Неоновые пузыри, плавающие по экрану на HTML5 Canvas
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<canvas id="canvas"></canvas> <script> (function() { "use strict"; // Canvas things var canvas = document.getElementById('canvas'), ctx = canvas.getContext('2d'), canvasWidth = canvas.width = window.innerWidth, canvasHeight = canvas.height = window.innerHeight; // Mouse things var mouseX, mouseY, pop = false, attract = false; // Check if mouse event is over a bubble var mouseOver = function(x, y, radius) { var diffX = mouseX - x; var diffY = mouseY - y; if (diffX < radius && diffX > (radius * -1) && diffY < radius && diffY > (radius * -1)) { return true; } return false; } // Used for randomizing everything var randomNum = function(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; }; // Used for changing settings with a random number var changeSettings = function(setting, min, max, prob) { var chance = randomNum(0, prob); if (setting < min || chance === 1) { return 1; } else if (setting > max || chance === 2) { return -1; } else { return 0; } }; // Bubble config var bubbles = [], // Holds all the bubbles as objects count = 0, // Bubble count maxCount = 10, // Max bubbles to render on start maxSize = 100, minSize = 5, minSpeed = 5, maxSpeed = 10, bgcolor = 'hsl(235,60%,13%)', // Canvas bg colors = [ // Color palette { color1: '#fa4c2b', color2: '#6aff6e' }, { color1: '#ffff82', color2: '#ffce72' }, { color1: '#fa4c2b', color2: '#0bfcff' } ]; // Bubble constructor var Bubble = function(x, y, size) { this.id = count + 1; this.x = x || randomNum(0, canvasWidth); this.y = y || randomNum(0, canvasHeight); this.radius = size || randomNum(minSize, maxSize); this.color = colors[randomNum(0, colors.length - 1)]; this.speed = randomNum(minSpeed, maxSpeed) / 10; this.speedBackup = this.speed; this.directionX = randomNum(-1, 1) || 1; this.directionY = randomNum(-1, 1) || 1; this.flicker = 0; count++; // Number bubbles bubbles[count] = this; // Add to main object }; // When popping a bubble Bubble.prototype.destroy = function() { // Generate number of smaller bubbles based on radius var popCount = this.radius / 10 > 0 ? this.radius / 10 : 2; // Generate smaller bubbles, size based on radius for (var i = 0; i < popCount; i++) { new Bubble(this.x, this.y, randomNum(this.radius / 4, this.radius / 2)); } // Make popped bubble smaller and change color this.radius = randomNum(this.radius / 4, this.radius / 2); this.color = colors[randomNum(0, colors.length - 1)]; }; // Bubble drawing animation Bubble.prototype.draw = function() { // Change direction randomly, default to same direction this.directionX = changeSettings(this.x, 0, canvasWidth, 500) || this.directionX; this.directionY = changeSettings(this.y, 0, canvasHeight, 500) || this.directionY; // Reset speed this.speed = this.speedBackup; // If mouse is held down & bubble is within 200px of mouse if (attract === true && mouseOver(this.x, this.y, 200)) { var moveTowardMouse = randomNum(0, 15); // Chance of being attracted by mouse if (moveTowardMouse === 5) { this.directionX = mouseX - this.x > 0 ? 1 : -1; } else if (moveTowardMouse === 1) { this.directionY = mouseY - this.y > 0 ? 1 : -1; } this.speed = 1.25; // Speed up } // Move bubbles this.x += this.speed * this.directionX; this.y += this.speed * this.directionY; // Change radius this.radius += changeSettings(this.radius, minSize, maxSize, 15); // Draw the bubbles ctx.save(); ctx.globalCompositeOperation = 'color-dodge'; ctx.beginPath(); var gradient = ctx.createRadialGradient(this.x, this.y, 0, this .x, this.y, this.radius); gradient.addColorStop(0, this.color.color1); gradient.addColorStop(0.5, this.color.color2); gradient.addColorStop(1, 'rgba(250,76,43,0)'); ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, true); ctx.fillStyle = gradient; ctx.fill(); ctx.closePath(); ctx.restore(); // Pop bubbles if mouse coords match if (pop === true && mouseOver(this.x, this.y, this.radius)) { bubbles[this.id].destroy(); pop = false; } }; // Create initial bubbles for (var i = 0; i < maxCount; i++) { new Bubble(); } // Call animation var animate = function() { // Clear canvas and fill with background color ctx.fillStyle = bgcolor; ctx.fillRect(0, 0, canvasWidth, canvasHeight); // Draw bubbles for (var i = 1; i <= count; i++) { bubbles[i].draw(); } requestAnimationFrame(animate); }; requestAnimationFrame(animate); // Click to add new bubble canvas.addEventListener('click', function(e) { new Bubble(e.pageX, e.pageY); }); // Sets mouse coords for popping bubbles canvas.addEventListener('contextmenu', function(e) { mouseX = e.pageX; mouseY = e.pageY; pop = true; e.preventDefault(); }); // Attract bubbles var startAttracting; canvas.addEventListener('mousedown', function(e) { mouseX = e.pageX; mouseY = e.pageY; // Wait 0.5s before attracting bubbles clearTimeout(startAttracting); startAttracting = setTimeout(function() { return attract = true; }, 500); }); // If mouse held down, update coords as the mouse moves canvas.addEventListener('mousemove', function(e) { if (attract) { mouseX = e.pageX; mouseY = e.pageY; } }); // Clear attract canvas.addEventListener('mouseup', function(e) { clearTimeout(startAttracting); attract = false; }); // Resize canvas with window resize var resizing; window.addEventListener('resize', function() { clearTimeout(resizing); resizing = setTimeout(function() { canvasWidth = canvas.width = window.innerWidth; canvasHeight = canvas.height = window.innerHeight; }, 500); }); }()); </script> |