Bubble animation
How do I make an bubble animation?
What is a bubble animation? How do you make a bubble animation? This script and codes were developed by Francesca Tabor on 08 November 2022, Tuesday.
Bubble animation - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Bubble animation</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css"> <link rel='stylesheet prefetch' href='http://fonts.googleapis.com/css?family=Source+Sans+Pro:700'> <link rel="stylesheet" href="css/style.css">
</head>
<body> <canvas id="myCanvas"></canvas>
<div id="attention" class="">Please Drag the Canvas!</div> <script src='http://code.createjs.com/createjs-2015.05.21.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Bubble animation - Script Codes CSS Codes
body { background-image: url("http://s.hswstatic.com/gif/pheasants-forever-1.jpg"); overflow: hidden;
}
#myCanvas { position: absolute; top: 0; left: 0; background: #000; opacity: 0.6; cursor: crosshair;
}
#attention { font-family: 'Source Sans Pro', sans-serif; position: absolute; bottom: 20px; font-size: 32px; left: 0; width: 100%; text-align: center; color: #fff; pointer-events: none; transition: transform 0.75s; transform: translate(0, 60px);
}
#attention.show { transform: translate(0, 0px);
}
Bubble animation - Script Codes JS Codes
///<reference path="libs/easeljs/easeljs.d.ts" />
var __extends = this.__extends || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } __.prototype = b.prototype; d.prototype = new __();
};
window.onload = function () { new project.Main();
};
var project;
(function (project) { /** 1フレーム間に発生させる Particle 数 */ var NUM_PARTICLES = 6; /** * パーティクルデモのメインクラスです。 * @class project.Main */ var Main = (function () { /** * @constructor */ function Main() { var _this = this; // 初期設定 this.stage = new createjs.Stage(document.getElementById("myCanvas")); if (createjs.Touch.isSupported()) { createjs.Touch.enable(this.stage); } // パーティクルサンプルを作成 var sample = new ParticleSample(); this.stage.addChild(sample); // Tickerを作成 createjs.Ticker.setFPS(60); createjs.Ticker.timingMode = createjs.Ticker.RAF; createjs.Ticker.on("tick", this.handleTick, this); // リサイズイベント this.handleResize(); window.addEventListener("resize", function () { _this.handleResize(); }); } /** * エンターフレームイベント */ Main.prototype.handleTick = function () { // create residual image effect this.stage.update(); }; /** * リサイズイベント */ Main.prototype.handleResize = function () { this.stage.canvas.width = window.innerWidth; this.stage.canvas.height = window.innerHeight; }; return Main; })(); project.Main = Main; /** * 大量のパーティクルを発生させてみた * マウスを押してる間でてくるよ * @see http://wonderfl.net/c/4WjT * @class demo.ParticleSample */ var ParticleSample = (function (_super) { __extends(ParticleSample, _super); function ParticleSample() { var _this = this; _super.call(this); /** マウスがプレスされた状態であるかどうか。 */ this._isDown = true; this._bg = new createjs.Shape(); this.addChild(this._bg); // パーティクルエミッター this._emitter = new ParticleEmitter(); this.addChild(this._emitter.container); // ライン描写 this._lines = new createjs.Shape(); this._lines.compositeOperation = "lighter"; this.addChild(this._lines); this._linePoint = []; // 影 this._shadow = new createjs.Bitmap("imgs/Shadow.png"); this.addChild(this._shadow); this.on("tick", this.enterFrameHandler, this); this.on("mousedown", this.mouseDown, this); this.on("pressup", this.mouseUp, this); this.handleResize(); window.addEventListener("resize", function () { _this.handleResize(); }); var sx = window.innerWidth / 2; var sy = window.innerHeight / 2; this._pointAutoMotion = new createjs.Point(sx, sy); this._isAutoAnimation = true; var points = GraphicUtil.createStartPoints(window.innerWidth / 3, sx, sy); this._emitter.x = points[0].x; this._emitter.y = points[0].y; var tw = createjs.Tween.get(this._pointAutoMotion); for (var i = 0; i < 3; i++) { for (var j = 0; j < points.length; j++) { tw.to(points[j], 300, createjs.Ease.quartInOut); } } tw.call(function () { _this._isAutoAnimation = false; _this._isDown = false; document.getElementById("attention").classList.add("show"); }); } /** * エンターフレームイベント * @param event */ ParticleSample.prototype.enterFrameHandler = function (event) { if (this._isAutoAnimation == true) { this._emitter.latestX = this._pointAutoMotion.x; this._emitter.latestY = this._pointAutoMotion.y; } else { this._emitter.latestX = this.getStage().mouseX; this._emitter.latestY = this.getStage().mouseY; } this._emitter.update(); if (this._isDown == true) { this.createParticle(); } // 背景 var color1 = createjs.Graphics.getHSL(new Date().getTime() / 40, 80, 60); var color2 = createjs.Graphics.getHSL((new Date().getTime() + 40 * 60) / 40, 90, 80); this._bg.graphics.clear().beginLinearGradientFill([color1, color2], [0, 1], 0, 0, 0, window.innerHeight).drawRect(0, 0, window.innerWidth, window.innerHeight); this.updateLines(); }; /** ラインを描写更新します。 */ ParticleSample.prototype.updateLines = function () { if (this._isDown) { this._linePoint.push({ x: this._emitter.x, y: this._emitter.y, vx: this._emitter.vx, vy: this._emitter.vy }); } else { this._linePoint.shift(); } // Emitterの状態に応じて線を描く this._lines.graphics.clear(); var max = this._linePoint.length - 1; var LW = 1; var LMAX = 6; for (var i = 0; i < max; i++) { var p1 = this._linePoint[i]; var p2 = this._linePoint[i + 1]; // Emitterの状態に応じて線を描く this._lines.graphics.setStrokeStyle(3).beginStroke(createjs.Graphics.getRGB(255, 255, 255, i / max * 0.2)).moveTo(p1.x, p1.y).lineTo(p2.x, p2.y); for (var j = 0; j < LMAX; j++) { var sx = p1.x + p1.vx * LW * (j - LMAX / 2); var sy = p1.y + p1.vy * LW * (j - LMAX / 2); var ex = p2.x + p2.vx * LW * (j - LMAX / 2); var ey = p2.y + p2.vy * LW * (j - LMAX / 2); // Emitterの状態に応じて線を描く this._lines.graphics.setStrokeStyle(Math.abs(LMAX - j + LMAX / 2) / 2).beginStroke(createjs.Graphics.getRGB(255, 255, 255, i / max * 0.1)).moveTo(sx, sy).lineTo(ex, ey); } } var deleteNum = (this._isAutoAnimation == true) ? 100 : 20; if (max > deleteNum) { // 一回削る this._linePoint.shift(); // まだ多ければ2個目も削る if (this._linePoint.length > deleteNum) { this._linePoint.shift(); } } }; ParticleSample.prototype.mouseDown = function (event) { this._isDown = true; }; ParticleSample.prototype.mouseUp = function (event) { this._isDown = false; }; ParticleSample.prototype.createParticle = function () { this._emitter.emit(this.getStage().mouseX, this.getStage().mouseY); }; /** 画面サイズが更新されたときのハンドラーです。 */ ParticleSample.prototype.handleResize = function () { this._shadow.scaleX = (window.innerWidth / 1024); this._shadow.scaleY = (window.innerHeight / 1024); }; return ParticleSample; })(createjs.Container); project.ParticleSample = ParticleSample; /** * パーティクル発生装置。マウス座標から速度を計算する。 * @class project.Emitter */ var Emitter = (function () { /** * @constructor */ function Emitter() { /** 速度(X方向) */ this.vy = 0; /** 速度(Y方向) */ this.x = 0; /** マウスのX座標 */ this.latestY = 0; /** マウスのY座標 */ this.latestX = 0; /** パーティクル発生のX座標 */ this.y = 0; /** パーティクル発生のY座標 */ this.vx = 0; } /** * パーティクルエミッターの計算を行います。この計算によりマウスの引力が計算されます。 * @method */ Emitter.prototype.update = function () { var dx = this.latestX - this.x; var dy = this.latestY - this.y; var d = Math.sqrt(dx * dx + dy * dy) * 0.2; var rad = Math.atan2(dy, dx); this.vx += Math.cos(rad) * d; this.vy += Math.sin(rad) * d; this.vx *= 0.4; this.vy *= 0.4; this.x += this.vx; this.y += this.vy; }; return Emitter; })(); /** * パーティクルエミッター * @class project.ParticleEmitter */ var ParticleEmitter = (function (_super) { __extends(ParticleEmitter, _super); /** * @constructor */ function ParticleEmitter() { _super.call(this); /** 1フレーム間に発生させる Particle 数 */ this.numParticles = NUM_PARTICLES; this.PRE_CACHE_PARTICLES = 300; this.container = new createjs.Container(); this._particleActive = []; this._particlePool = []; for (var i = 0; i < this.PRE_CACHE_PARTICLES; i++) { this._particlePool.push(new Particle()); } } /** * パーティクルを発生させます。 * @param {number} x パーティクルの発生座標 * @param {number} y パーティクルの発生座標 * @method */ ParticleEmitter.prototype.emit = function (x, y) { for (var i = 0; i < this.numParticles; i++) { this.getNewParticle(x, y); } }; /** * パーティクルを更新します。 * @method */ ParticleEmitter.prototype.update = function () { _super.prototype.update.call(this); for (var i = 0; i < this._particleActive.length; i++) { var p = this._particleActive[i]; if (!p.getIsDead()) { if (p.y >= window.innerHeight) { p.vy *= -0.8; p.y = window.innerHeight; } else if (p.y <= 0) { p.vy *= -0.8; p.y = 0; } if (p.x >= window.innerWidth) { p.vx *= -0.8; p.y = window.innerWidth; } else if (p.x <= 0) { p.vx *= -0.8; p.x = 0; } p.update(); } else { this.removeParticle(p); } } }; /** * パーティクルを追加します。 * @param {THREE.Vector3} emitPoint * @method */ ParticleEmitter.prototype.getNewParticle = function (emitX, emitY) { var p = this.fromPool(); p.resetParameters(this.x, this.y, this.vx, this.vy); this._particleActive.push(p); this.container.addChild(p); return p; }; /** * パーティクルを削除します。 * @param {Particle} particle * @method */ ParticleEmitter.prototype.removeParticle = function (p) { this.container.removeChild(p); var index = this._particleActive.indexOf(p); if (index > -1) { this._particleActive.splice(index, 1); } this.toPool(p); }; /** * アクティブなパーティクルを取り出します。 * @returns {project.Particle[]} * @method */ ParticleEmitter.prototype.getActiveParticles = function () { return this._particleActive; }; /** * プールからインスタンスを取り出します。 * プールになければ新しいインスタンスを作成します。 * @returns {project.Particle} * @method */ ParticleEmitter.prototype.fromPool = function () { if (this._particlePool.length > 0) return this._particlePool.shift(); else return new Particle(); }; /** * プールにインスタンスを格納します。 * @param {project.Particle} * @method */ ParticleEmitter.prototype.toPool = function (particle) { this._particlePool.push(particle); }; return ParticleEmitter; })(Emitter); /** * @class demo.Particle */ var Particle = (function (_super) { __extends(Particle, _super); /** * コンストラクタ * @constructor */ function Particle() { _super.call(this); var size = Math.random() * Math.random() * Math.random() * 120 + 3; this.size = size; var colorHsl = createjs.Graphics.getHSL(160 + 20 * Math.random(), 0 + Math.random() * 20, 50 + Math.random() * 50); this.graphics.clear(); if (Math.random() < 0.5) { // もやっとした円 this.graphics.beginRadialGradientFill([colorHsl, "#000000"], [0.0, 0.5], 0, 0, this.size / 10, 0, 0, this.size); } else if (Math.random() < 0.5) { // キリッとした円 this.graphics.beginFill(colorHsl); } else { // 輪郭だけの円 this.graphics.setStrokeStyle(2).beginStroke(createjs.Graphics.getRGB(255, 255, 255)); } this.graphics.drawCircle(0, 0, this.size); this.graphics.endFill(); // 大量のオブジェクトを重ねるとおかしくなる this.compositeOperation = "lighter"; this.mouseEnabled = false; var padding = 2; this.cache(-this.size - padding, -this.size - padding, this.size * 2 + padding * 2, this.size * 2 + padding * 2); this._destroy = true; } /** * パーティクルをリセットします。 * @param {createjs.Point} point * @param {number} vx * @param {number} vy */ Particle.prototype.resetParameters = function (emitX, emitY, vx, vy) { this.x = emitX; this.y = emitY; this.vx = vx * 0.5 + (Math.random() - 0.5) * 10; this.vy = vy * 0.5 + (Math.random() - 0.5) * 10; this.life = Math.random() * Math.random() * 120 + 4; this._count = 0; this._destroy = false; this.alpha = 1.0; this.scaleX = this.scaleY = 1.0; }; /** * パーティクル個別の内部計算を行います。 * @method */ Particle.prototype.update = function () { this.x += this.vx; this.y += this.vy; this._count++; var maxD = (1 - this._count / this.life * 1 / 3); this.alpha = Math.random() * 0.6 + 0.4; this.scaleX = this.scaleY = maxD; // 死亡フラグ if (this.life < this._count) { this._destroy = true; this.parent.removeChild(this); } }; /** * パーティクルが死んでいるかどうかを確認します。 * @returns {boolean} * @method */ Particle.prototype.getIsDead = function () { return this._destroy; }; return Particle; })(createjs.Shape); var GraphicUtil = (function () { function GraphicUtil() { } /** * 五芒星の頂点座標を計算します。 * @param radius {number} 半径 * @returns {{x:number; y:number;}[]} */ GraphicUtil.createStartPoints = function (radius, offsetX, offsetY) { //五芒星の時の角度 var c1 = GraphicUtil.createCordinate(radius, -90, offsetX, offsetY); var c2 = GraphicUtil.createCordinate(radius, -234, offsetX, offsetY); var c3 = GraphicUtil.createCordinate(radius, -18, offsetX, offsetY); var c4 = GraphicUtil.createCordinate(radius, -162, offsetX, offsetY); var c5 = GraphicUtil.createCordinate(radius, -306, offsetX, offsetY); return [c1, c2, c3, c4, c5]; }; GraphicUtil.createCordinate = function (radius, angle, offsetX, offsetY) { var x = radius * Math.cos(angle / 180 * Math.PI); var y = radius * Math.sin(angle / 180 * Math.PI); return { "x": x + offsetX, "y": y + offsetY }; }; return GraphicUtil; })();
})(project || (project = {}));
Developer | Francesca Tabor |
Username | ftabor |
Uploaded | November 08, 2022 |
Rating | 3 |
Size | 6,565 Kb |
Views | 20,240 |
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