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【含源码】两种不同风格的圣诞树代码合集,其中还有可以改名字的圣诞树代码

18 人参与  2022年12月26日 08:17  分类 : 《随便一记》  评论

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前言


前言

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。

一、可以改名字的圣诞树

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

 1、下面是完整的代码展示,是HTML哈,运行起来也很方便。

<!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>

2、添加音乐

目录

文章目录

前言

一、可以改名字的圣诞树

 1、下面是完整的代码展示,是HTML哈,运行起来也很方便。

2、添加音乐

二、插画风圣诞树:

1.下面是完整代码展示,可以用Python运行。

总结


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。

二、插画风圣诞树:

运行后图片展示:

1.下面是完整代码展示,可以用Python运行。

# 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()


总结

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。


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