I Love You Using HTML and CSS Code
Hello Coder,Welcome to the Codewithrandom blog. In this blog, We learn how to create an I Love You (Heart Animation) Using HTML and CSS Code. By this I Love You Website Project You can Love proposal to Your Crush.
In this Project, we have an Animated Heart with a Neon Glowing effect. by the end of this project, you learn how to create a I Love You Website Using HTML and CSS.
I Hope You Enjoy Our Blog So Let’s Start With A Basic Html Structure Code For A I Love You.
Code by | al-ro |
Project Download | Link Available below |
Language used | HTML ,CSS, and JS |
External link / Dependencies | No |
Responsive | No |
Html Code For Heart Animation:-
<!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <title>I Love You animation Using HTML and CSS</title> <link rel="stylesheet" href="style.css"> </head> <body> <canvas id="canvas" width="1400" height="600"> </canvas> <!-- js here --> <script src="app.js"></script> </body> </html>
There is all the html code for the I Love You animation. we use canvas tags with a width of 1400 and a height is 600. you get only blank output with this code because we create only the structure of love animation.
Now, you can see output without Css and JavaScript. Then we write Css for styling Love animation and use javascript for making this extreme-level animation project.
Output:-
10+ HTML CSS Projects For Beginners with Source Code
CSS Code For Heart Animation:-
body { background-color: #000; margin: 0; overflow: hidden; background-repeat: no-repeat; }
We use only body tag Css, we style canvas with javascript. Here is our updated output CSS. Html + Css Output
JavaScript Code For Heart Animation:-
var canvas = document.getElementById("canvas"); canvas.width = window.innerWidth; canvas.height = window.innerHeight; // Initialize the GL context var gl = canvas.getContext('webgl'); if(!gl){ console.error("Unable to initialize WebGL."); } //Time var time = 0.0; //************** Shader sources ************** var vertexSource = ` attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } `; var fragmentSource = ` precision highp float; uniform float width; uniform float height; vec2 resolution = vec2(width, height); uniform float time; #define POINT_COUNT 8 vec2 points[POINT_COUNT]; const float speed = -0.5; const float len = 0.25; float intensity = 1.3; float radius = 0.008; //https://www.shadertoy.com/view/MlKcDD //Signed distance to a quadratic bezier float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C){ vec2 a = B - A; vec2 b = A - 2.0*B + C; vec2 c = a * 2.0; vec2 d = A - pos; float kk = 1.0 / dot(b,b); float kx = kk * dot(a,b); float ky = kk * (2.0*dot(a,a)+dot(d,b)) / 3.0; float kz = kk * dot(d,a); float res = 0.0; float p = ky - kx*kx; float p3 = p*p*p; float q = kx*(2.0*kx*kx - 3.0*ky) + kz; float h = q*q + 4.0*p3; if(h >= 0.0){ h = sqrt(h); vec2 x = (vec2(h, -h) - q) / 2.0; vec2 uv = sign(x)*pow(abs(x), vec2(1.0/3.0)); float t = uv.x + uv.y - kx; t = clamp( t, 0.0, 1.0 ); // 1 root vec2 qos = d + (c + b*t)*t; res = length(qos); }else{ float z = sqrt(-p); float v = acos( q/(p*z*2.0) ) / 3.0; float m = cos(v); float n = sin(v)*1.732050808; vec3 t = vec3(m + m, -n - m, n - m) * z - kx; t = clamp( t, 0.0, 1.0 ); // 3 roots vec2 qos = d + (c + b*t.x)*t.x; float dis = dot(qos,qos); res = dis; qos = d + (c + b*t.y)*t.y; dis = dot(qos,qos); res = min(res,dis); qos = d + (c + b*t.z)*t.z; dis = dot(qos,qos); res = min(res,dis); res = sqrt( res ); } return res; } //http://mathworld.wolfram.com/HeartCurve.html vec2 getHeartPosition(float t){ return vec2(16.0 * sin(t) * sin(t) * sin(t), -(13.0 * cos(t) - 5.0 * cos(2.0*t) - 2.0 * cos(3.0*t) - cos(4.0*t))); } //https://www.shadertoy.com/view/3s3GDn float getGlow(float dist, float radius, float intensity){ return pow(radius/dist, intensity); } float getSegment(float t, vec2 pos, float offset, float scale){ for(int i = 0; i < POINT_COUNT; i++){ points[i] = getHeartPosition(offset + float(i)*len + fract(speed * t) * 6.28); } vec2 c = (points[0] + points[1]) / 2.0; vec2 c_prev; float dist = 10000.0; for(int i = 0; i < POINT_COUNT-1; i++){ //https://tinyurl.com/y2htbwkm c_prev = c; c = (points[i] + points[i+1]) / 2.0; dist = min(dist, sdBezier(pos, scale * c_prev, scale * points[i], scale * c)); } return max(0.0, dist); } void main(){ vec2 uv = gl_FragCoord.xy/resolution.xy; float widthHeightRatio = resolution.x/resolution.y; vec2 centre = vec2(0.5, 0.5); vec2 pos = centre - uv; pos.y /= widthHeightRatio; //Shift upwards to centre heart pos.y += 0.02; float scale = 0.000015 * height; float t = time; //Get first segment float dist = getSegment(t, pos, 0.0, scale); float glow = getGlow(dist, radius, intensity); vec3 col = vec3(0.0); //White core col += 10.0*vec3(smoothstep(0.003, 0.001, dist)); //Pink glow col += glow * vec3(1.0,0.05,0.3); //Get second segment dist = getSegment(t, pos, 3.4, scale); glow = getGlow(dist, radius, intensity); //White core col += 10.0*vec3(smoothstep(0.003, 0.001, dist)); //Blue glow col += glow * vec3(0.1,0.4,1.0); //Tone mapping col = 1.0 - exp(-col); //Gamma col = pow(col, vec3(0.4545)); //Output to screen gl_FragColor = vec4(col,1.0); } `; //************** Utility functions ************** window.addEventListener('resize', onWindowResize, false); function onWindowResize(){ canvas.width = window.innerWidth; canvas.height = window.innerHeight; gl.viewport(0, 0, canvas.width, canvas.height); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); } //Compile shader and combine with source function compileShader(shaderSource, shaderType){ var shader = gl.createShader(shaderType); gl.shaderSource(shader, shaderSource); gl.compileShader(shader); if(!gl.getShaderParameter(shader, gl.COMPILE_STATUS)){ throw "Shader compile failed with: " + gl.getShaderInfoLog(shader); } return shader; } //From https://codepen.io/jlfwong/pen/GqmroZ //Utility to complain loudly if we fail to find the attribute/uniform function getAttribLocation(program, name) { var attributeLocation = gl.getAttribLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find attribute ' + name + '.'; } return attributeLocation; } function getUniformLocation(program, name) { var attributeLocation = gl.getUniformLocation(program, name); if (attributeLocation === -1) { throw 'Cannot find uniform ' + name + '.'; } return attributeLocation; } //************** Create shaders ************** //Create vertex and fragment shaders var vertexShader = compileShader(vertexSource, gl.VERTEX_SHADER); var fragmentShader = compileShader(fragmentSource, gl.FRAGMENT_SHADER); //Create shader programs var program = gl.createProgram(); gl.attachShader(program, vertexShader); gl.attachShader(program, fragmentShader); gl.linkProgram(program); gl.useProgram(program); //Set up rectangle covering entire canvas var vertexData = new Float32Array([ -1.0, 1.0, // top left -1.0, -1.0, // bottom left 1.0, 1.0, // top right 1.0, -1.0, // bottom right ]); //Create vertex buffer var vertexDataBuffer = gl.createBuffer(); gl.bindBuffer(gl.ARRAY_BUFFER, vertexDataBuffer); gl.bufferData(gl.ARRAY_BUFFER, vertexData, gl.STATIC_DRAW); // Layout of our data in the vertex buffer var positionHandle = getAttribLocation(program, 'position'); gl.enableVertexAttribArray(positionHandle); gl.vertexAttribPointer(positionHandle, 2, // position is a vec2 (2 values per component) gl.FLOAT, // each component is a float false, // don't normalize values 2 * 4, // two 4 byte float components per vertex (32 bit float is 4 bytes) 0 // how many bytes inside the buffer to start from ); //Set uniform handle var timeHandle = getUniformLocation(program, 'time'); var widthHandle = getUniformLocation(program, 'width'); var heightHandle = getUniformLocation(program, 'height'); gl.uniform1f(widthHandle, window.innerWidth); gl.uniform1f(heightHandle, window.innerHeight); var lastFrame = Date.now(); var thisFrame; function draw(){ //Update time thisFrame = Date.now(); time += (thisFrame - lastFrame)/1000; lastFrame = thisFrame; //Send uniforms to program gl.uniform1f(timeHandle, time); //Draw a triangle strip connecting vertices 0-4 gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); requestAnimationFrame(draw); } draw();
Final Output Of I Love You Using HTML and CSS Code:-
Here is our updated output with JavaScript. Hope you as the I Love You animation. you can see the output video and project screenshots. See our other blogs and gain knowledge in front-end development.
Thank you!
If we made a mistake or any confusion, please drop a comment to reply or help you in easy learning.
Written by – Codewithrandom/Anki
Codepen by – al-ro
FAQ For I Love You Using HTML and CSS Code
Which code editor do you use for this Indian Flag coding?
I personally recommend using VS Code Studio, it’s straightforward and easy to use.
is this project responsive or not?
Yes! this project is a responsive project.
Do you use any external links to create this project?
No!