java流星雨表白代码
时间: 2024-04-15 12:23:33 浏览: 29
很抱歉,我无法提供Java代码的演示。但是,你可以参考以下步骤来实现Java流星雨表白代码:
1. 创建一个继承自JFrame的主窗体类,用于显示流星雨效果。
2. 在主窗体类中创建一个继承自JPanel的自定义面板类,用于绘制流星和文字。
3. 在自定义面板类中重写paintComponent方法,使用Graphics绘图对象绘制流星和文字。
4. 在主窗体类中创建一个线程,用于控制流星的位置和动画效果。
5. 在线程中使用循环来更新流星的位置,并调用repaint方法重绘面板。
6. 在主窗体类中添加音乐播放功能,可以使用Java内置的音频库或第三方库来实现。
7. 运行程序,即可看到流星雨效果和表白文字。
请注意,以上步骤只是一个大致的实现思路,具体的代码实现可能会更加复杂。你可以根据自己的需求和技术水平进行适当的修改和扩展。
相关问题
python流星雨表白代码
很高兴听到你对Python流星雨表白代码感兴趣!根据你提供的引用内容,你可以通过编写一个Star类来实现流星的移动效果。下面是一个示例代码,供你参考:
```python
import pygame
import random
# 初始化Pygame
pygame.init()
# 定义颜色
WHITE = (255, 255, 255)
# 定义窗口尺寸
WIDTH = 800
HEIGHT = 600
# 创建窗口
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("流星雨表白")
# 加载星星图片
star_img = pygame.image.load("star.png").convert_alpha()
class Star(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = star_img
self.rect = self.image.get_rect()
self.rect.x = random.randint(0, WIDTH)
self.rect.y = random.randint(0, HEIGHT)
def update(self):
self.rect.y += 5
if self.rect.y > HEIGHT:
self.rect.x = random.randint(0, WIDTH)
self.rect.y = random.randint(-100, -10)
# 创建星星精灵组
stars = pygame.sprite.Group()
for i in range(50):
star = Star()
stars.add(star)
# 创建时钟对象
clock = pygame.time.Clock()
# 游戏循环
running = True
while running:
# 设置帧率
clock.tick(60)
# 处理事件
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# 更新精灵组
stars.update()
# 填充背景色
screen.fill(WHITE)
# 绘制精灵组
stars.draw(screen)
# 更新屏幕
pygame.display.flip()
# 退出Pygame
pygame.quit()
```
在这个示例代码中,我们使用了Pygame库来创建窗口和绘制星星。首先,我们初始化Pygame并定义了窗口的尺寸和颜色。然后,我们加载星星图片并创建了一个Star类来表示每个星星对象。在Star类中,我们定义了星星的初始位置和移动方式。接下来,我们创建了星星精灵组,并使用循环创建了一定数量的星星对象,并将它们添加到精灵组中。在游戏循环中,我们更新了精灵组中每个星星的位置,并在屏幕上绘制它们。最后,我们使用时钟对象来控制帧率,并处理了退出事件。希望这个示例代码对你有帮助!
html流星雨表白代码
```
<!DOCTYPE html>
<html>
<head>
<title></title>
</head>
<style>
* {
padding: 0;
margin: 0;
}
html,
body {
height: 100%;
padding: 0;
margin: 0;
background: #000;
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
.aa {
position: fixed;
left: 50%;
bottom: 10px;
color: #ccc;
}
</style>
<body>
<canvas id="pinkboard"></canvas>
<script>
/*
* Settings
*/
var settings = {
particles: {
length: 500, // maximum amount of particles
duration: 2, // particle duration in sec
velocity: 100, // particle velocity in pixels/sec
effect: -0.75, // play with this for a nice effect
size: 30 // particle size in pixels
}
};
/*
* RequestAnimationFrame polyfill by Erik M?ller
*/
(function () {
var b = 0;
var c = ["ms", "moz", "webkit", "o"];
for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) {
window.requestAnimationFrame = window[c[a] + "RequestAnimationFrame"];
window.cancelAnimationFrame =
window[c[a] + "CancelAnimationFrame"] ||
window[c[a] + "CancelRequestAnimationFrame"];
}
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = function (h, e) {
var d = new Date().getTime();
var f = Math.max(0, 16 - (d - b));
var g = window.setTimeout(function () {
h(d + f);
}, f);
b = d + f;
return g;
};
}
if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = function (d) {
clearTimeout(d);
};
}
})();
/*
* Point class
*/
var Point = (function () {
function Point(x, y) {
this.x = typeof x !== "undefined" ? x : 0;
this.y = typeof y !== "undefined" ? y : 0;
}
Point.prototype.clone = function () {
return new Point(this.x, this.y);
};
Point.prototype.length = function (length) {
if (typeof length == "undefined")
return Math.sqrt(this.x * this.x + this.y * this.y);
this.normalize();
this.x *= length;
this.y *= length;
return this;
};
Point.prototype.normalize = function () {
var length = this.length();
this.x /= length;
this.y /= length;
return this;
};
return Point;
})();
/*
* Particle class
*/
var Particle = (function () {
function Particle() {
this.position = new Point();
this.velocity = new Point();
this.acceleration = new Point();
this.age = 0;
}
Particle.prototype.initialize = function (x, y, dx, dy) {
this.position.x = x;
this.position.y = y;
this.velocity.x = dx;
this.velocity.y = dy;
this.acceleration.x = dx * settings.particles.effect;
this.acceleration.y = dy * settings.particles.effect;
this.age = 0;
};
Particle.prototype.update = function (deltaTime) {
this.position.x += this.velocity.x * deltaTime;
this.position.y += this.velocity.y * deltaTime;
this.velocity.x += this.acceleration.x * deltaTime;
this.velocity.y += this.acceleration.y * deltaTime;
this.age += deltaTime;
};
Particle.prototype.draw = function (context, image) {
function ease(t) {
return --t * t * t + 1;
}
var size = image.width * ease(this.age / settings.particles.duration);
context.globalAlpha = 1 - this.age / settings.particles.duration;
context.drawImage(
image,
this.position.x - size / 2,
this.position.y - size / 2,
size,
size
);
};
return Particle;
})();
/*
* ParticlePool class
*/
var ParticlePool = (function () {
var particles,
firstActive = 0,
firstFree = 0,
duration = settings.particles.duration;
function ParticlePool(length) {
// create and populate particle pool
particles = new Array(length);
for (var i = 0; i < particles.length; i++)
particles[i] = new Particle();
}
ParticlePool.prototype.add = function (x, y, dx, dy) {
particles[firstFree].initialize(x, y, dx, dy);
// handle circular queue
firstFree++;
if (firstFree == particles.length) firstFree = 0;
if (firstActive == firstFree) firstActive++;
if (firstActive == particles.length) firstActive = 0;
};
ParticlePool.prototype.update = function (deltaTime) {
var i;
// update active particles
if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].update(deltaTime);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].update(deltaTime);
for (i = 0; i < firstFree; i++) particles[i].update(deltaTime);
}
// remove inactive particles
while (
particles[firstActive].age >= duration &&
firstActive != firstFree
) {
firstActive++;
if (firstActive == particles.length) firstActive = 0;
}
};
ParticlePool.prototype.draw = function (context, image) {
// draw active particles
if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].draw(context, image);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].draw(context, image);
for (i = 0; i < firstFree; i++) particles[i].draw(context, image);
}
};
return ParticlePool;
})();
/*
* Putting it all together
*/
(function (canvas) {
var context = canvas.getContext("2d"),
particles = new ParticlePool(settings.particles.length),
particleRate =
settings.particles.length / settings.particles.duration, // particles/sec
time;
// get point on heart with -PI <= t <= PI
function pointOnHeart(t) {
return new Point(
160 * Math.pow(Math.sin(t), 3),
130 * Math.cos(t) -
50 * Math.cos(2 * t) -
20 * Math.cos(3 * t) -
10 * Math.cos(4 * t) +
25
);
}
// creating the particle image using a dummy canvas
var image = (function () {
var canvas = document.createElement("canvas"),
context = canvas.getContext("2d");
canvas.width = settings.particles.size;
canvas.height = settings.particles.size;
// helper function to create the path
function to(t) {
var point = pointOnHeart(t);
point.x =
settings.particles.size / 2 +
(point.x * settings.particles.size) / 350;
point.y =
settings.particles.size / 2 -
(point.y * settings.particles.size) / 350;
return point;
}
// create the path
context.beginPath();
var t = -Math.PI;
var point = to(t);
context.moveTo(point.x, point.y);
while (t < Math.PI) {
t += 0.01; // baby steps!
point = to(t);
context.lineTo(point.x, point.y);
}
context.closePath();
// create the fill
context.fillStyle = "#ea80b0";
context.fill();
// create the image
var image = new Image();
image.src = canvas.toDataURL();
return image;
})();
// render that thing!
function render() {
// next animation frame
requestAnimationFrame(render);
// update time
var newTime = new Date().getTime() / 1000,
deltaTime = newTime - (time || newTime);
time = newTime;
// clear canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// create new particles
var amount = particleRate * deltaTime;
for (var i = 0; i < amount; i++) {
var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
var dir = pos.clone().length(settings.particles.velocity);
particles.add(
canvas.width / 2 + pos.x,
canvas.height / 2 - pos.y,
dir.x,
-dir.y
);
}
// update and draw particles
particles.update(deltaTime);
particles.draw(context, image);
}
// handle (re-)sizing of the canvas
function onResize() {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
}
window.onresize = onResize;
// delay rendering bootstrap
setTimeout(function () {
onResize();
render();
}, 10);
})(document.getElementById("pinkboard"));
</script>
</body>
</html>
```
![示例图片](https://devbit-static.oss-cn-beijing.aliyuncs.com/devbit-static/img/heart.png)