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app.js
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145 lines (123 loc) · 4.31 KB
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const canvas = document.getElementById("canvas1");
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let particlesArray;
// get Mouse Position
var mouse = {
x: null,
y: null,
radius: (canvas.height/100) * (canvas.width/100)
};
// Event listener for mouse movement
window.addEventListener('mousemove',
function(event) {
mouse.x = event.x;
mouse.y = event.y;
}
)
// Event listener for when mouse is not on the screen
window.addEventListener('mouseout',
function () {
mouse.x = undefined;
mouse.y = undefined;
}
)
// Event listener for resizing the canvas elements w.r.t. screen uppon change
window.addEventListener('resize',
function() {
canvas.width = innerWidth;
canvas.height = innerHeight;
mouse.radius = (canvas.height/100) * (canvas.width/100);
init();
}
)
// Properties of each canvas elements
class Particle {
constructor(x, y, directionX, directionY, size, color) {
this.x = x;
this.y = y;
this.directionX = directionX;
this.directionY = directionY;
this.size = size;
this.color = color;
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2, false);
ctx.fillStyle = '#8C5523';
ctx.fill();
}
update() {
// reverse direction upon collision with the screen borders
if (this.x > canvas.width || this.x < 0) {
this.directionX = -this.directionX;
}
if (this.y > canvas.height || this.y < 0) {
this.directionY = -this.directionY;
}
// create distance from the mouse pointer with buffer of 10 units
let dx = mouse.x - this.x;
let dy = mouse.y - this.y;
let distance = Math.sqrt(dx*dx + dy*dy);
if (distance < mouse.radius + this.size) {
if (mouse.x < this.x && this.x < canvas.width - this.size * 10) {
this.x += 10;
}
if (mouse.x > this.x && this.x > this.size * 10) {
this.x -= 10;
}
if (mouse.y < this.y && this.y < canvas.height - this.size * 10) {
this.y += 10;
}
if (mouse.y > this.y && this.y > this.size * 10) {
this.y -= 10;
}
}
this.x += this.directionX;
this.y += this.directionY;
this.draw();
}
}
function init() { // initializer
particlesArray = [];
let numberOfParticles = (canvas.width * canvas.height) / 9000;
for (let i = 0; i < numberOfParticles; i++) {
let size = (Math.random() * 5) + 1;
let x = (Math.random() + ((innerWidth - size * 2) - (size * 2)) + size * 2); //no clue
let y = (Math.random() + ((innerHeight - size * 2) - (size * 2)) + size * 2);
let directionX = (Math.random() * 5) - 2.5;
let directionY = (Math.random() * 5) - 2.5;
let color = '#8C5523';
particlesArray.push(new Particle(x, y, directionX, directionY, size, color));
}
console.log(particlesArray);
}
function animate() {
requestAnimationFrame(animate); // API call to tell browser about the animation; Mostly recursive callback
ctx.clearRect(0,0,innerWidth,innerHeight);
for (let i = 0; i < particlesArray.length; i++) {
particlesArray[i].update();
}
connect();
}
// join the dots when they are at a certain distance apart
function connect() {
let opacityValue = 1;
for (let a = 0; a < particlesArray.length; a++ ) {
for (let b = 0; b < particlesArray.length; b++ ) {
let distance = ((particlesArray[a].x - particlesArray[b].x) * (particlesArray[a].x - particlesArray[b].x)) + ((particlesArray[a].y - particlesArray[b].y) * (particlesArray[a].y - particlesArray[b].y))
if (distance < (canvas.width/7) * (canvas.height/7)) {
opacityValue = 1 - (distance / 20000);
ctx.strokeStyle = 'rgba(140,85,31,'+opacityValue+')';
ctx.lineWidth = 1;
ctx.beginPath();
ctx.moveTo(particlesArray[a].x, particlesArray[a].y);
ctx.lineTo(particlesArray[b].x, particlesArray[b].y);
ctx.stroke();
}
}
}
}
init();
animate();