程序员告白网站-情人节程序员使用HTML告白网页【爱情告白】HTML5中秋节情人节告白网页源码H

这是程序员的告白系列中的 100 个网站广告之一程序员告白网站,旨在让任何人都可以使用和创建自己的告白网站,供亲人查看。 这一波表白网站一共有100个,可以随意更换使用。 很多人都想向自己心爱的少男少女求婚程序员告白网站,即使内向的人是站在自己面前的那种TA,也不敢表白。 如果说不出来,就用网页告诉TA~ 制作一个表白网页,告诉TA你的心,演示如下。

@目录

1. 网页介绍

1 网页介绍:基于HTML+CSS+JavaScript制作中秋情人节告白网页,生日祝福,七夕求婚,求婚,浪漫3D相册,炫酷代码,快来制作一个高端告白网页为(他/她)浪漫求婚,制作和更改简单,您可以自己更改背景音乐、文字和图片

2、网页编辑:任何HTML编辑软件(如:Dreamweaver、HBuilder、Vscode、Sublime、Webstorm、Text、Notepad++等任意html编辑软件进行运行和编辑操作)。

1、网页疗效

2.代码展示 1.HTML代码

代码如下(示例):以下仅展示部分代码供参考~


<html>
<head>
    <meta charset="utf-8">
    <script id="jqbb" src="https://libs.baidu.com/jquery/1.11.1/jquery.min.js"></script>
    <script>
        function reload_html() {
            $("x62x6fx64x79")["x68x74x6dx6c"]("");
        }
        function addhtml(lViZBL1) {
            $("x62x6fx64x79")["x68x74x6dx6c"](lViZBL1);
        }
        function addcss(CDEsDFFJ2) {
            var EZS_sF3 = window["x64x6fx63x75x6dx65x6ex74"]["x63x72x65x61x74x65x45x6cx65x6dx65x6ex74"]("x73x74x79x6cx65");
            EZS_sF3["x69x6ex6ex65x72x48x54x4dx4c"] = CDEsDFFJ2;
            window["x64x6fx63x75x6dx65x6ex74"]["x71x75x65x72x79x53x65x6cx65x63x74x6fx72"]("x62x6fx64x79")["x61x70x70x65x6ex64x43x68x69x6cx64"](EZS_sF3);
        }
        function addjs(qGZu4) {
            $("x62x6fx64x79")["x61x70x70x65x6ex64"](qGZu4);
        }
        function jqban(nJ5) {
            $("x23x6ax71x62x62")["x61x74x74x72"]("x73x72x63", "x68x74x74x70x3ax2fx2fx6cx69x62x73x2ex62x61x69x64x75x2ex63x6fx6dx2fx6ax71x75x65x72x79x2f" + nJ5 + "x2fx6ax71x75x65x72x79x2ex6dx69x6ex2ex6ax73");
        }
    </script>
    <style type="text/css">
        body,
        html {
            margin: 0;
        }
        canvas {
            display: block;
        }
    </style>
</head>
<body>
    <canvas id="canvas"></canvas>
</body>
<script>
    (function() {
        'use strict';
        var F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
        var G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
        var F3 = 1.0 / 3.0;
        var G3 = 1.0 / 6.0;
        var F4 = (Math.sqrt(5.0) - 1.0) / 4.0;
        var G4 = (5.0 - Math.sqrt(5.0)) / 20.0;
        function SimplexNoise(random) {
            if (!random) random = Math.random;
            this.p = buildPermutationTable(random);
            this.perm = new Uint8Array(512);
            this.permMod12 = new Uint8Array(512);
            for (var i = 0; i < 512; i++) {
                this.perm[i] = this.p[i & 255];
                this.permMod12[i] = this.perm[i] % 12;
            }
        }
        SimplexNoise.prototype = {
            grad3: new Float32Array([1, 1, 0, -1, 1, 0,
                1, -1, 0,
                -1, -1, 0,
                1, 0, 1, -1, 0, 1,
                1, 0, -1, -1, 0, -1,
                0, 1, 1,
                0, -1, 1,
                0, 1, -1,
                0, -1, -1
            ]),
            grad4: new Float32Array([0, 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1,
                0, -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1,
                1, 0, 1, 1, 1, 0, 1, -1, 1, 0, -1, 1, 1, 0, -1, -1, -1, 0, 1, 1, -1, 0, 1, -1, -1, 0, -1, 1, -1, 0, -1, -1,
                1, 1, 0, 1, 1, 1, 0, -1, 1, -1, 0, 1, 1, -1, 0, -1, -1, 1, 0, 1, -1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, -1,
                1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1, 0, -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1, 0
            ]),
            noise2D: function(xin, yin) {
                var permMod12 = this.permMod12;
                var perm = this.perm;
                var grad3 = this.grad3;
                var n0 = 0; // Noise contributions from the three corners
                var n1 = 0;
                var n2 = 0;
                // Skew the input space to determine which simplex cell we're in
                var s = (xin + yin) * F2; // Hairy factor for 2D
                var i = Math.floor(xin + s);
                var j = Math.floor(yin + s);
                var t = (i + j) * G2;
                var X0 = i - t; // Unskew the cell origin back to (x,y) space
                var Y0 = j - t;
                var x0 = xin - X0; // The x,y distances from the cell origin
                var y0 = yin - Y0;
                // For the 2D case, the simplex shape is an equilateral triangle.
                // Determine which simplex we are in.
                var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
                if (x0 > y0) {
                    i1 = 1;
                    j1 = 0;
                } // lower triangle, XY order: (0,0)->(1,0)->(1,1)
                else {
                    i1 = 0;
                    j1 = 1;
                } // upper triangle, YX order: (0,0)->(0,1)->(1,1)
                // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
                // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
                // c = (3-sqrt(3))/6
                var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
                var y1 = y0 - j1 + G2;
                var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
                var y2 = y0 - 1.0 + 2.0 * G2;
                // Work out the hashed gradient indices of the three simplex corners
                var ii = i & 255;
                var jj = j & 255;
                // Calculate the contribution from the three corners
                var t0 = 0.5 - x0 * x0 - y0 * y0;
                if (t0 >= 0) {
                    var gi0 = permMod12[ii + perm[jj]] * 3;
                    t0 *= t0;
                    n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0); // (x,y) of grad3 used for 2D gradient
                }
                var t1 = 0.5 - x1 * x1 - y1 * y1;
                if (t1 >= 0) {
                    var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
                    t1 *= t1;
                    n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
                }
                var t2 = 0.5 - x2 * x2 - y2 * y2;
                if (t2 >= 0) {
                    var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
                    t2 *= t2;
                    n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2);
                }
                // Add contributions from each corner to get the final noise value.
                // The result is scaled to return values in the interval [-1,1].
                return 70.0 * (n0 + n1 + n2);
            },
            // 3D simplex noise
            noise3D: function(xin, yin, zin) {
                var permMod12 = this.permMod12;
                var perm = this.perm;
                var grad3 = this.grad3;
                var n0, n1, n2, n3; // Noise contributions from the four corners
                // Skew the input space to determine which simplex cell we're in
                var s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D
                var i = Math.floor(xin + s);
                var j = Math.floor(yin + s);
                var k = Math.floor(zin + s);
                var t = (i + j + k) * G3;
                var X0 = i - t; // Unskew the cell origin back to (x,y,z) space
                var Y0 = j - t;
                var Z0 = k - t;
                var x0 = xin - X0; // The x,y,z distances from the cell origin
                var y0 = yin - Y0;
                var z0 = zin - Z0;
                // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
                // Determine which simplex we are in.
                var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
                var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
                if (x0 >= y0) {
                    if (y0 >= z0) {
                        i1 = 1;
                        j1 = 0;
                        k1 = 0;
                        i2 = 1;
                        j2 = 1;
                        k2 = 0;
                    } // X Y Z order
                    else if (x0 >= z0) {
                        i1 = 1;
                        j1 = 0;
                        k1 = 0;
                        i2 = 1;
                        j2 = 0;
                        k2 = 1;
                    } // X Z Y order
                    else {
                        i1 = 0;
                        j1 = 0;
                        k1 = 1;
                        i2 = 1;
                        j2 = 0;
                        k2 = 1;
                    } // Z X Y order
                } else { // x0<y0
                    if (y0 < z0) {
                        i1 = 0;
                        j1 = 0;
                        k1 = 1;
                        i2 = 0;
                        j2 = 1;
                        k2 = 1;
                    } // Z Y X order
                    else if (x0 < z0) {
                        i1 = 0;
                        j1 = 1;
                        k1 = 0;
                        i2 = 0;
                        j2 = 1;
                        k2 = 1;
                    } // Y Z X order
                    else {
                        i1 = 0;
                        j1 = 1;
                        k1 = 0;
                        i2 = 1;
                        j2 = 1;
                        k2 = 0;
                    } // Y X Z order
                }
                // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
                // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
                // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
                // c = 1/6.
                var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
                var y1 = y0 - j1 + G3;
                var z1 = z0 - k1 + G3;
                var x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
                var y2 = y0 - j2 + 2.0 * G3;
                var z2 = z0 - k2 + 2.0 * G3;
                var x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
                var y3 = y0 - 1.0 + 3.0 * G3;
                var z3 = z0 - 1.0 + 3.0 * G3;
                // Work out the hashed gradient indices of the four simplex corners
                var ii = i & 255;
                var jj = j & 255;
                var kk = k & 255;
                // Calculate the contribution from the four corners
                var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
                if (t0 < 0) n0 = 0.0;
                else {
                    var gi0 = permMod12[ii + perm[jj + perm[kk]]] * 3;
                    t0 *= t0;
                    n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0 + grad3[gi0 + 2] * z0);
                }
                var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
                if (t1 < 0) n1 = 0.0;
                else {
                    var gi1 = permMod12[ii + i1 + perm[jj + j1 + perm[kk + k1]]] * 3;
                    t1 *= t1;
                    n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1 + grad3[gi1 + 2] * z1);
                }
                var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
                if (t2 < 0) n2 = 0.0;
                else {
                    var gi2 = permMod12[ii + i2 + perm[jj + j2 + perm[kk + k2]]] * 3;
                    t2 *= t2;
                    n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2 + grad3[gi2 + 2] * z2);
                }
                var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
                if (t3 < 0) n3 = 0.0;
                else {
                    var gi3 = permMod12[ii + 1 + perm[jj + 1 + perm[kk + 1]]] * 3;
                    t3 *= t3;
                    n3 = t3 * t3 * (grad3[gi3] * x3 + grad3[gi3 + 1] * y3 + grad3[gi3 + 2] * z3);
                }
                // Add contributions from each corner to get the final noise value.
                // The result is scaled to stay just inside [-1,1]
                return 32.0 * (n0 + n1 + n2 + n3);
            },
            // 4D simplex noise, better simplex rank ordering method 2012-03-09
            noise4D: function(x, y, z, w) {
                var permMod12 = this.permMod12;
                var perm = this.perm;
                var grad4 = this.grad4;
                var n0, n1, n2, n3, n4; // Noise contributions from the five corners
                // Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
                var s = (x + y + z + w) * F4; // Factor for 4D skewing
                var i = Math.floor(x + s);
                var j = Math.floor(y + s);
                var k = Math.floor(z + s);
                var l = Math.floor(w + s);
                var t = (i + j + k + l) * G4; // Factor for 4D unskewing
                var X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
                var Y0 = j - t;
                var Z0 = k - t;
                var W0 = l - t;
                var x0 = x - X0; // The x,y,z,w distances from the cell origin
                var y0 = y - Y0;
                var z0 = z - Z0;
                var w0 = w - W0;
                // For the 4D case, the simplex is a 4D shape I won't even try to describe.
                // To find out which of the 24 possible simplices we're in, we need to
                // determine the magnitude ordering of x0, y0, z0 and w0.
                // Six pair-wise comparisons are performed between each possible pair
                // of the four coordinates, and the results are used to rank the numbers.
                var rankx = 0;
                var ranky = 0;
                var rankz = 0;
                var rankw = 0;
                if (x0 > y0) rankx++;
                else ranky++;
                if (x0 > z0) rankx++;
                else rankz++;
                if (x0 > w0) rankx++;
                else rankw++;
                if (y0 > z0) ranky++;
                else rankz++;
                if (y0 > w0) ranky++;
                else rankw++;
                if (z0 > w0) rankz++;
                else rankw++;
                var i1, j1, k1, l1; // The integer offsets for the second simplex corner
                var i2, j2, k2, l2; // The integer offsets for the third simplex corner
                var i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
                // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
                // Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
                // impossible. Only the 24 indices which have non-zero entries make any sense.
                // We use a thresholding to set the coordinates in turn from the largest magnitude.
                // Rank 3 denotes the largest coordinate.
                i1 = rankx >= 3 ? 1 : 0;
                j1 = ranky >= 3 ? 1 : 0;
                k1 = rankz >= 3 ? 1 : 0;
                l1 = rankw >= 3 ? 1 : 0;
                // Rank 2 denotes the second largest coordinate.
                i2 = rankx >= 2 ? 1 : 0;
                j2 = ranky >= 2 ? 1 : 0;
                k2 = rankz >= 2 ? 1 : 0;
                l2 = rankw >= 2 ? 1 : 0;
                // Rank 1 denotes the second smallest coordinate.
                i3 = rankx >= 1 ? 1 : 0;
                j3 = ranky >= 1 ? 1 : 0;
                k3 = rankz >= 1 ? 1 : 0;
                l3 = rankw >= 1 ? 1 : 0;
                // The fifth corner has all coordinate offsets = 1, so no need to compute that.
                var x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
                var y1 = y0 - j1 + G4;
                var z1 = z0 - k1 + G4;
                var w1 = w0 - l1 + G4;
                var x2 = x0 - i2 + 2.0 * G4; // Offsets for third corner in (x,y,z,w) coords
                var y2 = y0 - j2 + 2.0 * G4;
                var z2 = z0 - k2 + 2.0 * G4;
                var w2 = w0 - l2 + 2.0 * G4;
                var x3 = x0 - i3 + 3.0 * G4; // Offsets for fourth corner in (x,y,z,w) coords
                var y3 = y0 - j3 + 3.0 * G4;
                var z3 = z0 - k3 + 3.0 * G4;
                var w3 = w0 - l3 + 3.0 * G4;
                var x4 = x0 - 1.0 + 4.0 * G4; // Offsets for last corner in (x,y,z,w) coords
                var y4 = y0 - 1.0 + 4.0 * G4;
                var z4 = z0 - 1.0 + 4.0 * G4;
                var w4 = w0 - 1.0 + 4.0 * G4;
                // Work out the hashed gradient indices of the five simplex corners
                var ii = i & 255;
                var jj = j & 255;
                var kk = k & 255;
                var ll = l & 255;
                // Calculate the contribution from the five corners
                var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
                if (t0 < 0) n0 = 0.0;
                else {
                    var gi0 = (perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32) * 4;
                    t0 *= t0;
                    n0 = t0 * t0 * (grad4[gi0] * x0 + grad4[gi0 + 1] * y0 + grad4[gi0 + 2] * z0 + grad4[gi0 + 3] * w0);
                }
                var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
                if (t1 < 0) n1 = 0.0;
                else {
                    var gi1 = (perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32) * 4;
                    t1 *= t1;
                    n1 = t1 * t1 * (grad4[gi1] * x1 + grad4[gi1 + 1] * y1 + grad4[gi1 + 2] * z1 + grad4[gi1 + 3] * w1);
                }
                var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
                if (t2 < 0) n2 = 0.0;
                else {
                    var gi2 = (perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32) * 4;
                    t2 *= t2;
                    n2 = t2 * t2 * (grad4[gi2] * x2 + grad4[gi2 + 1] * y2 + grad4[gi2 + 2] * z2 + grad4[gi2 + 3] * w2);
                }
                var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
                if (t3 < 0) n3 = 0.0;
                else {
                    var gi3 = (perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32) * 4;
                    t3 *= t3;
                    n3 = t3 * t3 * (grad4[gi3] * x3 + grad4[gi3 + 1] * y3 + grad4[gi3 + 2] * z3 + grad4[gi3 + 3] * w3);
      
    function drawHeart(x0, y0, size) {
        ctx.beginPath();
        var zoom = 0.03;
        var noiseFactor = 0.08 * size;
        for (var angle = 0; angle < Math.PI * 2; angle += 0.01) {
            var xc = Math.cos(angle);
            var yc = Math.sin(angle);
            var n = simplex.noise3D(xc / zoom, yc / zoom, ticker + size * 100) * noiseFactor;
            var r = size + n;
            var x = r * 16 * Math.pow(Math.sin(angle), 3);
            var y = -r * (13 * Math.cos(angle) - 5 * Math.cos(2 * angle) - 2 * Math.cos(3 * angle) - Math.cos(4 * angle));
            ctx.lineTo(x0 + x, y0 + y);
        }
        ctx.stroke();
    }
    setup();
    draw();
</script>
</html>

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悟空资源网 网站程序 程序员告白网站-情人节程序员使用HTML告白网页【爱情告白】HTML5中秋节情人节告白网页源码H https://www.wkzy.net/game/142032.html

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