FIRE
How do I make an fire?
What is a fire? How do you make a fire? This script and codes were developed by Godje on 12 September 2022, Monday.
FIRE - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>FIRE</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/normalize/5.0.0/normalize.min.css"> <link rel="stylesheet" href="css/style.css">
</head>
<body>
<canvas id="canvas"></canvas>
<h1 id="fayar">FIRE</h1> <script src="js/index.js"></script>
</body>
</html>
FIRE - Script Codes CSS Codes
@import url("https://fonts.googleapis.com/css?family=Shadows+Into+Light");
canvas { position: absolute; top: 0; left: 0; z-index: -1;
}
body { position: relative; display: -webkit-box; display: -ms-flexbox; display: flex; -webkit-box-orient: horizontal; -webkit-box-direction: normal; -ms-flex-direction: row; flex-direction: row; -webkit-box-pack: center; -ms-flex-pack: center; justify-content: center; -webkit-box-align: center; -ms-flex-align: center; align-items: center; margin: 0; height: 100vh; font-family: "Shadows into light"; text-shadow: 0px 0px 30px rgba(255, 165, 0, 0.3);
}
#fayar { position: absolute; margin: 0; color: orange; font-size: 100px; z-index: 1;
}
FIRE - Script Codes JS Codes
(function(){ var canvasBody = document.getElementById("canvas"), canvas = canvasBody.getContext("2d"), w = canvasBody.width = window.innerWidth, h = canvasBody.height = window.innerHeight, tick = 0, opts = { canvas: { backgroundColor: "#100505", fireAmount: w/35 }, fire: { height: h/3, sparksAmount: 10, speed: 70, addedSpeed: 20, defaultWidth: 40, minWidthIncrement: 40, addedWidthIncrement: 20, minSparkHeightIncrement: 40, addedSparkHeightIncrement: 20 }, spark: { color: "hsla(hue,100%,40%,alpha)", startSize: 50, hueChange: 35 } }, fires = [], Fire = function(obj){ this.sparks = []; this.x = obj.x; this.y = obj.y; this.height = h - obj.y; this.init = function(){ this.sparksAmount = Math.floor(obj.sparksAmount); this.sizeDecrement = this.height / opts.spark.startSize / 100; for(var i = 0; i < this.sparksAmount; i++){ this.sparks.push( new Spark({ x: 0, //relative to the fire y: 20, //relative to the fire sizeDecrement: this.sizeDecrement, xIncrement: opts.fire.minWidthIncrement + Math.random()*opts.fire.addedWidthIncrement, yIncrement: h*3 /opts.fire.minSparkHeightIncrement + Math.random()*opts.fire.addedSparkHeightIncrement, delay: 10*i })); } }; this.update = function(){ this.sparks.map( function(Spark){ Spark.update(); }); }; this.render = function(){ var coords = [this.x, this.y + this.height] this.sparks.map( function(Spark){ Spark.render(coords[0], coords[1]); }); }; this.init(obj); }, Spark = function(obj){ this.x = obj.x; this.y = obj.y; this.delay = obj.delay; this.direction = Math.random() < 0.5 ? 1 : -1 this.xIncrement = obj.xIncrement; this.yIncrement = obj.yIncrement; this.sizeDecrement = obj.sizeDecrement; this.size = opts.spark.startSize; this.phaseTime = opts.fire.speed + Math.random()*opts.fire.addedSpeed; this.hueFactor = opts.spark.hueChange / this.phaseTime; this.alphaFactor = 1 / this.phaseTime; this.time = obj.delay; this.pathPoints = []; this.color = opts.spark.color; this.equation = function(){}; this.update = function(){ this.size -= this.sizeDecrement; this.time > this.phaseTime ? this.restart() : this.time++; var r = 360 / this.phaseTime, e = r * this.time; this.color = opts.spark.color; this.color = this.color.replace("hue", 30 - this.hueFactor * this.time); this.color = this.color.replace("alpha", 1.25 - this.alphaFactor * this.time); this.x = this.equation(e)[0]; this.y = this.equation(e)[1]; }; this.render = function(x, y){ canvas.beginPath(); canvas.arc(this.x + x, this.y + y, Math.abs(this.size), 0, Math.PI*2); canvas.closePath(); canvas.fillStyle = this.color; canvas.fill() }; this.start = function(){ this.time = this.delay; this.size = opts.spark.startSize; this.sizeDecrement = opts.spark.startSize / this.phaseTime; this.equation = function(x){ var X = Math.radians(x); return [Math.sin(X) * this.xIncrement * this.direction, -X * this.yIncrement]; } }; this.restart = function(){ this.time = 0; this.size = opts.spark.startSize; this.color = opts.spark.color; } this.start(); }; Math.radians = function(deg){ return deg * (Math.PI / 180); } function setup(){ for(var i = 0; i < opts.canvas.fireAmount; i++){ fires.push( new Fire({ x: w/opts.canvas.fireAmount * i, y: h - opts.fire.height - Math.random()*(opts.fire.height/3), sparksAmount: opts.fire.sparksAmount + Math.random()*(opts.fire.sparksAmount/2) })); } fires.map( function(Fire){ Fire.init(); Fire.update(); }); window.requestAnimationFrame(loop); }; function loop(){ canvas.fillStyle = opts.canvas.backgroundColor; canvas.fillRect(0,0,w,h); tick++; fires.map( function(Fire){ Fire.update(); Fire.render(); }); window.requestAnimationFrame(loop); }; setup(); window.addEventListener("resize", function(){ w = canvasBody.width = window.innerWidth; h = canvasBody.height = window.innerHeight; });
})();
Developer | Godje |
Username | Godje |
Uploaded | September 12, 2022 |
Rating | 4 |
Size | 3,636 Kb |
Views | 34,408 |
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