Code trang trí tết cho website
Nay mình xin chia sẻ cách tạo thêm hiệu ứng hoa mai rơi, câu đối chúc tết cho website trở nên đẹp hơn có không khí Tết trong khi cận kề tới chỉ còn vài ngày.
Và bây giờ mình sẽ hướng dẫn rất đơn giản,
Bạn đang xem: code trang trí tết cho webiste
Để duy trì blog ngoài link rút gọn & mình có làm aff cho 1 số bên hosting.
Các nhà cung cấp uy tín về mặt chất lượng & đội ngũ support nên mọi người cứ yên tâm.
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- Tino: Business Hosting, NVMe Hosting và NVMe VPS
- iNet: Cloud VPS và Web Hosting
Hướng dẫn tạo hiệu ứng tết cho blog/website
- Bước 1: Copy đoạn code bên dưới
- Bước 2: Copy xong, dán dòng vừa copy trên </body>
- Bước3: Save lại và xem thành quả
Banner câu đối
<style>.tet{display:scroll;position:fixed;top:0px;z-index:999}.tet-left{left:0}.tet-right{right:0}@media (max-width:800px){.tet{display:none}}</style> <img class='tet tet-left' src='https://1.bp.blogspot.com/-jnoHkZl5_AM/YBgnvWeDMmI/AAAAAAAADy0/R-kqgeeWA5YxmPoN7oZWG4SQeyHYtSoQACLcBGAsYHQ/s522/caudoitet1.webp'/> <img class='tet tet-right' src='https://1.bp.blogspot.com/-l49qL0RM4Qg/YBgnvdfRExI/AAAAAAAADyw/o0av3DGxSfY7jrzMHxoTuoC1u8FPSYlCgCLcBGAsYHQ/s522/caudoitet2.webp'/>
Mai vàng 2 bên
<style>.tet{display:scroll;position:fixed;top:0px;z-index:999}.tet-left{left:0}.tet-right{right:0}@media (max-width:800px){.tet{display:none}}</style> <img class='tet tet-left' src='https://1.bp.blogspot.com/-4pEU8vfNSVg/YTrQuF7u5lI/AAAAAAAAHrU/KjGUCp0aW_4D89y2RnxMY7dotxwS3CgTACLcBGAsYHQ/s0/canh-mai-ben-trai.png' style='width:160px;'/> <img class='tet tet-right' src='https://1.bp.blogspot.com/-YmwJNKuOTls/YTrQuNARLAI/AAAAAAAAHrQ/nSt-mfJa8vAxFWZWO8tZ74XvBpkmsrqDwCLcBGAsYHQ/s0/canh-mai-ben-phai.png' style='width:160px;'/>
Tham khảo ngay: Code hoa mai rơi cho website
Hiệu ứng pháo hoa
- Pháo hoa 1:
<canvas id="canvas">Canvas is not supported in your browser.</canvas> <style>canvas {cursor: crosshair;display: block;width: 100%;}</style> <script> //<![CDATA[ // when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval // not supported in all browsers though and sometimes needs a prefix, so we need a shim window.requestAnimFrame = ( function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function( callback ) { window.setTimeout( callback, 1000 / 60 ); }; })(); // now we will setup our basic variables for the demo var canvas = document.getElementById( 'canvas' ), ctx = canvas.getContext( '2d' ), // full screen dimensions cw = window.innerWidth, ch = window.innerHeight, // firework collection fireworks = [], // particle collection particles = [], // starting hue hue = 120, // when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks limiterTotal = 5, limiterTick = 0, // this will time the auto launches of fireworks, one launch per 80 loop ticks timerTotal = 80, timerTick = 0, mousedown = false, // mouse x coordinate, mx, // mouse y coordinate my; // set canvas dimensions canvas.width = cw; canvas.height = ch; // now we are going to setup our function placeholders for the entire demo // get a random number within a range function random( min, max ) { return Math.random() * ( max - min ) + min; } // calculate the distance between two points function calculateDistance( p1x, p1y, p2x, p2y ) { var xDistance = p1x - p2x, yDistance = p1y - p2y; return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) ); } // create firework function Firework( sx, sy, tx, ty ) { // actual coordinates this.x = sx; this.y = sy; // starting coordinates this.sx = sx; this.sy = sy; // target coordinates this.tx = tx; this.ty = ty; // distance from starting point to target this.distanceToTarget = calculateDistance( sx, sy, tx, ty ); this.distanceTraveled = 0; // track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails this.coordinates = []; this.coordinateCount = 3; // populate initial coordinate collection with the current coordinates while( this.coordinateCount-- ) { this.coordinates.push( [ this.x, this.y ] ); } this.angle = Math.atan2( ty - sy, tx - sx ); this.speed = 2; this.acceleration = 1.05; this.brightness = random( 50, 70 ); // circle target indicator radius this.targetRadius = 1; } // update firework Firework.prototype.update = function( index ) { // remove last item in coordinates array this.coordinates.pop(); // add current coordinates to the start of the array this.coordinates.unshift( [ this.x, this.y ] ); // cycle the circle target indicator radius if( this.targetRadius < 8 ) { this.targetRadius += 0.3; } else { this.targetRadius = 1; } // speed up the firework this.speed *= this.acceleration; // get the current velocities based on angle and speed var vx = Math.cos( this.angle ) * this.speed, vy = Math.sin( this.angle ) * this.speed; // how far will the firework have traveled with velocities applied? this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy ); // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached if( this.distanceTraveled >= this.distanceToTarget ) { createParticles( this.tx, this.ty ); // remove the firework, use the index passed into the update function to determine which to remove fireworks.splice( index, 1 ); } else { // target not reached, keep traveling this.x += vx; this.y += vy; } } // draw firework Firework.prototype.draw = function() { ctx.beginPath(); // move to the last tracked coordinate in the set, then draw a line to the current x and y ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] ); ctx.lineTo( this.x, this.y ); ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)'; ctx.stroke(); ctx.beginPath(); // draw the target for this firework with a pulsing circle ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 ); ctx.stroke(); } // create particle function Particle( x, y ) { this.x = x; this.y = y; // track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails this.coordinates = []; this.coordinateCount = 5; while( this.coordinateCount-- ) { this.coordinates.push( [ this.x, this.y ] ); } // set a random angle in all possible directions, in radians this.angle = random( 0, Math.PI * 2 ); this.speed = random( 1, 10 ); // friction will slow the particle down this.friction = 0.95; // gravity will be applied and pull the particle down this.gravity = 1; // set the hue to a random number +-20 of the overall hue variable this.hue = random( hue - 20, hue + 20 ); this.brightness = random( 50, 80 ); this.alpha = 1; // set how fast the particle fades out this.decay = random( 0.015, 0.03 ); } // update particle Particle.prototype.update = function( index ) { // remove last item in coordinates array this.coordinates.pop(); // add current coordinates to the start of the array this.coordinates.unshift( [ this.x, this.y ] ); // slow down the particle this.speed *= this.friction; // apply velocity this.x += Math.cos( this.angle ) * this.speed; this.y += Math.sin( this.angle ) * this.speed + this.gravity; // fade out the particle this.alpha -= this.decay; // remove the particle once the alpha is low enough, based on the passed in index if( this.alpha <= this.decay ) { particles.splice( index, 1 ); } } // draw particle Particle.prototype.draw = function() { ctx. beginPath(); // move to the last tracked coordinates in the set, then draw a line to the current x and y ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] ); ctx.lineTo( this.x, this.y ); ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')'; ctx.stroke(); } // create particle group/explosion function createParticles( x, y ) { // increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though var particleCount = 30; while( particleCount-- ) { particles.push( new Particle( x, y ) ); } } // main demo loop function loop() { // this function will run endlessly with requestAnimationFrame requestAnimFrame( loop ); // increase the hue to get different colored fireworks over time hue += 0.5; // normally, clearRect() would be used to clear the canvas // we want to create a trailing effect though // setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely ctx.globalCompositeOperation = 'destination-out'; // decrease the alpha property to create more prominent trails ctx.fillStyle = 'rgba(0, 0, 0, 0.5)'; ctx.fillRect( 0, 0, cw, ch ); // change the composite operation back to our main mode // lighter creates bright highlight points as the fireworks and particles overlap each other ctx.globalCompositeOperation = 'lighter'; // loop over each firework, draw it, update it var i = fireworks.length; while( i-- ) { fireworks[ i ].draw(); fireworks[ i ].update( i ); } // loop over each particle, draw it, update it var i = particles.length; while( i-- ) { particles[ i ].draw(); particles[ i ].update( i ); } // launch fireworks automatically to random coordinates, when the mouse isn't down if( timerTick >= timerTotal ) { if( !mousedown ) { // start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) ); timerTick = 0; } } else { timerTick++; } // limit the rate at which fireworks get launched when mouse is down if( limiterTick >= limiterTotal ) { if( mousedown ) { // start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target fireworks.push( new Firework( cw / 2, ch, mx, my ) ); limiterTick = 0; } } else { limiterTick++; } } // mouse event bindings // update the mouse coordinates on mousemove canvas.addEventListener( 'mousemove', function( e ) { mx = e.pageX - canvas.offsetLeft; my = e.pageY - canvas.offsetTop; }); // toggle mousedown state and prevent canvas from being selected canvas.addEventListener( 'mousedown', function( e ) { e.preventDefault(); mousedown = true; }); canvas.addEventListener( 'mouseup', function( e ) { e.preventDefault(); mousedown = false; }); // once the window loads, we are ready for some fireworks! window.onload = loop; //]]> </script>
- Pháo hoa 2:
<script> //<![CDATA[ var bits=90;var speed=33;var bangs=7;var colours=new Array("#03f","#f03","#fff","#f7efa1","#0cf","#f93","#f0c","#fff");var bangheight=new Array();var intensity=new Array();var colour=new Array();var Xpos=new Array();var Ypos=new Array();var dX=new Array();var dY=new Array();var stars=new Array();var decay=new Array();var swide=800;var shigh=600;var boddie;window.onload=function(){if(document.getElementById){var i;boddie=document.createElement("div");boddie.style.position="fixed";boddie.style.top="0px";boddie.style.left="0px";boddie.style.overflow="visible";boddie.style.width="1px";boddie.style.height="1px";boddie.style.backgroundColor="transparent";document.body.appendChild(boddie);set_width();for(i=0;i<bangs;i++){write_fire(i);launch(i);setInterval('stepthrough('+i+')',speed);}}} function write_fire(N){var i,rlef,rdow;stars[N+'r']=createDiv('|',12);boddie.appendChild(stars[N+'r']);for(i=bits*N;i<bits+bits*N;i++){stars[i]=createDiv('*',13);boddie.appendChild(stars[i]);}} function createDiv(char,size){var div=document.createElement("div");div.style.font=size+"px monospace";div.style.position="absolute";div.style.backgroundColor="transparent";div.appendChild(document.createTextNode(char));return(div);} function launch(N){colour[N]=Math.floor(Math.random()*colours.length);Xpos[N+"r"]=swide*0.5;Ypos[N+"r"]=shigh-5;bangheight[N]=Math.round((0.5+Math.random())*shigh*0.4);dX[N+"r"]=(Math.random()-0.5)*swide/bangheight[N];if(dX[N+"r"]>1.25)stars[N+"r"].firstChild.nodeValue="/";else if(dX[N+"r"]<-1.25)stars[N+"r"].firstChild.nodeValue="\\";else stars[N+"r"].firstChild.nodeValue="|";stars[N+"r"].style.color=colours[colour[N]];} function bang(N){var i,Z,A=0;for(i=bits*N;i<bits+bits*N;i++){Z=stars[i].style;Z.left=Xpos[i]+"px";Z.top=Ypos[i]+"px";if(decay[i])decay[i]--;else A++;if(decay[i]==15)Z.fontSize="10px";else if(decay[i]==7)Z.fontSize="2px";else if(decay[i]==1)Z.visibility="hidden";Xpos[i]+=dX[i];Ypos[i]+=(dY[i]+=1.25/intensity[N]);} if(A!=bits)setTimeout("bang("+N+")",speed);} function stepthrough(N){var i,M,Z;var oldx=Xpos[N+"r"];var oldy=Ypos[N+"r"];Xpos[N+"r"]+=dX[N+"r"];Ypos[N+"r"]-=4;if(Ypos[N+"r"]<bangheight[N]){M=Math.floor(Math.random()*3*colours.length);intensity[N]=5+Math.random()*4;for(i=N*bits;i<bits+bits*N;i++){Xpos[i]=Xpos[N+"r"];Ypos[i]=Ypos[N+"r"];dY[i]=(Math.random()-0.5)*intensity[N];dX[i]=(Math.random()-0.5)*(intensity[N]-Math.abs(dY[i]))*1.25;decay[i]=25+Math.floor(Math.random()*25);Z=stars[i];if(M<colours.length)Z.style.color=colours[i%2?colour[N]:M];else if(M<2*colours.length)Z.style.color=colours[colour[N]];else Z.style.color=colours[i%colours.length];Z.style.fontSize="20px";Z.style.visibility="visible";} bang(N);launch(N);} stars[N+"r"].style.left=oldx+"px";stars[N+"r"].style.top=oldy+"px";} window.onresize=set_width;function set_width(){var sw_min=999999;var sh_min=999999;if(document.documentElement&&document.documentElement.clientWidth){if(document.documentElement.clientWidth>0)sw_min=document.documentElement.clientWidth;if(document.documentElement.clientHeight>0)sh_min=document.documentElement.clientHeight;} if(typeof(self.innerWidth)!="undefined"&&self.innerWidth){if(self.innerWidth>0&&self.innerWidth<sw_min)sw_min=self.innerWidth;if(self.innerHeight>0&&self.innerHeight<sh_min)sh_min=self.innerHeight;} if(document.body.clientWidth){if(document.body.clientWidth>0&&document.body.clientWidth<sw_min)sw_min=document.body.clientWidth;if(document.body.clientHeight>0&&document.body.clientHeight<sh_min)sh_min=document.body.clientHeight;} if(sw_min==999999||sh_min==999999){sw_min=800;sh_min=600;} swide=sw_min;shigh=sh_min;} //]]> </script>
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