make everything one function
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js/particles.js
278
js/particles.js
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/* create particles animation
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based on the amazing tutorial by 'Franks Labratory'
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https://youtu.be/d620nV6bp0A
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*/
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function particles() {
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/* create particles animation
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based on the amazing tutorial by 'Franks Labratory'
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https://youtu.be/d620nV6bp0A
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*/
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const canvas = document.getElementById('particles');
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const canvasContext = canvas.getContext('2d');
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const canvas = document.getElementById('particles');
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const canvasContext = canvas.getContext('2d');
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// read css colour variables from root element
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const particleColour = getComputedStyle(document.documentElement).getPropertyValue('--col-particle');
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const strokeColour = getComputedStyle(document.documentElement).getPropertyValue('--col-particle-stroke');
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const strokeHoverColour = getComputedStyle(document.documentElement).getPropertyValue('--col-particle-stroke-hover');
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// read css colour variables from root element
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const particleColour = getComputedStyle(document.documentElement).getPropertyValue('--col-particle');
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const strokeColour = getComputedStyle(document.documentElement).getPropertyValue('--col-particle-stroke');
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const strokeHoverColour = getComputedStyle(document.documentElement).getPropertyValue('--col-particle-stroke-hover');
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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let particlesArray;
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let particlesArray;
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// get mouse position
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let mousePosition ={
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x: undefined,
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y: undefined,
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radius: (canvas.height / 80) * (canvas.width / 80)
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};
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// get mouse position
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let mousePosition ={
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x: undefined,
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y: undefined,
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radius: (canvas.height / 80) * (canvas.width / 80)
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};
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// add mouse position event listener
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window.addEventListener('mousemove', function(event){
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mousePosition.x = event.x;
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mousePosition.y = event.y;
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});
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// add mouse position event listener
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window.addEventListener('mousemove', function(event){
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mousePosition.x = event.x;
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mousePosition.y = event.y;
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});
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// create particle class
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class Particle{
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constructor(x, y, directionX, directionY, size, colour) {
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this.x = x;
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this.y = y;
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this.directionX = directionX;
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this.directionY = directionY;
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this.size = size;
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this.colour = colour;
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}
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// method to draw individual particles
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draw(){
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canvasContext.beginPath();
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canvasContext.arc(this.x, this.y, this.size, 0, Math.PI * 2, false);
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canvasContext.fillStyle = particleColour;
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canvasContext.fill();
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}
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// check particle position, mouse position, move particle and draw it
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update(){
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// check if particle is still within canvas
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if (this.x > canvas.width || this.x < 0){
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this.directionX = -this.directionX;
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// create particle class
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class Particle{
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constructor(x, y, directionX, directionY, size, colour) {
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this.x = x;
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this.y = y;
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this.directionX = directionX;
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this.directionY = directionY;
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this.size = size;
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this.colour = colour;
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}
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if (this.y > canvas.height || this.y < 0){
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this.directionY = -this.directionY;
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// method to draw individual particles
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draw(){
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canvasContext.beginPath();
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canvasContext.arc(this.x, this.y, this.size, 0, Math.PI * 2, false);
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canvasContext.fillStyle = particleColour;
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canvasContext.fill();
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}
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// collision detection between mouse and particles
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let dx = mousePosition.x - this.x;
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let dy = mousePosition.y - this.y;
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let distance = Math.sqrt((dx * dx) + (dy * dy));
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if (distance < mousePosition.radius + this.size){
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if (mousePosition.x < this.x && this.x < canvas.width - this.size * 10){
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this.x += 10;
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// check particle position, mouse position, move particle and draw it
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update(){
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// check if particle is still within canvas
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if (this.x > canvas.width || this.x < 0){
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this.directionX = -this.directionX;
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}
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if (mousePosition.x > this.x && this.x > this.size * 10){
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this.x -= 10;
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if (this.y > canvas.height || this.y < 0){
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this.directionY = -this.directionY;
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}
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if (mousePosition.y < this.y && this.y < canvas.height - this.size * 10){
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this.y += 10;
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}
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if (mousePosition.y > this.y && this.y > this.size * 10){
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this.y -= 10;
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}
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}
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// move particle
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this.x += this.directionX;
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this.y += this.directionY;
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// draw particle
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this.draw();
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}
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}
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// create particle array
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function init(){
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particlesArray = [];
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let numberOfParticles = (canvas.height * canvas.width) / 9000;
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for (let i = 0; i < numberOfParticles * 2; i++){
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let size = (Math.random() * 5) + 1;
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let x = (Math.random() * ((innerWidth - size * 2) - (size * 2)) + size * 2);
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let y = (Math.random() * ((innerHeight - size * 2) - (size * 2)) + size * 2);
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let directionX = (Math.random() * 5) - 2.5;
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let directionY = (Math.random() * 5) - 2.5;
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let colour = '#8c5523';
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particlesArray.push(new Particle(x, y, directionX, directionY, size, colour));
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}
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}
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// check if particles are close enough to connect to eachother
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function connect(){
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let opacityValue = 1;
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for (let a = 0; a < particlesArray.length; a++){
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for (let b = a; b < particlesArray.length; b++){
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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));
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if (distance < (canvas.width / 7) * (canvas.height / 7)){
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opacityValue = 1 - (distance / 20000);
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// if the mouse is close to particles, change the line colour
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let dx = mousePosition.x - particlesArray[a].x;
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let dy = mousePosition.y - particlesArray[a].y;
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let mouseDistance = Math.sqrt((dx * dx) + (dy * dy));
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if (mouseDistance < 200) {
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canvasContext.globalAlpha = opacityValue;
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canvasContext.strokeStyle = strokeHoverColour;
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/*
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// collision detection between mouse and particles
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let dx = mousePosition.x - this.x;
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let dy = mousePosition.y - this.y;
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let distance = Math.sqrt((dx * dx) + (dy * dy));
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if (distance < mousePosition.radius + this.size){
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if (mousePosition.x < this.x && this.x < canvas.width - this.size * 10){
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this.x += 10;
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}
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else {
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canvasContext.globalAlpha = opacityValue;
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canvasContext.strokeStyle = strokeColour;
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if (mousePosition.x > this.x && this.x > this.size * 10){
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this.x -= 10;
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}
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if (mousePosition.y < this.y && this.y < canvas.height - this.size * 10){
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this.y += 10;
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}
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if (mousePosition.y > this.y && this.y > this.size * 10){
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this.y -= 10;
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}
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}
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*/
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// move particle
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this.x += this.directionX;
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this.y += this.directionY;
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// draw particle
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this.draw();
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}
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}
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// create particle array
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function init(){
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particlesArray = [];
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let numberOfParticles = (canvas.height * canvas.width) / 9000;
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for (let i = 0; i < numberOfParticles * 2; i++){
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let size = (Math.random() * 5) + 1;
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let x = (Math.random() * ((innerWidth - size * 2) - (size * 2)) + size * 2);
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let y = (Math.random() * ((innerHeight - size * 2) - (size * 2)) + size * 2);
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let directionX = (Math.random() * 5) - 2.5;
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let directionY = (Math.random() * 5) - 2.5;
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let colour = '#8c5523';
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particlesArray.push(new Particle(x, y, directionX, directionY, size, colour));
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}
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}
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// check if particles are close enough to connect to eachother
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function connect(){
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let opacityValue = 1;
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for (let a = 0; a < particlesArray.length; a++){
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for (let b = a; b < particlesArray.length; b++){
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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));
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if (distance < (canvas.width / 7) * (canvas.height / 7)){
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opacityValue = 1 - (distance / 20000);
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// if the mouse is close to particles, change the line colour
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let dx = mousePosition.x - particlesArray[a].x;
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let dy = mousePosition.y - particlesArray[a].y;
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let mouseDistance = Math.sqrt((dx * dx) + (dy * dy));
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if (mouseDistance < 200) {
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canvasContext.globalAlpha = opacityValue;
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canvasContext.strokeStyle = strokeHoverColour;
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}
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else {
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canvasContext.globalAlpha = opacityValue;
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canvasContext.strokeStyle = strokeColour;
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}
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canvasContext.lineWidth = 1;
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canvasContext.beginPath();
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canvasContext.moveTo(particlesArray[a].x, particlesArray[a].y);
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canvasContext.lineTo(particlesArray[b].x, particlesArray[b].y);
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canvasContext.stroke();
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}
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canvasContext.lineWidth = 1;
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canvasContext.beginPath();
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canvasContext.moveTo(particlesArray[a].x, particlesArray[a].y);
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canvasContext.lineTo(particlesArray[b].x, particlesArray[b].y);
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canvasContext.stroke();
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}
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}
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}
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}
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// animation loop
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function animate(){
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requestAnimationFrame(animate);
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canvasContext.clearRect(0, 0, innerWidth, innerHeight);
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// animation loop
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function animate(){
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requestAnimationFrame(animate);
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canvasContext.clearRect(0, 0, innerWidth, innerHeight);
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for (let i = 0; i < particlesArray.length; i++){
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particlesArray[i].update();
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for (let i = 0; i < particlesArray.length; i++){
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particlesArray[i].update();
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}
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connect();
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}
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connect();
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}
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// resize event
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window.addEventListener('resize', function(){
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canvas.width = innerWidth;
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canvas.height = innerHeight;
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mousePosition.radius = ((canvas.height / 80) * (canvas.width / 80));
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// resize event
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window.addEventListener('resize', function(){
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canvas.width = innerWidth;
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canvas.height = innerHeight;
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mousePosition.radius = ((canvas.height / 80) * (canvas.width / 80));
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init();
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});
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// mouse-out event (mouse leaving the window)
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window.addEventListener('mouseout', function(){
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mousePosition.x = undefined;
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mousePosition.y = undefined;
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});
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init();
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});
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// mouse-out event (mouse leaving the window)
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window.addEventListener('mouseout', function(){
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mousePosition.x = undefined;
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mousePosition.y = undefined;
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});
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init();
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animate();
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animate();
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}
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