圣诞到了,给新老客户们提供一个很唯美的全屏下雪的页面效果
圣诞到了,给新老客户们提供一个很唯美的全屏下雪的页面效果
演示可以参考老杨的官网:www.lyecs.com
下载文件 :链接: http://pan.baidu.com/s/1dEtOiop 密码: r2ib
上传Lyecs_style里的两个文件,并找到themes/shop/library/html_footer.lbi
在最后面另一起行添加以下代码 :
<style type="text/css">.snow-container{position: fixed; top: 0; left: 0; width: 100%; height: 100%; pointer-events: none; z-index: 100001;}</style>
<div class="snow-container"></div>
<script type="text/javascript" src="{$option.static_path}lyecs_style/js/lyecs_three.js"></script>
<script type="text/javascript">
function randomRange(t, i) {
return Math.random() * (i - t) + t
}
Particle3D = function(t) {
THREE.Particle.call(this, t), this.velocity = new THREE.Vector3(0, -2, 0), this.velocity.rotateX(randomRange(-45, 45)), this.velocity.rotateY(randomRange(0, 360)), this.gravity = new THREE.Vector3(0, 0, 0), this.drag = 1
}, Particle3D.prototype = new THREE.Particle, Particle3D.prototype.constructor = Particle3D, Particle3D.prototype.updatePhysics = function() {
this.velocity.multiplyScalar(this.drag), this.velocity.addSelf(this.gravity), this.position.addSelf(this.velocity)
};
var TO_RADIANS = Math.PI / 180;
THREE.Vector3.prototype.rotateY = function(t) {
cosRY = Math.cos(t * TO_RADIANS), sinRY = Math.sin(t * TO_RADIANS);
var i = this.z,
o = this.x;
this.x = o * cosRY + i * sinRY, this.z = o * -sinRY + i * cosRY
}, THREE.Vector3.prototype.rotateX = function(t) {
cosRY = Math.cos(t * TO_RADIANS), sinRY = Math.sin(t * TO_RADIANS);
var i = this.z,
o = this.y;
this.y = o * cosRY + i * sinRY, this.z = o * -sinRY + i * cosRY
}, THREE.Vector3.prototype.rotateZ = function(t) {
cosRY = Math.cos(t * TO_RADIANS), sinRY = Math.sin(t * TO_RADIANS);
var i = this.x,
o = this.y;
this.y = o * cosRY + i * sinRY, this.x = o * -sinRY + i * cosRY
};
$(function() {
var container = document.querySelector(".snow-container");
if (/MSIE 6|MSIE 7|MSIE 8/.test(navigator.userAgent)) {
return
} else {
if (/MSIE 9|MSIE 10/.test(navigator.userAgent)) {
$(container).css("height", $(window).height()).bind("click", function() {
$(this).fadeOut(1000, function() {
$(this).remove()
})
})
}
}
var containerWidth = $(container).width();
var containerHeight = $(container).height();
var particle;
var camera;
var scene;
var renderer;
var mouseX = 0;
var mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var particles = [];
var particleImage = new Image();
particleImage.src = "lyecs_style/images/snow.png";
var snowNum = 500;
function init() {
camera = new THREE.PerspectiveCamera(75, containerWidth / containerHeight, 1, 10000);
camera.position.z = 1000;
scene = new THREE.Scene();
scene.add(camera);
renderer = new THREE.CanvasRenderer();
renderer.setSize(containerWidth, containerHeight);
var material = new THREE.ParticleBasicMaterial({
map: new THREE.Texture(particleImage)
});
for (var i = 0; i < snowNum; i++) {
particle = new Particle3D(material);
particle.position.x = Math.random() * 2000 - 1000;
particle.position.y = Math.random() * 2000 - 1000;
particle.position.z = Math.random() * 2000 - 1000;
particle.scale.x = particle.scale.y = 1;
scene.add(particle);
particles.push(particle)
}
container.appendChild(renderer.domElement);
document.addEventListener("mousemove", onDocumentMouseMove, false);
document.addEventListener("touchstart", onDocumentTouchStart, false);
document.addEventListener("touchmove", onDocumentTouchMove, false);
setInterval(loop, 1000 / 40)
}
function onDocumentMouseMove(event) {
mouseX = event.clientX - windowHalfX;
mouseY = event.clientY - windowHalfY
}
function onDocumentTouchStart(event) {
if (event.touches.length == 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY
}
}
function onDocumentTouchMove(event) {
if (event.touches.length == 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - windowHalfX;
mouseY = event.touches[0].pageY - windowHalfY
}
}
function loop() {
for (var i = 0; i < particles.length; i++) {
var particle = particles[i];
particle.updatePhysics();
with(particle.position) {
if (y < -1000) {
y += 2000
}
if (x > 1000) {
x -= 2000
} else {
if (x < -1000) {
x += 2000
}
}
if (z > 1000) {
z -= 2000
} else {
if (z < -1000) {
z += 2000
}
}
}
}
camera.position.x += (mouseX - camera.position.x) * 0.005;
camera.position.y += (-mouseY - camera.position.y) * 0.005;
camera.lookAt(scene.position);
renderer.render(scene, camera)
}
init()
});
</script>
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