圣诞 HTML 代码汇总
文章目录
- Part.I 音效圣诞树
- Part.II 圣诞树小球
- Part.III 简笔圣诞树
圣诞节快到了,在网上找了一些 html 代码,觉得挺有意思的,顺带分享一下~
Part.I 音效圣诞树
来源:https://blog.csdn.net/m0_73309780/article/details/128176149
效果如下:
源码如下,使用方法:将下面的源码贴到txt
中将后缀改为html
,用浏览器打开html
即可。可以更改文字内容,歌曲的话更改也不是不可以,但是音乐源不知道怎么找,是通过loadAudio(i)
下载音乐的。
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title></title>
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css">
<style>
*
{
box-sizing: border-box;
}
body
{
margin: 0;
height: 100vh;
overflow: hidden;
display: flex;
align-items: center;
justify-content: center;
background: #161616;
color: #c5a880;
font-family: sans-serif;
}
label
{
display: inline-block;
background-color: #161616;
padding: 16px;
border-radius: 0.3rem;
cursor: pointer;
margin-top: 1rem;
width: 300px;
border-radius: 10px;
border: 1px solid #c5a880;
text-align: center;
}
ul
{
list-style-type: none;
padding: 0;
margin: 0;
}
.btn
{
background-color: #161616;
border-radius: 10px;
color: #c5a880;
border: 1px solid #c5a880;
padding: 16px;
width: 300px;
margin-bottom: 16px;
line-height: 1.5;
cursor: pointer;
}
.separator
{
font-weight: bold;
text-align: center;
width: 300px;
margin: 16px 0px;
color: #a07676;
}
.title
{
color: #a07676;
font-weight: bold;
font-size: 1.25rem;
margin-bottom: 16px;
}
.text-loading
{
font-size: 2rem;
}
</style>
<script>
window.console = window.console || function(t) {};
</script>
<script>
if (document.location.search.match(/type=embed/gi)) {
window.parent.postMessage("resize", "*");
}
</script>
</head>
<body translate="no" >
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/build/three.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/EffectComposer.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/RenderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/ShaderPass.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/CopyShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/shaders/LuminosityHighPassShader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three@0.115.0/examples/js/postprocessing/UnrealBloomPass.js"></script>
<div id="overlay">
<ul>
<li class="title">请选择音乐</li>
<li>
<button class="btn" id="btnA" type="button">
Snowflakes Falling Down by Simon Panrucker
</button>
</li>
<li><button class="btn" id="btnB" type="button">This Christmas by Dott</button></li>
<li><button class="btn" id="btnC" type="button">No room at the inn by TRG Banks</button></li>
<li><button class="btn" id="btnD" type="button">Jingle Bell Swing by Mark Smeby</button></li>
<li class="separator">或者</li>
<li>
<input type="file" id="upload" hidden />
<label for="upload">Upload File</label>
</li>
</ul>
</div>
<script id="rendered-js" >
const { PI, sin, cos } = Math;
const TAU = 2 * PI;
const map = (value, sMin, sMax, dMin, dMax) => {
return dMin + (value - sMin) / (sMax - sMin) * (dMax - dMin);
};
const range = (n, m = 0) =>
Array(n).
fill(m).
map((i, j) => i + j);
const rand = (max, min = 0) => min + Math.random() * (max - min);
const randInt = (max, min = 0) => Math.floor(min + Math.random() * (max - min));
const randChoise = arr => arr[randInt(arr.length)];
const polar = (ang, r = 1) => [r * cos(ang), r * sin(ang)];
let scene, camera, renderer, analyser;
let step = 0;
const uniforms = {
time: { type: "f", value: 0.0 },
step: { type: "f", value: 0.0 } };
const params = {
exposure: 1,
bloomStrength: 0.9,
bloomThreshold: 0,
bloomRadius: 0.5 };
let composer;
const fftSize = 2048;
const totalPoints = 4000;
const listener = new THREE.AudioListener();
const audio = new THREE.Audio(listener);
document.querySelector("input").addEventListener("change", uploadAudio, false);
const buttons = document.querySelectorAll(".btn");
buttons.forEach((button, index) =>
button.addEventListener("click", () => loadAudio(index)));
function init() {
const overlay = document.getElementById("overlay");
overlay.remove();
scene = new THREE.Scene();
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(
60,
window.innerWidth / window.innerHeight,
1,
1000);
camera.position.set(-0.09397456774197047, -2.5597086635726947, 24.420789670889008);
camera.rotation.set(0.10443543723052419, -0.003827152981119352, 0.0004011488708739715);
const format = renderer.capabilities.isWebGL2 ?
THREE.RedFormat :
THREE.LuminanceFormat;
uniforms.tAudioData = {
value: new THREE.DataTexture(analyser.data, fftSize / 2, 1, format) };
addPlane(scene, uniforms, 3000);
addSnow(scene, uniforms);
range(10).map(i => {
addTree(scene, uniforms, totalPoints, [20, 0, -20 * i]);
addTree(scene, uniforms, totalPoints, [-20, 0, -20 * i]);
});
const renderScene = new THREE.RenderPass(scene, camera);
const bloomPass = new THREE.UnrealBloomPass(
new THREE.Vector2(window.innerWidth, window.innerHeight),
1.5,
0.4,
0.85);
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
composer = new THREE.EffectComposer(renderer);
composer.addPass(renderScene);
composer.addPass(bloomPass);
addListners(camera, renderer, composer);
animate();
}
function animate(time) {
analyser.getFrequencyData();
uniforms.tAudioData.value.needsUpdate = true;
step = (step + 1) % 1000;
uniforms.time.value = time;
uniforms.step.value = step;
composer.render();
requestAnimationFrame(animate);
}
function loadAudio(i) {
document.getElementById("overlay").innerHTML =
'<div class="text-loading">正在下载音乐,请稍等...</div>';
const files = [
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Simon_Panrucker/Happy_Christmas_You_Guys/Simon_Panrucker_-_01_-_Snowflakes_Falling_Down.mp3",
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/no_curator/Dott/This_Christmas/Dott_-_01_-_This_Christmas.mp3",
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/TRG_Banks/TRG_Banks_Christmas_Album/TRG_Banks_-_12_-_No_room_at_the_inn.mp3",
"https://files.freemusicarchive.org/storage-freemusicarchive-org/music/ccCommunity/Mark_Smeby/En_attendant_Nol/Mark_Smeby_-_07_-_Jingle_Bell_Swing.mp3"];
const file = files[i];
const loader = new THREE.AudioLoader();
loader.load(file, function (buffer) {
audio.setBuffer(buffer);
audio.play();
analyser = new THREE.AudioAnalyser(audio, fftSize);
init();
});
}
function uploadAudio(event) {
document.getElementById("overlay").innerHTML =
'<div class="text-loading">请稍等...</div>';
const files = event.target.files;
const reader = new FileReader();
reader.onload = function (file) {
var arrayBuffer = file.target.result;
listener.context.decodeAudioData(arrayBuffer, function (audioBuffer) {
audio.setBuffer(audioBuffer);
audio.play();
analyser = new THREE.AudioAnalyser(audio, fftSize);
init();
});
};
reader.readAsArrayBuffer(files[0]);
}
function addTree(scene, uniforms, totalPoints, treePosition) {
const vertexShader = `
attribute float mIndex;
varying vec3 vColor;
varying float opacity;
uniform sampler2D tAudioData;
float norm(float value, float min, float max ){
return (value - min) / (max - min);
}
float lerp(float norm, float min, float max){
return (max - min) * norm + min;
}
float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
}
void main() {
vColor = color;
vec3 p = position;
vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
float amplitude = texture2D( tAudioData, vec2( mIndex, 0.1 ) ).r;
float amplitudeClamped = clamp(amplitude-0.4,0.0, 0.6 );
float sizeMapped = map(amplitudeClamped, 0.0, 0.6, 1.0, 20.0);
opacity = map(mvPosition.z , -200.0, 15.0, 0.0, 1.0);
gl_PointSize = sizeMapped * ( 100.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
varying vec3 vColor;
varying float opacity;
uniform sampler2D pointTexture;
void main() {
gl_FragColor = vec4( vColor, opacity );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
`;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
...uniforms,
pointTexture: {
value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`) } },
vertexShader,
fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true });
const geometry = new THREE.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const phases = [];
const mIndexs = [];
const color = new THREE.Color();
for (let i = 0; i < totalPoints; i++) {
const t = Math.random();
const y = map(t, 0, 1, -8, 10);
const ang = map(t, 0, 1, 0, 6 * TAU) + TAU / 2 * (i % 2);
const [z, x] = polar(ang, map(t, 0, 1, 5, 0));
const modifier = map(t, 0, 1, 1, 0);
positions.push(x + rand(-0.3 * modifier, 0.3 * modifier));
positions.push(y + rand(-0.3 * modifier, 0.3 * modifier));
positions.push(z + rand(-0.3 * modifier, 0.3 * modifier));
color.setHSL(map(i, 0, totalPoints, 1.0, 0.0), 1.0, 0.5);
colors.push(color.r, color.g, color.b);
phases.push(rand(1000));
sizes.push(1);
const mIndex = map(i, 0, totalPoints, 1.0, 0.0);
mIndexs.push(mIndex);
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3).setUsage(
THREE.DynamicDrawUsage));
geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
geometry.setAttribute("mIndex", new THREE.Float32BufferAttribute(mIndexs, 1));
const tree = new THREE.Points(geometry, shaderMaterial);
const [px, py, pz] = treePosition;
tree.position.x = px;
tree.position.y = py;
tree.position.z = pz;
scene.add(tree);
}
function addSnow(scene, uniforms) {
const vertexShader = `
attribute float size;
attribute float phase;
attribute float phaseSecondary;
varying vec3 vColor;
varying float opacity;
uniform float time;
uniform float step;
float norm(float value, float min, float max ){
return (value - min) / (max - min);
}
float lerp(float norm, float min, float max){
return (max - min) * norm + min;
}
float map(float value, float sourceMin, float sourceMax, float destMin, float destMax){
return lerp(norm(value, sourceMin, sourceMax), destMin, destMax);
}
void main() {
float t = time* 0.0006;
vColor = color;
vec3 p = position;
p.y = map(mod(phase+step, 1000.0), 0.0, 1000.0, 25.0, -8.0);
p.x += sin(t+phase);
p.z += sin(t+phaseSecondary);
opacity = map(p.z, -150.0, 15.0, 0.0, 1.0);
vec4 mvPosition = modelViewMatrix * vec4( p, 1.0 );
gl_PointSize = size * ( 100.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
uniform sampler2D pointTexture;
varying vec3 vColor;
varying float opacity;
void main() {
gl_FragColor = vec4( vColor, opacity );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
`;
function createSnowSet(sprite) {
const totalPoints = 300;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
...uniforms,
pointTexture: {
value: new THREE.TextureLoader().load(sprite) } },
vertexShader,
fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true });
const geometry = new THREE.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const phases = [];
const phaseSecondaries = [];
const color = new THREE.Color();
for (let i = 0; i < totalPoints; i++) {
const [x, y, z] = [rand(25, -25), 0, rand(15, -150)];
positions.push(x);
positions.push(y);
positions.push(z);
color.set(randChoise(["#f1d4d4", "#f1f6f9", "#eeeeee", "#f1f1e8"]));
colors.push(color.r, color.g, color.b);
phases.push(rand(1000));
phaseSecondaries.push(rand(1000));
sizes.push(rand(4, 2));
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3));
geometry.setAttribute("color", new THREE.Float32BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
geometry.setAttribute("phase", new THREE.Float32BufferAttribute(phases, 1));
geometry.setAttribute(
"phaseSecondary",
new THREE.Float32BufferAttribute(phaseSecondaries, 1));
const mesh = new THREE.Points(geometry, shaderMaterial);
scene.add(mesh);
}
const sprites = [
"https://assets.codepen.io/3685267/snowflake1.png",
"https://assets.codepen.io/3685267/snowflake2.png",
"https://assets.codepen.io/3685267/snowflake3.png",
"https://assets.codepen.io/3685267/snowflake4.png",
"https://assets.codepen.io/3685267/snowflake5.png"];
sprites.forEach(sprite => {
createSnowSet(sprite);
});
}
function addPlane(scene, uniforms, totalPoints) {
const vertexShader = `
attribute float size;
attribute vec3 customColor;
varying vec3 vColor;
void main() {
vColor = customColor;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_PointSize = size * ( 300.0 / -mvPosition.z );
gl_Position = projectionMatrix * mvPosition;
}
`;
const fragmentShader = `
uniform vec3 color;
uniform sampler2D pointTexture;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor, 1.0 );
gl_FragColor = gl_FragColor * texture2D( pointTexture, gl_PointCoord );
}
`;
const shaderMaterial = new THREE.ShaderMaterial({
uniforms: {
...uniforms,
pointTexture: {
value: new THREE.TextureLoader().load(`https://assets.codepen.io/3685267/spark1.png`) } },
vertexShader,
fragmentShader,
blending: THREE.AdditiveBlending,
depthTest: false,
transparent: true,
vertexColors: true });
const geometry = new THREE.BufferGeometry();
const positions = [];
const colors = [];
const sizes = [];
const color = new THREE.Color();
for (let i = 0; i < totalPoints; i++) {
const [x, y, z] = [rand(-25, 25), 0, rand(-150, 15)];
positions.push(x);
positions.push(y);
positions.push(z);
color.set(randChoise(["#93abd3", "#f2f4c0", "#9ddfd3"]));
colors.push(color.r, color.g, color.b);
sizes.push(1);
}
geometry.setAttribute(
"position",
new THREE.Float32BufferAttribute(positions, 3).setUsage(
THREE.DynamicDrawUsage));
geometry.setAttribute(
"customColor",
new THREE.Float32BufferAttribute(colors, 3));
geometry.setAttribute("size", new THREE.Float32BufferAttribute(sizes, 1));
const plane = new THREE.Points(geometry, shaderMaterial);
plane.position.y = -8;
scene.add(plane);
}
function addListners(camera, renderer, composer) {
document.addEventListener("keydown", e => {
const { x, y, z } = camera.position;
console.log(`camera.position.set(${x},${y},${z})`);
const { x: a, y: b, z: c } = camera.rotation;
console.log(`camera.rotation.set(${a},${b},${c})`);
});
window.addEventListener(
"resize",
() => {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize(width, height);
composer.setSize(width, height);
},
false);
}
</script>
</body>
</html>
Part.II 圣诞树小球
来源:https://juejin.cn/post/7042544790562406408
首先看效果:
这个代码原链接已经给了,直接将style
标签复制到head
标签里面就可以了。更改文字可以通过搜索来找到改文字的位置。
Part.III 简笔圣诞树
来源:https://codepen.io/chrisgannon/pen/dypvKvR
首先看效果
完整代码如下:
<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>CodePen - Merry Christmas Tree!</title>
<!-- <link rel="stylesheet" href="./style.css"> -->
<style>
body
{
background-color:#151522;
overflow: hidden;
display: flex;
align-items: center;
justify-content: center;
}
body,
html {
height: 100%;
width: 100%;
margin: 0;
padding: 0;
}
svg{
width:90%;
height:90%;
visibility:hidden;
}
.sparkle{
/* mix-blend-mode:luminosity */
}
</style>
</head>
<body>
<!-- partial:index.partial.html -->
<svg class="mainSVG" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" viewBox="0 0 800 600" >
<defs>
<circle id="circ" class="particle" cx="0" cy="0" r="1"/>
<polygon id="star" class="particle" points="4.55,0 5.95,2.85 9.1,3.3 6.82,5.52 7.36,8.65 4.55,7.17 1.74,8.65 2.27,5.52 0,3.3 3.14,2.85 "/>
<polygon id="cross" class="particle" points="4,3.5 2.5,2 4,0.5 3.5,0 2,1.5 0.5,0 0,0.5 1.5,2 0,3.5 0.5,4 2,2.5 3.5,4 "/>
<path id="heart" class="particle" d="M2.9,0C2.53,0,2.2,0.18,2,0.47C1.8,0.18,1.47,0,1.1,0C0.49,0,0,0.49,0,1.1
C0,2.6,1.56,4,2,4s2-1.4,2-2.9C4,0.49,3.51,0,2.9,0z"/>
<radialGradient id="grad" cx="3" cy="3" r="6" gradientUnits="userSpaceOnUse">
<stop offset="0" style="stop-color:red"/>
<stop offset="0.4" style="stop-color:#334673"/>
<stop offset="0.6" style="stop-color:#EDDDC4"/>
<stop offset="0.9" style="stop-color:#FEE8C7"/>
<stop offset="1" style="stop-color:red"/>
</radialGradient>
<radialGradient id="dotGrad" cx="0" cy="0" r="50" gradientUnits="userSpaceOnUse">
<stop offset="0" style="stop-color:#FFFFFF;stop-opacity:1"/>
<stop offset="0.1" style="stop-color:#0867C7;stop-opacity:0.6"/>
<stop offset="1" style="stop-color:#081029;stop-opacity:0"/>
</radialGradient>
<mask id="treePathMask">
<path class="treePathMask" fill="none" stroke-width="18" stroke="#FFF" d="M252.9,447.9c0,0-30.8-21.6,33.9-44.7c64.7-23.1,46.2-37,33.9-41.6
c-12.3-4.6-59.3-11.6-42.4-28.5s114-52.4,81.7-66.2c-32.4-13.9-58.5-10.8-35.4-29.3s66.2-101.7,70.9-115.6
c4.4-13.2,16.9-18.5,24.7,0c7.7,18.5,44.7,100.1,67.8,115.6c23.1,15.4-10.8,21.6-26.2,24.7c-15.4,3.1-20,33.9,33.9,49.3
c53.9,15.4,47.8,40.1,27.7,44.7c-20,4.6-63.2,4.6-27.7,32.4s98.6,21.6,61.6,60.1"/>
</mask>
<mask id="treeBottomMask">
<path class="treeBottomMask" stroke="#FFF" stroke-width="8" d="M207.5,484.1c0,0,58.5-43.1,211.1-3.1s191-16.9,191-16.9"/>
</mask>
<mask id="treePotMask">
<path class="treePotMask" stroke="#FFF" stroke-width="8" d="M374.3,502.5c0,0-4.6,20,7.7,29.3c12.3,9.2,40.1,7.7,50.8,0s10.8-23.1,10.8-29.3"/>
</mask>
<filter id="glow" x="-150%" y="-150%" width="280%" height="280%">
<feOffset result="offOut" in="SourceGraphic" dx="0" dy="0" />
<feGaussianBlur in="offOut" stdDeviation="16" result="blur" />
<feComponentTransfer>
<feFuncR type="discrete" tableValues="0.8"/>
<feFuncG type="discrete" tableValues="0.3"/>
<feFuncB type="discrete" tableValues="0.2"/>
<!--<feFuncA type="linear" slope="1" intercept="0" />-->
</feComponentTransfer>
<feComposite in="SourceGraphic" operator="over" />
</filter>
</defs>
<g class="whole">
<g class="pContainer" ></g>
<g class="tree" mask="url(#treePathMask)" >
<path 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<path class="treeStarOutline" opacity="0" d="M421,53.27c5,.83,10.08,1.52,15.15,2.13l3.8.45,1.9.21c.33,0,.6.06,1,.12a2.41,2.41,0,0,1,1.27.66,2.52,2.52,0,0,1,.56,2.76,3.42,3.42,0,0,1-.78,1.07l-.66.69-2.65,2.77c-1.78,1.83-3.54,3.68-5.35,5.48l-2.7,2.71L429.81,75l-.69.67-.34.33,0,0h0a.14.14,0,0,0,0-.08s0-.07,0,0l0,.24.07.47.57,3.78c.4,2.52.71,5,1.06,7.57l.94,7.59.22,1.9c0,.06,0,.19,0,.34a2.21,2.21,0,0,1,0,.43,2.72,2.72,0,0,1-.21.84,2.85,2.85,0,0,1-2.65,1.75,2.57,2.57,0,0,1-.82-.14,3.12,3.12,0,0,1-.65-.3l-1.64-1-6.58-3.91-6.63-3.81-3.34-1.86-.42-.23-.21-.12-.14-.07a1,1,0,0,0-.59,0,1.15,1.15,0,0,0-.31.12l-.43.22-.85.44c-2.27,1.17-4.54,2.31-6.79,3.52s-4.51,2.38-6.74,3.61l-3.36,1.83-.84.46a3.07,3.07,0,0,1-1.28.44,2.68,2.68,0,0,1-2.84-3l.15-1,.29-1.89.57-3.78,1.18-7.56,1.24-7.52a.13.13,0,0,0,0,.08l0,0-.1-.09-.17-.17-1.37-1.34-2.73-2.68-10.93-10.7-.34-.33a4,4,0,0,1-.64-.84,3.63,3.63,0,0,1-.43-2.12,3.68,3.68,0,0,1,2.64-3.17l.52-.11.25,0,.47-.06.95-.12,1.9-.25,7.58-1,7.6-.9,1.9-.23.95-.11c.24,0,.11,0,.09,0l-.09.05-.07.08,0,0,.09-.16.46-.84.91-1.68c2.41-4.5,4.95-8.92,7.51-13.34l1-1.66.48-.83.24-.41.13-.23a3.49,3.49,0,0,1,.22-.33,2.66,2.66,0,0,1,2.83-.9,2.52,2.52,0,0,1,1.26.84,2.85,2.85,0,0,1,.37.62l.18.44q1.45,3.54,3,7.06c1,2.36,2,4.68,3.06,7,.51,1.17,1.06,2.32,1.59,3.48l.8,1.74a2.12,2.12,0,0,0,.45.75A1.42,1.42,0,0,0,421,53.27Zm-.06.39a1.82,1.82,0,0,1-1-.46,2.52,2.52,0,0,1-.56-.86l-.84-1.72c-.56-1.14-1.11-2.3-1.69-3.43-1.17-2.27-2.29-4.56-3.5-6.81s-2.39-4.51-3.6-6.76l-.23-.42a.8.8,0,0,0-.14-.18.58.58,0,0,0-.33-.15.56.56,0,0,0-.57.28L407,36.48c-2.09,4.66-4.2,9.31-6.45,13.88l-.83,1.72-.42.86-.13.27a3.57,3.57,0,0,1-2,1.67,4.26,4.26,0,0,1-.84.18l-.95.13-1.89.27L386,56.53l-7.58,1-3.49.44a.45.45,0,0,0,.34-.4.51.51,0,0,0-.07-.28s-.06-.08-.07-.08l.33.34,10.65,11,2.66,2.75,1.33,1.37.4.42a3.41,3.41,0,0,1,.53.84,3.36,3.36,0,0,1,.24,1.95c-.53,2.56-1,5-1.57,7.52L388,90.85l-.83,3.73-.42,1.87-.2.9a.5.5,0,0,0,0,.3.58.58,0,0,0,.52.37,6.28,6.28,0,0,0,1.38-.58l3.46-1.62q3.47-1.61,6.9-3.3c2.3-1.1,4.57-2.26,6.85-3.39l.86-.43.43-.21a2.55,2.55,0,0,1,.57-.22,2.21,2.21,0,0,1,1.29.08l.29.13.21.11.42.23,3.37,1.81,6.8,3.51,6.85,3.41,1.71.85c.19.09.15.07.22.08a.25.25,0,0,0,.12,0,.42.42,0,0,0,.21-.1.33.33,0,0,0,.1-.19.2.2,0,0,0,0-.09.1.1,0,0,0,0,0l0-.13L428.74,96l-1.42-7.52c-.43-2.51-.9-5-1.29-7.54l-.6-3.78-.08-.47,0-.24a3.75,3.75,0,0,1,0-.45,3.37,3.37,0,0,1,.52-1.9,3.33,3.33,0,0,1,.3-.4,3.73,3.73,0,0,1,.3-.3l.35-.32.7-.65,2.81-2.59,2.86-2.54c1.9-1.71,3.84-3.36,5.77-5l2.91-2.49a12.91,12.91,0,0,0,1.15-1,.7.7,0,0,0-.06-.79.73.73,0,0,0-.37-.26c-.23-.06-.6-.13-.89-.2l-1.87-.4L436,56.39C431,55.39,426,54.45,420.95,53.66Z" fill="#FFFCF9" />
<path d="M408.12,83.45l-17.78,8.94,3.72-19.55-14-14.15,19.74-2.5,9.13-17.68,8.48,18L437,59.73l-14.5,13.63,3,19.67Z" fill="#C89568"/>
</g>
<circle class="sparkle" fill="url(#dotGrad)" cx="0" cy="0" r="50"/>
</g>
</svg>
<!-- partial -->
<script src='https://unpkg.co/gsap@3/dist/gsap.min.js'></script>
<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/16327/MorphSVGPlugin3.min.js'></script>
<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/16327/DrawSVGPlugin3.min.js'></script>
<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/16327/MotionPathPlugin.min.js'></script>
<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/16327/Physics2DPlugin3.min.js'></script>
<script src='https://s3-us-west-2.amazonaws.com/s.cdpn.io/16327/EasePack3.min.js'></script>
<script id="rendered-js">
MorphSVGPlugin.convertToPath('polygon');
var xmlns = "http://www.w3.org/2000/svg",
xlinkns = "http://www.w3.org/1999/xlink",
select = function(s) {
return document.querySelector(s);
},
selectAll = function(s) {
return document.querySelectorAll(s);
},
pContainer = select('.pContainer'),
mainSVG = select('.mainSVG'),
star = select('#star'),
sparkle = select('.sparkle'),
tree = select('#tree'),
showParticle = true,
particleColorArray = ['#E8F6F8', '#ACE8F8', '#F6FBFE','#A2CBDC','#B74551', '#5DBA72', '#910B28', '#910B28', '#446D39'],
particleTypeArray = ['#star','#circ','#cross','#heart'],
// particleTypeArray = ['#star'],
particlePool = [],
particleCount = 0,
numParticles = 201
gsap.set('svg', {
visibility: 'visible'
})
gsap.set(sparkle, {
transformOrigin:'50% 50%',
y:-100
})
let getSVGPoints = (path) => {
let arr = []
var rawPath = MotionPathPlugin.getRawPath(path)[0];
rawPath.forEach((el, value) => {
let obj = {}
obj.x = rawPath[value * 2]
obj.y = rawPath[(value * 2) + 1]
if(value % 2) {
arr.push(obj)
}
//console.log(value)
})
return arr;
}
let treePath = getSVGPoints('.treePath'),
treeBottomPath = getSVGPoints('.treeBottomPath'),
mainTl = gsap.timeline({delay:0, repeat:0}),
starTl;
function flicker(p){
gsap.killTweensOf(p, {opacity:true});
gsap.fromTo(p, {
opacity:1
}, {
duration: 0.07,
opacity:Math.random(),
repeat:-1
})
}
function createParticles() {
var i = numParticles, p, particleTl, step = numParticles/treePath.length, pos;
while (--i > -1) {
p = select(particleTypeArray[i%particleTypeArray.length]).cloneNode(true);
mainSVG.appendChild(p);
p.setAttribute('fill', particleColorArray[i % particleColorArray.length]);
p.setAttribute('class', "particle");
particlePool.push(p);
//hide them initially
gsap.set(p, {
x:-100,
y:-100,
transformOrigin:'50% 50%'
})
}
}
var getScale = gsap.utils.random(0.5, 3, 0.001, true);
function playParticle(p){
if(!showParticle){return};
var p = particlePool[particleCount]
gsap.set(p, {
x: gsap.getProperty('.pContainer', 'x'),
y: gsap.getProperty('.pContainer', 'y'),
scale:getScale()
}
);
var tl = gsap.timeline();
tl.to(p, {
duration: gsap.utils.random(0.61,6),
physics2D: {
velocity: gsap.utils.random(-23, 23),
angle:gsap.utils.random(-180, 180),
gravity:gsap.utils.random(-6, 50)
},
scale:0,
rotation:gsap.utils.random(-123,360),
ease: 'power1',
onStart:flicker,
onStartParams:[p],
onRepeat: (p) => {
gsap.set(p, {
scale:getScale()
})
},
onRepeatParams: [p]
});
particleCount++;
particleCount = (particleCount >=numParticles) ? 0 : particleCount
}
function drawStar(){
starTl = gsap.timeline({onUpdate:playParticle})
starTl.to('.pContainer, .sparkle', {
duration: 6,
motionPath :{
path: '.treePath',
autoRotate: false
},
ease: 'linear'
})
.to('.pContainer, .sparkle', {
duration: 1,
onStart:function(){showParticle = false},
x:treeBottomPath[0].x,
y:treeBottomPath[0].y
})
.to('.pContainer, .sparkle', {
duration: 2,
onStart:function(){showParticle = true},
motionPath :{
path: '.treeBottomPath',
autoRotate: false
},
ease: 'linear'
},'-=0')
.from('.treeBottomMask', {
duration: 2,
drawSVG:'0% 0%',
stroke:'#FFF',
ease:'linear'
},'-=2')
}
createParticles();
drawStar();
mainTl.from(['.treePathMask','.treePotMask'],{
duration: 6,
drawSVG:'0% 0%',
stroke:'#FFF',
stagger: {
each: 6
},
duration: gsap.utils.wrap([6, 1,2]),
ease:'linear'
})
.from('.treeStar', {
duration: 3,
scaleY:0,
scaleX:0.15,
transformOrigin:'50% 50%',
ease: 'elastic(1,0.5)'
},'-=4')
.to('.sparkle', {
duration: 3,
opacity:0,
ease:"rough({strength: 2, points: 100, template: linear, taper: both, randomize: true, clamp: false})"
},'-=0')
.to('.treeStarOutline', {
duration: 1,
opacity:1,
ease:"rough({strength: 2, points: 16, template: linear, taper: none, randomize: true, clamp: false})"
},'+=1')
mainTl.add(starTl, 0)
gsap.globalTimeline.timeScale(1.5);
</script>
</body>
</html>