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上古诸神为净化三界浊气,留下随身物件,并许十巫古神之力祭祀。这些神裔之物因其强大的力量而被众生追逐,视为“神器”。自古以来,围绕“神器”引发的战乱和争斗不计其数,大战之后“神器”虽已残破不堪,但若用心修复,定能发挥出昔日光彩。 立即下载

点击这里,查看完美效果!

名称:梦幻西游

附完整代码:

类型:角色,回合

金沙官网线上 1金沙官网线上 2

版本:1.164.0

<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>heart nick</title>
    <style>
        canvas {
            position: absolute;
            left:0;
            top: 0;
            width: 100%;
            height: 100%;
            background-color: rgba(0,0,0,.2);
        }
    </style>
<script>
    window.requestAnimationFrame =
            window.__requestAnimationFrame ||
            window.requestAnimationFrame ||
            window.webkitRequestAnimationFrame ||
            window.mozRequestAnimationFrame ||
            window.oRequestAnimationFrame ||
            window.msRequestAnimationFrame ||
            (function () {
                return function (callback, element) {
                    var lastTime = element.__lastTime;
                    if (lastTime === undefined) {
                        lastTime = 0;
                    }
                    var currTime = Date.now();
                    var timeToCall = Math.max(1, 33 - (currTime - lastTime));
                    window.setTimeout(callback, timeToCall);
                    element.__lastTime = currTime + timeToCall;
                };
            })();
    window.isDevice = (/android|webos|iphone|ipad|ipod|blackberry|iemobile|opera mini/i.test(((navigator.userAgent || navigator.vendor || window.opera)).toLowerCase()));
    var loaded = false;
    var init = function () {
        if (loaded) return;
        loaded = true;
        var mobile = window.isDevice;
        var koef = mobile ? 0.5 : 1;
        var canvas = document.getElementById('heart');
        var ctx = canvas.getContext('2d');
        var width = canvas.width = koef * innerWidth;
        var height = canvas.height = koef * innerHeight;
        var rand = Math.random;
        ctx.fillStyle = "rgba(0,0,0,1)";
        ctx.fillRect(0, 0, width, height);

        var heartPosition = function (rad) {
            //return [Math.sin(rad), Math.cos(rad)];
            return [Math.pow(Math.sin(rad), 3), -(15 * Math.cos(rad) - 5 * Math.cos(2 * rad) - 2 * Math.cos(3 * rad) - Math.cos(4 * rad))];
        };
        var scaleAndTranslate = function (pos, sx, sy, dx, dy) {
            return [dx + pos[0] * sx, dy + pos[1] * sy];
        };

        window.addEventListener('resize', function () {
            width = canvas.width = koef * innerWidth;
            height = canvas.height = koef * innerHeight;
            ctx.fillStyle = "rgba(0,0,0,1)";
            ctx.fillRect(0, 0, width, height);
        });

        var traceCount = mobile ? 20 : 50;
        var pointsOrigin = [];
        var i;
        var dr = mobile ? 0.3 : 0.1;
        for (i = 0; i < Math.PI * 2; i += dr) pointsOrigin.push(scaleAndTranslate(heartPosition(i), 210, 13, 0, 0));
        for (i = 0; i < Math.PI * 2; i += dr) pointsOrigin.push(scaleAndTranslate(heartPosition(i), 150, 9, 0, 0));
        for (i = 0; i < Math.PI * 2; i += dr) pointsOrigin.push(scaleAndTranslate(heartPosition(i), 90, 5, 0, 0));
        var heartPointsCount = pointsOrigin.length;

        var targetPoints = [];
        var pulse = function (kx, ky) {
            for (i = 0; i < pointsOrigin.length; i++) {
                targetPoints[i] = [];
                targetPoints[i][0] = kx * pointsOrigin[i][0] + width / 2;
                targetPoints[i][1] = ky * pointsOrigin[i][1] + height / 2;
            }
        };

        var e = [];
        for (i = 0; i < heartPointsCount; i++) {
            var x = rand() * width;
            var y = rand() * height;
            e[i] = {
                vx: 0,
                vy: 0,
                R: 2,
                speed: rand() + 5,
                q: ~~(rand() * heartPointsCount),
                D: 2 * (i % 2) - 1,
                force: 0.2 * rand() + 0.7,
                f: "hsla(0," + ~~(40 * rand() + 60) + "%," + ~~(60 * rand() + 20) + "%,.3)",
                trace: []
            };
            for (var k = 0; k < traceCount; k++) e[i].trace[k] = {x: x, y: y};
        }

        var config = {
            traceK: 0.4,
            timeDelta: 0.01
        };

        var time = 0;
        var loop = function () {
            ctx.font="50px Arial";
            ctx.fillStyle='red';
            ctx.fillText("ejiao",20,60);
            ctx.fillText("happay",canvas.width-190,60);
            ctx.fillText("every",20,canvas.height-30);
            ctx.fillText("day",canvas.width-100,canvas.height-30);
            var n = -Math.cos(time);
            pulse((1 + n) * .5, (1 + n) * .5);
            time += ((Math.sin(time)) < 0 ? 9 : (n > 0.8) ? .2 : 1) * config.timeDelta;
            ctx.fillStyle = "rgba(0,0,0,.1)";
            ctx.fillRect(0, 0, width, height);
            for (i = e.length; i--;) {
                var u = e[i];
                var q = targetPoints[u.q];
                var dx = u.trace[0].x - q[0];
                var dy = u.trace[0].y - q[1];
                var length = Math.sqrt(dx * dx + dy * dy);
                if (10 > length) {
                    if (0.95 < rand()) {
                        u.q = ~~(rand() * heartPointsCount);
                    }
                    else {
                        if (0.99 < rand()) {
                            u.D *= -1;
                        }
                        u.q += u.D;
                        u.q %= heartPointsCount;
                        if (0 > u.q) {
                            u.q += heartPointsCount;
                        }
                    }
                }
                u.vx += -dx / length * u.speed;
                u.vy += -dy / length * u.speed;
                u.trace[0].x += u.vx;
                u.trace[0].y += u.vy;
                u.vx *= u.force;
                u.vy *= u.force;
                for (k = 0; k < u.trace.length - 1;) {
                    var T = u.trace[k];
                    var N = u.trace[++k];
                    N.x -= config.traceK * (N.x - T.x);
                    N.y -= config.traceK * (N.y - T.y);
                }
                ctx.fillStyle = u.f;
                for (k = 0; k < u.trace.length; k++) {
                    ctx.fillRect(u.trace[k].x, u.trace[k].y, 1, 1);
                }
            }
            //ctx.fillStyle = "rgba(255,255,255,1)";
            //for (i = u.trace.length; i--;) ctx.fillRect(targetPoints[i][0], targetPoints[i][1], 2, 2);

            window.requestAnimationFrame(loop, canvas);
        };
        loop();
    };

    var s = document.readyState;
    if (s === 'complete' || s === 'loaded' || s === 'interactive') init();
    else document.addEventListener('DOMContentLoaded', init, false);
</script>
</head>
<body>
<canvas id="heart"></canvas>
</body>
</html>

更新:2018-08-11

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金沙官网线上,平台:AndroidIpnone

 

简要介绍

梦幻西游手游是梦幻西游唯一的同名手机游戏,这款梦幻西游手机版是网易倾注了心血打造的手游,相信将会是一款不错的手游,让我们拭目以待吧!

梦幻西游手游15门派神器都有哪些?想必很多玩家还不知道吧,那么小编就为大家带来梦幻西游神器系统玩法介绍,下面就赶紧和小编一起去看看具体内容吧。

人族

大唐官府轩辕剑

剑啸山河:1~2级效果:你的横扫千军会使目标受到来自你的伤害增加2.5%/5%,持续到目标死亡或下次使用横扫千军。

藏锋敛锐:1~2级效果:横扫千军消耗的气血有12%/24%的几率会转化为护盾

惊锋:1~2级效果:每回合第一次攻击会提升自身5/10点伤害,最多叠加8层,死亡后清零

方寸山黄金甲

披坚执锐:1~2级效果:救命毫毛起效时,额外恢复10/20点愤怒

金汤之固:1~2级效果:气血小于30%时,增加的抗封等级

焕然:1~2级效果:恢复气血时额外提升18/36点结果

化生寺墨魂笔

风起云墨:1~2级效果:受到的所有伤害减少1.5%/3%

笔走龙蛇:1~2级效果:增加18/36点治一下能力

挥毫:1~2级效果:活血额外恢复5%/10%上限

女儿村泪痕碗

盏中晴雪:1~2级效果:被封印时,若你速度高于施法者,获得的抗封等级

泪光盈盈:1~2级效果:笑里藏刀额外减少目标3/6点愤怒

断肠:1~2级效果:暗器附带毒的几率提高1.5%/3%

神木林月光草

凭虚御风:1~2级效果:落叶萧萧的伤害增加2%/4%

清辉:1~2级效果:你的门派法术增加25/50点伤害结果

钟灵:1~2级效果:被使用3级药时有一定概率/较大概率获得1层风灵

魔族

阴曹地府四神鼎

亡灵泣语:1~2级效果:你死亡的每个队友会增加你2.5%/5%伤害结果和封印命中等级

夜刃:1~2级效果:夜间伤害加成额外增加2.5%/5%

魂魇:1~2级效果:被你的你的判官令和物理伤害攻击的单位在当回合内的法术伤害结果减少40/80点

魔王寨明火珠

业焰明光:1~2级效果:你的单体法术有50%几率提升8%/16%伤害

珠焰:1~2级效果:提升3%/6%的门派特色触发几率

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