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18 October 2025
Beispiel für eine einfache HTML-Schaltfläche
8 June 2025
Münzwurfspiel
HTML
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Andev Web
CSS
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*{ box-sizing: border-box; } html, body{ height: 100%; } body{ overflow: hidden; display: grid; color: white; background: black; }
JS
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class PointerParticle { constructor(spread, speed, component) { const { ctx, pointer, hue } = component; this.ctx = ctx; this.x = pointer.x; this.y = pointer.y; this.mx = pointer.mx * 0.1; this.my = pointer.my * 0.1; this.size = Math.random() + 1; this.decay = 0.01; this.speed = speed * 0.08; this.spread = spread * this.speed; this.spreadX = (Math.random() - 0.5) * this.spread - this.mx; this.spreadY = (Math.random() - 0.5) * this.spread - this.my; this.color = `hsl(${hue}, 90%, 60%)`; } draw() { this.ctx.fillStyle = this.color; this.ctx.beginPath(); this.ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2); this.ctx.fill(); } collapse() { this.size -= this.decay; } trail() { this.x += this.spreadX * this.size; this.y += this.spreadY * this.size; } update() { this.draw(); this.trail(); this.collapse(); } } class PointerParticles extends HTMLElement { static register(tag = "pointer-particles") { if ("customElements" in window) { customElements.define(tag, this); } } static css = ` :host { display: grid; width: 100%; height: 100%; user-select: none; } `; constructor() { super(); this.canvas; this.ctx; this.fps = 60; this.msPerFrame = 1000 / this.fps; this.timePrevious; this.particles = []; this.pointer = { x: 0, y: 0, mx: 0, my: 0 }; this.hue = 0; } connectedCallback() { const canvas = document.createElement("canvas"); const sheet = new CSSStyleSheet(); this.shadowroot = this.attachShadow({ mode: "open" }); sheet.replaceSync(PointerParticles.css); this.shadowroot.adoptedStyleSheets = [sheet]; this.shadowroot.append(canvas); this.canvas = this.shadowroot.querySelector("canvas"); this.ctx = this.canvas.getContext("2d"); this.setCanvasDimensions(); this.setupEvents(); this.timePrevious = performance.now(); this.animateParticles(); } createParticles(event, { count, speed, spread }) { this.setPointerValues(event); for (let i = 0; i < count; i++) { this.particles.push(new PointerParticle(spread, speed, this)); } } setPointerValues(event) { this.pointer.x = event.x - this.offsetLeft; this.pointer.y = event.y - this.offsetTop; this.pointer.mx = event.movementX; this.pointer.my = event.movementY; } setupEvents() { const parent = this.parentNode; parent.addEventListener("click", (event) => { this.createParticles(event, { count: 300, speed: Math.random() + 1, spread: Math.random() + 50 }); }); parent.addEventListener("pointermove", (event) => { this.createParticles(event, { count: 20, speed: this.getSpeed(event), spread: 1 }); }); window.addEventListener("resize", () => this.setCanvasDimensions()); } getSpeed(event) { const a = event.movementX; const b = event.movementY; const c = Math.floor(Math.sqrt(a * a + b * b)); return c; } handleParticles() { for (let i = 0; i < this.particles.length; i++) { this.particles[i].update(); if (this.particles[i].size <= 0.1) { this.particles.splice(i, 1); i--; } } } setCanvasDimensions() { const rect = this.parentNode.getBoundingClientRect(); this.canvas.width = rect.width; this.canvas.height = rect.height; } animateParticles() { requestAnimationFrame(() => this.animateParticles()); const timeNow = performance.now(); const timePassed = timeNow - this.timePrevious; if (timePassed < this.msPerFrame) return; const excessTime = timePassed % this.msPerFrame; this.timePrevious = timeNow - excessTime; this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); this.hue = this.hue > 360 ? 0 : (this.hue += 3); this.handleParticles(); } } PointerParticles.register();