JSFiddle - React, Tailwind, and code Playground
by zoe chen
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<h1>Mavenlink</h1>
<div>
<canvas></canvas>
</div>
<div class="testDiv">testDiv</div>
CSS
@import url(https://fonts.googleapis.com/css?family=Merriweather:700);
body, html {
padding: 0;
margin: 0;
}
h1 {
font-size: 4em;
color: white;
font-family: 'Merriweather', serif;
letter-spacing: 2px;
pointer-events: none;
font-weight: 700;
position: absolute;
top: 30%;
left: 0;
right: 0;
text-align: center;
}
.testDiv{
height:500px;
/* background-color:lightBlue; */
}
JavaScript
var frameRate = 0;
var canvas = document.querySelector("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var ctx = canvas.getContext("2d");
var TAU = 2 * Math.PI;
times = [];
function loop() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
update();
draw();
// requestAnimationFrame(loop);
setTimeout(() => {
loop()
}, 1000 / 24);
frameRate += 1;
}
setInterval(() => {
frameRate = 0;
}, 1000)
$(window).on("scroll",function(){
//卡顿
console.log(111)
})
function Ball(startX, startY, startVelX, startVelY) {
this.x = startX || Math.random() * canvas.width;
this.y = startY || Math.random() * canvas.height;
this.vel = {
x: startVelX || Math.random() * 2 - 1,
y: startVelY || Math.random() * 2 - 1
};
// this.swift = function(Y){
// console.log(Y)
// }
this.update = function (canvas) {
if (this.x > canvas.width + 50 || this.x < -50) {
this.vel.x = -this.vel.x;
}
if (this.y > canvas.height + 50 || this.y < -50) {
this.vel.y = -this.vel.y;
}
this.x += this.vel.x;
this.y += this.vel.y;
};
this.draw = function (ctx, can) {
ctx.beginPath();
ctx.globalAlpha = .4;
ctx.fillStyle = '#448fda';
ctx.arc((0.5 + this.x) | 0, (0.5 + this.y) | 0, 3, 0, TAU, false);
ctx.fill();
}
}
var balls = [];
for (var i = 0; i < canvas.width * canvas.height / (65 * 65); i++) {
balls.push(new Ball(Math.random() * canvas.width, Math.random() * canvas.height));
}
var lastTime = Date.now();
function update() {
var diff = Date.now() - lastTime;
for (var frame = 0; frame * 16.6667 < diff; frame++) {
for (var index = 0; index < balls.length; index++) {
balls[index].update(canvas);
}
}
lastTime = Date.now();
}
var mouseX = -1e9,
mouseY = -1e9;
document.addEventListener('mousemove', function (event) {
mouseX = event.clientX;
mouseY = event.clientY;
});
function distMouse(ball) {
return Math.hypot(ball.x - mouseX, ball.y -...