clearAlpha/100+')';
    self.ctx.fillRect(0,0,self.cw,self.ch);
    self.updateFireworks();
    self.updateParticles();
    self.drawFireworks();           
    self.drawParticles();
};

self.init();        
}
var fworks = new Fireworks();

});
</script>
</body>
</html>

把self.bindEvents中的鼠标事件先去掉。然后添加setinterval定时器。
获取视图范围内的随机x,y值。替换鼠标点击里面的e.pageX和e.pageY。
self.mx = x - self.canvas.offsetLeft;
self.my = y - self.canvas.offsetTop;
self.currentHue = rand(self.hueMin, self.hueMax);
self.createFireworks(self.cw/2, self.ch, self.mx, self.my);

定时器里面执行的代码就是鼠标按下时执行的代码,只是取个随机坐标。

非常感谢楼上热心人,问题已经解决,谢谢!~