Circles pattern
How do I make an circles pattern?
A recursive function making 'planets' and 'stars', circling around each other. The smallest dots connect to other nearby small dots. . What is a circles pattern? How do you make a circles pattern? This script and codes were developed by Pimskie on 13 June 2022, Monday.
Circles pattern - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Circles pattern</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <canvas id="circles"></canvas>
<canvas id="trails"></canvas> <script src="js/index.js"></script>
</body>
</html>
Circles pattern - Script Codes CSS Codes
html,
body,
canvas { padding: 0; margin: 0;
}
body { background: #fff;
}
Circles pattern - Script Codes JS Codes
(function () { 'use strict'; window.requestAnimFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function( callback ){ window.setTimeout(callback, 1000 / 60); }; })(); var TWO_PI = Math.PI * 2, TO_RADIAN = Math.PI / 180, TO_DEGREE = 180 * Math.PI, COLORS = [ '#a90000', '#a90093', '#008ba9', '#00a938', '#8ba900', '#a99300', ], canvas = document.getElementById('circles'), ctx = canvas.getContext('2d'), mainRadius = 75, friendRadius = 75, depth = 0, planets = [], lastPlanets = [], windowW, windowH, halfW, halfH, velocityMid; var init = function () { planets = []; lastPlanets = []; windowW = window.innerWidth; windowH = window.innerHeight; halfW = windowW >> 1; halfH = windowH >> 1; canvas.width = windowW; canvas.height = windowH; var parentStar = {velocity: {x: halfW, y: halfH}}; var radius = mainRadius >> 1, numPlanets = 4, angleStep = (360 / numPlanets) * TO_RADIAN, planet; while (numPlanets--) { var velocity = new Vector(halfW, halfH, 250, angleStep * numPlanets); planet = new Planet(velocity, radius, 4, 0.004, parentStar, depth); planets.push(planet); } }; var createMid = function () { ctx.beginPath(); ctx.arc(halfW, halfH, mainRadius, 0, TWO_PI, false); ctx.lineWidth = 1; ctx.strokeStyle = '#808080'; ctx.stroke(); ctx.closePath(); } function Planet(velocity, radius, numStars, speed, parentStar, depth) { this.velocity = velocity; this.radius = radius; this.numStars = numStars; this.speed = speed; this.parentStar = parentStar || null; this.depth = depth || 0; this.stars = []; if (numStars < 0) { return; } var i = numStars, planetRadius = radius * 0.5, angleStep = (360 / numStars) * TO_RADIAN, angle, planet, planetVelocity; var correction = 0; if (this.parentStar !== null) { correction -= this.velocity.angle; } while (i--) { angle = angleStep * i; if (this.parentStar !== null) { angle += this.velocity.angle; } planetVelocity = new Vector(velocity.x, velocity.y, velocity.length * 0.5, angle); planet = new Planet(planetVelocity, planetRadius, numStars-1, speed * 1.5, this, this.depth + 1); planets.push(planet); this.stars.push(planet); } if (numStars <= 0) { lastPlanets.push(this); } } Planet.prototype.update = function () { var vel = this.velocity; if (this.parentStar !== null) { vel.setX(this.parentStar.velocity.x); vel.setY(this.parentStar.velocity.y); } vel.setAngle(vel.getAngle() + this.speed); } Planet.prototype.draw = function () { var vel = this.velocity; ctx.beginPath(); ctx.arc(vel.x, vel.y, this.radius, 0, TWO_PI, false); ctx.lineWidth = 0.5; ctx.strokeStyle = COLORS[this.depth]; ctx.stroke(); if (this.numStars === 0) { ctx.fillStyle = '#f37a0e'; ctx.fill(); } ctx.closePath(); } // https://github.com/bit101/CodingMath/blob/master/episode7/vector.js function Vector(sX, sY, length, angle) { this.startX = sX; this.startY = sY; this.angle = angle; this.setX = function (x) { this.startX = x; } this.setY = function (y) { this.startY = y; } this.setAngle = function (angle) { this.angle = angle; this.x = this.startX + (Math.cos(this.angle) * this.length); this.y = this.startY + (Math.sin(this.angle) * this.length); } this.getAngle = function () { return this.angle; } this.setLength = function (length) { this.length = length; this.x = (Math.cos(this.angle) * this.length); this.y = (Math.sin(this.angle) * this.length); } this.getLength = function () { return this.length; } this.getDistanceTo = function (v2) { var dx = v2.x - this.x, dy = v2.y - this.y; return Math.sqrt(dx * dx + dy * dy); } this.setLength(length); this.setAngle(angle); } var drawConnector = function (v1, v2, color) { color = color || '#000000'; ctx.beginPath(); ctx.moveTo(v1.x, v1.y); ctx.lineTo(v2.x, v2.y); ctx.strokeStyle = color; ctx.lineWidth = 0.3; ctx.stroke(); ctx.closePath(); } var loop = function () { requestAnimFrame(loop); ctx.fillStyle = 'rgba(255,255,255, 0.7)'; ctx.fillRect(0,0, windowW, windowH); ctx.save(); createMid(); // connect nearest var q, z, planetA, planetB, distance; for (q = 0; q < lastPlanets.length; q++) { planetA = lastPlanets[q]; for (z = 0; z < lastPlanets.length; z++) { planetB = lastPlanets[z]; distance = planetB.velocity.getDistanceTo(planetA.velocity); if (distance < friendRadius && planetA !== planetB) { drawConnector(planetA.velocity, planetB.velocity, '#FFB800'); } } } // draw planets var i = planets.length, planet, star; while (i--) { planet = planets[i]; if (planet.stars.length > 0) { for (q = 0; q < planet.stars.length; q++) { star = planet.stars[q]; drawConnector(planet.velocity, star.velocity, '#cccccc'); } } planet.update(); planet.draw(); } ctx.restore(); } window.addEventListener('resize', init, false); init(); loop();
})();
Developer | Pimskie |
Username | pimskie |
Uploaded | June 13, 2022 |
Rating | 4.5 |
Size | 3,342 Kb |
Views | 54,648 |
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