js如何实现倒计时与动画同时执行?标注:是同时执行倒计时与动画。
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>3D烟花</title>
<style>
html,
body {
margin: 0px;
width: 100%;
height: 100%;
overflow: hidden;
background: #000;
}
#canvas {
width: 100%;
height: 100%;
position:absolute;left:0;top:0
}
</style>
<style>
* {
text-align: center;
}
.div {
width: 600px;
height: 200px;
border: 10px black solid;
margin: 50px auto;
padding: 10px;
background: rgba(255, 0, 0,.5);
opacity: 0.9;
border-radius: 5%;
font-size: 55px;
}
#div0 {
width: 70px;
height: 70px;
position: absolute;
left: 25%;
top: 50%;
padding: 10px;
background: rgb(255, 0, 0);
opacity: 0.9;
color: white;
font-size: 50px;
border-radius: 5%;
}
#div1 {
width: 70px;
height: 70px;
position: absolute;
left: 30%;
top: 70%;
padding: 10px;
background: rgb(255, 0, 0);
opacity: 0.9;
color: white;
font-size: 50px;
border-radius: 5%;
}
</style>
</head>
<body>
<div id="time" class="div"></div>
<div id="div0">祝</div>
<div id="div1">愿</div>
<script>
//var date = new Date('2022/1/1 0:00:00'); //获取未来的时间节点,实际使用取消注释这里这里
var date = new Date(); date.setMinutes(date.getMinutes() + 1);//倒计时1分钟
var time = document.getElementById('time');
// var div = document.getElementsByTagName('div');
runtime();
setInterval(runtime, 1000);
function runtime() {
var nowdate = new Date(); //获得当前的时间节点
var val = (date.getTime() - nowdate.getTime()) / 1000; //时间格式化
var day = Math.floor(val / 86400); //获取相隔的天数
var hour = Math.floor(val % 86400 / 3600); //获得去掉天数后-相隔的小时
var mins = Math.floor(val % 86400 % 3600 / 60); //获取去掉天数-去掉小时数后-相隔的分钟数
var secs = Math.floor(val % 60); //获取相隔秒数,60一循环
time.innerHTML = '距 离 &春 节& 还 有:<br/>' + day + '天' + hour + '小时' + mins + '分钟<br/>' + secs + '秒'; //拼接格式化后的时间
if (secs == -1) {
alert('新春快乐!');
//location.href='gift-4.html';
}
}
color();
function color() {
var c1 = Math.floor(Math.random() * 256); //math.floor()获得整数随机数
var c2 = Math.floor(Math.random() * 256);
var c3 = Math.floor(Math.random() * 256);
time.style.color = "rgb(" + c1 + "," + c2 + "," + c3 + ")";
var timer = setTimeout(color, 1000);
}
</script>
<canvas id="canvas" width="825" height="631"></canvas>
<script>
function initVars() {
pi = Math.PI;
ctx = canvas.getContext("2d");
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
cx = canvas.width / 2;
cy = canvas.height / 2;
playerZ = -25;
playerX = playerY = playerVX = playerVY = playerVZ = pitch = yaw = pitchV = yawV = 0;
scale = 600;
seedTimer = 0;
seedInterval = 5, seedLife = 100;
gravity = .02;
seeds = new Array();
sparkPics = new Array();
s = "https://cantelope.org/NYE/";
for (i = 1; i <= 10; ++i) {
sparkPic = new Image();
sparkPic.src = s + "spark" + i + ".png";
sparkPics.push(sparkPic);
}
sparks = new Array();
pow1 = new Audio(s + "pow1.ogg");
pow2 = new Audio(s + "pow2.ogg");
pow3 = new Audio(s + "pow3.ogg");
pow4 = new Audio(s + "pow4.ogg");
frames = 0;
}
function rasterizePoint(x, y, z) {
var p, d;
x -= playerX;
y -= playerY;
z -= playerZ;
p = Math.atan2(x, z);
d = Math.sqrt(x * x + z * z);
x = Math.sin(p - yaw) * d;
z = Math.cos(p - yaw) * d;
p = Math.atan2(y, z);
d = Math.sqrt(y * y + z * z);
y = Math.sin(p - pitch) * d;
z = Math.cos(p - pitch) * d;
var rx1 = -1000,
ry1 = 1,
rx2 = 1000,
ry2 = 1,
rx3 = 0,
ry3 = 0,
rx4 = x,
ry4 = z,
uc = (ry4 - ry3) * (rx2 - rx1) - (rx4 - rx3) * (ry2 - ry1);
if (!uc) return {
x: 0,
y: 0,
d: -1
};
var ua = ((rx4 - rx3) * (ry1 - ry3) - (ry4 - ry3) * (rx1 - rx3)) / uc;
var ub = ((rx2 - rx1) * (ry1 - ry3) - (ry2 - ry1) * (rx1 - rx3)) / uc;
if (!z) z = .000000001;
if (ua > 0 && ua < 1 && ub > 0 && ub < 1) {
return {
x: cx + (rx1 + ua * (rx2 - rx1)) * scale,
y: cy + y / z * scale,
d: Math.sqrt(x * x + y * y + z * z)
};
} else {
return {
x: cx + (rx1 + ua * (rx2 - rx1)) * scale,
y: cy + y / z * scale,
d: -1
};
}
}
function spawnSeed() {
seed = new Object();
seed.x = -50 + Math.random() * 100;
seed.y = 25;
seed.z = -50 + Math.random() * 100;
seed.vx = .1 - Math.random() * .2;
seed.vy = -1.5; //*(1+Math.random()/2);
seed.vz = .1 - Math.random() * .2;
seed.born = frames;
seeds.push(seed);
}
function splode(x, y, z) {
t = 5 + parseInt(Math.random() * 150);
sparkV = 1 + Math.random() * 2.5;
type = parseInt(Math.random() * 3);
switch (type) {
case 0:
pic1 = parseInt(Math.random() * 10);
break;
case 1:
pic1 = parseInt(Math.random() * 10);
do {
pic2 = parseInt(Math.random() * 10);
} while (pic2 == pic1);
break;
case 2:
pic1 = parseInt(Math.random() * 10);
do {
pic2 = parseInt(Math.random() * 10);
} while (pic2 == pic1);
do {
pic3 = parseInt(Math.random() * 10);
} while (pic3 == pic1 || pic3 == pic2);
break;
}
for (m = 1; m < t; ++m) {
spark = new Object();
spark.x = x;
spark.y = y;
spark.z = z;
p1 = pi * 2 * Math.random();
p2 = pi * Math.random();
v = sparkV * (1 + Math.random() / 6)
spark.vx = Math.sin(p1) * Math.sin(p2) * v;
spark.vz = Math.cos(p1) * Math.sin(p2) * v;
spark.vy = Math.cos(p2) * v;
switch (type) {
case 0:
spark.img = sparkPics[pic1];
break;
case 1:
spark.img = sparkPics[parseInt(Math.random() * 2) ? pic1 : pic2];
break;
case 2:
switch (parseInt(Math.random() * 3)) {
case 0:
spark.img = sparkPics[pic1];
break;
case 1:
spark.img = sparkPics[pic2];
break;
case 2:
spark.img = sparkPics[pic3];
break;
}
break;
}
spark.radius = 25 + Math.random() * 50;
spark.alpha = 1;
spark.trail = new Array();
sparks.push(spark);
}
switch (parseInt(Math.random() * 4)) {
case 0:
pow = new Audio(s + "pow1.ogg");
break;
case 1:
pow = new Audio(s + "pow2.ogg");
break;
case 2:
pow = new Audio(s + "pow3.ogg");
break;
case 3:
pow = new Audio(s + "pow4.ogg");
break;
}
d = Math.sqrt((x - playerX) * (x - playerX) + (y - playerY) * (y - playerY) + (z - playerZ) * (z - playerZ));
pow.volume = 1.5 / (1 + d / 10);
pow.play();
}
function doLogic() {
if (seedTimer < frames) {
seedTimer = frames + seedInterval * Math.random() * 10;
spawnSeed();
}
for (i = 0; i < seeds.length; ++i) {
seeds[i].vy += gravity;
seeds[i].x += seeds[i].vx;
seeds[i].y += seeds[i].vy;
seeds[i].z += seeds[i].vz;
if (frames - seeds[i].born > seedLife) {
splode(seeds[i].x, seeds[i].y, seeds[i].z);
seeds.splice(i, 1);
}
}
for (i = 0; i < sparks.length; ++i) {
if (sparks[i].alpha > 0 && sparks[i].radius > 5) {
sparks[i].alpha -= .01;
sparks[i].radius /= 1.02;
sparks[i].vy += gravity;
point = new Object();
point.x = sparks[i].x;
point.y = sparks[i].y;
point.z = sparks[i].z;
if (sparks[i].trail.length) {
x = sparks[i].trail[sparks[i].trail.length - 1].x;
y = sparks[i].trail[sparks[i].trail.length - 1].y;
z = sparks[i].trail[sparks[i].trail.length - 1].z;
d = ((point.x - x) * (point.x - x) + (point.y - y) * (point.y - y) + (point.z - z) * (point.z - z));
if (d > 9) {
sparks[i].trail.push(point);
}
} else {
sparks[i].trail.push(point);
}
if (sparks[i].trail.length > 5) sparks[i].trail.splice(0, 1);
sparks[i].x += sparks[i].vx;
sparks[i].y += sparks[i].vy;
sparks[i].z += sparks[i].vz;
sparks[i].vx /= 1.075;
sparks[i].vy /= 1.075;
sparks[i].vz /= 1.075;
} else {
sparks.splice(i, 1);
}
}
p = Math.atan2(playerX, playerZ);
d = Math.sqrt(playerX * playerX + playerZ * playerZ);
d += Math.sin(frames / 80) / 1.25;
t = Math.sin(frames / 200) / 40;
playerX = Math.sin(p + t) * d;
playerZ = Math.cos(p + t) * d;
yaw = pi + p + t;
}
function rgb(col) {
var r = parseInt((.5 + Math.sin(col) * .5) * 16);
var g = parseInt((.5 + Math.cos(col) * .5) * 16);
var b = parseInt((.5 - Math.sin(col) * .5) * 16);
return "#" + r.toString(16) + g.toString(16) + b.toString(16);
}
function draw() {
ctx.clearRect(0, 0, cx * 2, cy * 2);
ctx.fillStyle = "#ff8";
for (i = -100; i < 100; i += 3) {
for (j = -100; j < 100; j += 4) {
x = i;
z = j;
y = 25;
point = rasterizePoint(x, y, z);
if (point.d != -1) {
size = 250 / (1 + point.d);
d = Math.sqrt(x * x + z * z);
a = 0.75 - Math.pow(d / 100, 6) * 0.75;
if (a > 0) {
ctx.globalAlpha = a;
ctx.fillRect(point.x - size / 2, point.y - size / 2, size, size);
}
}
}
}
ctx.globalAlpha = 1;
for (i = 0; i < seeds.length; ++i) {
point = rasterizePoint(seeds[i].x, seeds[i].y, seeds[i].z);
if (point.d != -1) {
size = 200 / (1 + point.d);
ctx.fillRect(point.x - size / 2, point.y - size / 2, size, size);
}
}
point1 = new Object();
for (i = 0; i < sparks.length; ++i) {
point = rasterizePoint(sparks[i].x, sparks[i].y, sparks[i].z);
if (point.d != -1) {
size = sparks[i].radius * 200 / (1 + point.d);
if (sparks[i].alpha < 0) sparks[i].alpha = 0;
if (sparks[i].trail.length) {
point1.x = point.x;
point1.y = point.y;
switch (sparks[i].img) {
case sparkPics[0]:
ctx.strokeStyle = "#f84";
break;
case sparkPics[1]:
ctx.strokeStyle = "#84f";
break;
case sparkPics[2]:
ctx.strokeStyle = "#8ff";
break;
case sparkPics[3]:
ctx.strokeStyle = "#fff";
break;
case sparkPics[4]:
ctx.strokeStyle = "#4f8";
break;
case sparkPics[5]:
ctx.strokeStyle = "#f44";
break;
case sparkPics[6]:
ctx.strokeStyle = "#f84";
break;
case sparkPics[7]:
ctx.strokeStyle = "#84f";
break;
case sparkPics[8]:
ctx.strokeStyle = "#fff";
break;
case sparkPics[9]:
ctx.strokeStyle = "#44f";
break;
}
for (j = sparks[i].trail.length - 1; j >= 0; --j) {
point2 = rasterizePoint(sparks[i].trail[j].x, sparks[i].trail[j].y, sparks[i].trail[j].z);
if (point2.d != -1) {
ctx.globalAlpha = j / sparks[i].trail.length * sparks[i].alpha / 2;
ctx.beginPath();
ctx.moveTo(point1.x, point1.y);
ctx.lineWidth = 1 + sparks[i].radius * 10 / (sparks[i].trail.length - j) / (1 + point2.d);
ctx.lineTo(point2.x, point2.y);
ctx.stroke();
point1.x = point2.x;
point1.y = point2.y;
}
}
}
ctx.globalAlpha = sparks[i].alpha;
ctx.drawImage(sparks[i].img, point.x - size / 2, point.y - size / 2, size, size);
}
}
}
function frame() {
if (frames > 100000) {
seedTimer = 0;
frames = 0;
}
frames++;
draw();
doLogic();
requestAnimationFrame(frame);
}
window.addEventListener("resize", () => {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
cx = canvas.width / 2;
cy = canvas.height / 2;
});
initVars();
frame();
</script>
</body>
</html>
什么动画?
可能是你倒计时与动画两个代码都设置了window.onload事件,这样同一事件后面设置的会覆盖前面设置的.
把这样设置方式
window.onload=function () {
};
改成这种设置方式
window.addEventListener("load", function () {
},false);
比如
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title></title>
</head>
<body>
<div id="div"></div>
<script type="text/javascript">
//window.onload=clock;
window.addEventListener("load", clock);
function clock(){
var today=new Date(),//当前时间
h=today.getHours(),
m=today.getMinutes(),
s=today.getSeconds();
var stopTime=new Date("2022/01/01 00:00:00"),//结束时间
stopH=stopTime.getHours(),
stopM=stopTime.getMinutes(),
stopS=stopTime.getSeconds();
var shenyu=stopTime.getTime()-today.getTime(),//倒计时毫秒数
shengyuD=parseInt(shenyu/(60*60*24*1000)),//转换为天
D=parseInt(shenyu)-parseInt(shengyuD*60*60*24*1000),//除去天的毫秒数
shengyuH=parseInt(D/(60*60*1000)),//除去天的毫秒数转换成小时
H=D-shengyuH*60*60*1000,//除去天、小时的毫秒数
shengyuM=parseInt(H/(60*1000)),//除去天的毫秒数转换成分钟
M=H-shengyuM*60*1000;//除去天、小时、分的毫秒数
S=parseInt((shenyu-shengyuD*60*60*24*1000-shengyuH*60*60*1000-shengyuM*60*1000)/1000)//除去天、小时、分的毫秒数转化为秒
document.getElementById("div").innerHTML=(shengyuD+"天"+shengyuH+"小时"+shengyuM+"分"+S+"秒"+"<br>");
// setTimeout("clock()",500);
setTimeout(clock,500);
}
</script>
</body>
</html>
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