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Ideone xRIZIK

This document describes an animation that generates a heart shape using particles. It includes the code to define classes for points, particles, and a particle pool to manage the system. Key points particles are generated and added to the pool over time, following the curve of a mathematical heart shape function. The particles are then drawn to the canvas to create the animated heart image.

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0% found this document useful (0 votes)
10K views6 pages

Ideone xRIZIK

This document describes an animation that generates a heart shape using particles. It includes the code to define classes for points, particles, and a particle pool to manage the system. Key points particles are generated and added to the pool over time, following the curve of a mathematical heart shape function. The particles are then drawn to the canvas to create the animated heart image.

Uploaded by

Hồng Nhật
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.

0 Transitional//EN">
<HTML>

<HEAD>
<TITLE>I Love You</TITLE>
<META NAME="Generator" CONTENT="EditPlus">
<META NAME="Author" CONTENT="">
<META NAME="Keywords" CONTENT="">
<META NAME="Description" CONTENT="">
<style>
html,
body {
overflow: hidden;
padding: 0;
margin: 0;
background: #000;
}

canvas {
position: absolute;
width: 100%;
height: 100%;
}

canvas {
/* top: 50%;
left: 50%; */
z-index: 1;
display: block;
position: absolute;
transform: translate(-50%, -50%);
animation: heart 1.75s ease infinite
}

@keyframes heart {
0% {
transform: scale(1.2);
}
30% {
transform: scale(0.9);
}
80% {
transform: scale(1.0);
}
100% {
transform: scale(1.2);
}
}
</style>
</HEAD>

<BODY>

<canvas id="pinkboard">
<canvas id="pinkboard">
</canvas>
</canvas>
<script>
/*
* Settings
*/
var settings = {
particles: {
length: 3500, // maximum amount of particles
duration: 2.5, // particle duration in sec
velocity: 136, // particle velocity in pixels/sec
effect: -0.95, // play with this for a nice effect
size: 13, // particle size in pixels
},
};

/*
* RequestAnimationFrame polyfill by Erik Möller
*/
(function() {
var b = 0;
var c = ["ms", "moz", "webkit", "o"];
for (var a = 0; a < c.length && !window.requestAnimationFrame; ++a) {
window.requestAnimationFrame = window[c[a] +
"RequestAnimationFrame"];
window.cancelAnimationFrame = window[c[a] + "CancelAnimationFrame"]
|| window[c[a] + "CancelRequestAnimationFrame"]
}
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = function(h, e) {
var d = new Date().getTime();
var f = Math.max(0, 16 - (d - b));
var g = window.setTimeout(function() {
h(d + f)
}, f);
b = d + f;
return g
}
}
if (!window.cancelAnimationFrame) {
window.cancelAnimationFrame = function(d) {
clearTimeout(d)
}
}
}());

/*
* Point class
*/
var Point = (function() {
function Point(x, y) {
this.x = (typeof x !== 'undefined') ? x : 0;
this.y = (typeof y !== 'undefined') ? y : 0;
}
Point.prototype.clone = function() {
return new Point(this.x, this.y);
};
Point.prototype.length = function(length) {
if (typeof length == 'undefined')
return Math.sqrt(this.x * this.x + this.y * this.y);
this.normalize();
this.x *= length;
this.y *= length;
return this;
};
Point.prototype.normalize = function() {
var length = this.length();
this.x /= length;
this.y /= length;
return this;
};
return Point;
})();

/*
* Particle class
*/
var Particle = (function() {
function Particle() {
this.position = new Point();
this.velocity = new Point();
this.acceleration = new Point();
this.age = 0;
}
Particle.prototype.initialize = function(x, y, dx, dy) {
this.position.x = x;
this.position.y = y;
this.velocity.x = dx;
this.velocity.y = dy;
this.acceleration.x = dx * settings.particles.effect;
this.acceleration.y = dy * settings.particles.effect;
this.age = 0;
};
Particle.prototype.update = function(deltaTime) {
this.position.x += this.velocity.x * deltaTime;
this.position.y += this.velocity.y * deltaTime;
this.velocity.x += this.acceleration.x * deltaTime;
this.velocity.y += this.acceleration.y * deltaTime;
this.age += deltaTime;
};
Particle.prototype.draw = function(context, image) {
function ease(t) {
return (--t) * t * t + 1;
}
var size = image.width * ease(this.age /
settings.particles.duration);
context.globalAlpha = 1 - this.age / settings.particles.duration;
context.drawImage(image, this.position.x - size / 2,
this.position.y - size / 2, size, size);
};
return Particle;
})();

/*
* ParticlePool class
*/
var ParticlePool = (function() {
var particles,
firstActive = 0,
firstFree = 0,
duration = settings.particles.duration;
function ParticlePool(length) {
// create and populate particle pool
particles = new Array(length);
for (var i = 0; i < particles.length; i++)
particles[i] = new Particle();
}
ParticlePool.prototype.add = function(x, y, dx, dy) {
particles[firstFree].initialize(x, y, dx, dy);

// handle circular queue


firstFree++;
if (firstFree == particles.length) firstFree = 0;
if (firstActive == firstFree) firstActive++;
if (firstActive == particles.length) firstActive = 0;
};
ParticlePool.prototype.update = function(deltaTime) {
var i;

// update active particles


if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].update(deltaTime);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].update(deltaTime);
for (i = 0; i < firstFree; i++)
particles[i].update(deltaTime);
}

// remove inactive particles


while (particles[firstActive].age >= duration && firstActive !=
firstFree) {
firstActive++;
if (firstActive == particles.length) firstActive = 0;
}

};
ParticlePool.prototype.draw = function(context, image) {
// draw active particles
if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].draw(context, image);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].draw(context, image);
for (i = 0; i < firstFree; i++)
particles[i].draw(context, image);
}
};
return ParticlePool;
})();

/*
* Putting it all together
*/
(function(canvas) {
var context = canvas.getContext('2d'),
particles = new ParticlePool(settings.particles.length),
particleRate = settings.particles.length /
settings.particles.duration, // particles/sec
time;

// get point on heart with -PI <= t <= PI


function pointOnHeart(t) {
return new Point(
160 * Math.pow(Math.sin(t), 3),
110 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t)
- 10 * Math.cos(4 * t) + 25
);
}

// creating the particle image using a dummy canvas


var image = (function() {
var canvas = document.createElement('canvas'),
context = canvas.getContext('2d');
canvas.width = settings.particles.size;
canvas.height = settings.particles.size;
// helper function to create the path
function to(t) {
var point = pointOnHeart(t);
point.x = settings.particles.size / 3 + point.x *
settings.particles.size / 550;
point.y = settings.particles.size / 3 - point.y *
settings.particles.size / 550;
return point;
}
// create the path
context.beginPath();
var t = -Math.PI;
var point = to(t);
context.moveTo(point.x, point.y);
while (t < Math.PI) {
t += 0.01; // baby steps!
point = to(t);
context.lineTo(point.x, point.y);
}
context.closePath();
// create the fill
context.fillStyle = '#ea80b0';
context.fill();
// create the image
var image = new Image();
image.src = canvas.toDataURL();
return image;
})();

// render that thing!


function render() {
// next animation frame
requestAnimationFrame(render);

// update time
var newTime = new Date().getTime() / 1000,
deltaTime = newTime - (time || newTime);
time = newTime;
// clear canvas
context.clearRect(0, 0, canvas.width, canvas.height);

// create new particles


var amount = particleRate * deltaTime;
for (var i = 0; i < amount; i++) {
var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
var dir = pos.clone().length(settings.particles.velocity);
particles.add(canvas.width / 2 + pos.x, canvas.height / 2 -
pos.y, dir.x, -dir.y);
}

// update and draw particles


particles.update(deltaTime);
particles.draw(context, image);
}

// handle (re-)sizing of the canvas


function onResize() {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
}
window.onresize = onResize;

// delay rendering bootstrap


setTimeout(function() {
onResize();
render();
}, 10);
})(document.getElementById('pinkboard'));
</script>
</BODY>

</HTML>

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