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adb.sh/src/.vuepress/ParticleNetworkAnimation.js

319 lines
8.8 KiB
JavaScript

/**
* Particle Network Animation https://codepen.io/franky/pen/LGMWPK
* Inspiration: https://github.com/JulianLaval/canvas-particle-network
*/
class ParticleNetworkAnimation {
constructor(element, options) {
this.$el = element;
this.container = element;
//this.canvas = document.createElement('canvas');
this.canvas = element;
this.sizeCanvas();
//this.container.appendChild(this.canvas);
this.ctx = this.canvas.getContext('2d');
this.particleNetwork = new ParticleNetwork(this, options);
this.bindUiActions();
return this;
}
bindUiActions() {
window.addEventListener('resize', () => {
this.forceUpdate();
});
}
sizeCanvas() {
this.canvas.width = this.container.offsetWidth;
this.canvas.height = this.container.offsetHeight;
}
forceUpdate() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.sizeCanvas();
this.particleNetwork.createParticles();
}
}
class Particle{
constructor(parent, x, y) {
this.network = parent;
this.canvas = parent.canvas;
this.ctx = parent.ctx;
this.particleColor = returnRandomArrayitem(this.network.options.particleColors);
this.radius = getLimitedRandom(1.5, 2.5);
this.opacity = 0;
this.x = x || Math.random() * this.canvas.width;
this.y = y || Math.random() * this.canvas.height;
this.velocity = {
x: (Math.random() - 0.5) * parent.options.velocity,
y: (Math.random() - 0.5) * parent.options.velocity
};
}
update(){
if (this.opacity < 1) {
this.opacity += 0.01;
} else {
this.opacity = 1;
}
// Change dir if outside map
if (this.x > this.canvas.width + 100 || this.x < -100) {
this.velocity.x = -this.velocity.x;
}
if (this.y > this.canvas.height + 100 || this.y < -100) {
this.velocity.y = -this.velocity.y;
}
// Update position
this.x += this.velocity.x;
this.y += this.velocity.y;
}
draw(){
// Draw particle
this.ctx.beginPath();
this.ctx.fillStyle = this.particleColor;
this.ctx.globalAlpha = this.opacity;
this.ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
this.ctx.fill();
}
}
class ParticleNetwork{
constructor(parent, options = {
velocity: 2, // the higher the faster
density: 10000, // the lower the denser
netLineDistance: 200,
netLineColor: '#929292',
particleColors: ['#aaa'] // ['#6D4E5C', '#aaa', '#FFC458' ]
}) {
this.options = options;
this.canvas = parent.canvas;
this.ctx = parent.ctx;
this.init();
}
init(){
// Create particle objects
this.createParticles(false);
// Update canvas
this.animationFrame = requestAnimationFrame(this.update.bind(this));
this.bindUiActions();
}
createParticles(isInitial) {
// Initialise / reset particles
let me = this;
this.particles = [];
let quantity = this.canvas.width * this.canvas.height / this.options.density;
if (isInitial) {
let counter = 0;
clearInterval(this.createIntervalId);
this.createIntervalId = setInterval(function() {
if (counter < quantity - 1) {
// Create particle object
this.particles.push(new Particle(this));
}
else {
clearInterval(me.createIntervalId);
}
counter++;
}.bind(this), 250);
}
else {
// Create particle objects
for (let i = 0; i < quantity; i++) {
this.particles.push(new Particle(this));
}
}
}
createInteractionParticle() {
// Add interaction particle
this.interactionParticle = new Particle(this);
this.interactionParticle.velocity = {
x: 0,
y: 0
};
this.particles.push(this.interactionParticle);
return this.interactionParticle;
}
removeInteractionParticle() {
// Find it
let index = this.particles.indexOf(this.interactionParticle);
if (index > -1) {
// Remove it
this.interactionParticle = undefined;
this.particles.splice(index, 1);
}
}
update() {
if (this.canvas) {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.ctx.globalAlpha = 1;
// Draw connections
for (let i = 0; i < this.particles.length; i++) {
for (let j = this.particles.length - 1; j > i; j--) {
let distance, p1 = this.particles[i], p2 = this.particles[j];
// check very simply if the two points are even a candidate for further measurements
distance = Math.min(Math.abs(p1.x - p2.x), Math.abs(p1.y - p2.y));
if (distance > this.options.netLineDistance) {
continue;
}
// the two points seem close enough, now let's measure precisely
distance = Math.sqrt(
Math.pow(p1.x - p2.x, 2) +
Math.pow(p1.y - p2.y, 2)
);
if (distance > this.options.netLineDistance) {
continue;
}
this.ctx.beginPath();
this.ctx.strokeStyle = this.options.netLineColor;
this.ctx.globalAlpha = (this.options.netLineDistance - distance) / this.options.netLineDistance * p1.opacity * p2.opacity;
this.ctx.lineWidth = 0.7;
this.ctx.moveTo(p1.x, p1.y);
this.ctx.lineTo(p2.x, p2.y);
this.ctx.stroke();
}
}
// Draw particles
this.particles.forEach(k => {
k.update();
k.draw();
})
if (this.options.velocity !== 0) {
this.animationFrame = requestAnimationFrame(this.update.bind(this));
}
}
else {
cancelAnimationFrame(this.animationFrame);
}
}
bindUiActions() {
// Mouse / touch event handling
this.spawnQuantity = 3;
this.mouseIsDown = false;
this.touchIsMoving = false;
this.onMouseMove = function(e) {
if (!this.interactionParticle) {
this.createInteractionParticle();
}
this.interactionParticle.x = e.offsetX;
this.interactionParticle.y = e.offsetY;
}.bind(this);
this.onTouchMove = function(e) {
e.preventDefault();
this.touchIsMoving = true;
if (!this.interactionParticle) {
this.createInteractionParticle();
}
this.interactionParticle.x = e.changedTouches[0].clientX;
this.interactionParticle.y = e.changedTouches[0].clientY;
}.bind(this);
this.onMouseDown = function() {
this.mouseIsDown = true;
let counter = 0;
let quantity = this.spawnQuantity;
let intervalId = setInterval(function() {
if (this.mouseIsDown) {
if (counter === 1) {
quantity = 1;
}
for (let i = 0; i < quantity; i++) {
if (this.interactionParticle) {
this.particles.push(new Particle(this, this.interactionParticle.x, this.interactionParticle.y));
}
}
}
else {
clearInterval(intervalId);
}
counter++;
}.bind(this), 50);
}.bind(this);
this.onTouchStart = function(e) {
e.preventDefault();
setTimeout(function() {
if (!this.touchIsMoving) {
for (let i = 0; i < this.spawnQuantity; i++) {
this.particles.push(new Particle(this, e.changedTouches[0].clientX, e.changedTouches[0].clientY));
}
}
}.bind(this), 200);
}.bind(this);
this.onMouseUp = function() {
this.mouseIsDown = false;
}.bind(this);
this.onMouseOut = function() {
this.removeInteractionParticle();
}.bind(this);
this.onTouchEnd = function(e) {
e.preventDefault();
this.touchIsMoving = false;
this.removeInteractionParticle();
}.bind(this);
this.canvas.addEventListener('mousemove', this.onMouseMove);
this.canvas.addEventListener('touchmove', this.onTouchMove);
//this.canvas.addEventListener('mousedown', this.onMouseDown);
this.canvas.addEventListener('touchstart', this.onTouchStart);
this.canvas.addEventListener('mouseup', this.onMouseUp);
this.canvas.addEventListener('mouseout', this.onMouseOut);
this.canvas.addEventListener('touchend', this.onTouchEnd);
}
unbindUiActions() {
if (this.canvas) {
this.canvas.removeEventListener('mousemove', this.onMouseMove);
this.canvas.removeEventListener('touchmove', this.onTouchMove);
this.canvas.removeEventListener('mousedown', this.onMouseDown);
this.canvas.removeEventListener('touchstart', this.onTouchStart);
this.canvas.removeEventListener('mouseup', this.onMouseUp);
this.canvas.removeEventListener('mouseout', this.onMouseOut);
this.canvas.removeEventListener('touchend', this.onTouchEnd);
}
}
}
let getLimitedRandom = function(min, max, roundToInteger) {
let number = Math.random() * (max - min) + min;
if (roundToInteger) {
number = Math.round(number);
}
return number;
};
let returnRandomArrayitem = function(array) {
return array[Math.floor(Math.random()*array.length)];
};
export {
ParticleNetworkAnimation
};