首先感谢大佬的开源项目

还有店长的教程糖果屋微调合集 | Akilarの糖果屋 Custom Beautify | Akilarの糖果屋

未实现:冰球跟随音乐振动

希望有大佬来解决这个问题,我这个小菜鸡实在搞不定。

有建议请评论区留言,欢迎!!

7.27更新:关闭移动端并根据屏幕大小判断是否引入并开启

最终效果

动画2142

引入js

只针对butterfly主题,其他主题请自己根据情况调整

icebg.js代码在最下面

_config.butterfly.ymlinjectbottom:插入代码

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- <script data-pjax src="你自己icebg.js的地址"></script>

建议修改合适后再通过jsd加速插入,因为每个人需求不一样,如果你想要本站一样的效果就改成这样,如果需要自定义请接着看。

当然,建议读者把代码存到自己仓库

如果只需要当背景,而不是头图,到这里就够了,如果想要跟本站一样,参考店长头图透明教程在costom.css文件中加入

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/* 头图透明 */
#page-header{
background: transparent!important;
}

注意:因为butterfly版本迭代,店长教程中的配置手机 PC 页面白天黑夜共四个背景图的第一步请按diff代码块配置。因为我就掉坑了

店长教程点这里Custom Beautify | Akilarの糖果屋,建议配合糖果屋微调合集 | Akilarの糖果屋配置手机 PC 页面白天黑夜共四个背景图食用,效果更佳。

然后

然后就没了,就这,对,就这。

自定义

建议有一定基础的朋友进行自定义修改,比如把球改到侧边栏

icebg.js我放在了source博客根目录,方便调试,读者可以根据情况修改。

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- <script data-pjax src="/icebg.js"></script>   

自定义只需要修改icebg.js内的代码就可以了,代码还是挺长的,其他的我也不会了,大家看着办吧,有大佬改记得评论区告诉我一下。

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// document.write("<script  src='https://cdn.jsdelivr.net/gh/wxydejoy/wxy_bg@main/vendor/simplex-noise.min.js'></script>");

var renderer,
scene,
camera,
composer,
lights,
circle,
skelet,
particle,
planet,
planet2,
audioArray,
user_audio_amp,
audio_wireframe = true,
primaryColor = null,
secondaryColor = null,
thirdColor = null,
bg_file,
move_bg,
bass_wireframe;



function loadScript(src, callback) {
var script = document.createElement('script'),
head = document.getElementsByTagName('head')[0];
script.type = 'text/javascript';
script.charset = 'UTF-8';
script.src = src;
if (script.addEventListener) {
script.addEventListener('load', function() {
callback();
}, false);
} else if (script.attachEvent) {
script.attachEvent('onreadystatechange', function() {
var target = window.event.srcElement;
if (target.readyState == 'loaded') {
callback();
}
});
}
head.appendChild(script);
}

function loadlived() {
if (document.body.clientWidth > 900) {
document.onreadystatechange = function() {
if (document.readyState == "complete") {
loadScript('https://cdn.jsdelivr.net/gh/wxydejoy/wxy_bg@main/vendor/simplex-noise.min.js', function() {

})
loadScript('https://cdn.jsdelivr.net/gh/wxydejoy/wxy_bg@main/vendor/three.min.js', function() {
init();
animate();
})
}
}
}
}
loadlived()









// if (document.body.clientWidth > 768) {

// init();
// animate();

// };


// document.write("<script src='https://cdn.jsdelivr.net/gh/wxydejoy/wxy_bg@main/vendor/simplex-noise.min.js'></script>");

var renderer,
scene,
camera,
composer,
lights,
circle,
skelet,
particle,
planet,
planet2,
audioArray,
user_audio_amp,
audio_wireframe = true,
primaryColor = null,
secondaryColor = null,
thirdColor = null,
bg_file,
move_bg,
bass_wireframe;



function loadScript(src, callback) {
var script = document.createElement('script'),
head = document.getElementsByTagName('head')[0];
script.type = 'text/javascript';
script.charset = 'UTF-8';
script.src = src;
if (script.addEventListener) {
script.addEventListener('load', function() {
callback();
}, false);
} else if (script.attachEvent) {
script.attachEvent('onreadystatechange', function() {
var target = window.event.srcElement;
if (target.readyState == 'loaded') {
callback();
}
});
}
head.appendChild(script);
}

function loadlived() {
if (document.body.clientWidth > 900) {
document.onreadystatechange = function() {
if (document.readyState == "complete") {
loadScript('https://cdn.jsdelivr.net/gh/wxydejoy/wxy_bg@main/vendor/simplex-noise.min.js', function() {

})
loadScript('https://cdn.jsdelivr.net/gh/wxydejoy/wxy_bg@main/vendor/three.min.js', function() {
init();
animate();
})
}
}
}
}
loadlived()









// if (document.body.clientWidth > 768) {

// init();
// animate();

// };



function rgb2hex(rgb) {
rgb = rgb.match(/^rgba?[\s+]?\([\s+]?(\d+)[\s+]?,[\s+]?(\d+)[\s+]?,[\s+]?(\d+)[\s+]?/i);
return (rgb && rgb.length === 4) ?
"" + ("0" + parseInt(rgb[1], 10).toString(16)).slice(-2) + ("0" + parseInt(rgb[2], 10).toString(16)).slice(-2) + ("0" + parseInt(rgb[3], 10).toString(16)).slice(-2) :
'';
}




function init() {
var noise = new SimplexNoise();

renderer = new THREE.WebGLRenderer({ antialias: true, alpha: true });

renderer.setSize(document.body.clientWidth, document.body.clientHeight);
// renderer.autoClear = false;
// renderer.setClearColor(0x000000, 0.0);
document
.getElementById('web_bg')
.appendChild(renderer.domElement);

scene = new THREE.Scene();

camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 400;
scene.add(camera);

circle = new THREE.Object3D();
skelet = new THREE.Object3D();
particle = new THREE.Object3D();

scene.add(circle);
scene.add(skelet);
scene.add(particle);

var geometry = new THREE.TetrahedronGeometry(2, 0); // random particles
var geom = new THREE.IcosahedronGeometry(7, 1); // center planet
geom.verticesNeedUpdate = true;
var geom2 = new THREE.IcosahedronGeometry(15, 1); // wireframe

var material = new THREE.MeshPhongMaterial({ color: 0xffffff, shading: THREE.FlatShading });
// 碎片数量
for (var i = 0; i < 100; i++) {
var mesh = new THREE.Mesh(geometry, material);
mesh
.position
.set(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5)
.normalize();
mesh
.position
.multiplyScalar(90 + (Math.random() * 700));
mesh
.rotation
.set(Math.random() * 2, Math.random() * 2, Math.random() * 2);
particle.add(mesh);
}



var mat = new THREE.MeshPhongMaterial({ color: 0x99cccc, shading: THREE.FlatShading });

var mat2 = new THREE.MeshPhongMaterial({ color: 0xffffff, wireframe: true, side: THREE.DoubleSide });

planet = new THREE.Mesh(geom, mat);
planet.verticesNeedUpdate = true;
planet.scale.x = planet.scale.y = planet.scale.z = 16;

circle.add(planet);

planet2 = new THREE.Mesh(geom2, mat2);
planet2.scale.x = planet2.scale.y = planet2.scale.z = 10;

skelet.add(planet2);

var ambientLight = new THREE.AmbientLight(0x999999);
scene.add(ambientLight);

lights = [];
lights[0] = new THREE.DirectionalLight(0xffffff, 1);
lights[0]
.position
.set(1, 0, 0);
lights[1] = new THREE.DirectionalLight(0x01183c, 1);
lights[1]
.position
.set(0.75, 1, 0.5);
lights[2] = new THREE.DirectionalLight(0x00436f, 1);
lights[2]
.position
.set(-0.75, -1, 0.5);
scene.add(lights[0]);
scene.add(lights[1]);
scene.add(lights[2]);

};

function moveObject(prop, math, num, timer = 0) {
if (math === 'add') {
prop += num
}

if (math === "subtract") {
prop -= num
}

if (math === 'bounce') {
prop.x += num
prop.y += num
prop.z += num

setTimeout(() => {
prop.x -= num
prop.y -= num
prop.z -= num
}, timer)
}
}

function animate() {
requestAnimationFrame(animate)

if (audio_wireframe) {
var planets = [planet, planet2]
} else {
var planets = [planet]
}

if (audioArray !== undefined) {
// var random = Math.floor(Math.random() * audioArray.length - 100) var amp = 1.1;
var user_amp = eval("1.".concat(user_audio_amp || "80"))
var bass_user_amp = eval("0.".concat(user_audio_amp || "80"))

// var user_amp = 1.99 var baseAmp = eval("0.".concat(user_audio_amp)) planet
planets.map(function(planet) {
planet
.geometry
.vertices
.forEach(function(vertex, i) {
var beat = audioArray[i]
var volume = audioArray.reduce(function(a, b) { return a + b })
if (volume <= 2) {
beat = beat * 10
}

var offset = planet.geometry.parameters.radius
vertex.normalize()
var distance;
if (user_audio_amp === 100) {
beat = beat * 2
bass_user_amp = 1
distance = offset + beat * user_amp
// distance = offset + beat

} else {
beat = beat * user_amp
var time = Date.now()
var noiseX = vertex.x + time * 0.0005
var noiseY = vertex.y + time * 0.0005
var noiseZ = vertex.z + time * 0.0005
var planetNoise = noise.noise3D(noiseX, noiseY, noiseZ)
distance = offset + planetNoise * beat
// if (turn_liquid) {
// distance = offset + beat + user_amp * planetNoise // turns liquid!?
// }
// if (distance > 15){
// distance = offset + (beat / 2) * 1.1
// debug(distance)
// }
}
// var bass_amp = (bass_user_amp < 0.3) ? 0.3 : (1 - bass_user_amp)
var bass_amp = 1 - bass_user_amp
if (bass_amp <= 0.3) {
bass_amp = 0.3
}
if (i <= 3 && beat > bass_amp) {
if (audio_wireframe === false && bass_wireframe) {
audio_wireframe = true
setTimeout(function() {
audio_wireframe = false
}, 250)
}
if (move_bg) {
particle.rotation.x += Math.random() * 0.0005
particle.rotation.y -= Math.random() * 0.0040

circle.rotation.x += 0.0020
circle.rotation.y -= 0.0040

var timer = (beat * 100) / 0.2

moveObject(skelet.position, 'bounce', 0.05, timer)
moveObject(planet.position, 'bounce', 0.05, timer)
moveObject(particle.position, 'bounce', 0.05, timer)

}
}

vertex.multiplyScalar((distance <= 0.1) ? 1 : distance)

});
planet.geometry.verticesNeedUpdate = true
planet.geometry.normalsNeedUpdate = true
planet.geometry.computeVertexNormals();
planet.geometry.computeFaceNormals();
})
}

particle.rotation.x += 0.0000;
particle.rotation.y -= 0.0010;
circle.rotation.x -= 0.0020;
circle.rotation.y -= 0.0030;
skelet.rotation.x -= 0.0010;
skelet.rotation.y += 0.0020;

renderer.clear();

renderer.render(scene, camera)
};