Smile Please!

Developer
Size
4,579 Kb
Views
44,528

How do I make an smile please!?

What is a smile please!? How do you make a smile please!? This script and codes were developed by Rahul Kumar on 14 October 2022, Friday.

Smile Please! Previews

Smile Please! - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Smile Please!</title> <style> /* NOTE: The styles were added inline because Prefixfree needs access to your styles and they must be inlined if they are on local disk! */ canvas {	position: absolute;	top: 0;	left: 0;
}
p {	margin: 0 0;	position: absolute;	font: 16px Verdana;	color: #eee;	height: 25px;	top: calc( 100vh - 30px );	text-shadow: 0 0 2px white;
}
p a {	text-decoration: none;	color: #aaa;
}
span {	font-size: 11px;
}
p > a:first-of-type {	font-size: 20px;
}
body {	overflow: hidden;
} </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
</head>
<body> <canvas id=c></canvas>
<p>From RK to YOu</a><span>, by <a href="https://www.facebook.com/knightowl7">Rahul.K</a></span></p> <script src="js/index.js"></script>
</body>
</html>

Smile Please! - Script Codes CSS Codes

canvas {	position: absolute;	top: 0;	left: 0;
}
p {	margin: 0 0;	position: absolute;	font: 16px Verdana;	color: #eee;	height: 25px;	top: calc( 100vh - 30px );	text-shadow: 0 0 2px white;
}
p a {	text-decoration: none;	color: #aaa;
}
span {	font-size: 11px;
}
p > a:first-of-type {	font-size: 20px;
}
body {	overflow: hidden;
}

Smile Please! - Script Codes JS Codes

var w = c.width = window.innerWidth,	h = c.height = window.innerHeight,	ctx = c.getContext( '2d' ),	hw = w / 2, // half-width	hh = h / 2,	opts = {	strings: [ 'SMILE', 'PLEASE!' ],	charSize: 30,	charSpacing: 35,	lineHeight: 40,	cx: w / 2,	cy: h / 2,	fireworkPrevPoints: 10,	fireworkBaseLineWidth: 5,	fireworkAddedLineWidth: 8,	fireworkSpawnTime: 200,	fireworkBaseReachTime: 30,	fireworkAddedReachTime: 30,	fireworkCircleBaseSize: 20,	fireworkCircleAddedSize: 10,	fireworkCircleBaseTime: 30,	fireworkCircleAddedTime: 30,	fireworkCircleFadeBaseTime: 10,	fireworkCircleFadeAddedTime: 5,	fireworkBaseShards: 5,	fireworkAddedShards: 5,	fireworkShardPrevPoints: 3,	fireworkShardBaseVel: 4,	fireworkShardAddedVel: 2,	fireworkShardBaseSize: 3,	fireworkShardAddedSize: 3,	gravity: .1,	upFlow: -.1,	letterContemplatingWaitTime: 360,	balloonSpawnTime: 20,	balloonBaseInflateTime: 10,	balloonAddedInflateTime: 10,	balloonBaseSize: 20,	balloonAddedSize: 20,	balloonBaseVel: .4,	balloonAddedVel: .4,	balloonBaseRadian: -( Math.PI / 2 - .5 ),	balloonAddedRadian: -1,	},	calc = {	totalWidth: opts.charSpacing * Math.max( opts.strings[0].length, opts.strings[1].length )	},	Tau = Math.PI * 2,	TauQuarter = Tau / 4,	letters = [];
ctx.font = opts.charSize + 'px Verdana';
function Letter( char, x, y ){	this.char = char;	this.x = x;	this.y = y;	this.dx = -ctx.measureText( char ).width / 2;	this.dy = +opts.charSize / 2;	this.fireworkDy = this.y - hh;	var hue = x / calc.totalWidth * 360;	this.color = 'hsl(hue,80%,50%)'.replace( 'hue', hue );	this.lightAlphaColor = 'hsla(hue,80%,light%,alp)'.replace( 'hue', hue );	this.lightColor = 'hsl(hue,80%,light%)'.replace( 'hue', hue );	this.alphaColor = 'hsla(hue,80%,50%,alp)'.replace( 'hue', hue );	this.reset();
}
Letter.prototype.reset = function(){	this.phase = 'firework';	this.tick = 0;	this.spawned = false;	this.spawningTime = opts.fireworkSpawnTime * Math.random() |0;	this.reachTime = opts.fireworkBaseReachTime + opts.fireworkAddedReachTime * Math.random() |0;	this.lineWidth = opts.fireworkBaseLineWidth + opts.fireworkAddedLineWidth * Math.random();	this.prevPoints = [ [ 0, hh, 0 ] ];
}
Letter.prototype.step = function(){	if( this.phase === 'firework' ){	if( !this.spawned ){	++this.tick;	if( this.tick >= this.spawningTime ){	this.tick = 0;	this.spawned = true;	}	} else {	++this.tick;	var linearProportion = this.tick / this.reachTime,	armonicProportion = Math.sin( linearProportion * TauQuarter ),	x = linearProportion * this.x,	y = hh + armonicProportion * this.fireworkDy;	if( this.prevPoints.length > opts.fireworkPrevPoints )	this.prevPoints.shift();	this.prevPoints.push( [ x, y, linearProportion * this.lineWidth ] );	var lineWidthProportion = 1 / ( this.prevPoints.length - 1 );	for( var i = 1; i < this.prevPoints.length; ++i ){	var point = this.prevPoints[ i ],	point2 = this.prevPoints[ i - 1 ];	ctx.strokeStyle = this.alphaColor.replace( 'alp', i / this.prevPoints.length );	ctx.lineWidth = point[ 2 ] * lineWidthProportion * i;	ctx.beginPath();	ctx.moveTo( point[ 0 ], point[ 1 ] );	ctx.lineTo( point2[ 0 ], point2[ 1 ] );	ctx.stroke();	}	if( this.tick >= this.reachTime ){	this.phase = 'contemplate';	this.circleFinalSize = opts.fireworkCircleBaseSize + opts.fireworkCircleAddedSize * Math.random();	this.circleCompleteTime = opts.fireworkCircleBaseTime + opts.fireworkCircleAddedTime * Math.random() |0;	this.circleCreating = true;	this.circleFading = false;	this.circleFadeTime = opts.fireworkCircleFadeBaseTime + opts.fireworkCircleFadeAddedTime * Math.random() |0;	this.tick = 0;	this.tick2 = 0;	this.shards = [];	var shardCount = opts.fireworkBaseShards + opts.fireworkAddedShards * Math.random() |0,	angle = Tau / shardCount,	cos = Math.cos( angle ),	sin = Math.sin( angle ),	x = 1,	y = 0;	for( var i = 0; i < shardCount; ++i ){	var x1 = x;	x = x * cos - y * sin;	y = y * cos + x1 * sin;	this.shards.push( new Shard( this.x, this.y, x, y, this.alphaColor ) );	}	}	}	} else if( this.phase === 'contemplate' ){	++this.tick;	if( this.circleCreating ){	++this.tick2;	var proportion = this.tick2 / this.circleCompleteTime,	armonic = -Math.cos( proportion * Math.PI ) / 2 + .5;	ctx.beginPath();	ctx.fillStyle = this.lightAlphaColor.replace( 'light', 50 + 50 * proportion ).replace( 'alp', proportion );	ctx.beginPath();	ctx.arc( this.x, this.y, armonic * this.circleFinalSize, 0, Tau );	ctx.fill();	if( this.tick2 > this.circleCompleteTime ){	this.tick2 = 0;	this.circleCreating = false;	this.circleFading = true;	}	} else if( this.circleFading ){	ctx.fillStyle = this.lightColor.replace( 'light', 70 );	ctx.fillText( this.char, this.x + this.dx, this.y + this.dy );	++this.tick2;	var proportion = this.tick2 / this.circleFadeTime,	armonic = -Math.cos( proportion * Math.PI ) / 2 + .5;	ctx.beginPath();	ctx.fillStyle = this.lightAlphaColor.replace( 'light', 100 ).replace( 'alp', 1 - armonic );	ctx.arc( this.x, this.y, this.circleFinalSize, 0, Tau );	ctx.fill();	if( this.tick2 >= this.circleFadeTime )	this.circleFading = false;	} else {	ctx.fillStyle = this.lightColor.replace( 'light', 70 );	ctx.fillText( this.char, this.x + this.dx, this.y + this.dy );	}	for( var i = 0; i < this.shards.length; ++i ){	this.shards[ i ].step();	if( !this.shards[ i ].alive ){	this.shards.splice( i, 1 );	--i;	}	}	if( this.tick > opts.letterContemplatingWaitTime ){	this.phase = 'balloon';	this.tick = 0;	this.spawning = true;	this.spawnTime = opts.balloonSpawnTime * Math.random() |0;	this.inflating = false;	this.inflateTime = opts.balloonBaseInflateTime + opts.balloonAddedInflateTime * Math.random() |0;	this.size = opts.balloonBaseSize + opts.balloonAddedSize * Math.random() |0;	var rad = opts.balloonBaseRadian + opts.balloonAddedRadian * Math.random(),	vel = opts.balloonBaseVel + opts.balloonAddedVel * Math.random();	this.vx = Math.cos( rad ) * vel;	this.vy = Math.sin( rad ) * vel;	}	} else if( this.phase === 'balloon' ){	ctx.strokeStyle = this.lightColor.replace( 'light', 80 );	if( this.spawning ){	++this.tick;	ctx.fillStyle = this.lightColor.replace( 'light', 70 );	ctx.fillText( this.char, this.x + this.dx, this.y + this.dy );	if( this.tick >= this.spawnTime ){	this.tick = 0;	this.spawning = false;	this.inflating = true;	}	} else if( this.inflating ){	++this.tick;	var proportion = this.tick / this.inflateTime, x = this.cx = this.x,	y = this.cy = this.y - this.size * proportion;	ctx.fillStyle = this.alphaColor.replace( 'alp', proportion );	ctx.beginPath();	generateBalloonPath( x, y, this.size * proportion );	ctx.fill();	ctx.beginPath();	ctx.moveTo( x, y );	ctx.lineTo( x, this.y );	ctx.stroke();	ctx.fillStyle = this.lightColor.replace( 'light', 70 );	ctx.fillText( this.char, this.x + this.dx, this.y + this.dy );	if( this.tick >= this.inflateTime ){	this.tick = 0;	this.inflating = false;	}	} else {	this.cx += this.vx;	this.cy += this.vy += opts.upFlow;	ctx.fillStyle = this.color;	ctx.beginPath();	generateBalloonPath( this.cx, this.cy, this.size );	ctx.fill();	ctx.beginPath();	ctx.moveTo( this.cx, this.cy );	ctx.lineTo( this.cx, this.cy + this.size );	ctx.stroke();	ctx.fillStyle = this.lightColor.replace( 'light', 70 );	ctx.fillText( this.char, this.cx + this.dx, this.cy + this.dy + this.size );	if( this.cy + this.size < -hh || this.cx < -hw || this.cy > hw )	this.phase = 'done';	}	}
}
function Shard( x, y, vx, vy, color ){	var vel = opts.fireworkShardBaseVel + opts.fireworkShardAddedVel * Math.random();	this.vx = vx * vel;	this.vy = vy * vel;	this.x = x;	this.y = y;	this.prevPoints = [ [ x, y ] ];	this.color = color;	this.alive = true;	this.size = opts.fireworkShardBaseSize + opts.fireworkShardAddedSize * Math.random();
}
Shard.prototype.step = function(){	this.x += this.vx;	this.y += this.vy += opts.gravity;	if( this.prevPoints.length > opts.fireworkShardPrevPoints )	this.prevPoints.shift();	this.prevPoints.push( [ this.x, this.y ] );	var lineWidthProportion = this.size / this.prevPoints.length;	for( var k = 0; k < this.prevPoints.length - 1; ++k ){	var point = this.prevPoints[ k ],	point2 = this.prevPoints[ k + 1 ];	ctx.strokeStyle = this.color.replace( 'alp', k / this.prevPoints.length );	ctx.lineWidth = k * lineWidthProportion;	ctx.beginPath();	ctx.moveTo( point[ 0 ], point[ 1 ] );	ctx.lineTo( point2[ 0 ], point2[ 1 ] );	ctx.stroke();	}	if( this.prevPoints[ 0 ][ 1 ] > hh )	this.alive = false;
}
function generateBalloonPath( x, y, size ){	ctx.moveTo( x, y );	ctx.bezierCurveTo( x - size / 2, y - size / 2, x - size / 4, y - size, x, y - size );	ctx.bezierCurveTo( x + size / 4, y - size, x + size / 2, y - size / 2, x, y );
}
function anim(){	window.requestAnimationFrame( anim );	ctx.fillStyle = '#111';	ctx.fillRect( 0, 0, w, h );	ctx.translate( hw, hh );	var done = true;	for( var l = 0; l < letters.length; ++l ){	letters[ l ].step();	if( letters[ l ].phase !== 'done' )	done = false;	}	ctx.translate( -hw, -hh );	if( done )	for( var l = 0; l < letters.length; ++l )	letters[ l ].reset();
}
for( var i = 0; i < opts.strings.length; ++i ){	for( var j = 0; j < opts.strings[ i ].length; ++j ){	letters.push( new Letter( opts.strings[ i ][ j ],	j * opts.charSpacing + opts.charSpacing / 2 - opts.strings[ i ].length * opts.charSize / 2,	i * opts.lineHeight + opts.lineHeight / 2 - opts.strings.length * opts.lineHeight / 2 ) );	}
}
anim();
window.addEventListener( 'resize', function(){	w = c.width = window.innerWidth;	h = c.height = window.innerHeight;	hw = w / 2;	hh = h / 2;	ctx.font = opts.charSize + 'px Verdana';
})
Smile Please! - Script Codes
Smile Please! - Script Codes
Home Page Home
Developer Rahul Kumar
Username rk007
Uploaded October 14, 2022
Rating 3
Size 4,579 Kb
Views 44,528
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Rahul Kumar (rk007) Script Codes
Name
Smile
By Rahul
Hmmm...
Shake it
-
For you
Chat
Hey
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