Flying Particles
How do I make an flying particles?
Prototype for a project that I'm working on at the moment - not really optimised thou.. What is a flying particles? How do you make a flying particles? This script and codes were developed by Lucas Motta on 22 September 2022, Thursday.
Flying Particles - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Flying Particles</title> <link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/meyer-reset/2.0/reset.min.css"> <link rel="stylesheet" href="css/style.css">
</head>
<body> <canvas id="particles" width="960" height="720"></canvas> <script src='http://cdnjs.cloudflare.com/ajax/libs/jquery/2.1.3/jquery.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Flying Particles - Script Codes CSS Codes
body, canvas { background: #710363;
}
Flying Particles - Script Codes JS Codes
(function() { var App, Obstacle, Particle, Vector2D, extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; }, hasProp = {}.hasOwnProperty, bind = function(fn, me){ return function(){ return fn.apply(me, arguments); }; }; Vector2D = (function() { function Vector2D(x1, y1) { this.x = x1 != null ? x1 : 0; this.y = y1 != null ? y1 : 0; } Vector2D.prototype.add = function(vector) { return new Vector2D(this.x + vector.x, this.y + vector.y); }; Vector2D.prototype.subtract = function(vector) { return new Vector2D(this.x - vector.x, this.y - vector.y); }; Vector2D.prototype.multiply = function(n) { return new Vector2D(this.x * n, this.y * n); }; Vector2D.prototype.divide = function(n) { return new Vector2D(this.x / n, this.y / n); }; Vector2D.prototype.clone = function() { return new Vector2D(this.x, this.y); }; Vector2D.prototype.magnitude = function() { return Math.sqrt(this.x * this.x + this.y * this.y); }; return Vector2D; })(); Obstacle = (function(superClass) { extend(Obstacle, superClass); function Obstacle(x, y, radius, mass) { this.radius = radius; this.mass = mass != null ? mass : 6; Obstacle.__super__.constructor.call(this, x, y); } Obstacle.prototype.move = function(x1, y1) { this.x = x1; this.y = y1; }; Obstacle.prototype.avoid = function(particle) { var d, v; v = particle.subtract(this); d = this.radius - Math.min(v.magnitude(), this.radius); return v.multiply(this.mass * d / this.radius); }; return Obstacle; })(Vector2D); Particle = (function(superClass) { extend(Particle, superClass); function Particle(x, y, weight) { if (x == null) { x = 0; } if (y == null) { y = 0; } this.weight = weight; if (this.weight == null) { this.weight = Math.random() * 20 + 20; } Particle.__super__.constructor.call(this, x, y); } Particle.prototype.reset = function(x1, y1) { this.x = x1 != null ? x1 : 0; this.y = y1 != null ? y1 : 0; }; Particle.prototype.update = function(velX, velY) { this.x += velX; return this.y += velY; }; return Particle; })(Vector2D); App = (function() { function App() { this.updateParticles = bind(this.updateParticles, this); var i, j, k; this.canvas = document.getElementById("particles"); this.context = this.canvas.getContext("2d"); this.width = this.canvas.width; this.height = this.canvas.height; this.data = this.context.createImageData(this.width, this.height); this.particles = []; this.obstacles = []; this.strength = 300; this.angle = Math.random() * Math.PI * 2; this.wind = new Vector2D(Math.cos(this.angle) * this.strength, Math.sin(this.angle) * this.strength); this.windVariation = 0; for (i = j = 1; j <= 8; i = ++j) { this.obstacles.push(new Obstacle(Math.random() * this.width, Math.random() * this.height, Math.random() * 60 + 60)); } for (i = k = 1; k <= 2500; i = ++k) { this.particles.push(new Particle(Math.random() * this.width, Math.random() * this.height)); } $(window).on("mousemove", (function(_this) { return function(e) { if (!_this.cursor) { _this.cursor = new Obstacle(_this.width * .5, _this.height * .5, 80, 20); _this.obstacles.push(_this.cursor); } return _this.cursor.move(e.clientX, e.clientY); }; })(this)); this.updateParticles(); } App.prototype.changeDirection = function() { this.windVariation += .002; this.wind.x = Math.sin(this.angle * Math.cos(this.windVariation)) * this.strength; return this.wind.y = Math.cos(this.angle * Math.cos(this.windVariation)) * this.strength; }; App.prototype.updateParticles = function() { var j, k, len1, len2, obstacle, p, ref, ref1, v; ref = this.particles; for (j = 0, len1 = ref.length; j < len1; j++) { p = ref[j]; v = this.wind.clone(); ref1 = this.obstacles; for (k = 0, len2 = ref1.length; k < len2; k++) { obstacle = ref1[k]; v = v.add(obstacle.avoid(p)); } v = v.divide(p.weight); p.update(v.x, v.y); if (p.x < 0) { p.reset(this.width, Math.random() * this.height); } else if (p.x > this.width) { p.reset(0, Math.random() * this.height); } else if (p.y < 0) { p.reset(Math.random() * this.width, this.height); } else if (p.y > this.height) { p.reset(Math.random() * this.width, 0); } } this.changeDirection(); this.drawParticles(); return requestAnimationFrame(this.updateParticles); }; App.prototype.drawParticles = function() { var i, j, len, len1, p, ref; ref = this.particles; for (j = 0, len1 = ref.length; j < len1; j++) { p = ref[j]; this.setPixel(this.data, p.x, p.y, 235, 202, 47, 255); } len = this.data.data.length; i = 3; while (i < len) { this.data.data[i] -= 50; i += 4; } return this.context.putImageData(this.data, 0, 0); }; App.prototype.setPixel = function(imageData, x, y, r, g, b, a) { var index; if (x < 0 || x > this.width || y < 0 || y > this.height) { return; } x = Math.round(x); y = Math.round(y); index = (x + y * imageData.width) * 4; imageData.data[index + 0] = r; imageData.data[index + 1] = g; imageData.data[index + 2] = b; imageData.data[index + 3] = a; index = ((x + 1) + (y + 1) * imageData.width) * 4; imageData.data[index + 0] = r; imageData.data[index + 1] = g; imageData.data[index + 2] = b; imageData.data[index + 3] = a; index = ((x - 1) + (y - 1) * imageData.width) * 4; imageData.data[index + 0] = r; imageData.data[index + 1] = g; imageData.data[index + 2] = b; imageData.data[index + 3] = a; index = ((x + 1) + (y - 1) * imageData.width) * 4; imageData.data[index + 0] = r; imageData.data[index + 1] = g; imageData.data[index + 2] = b; imageData.data[index + 3] = a; index = ((x - 1) + (y + 1) * imageData.width) * 4; imageData.data[index + 0] = r; imageData.data[index + 1] = g; imageData.data[index + 2] = b; return imageData.data[index + 3] = a; }; return App; })(); $(function() { return new App(); });
}).call(this);
Developer | Lucas Motta |
Username | lucasmotta |
Uploaded | September 22, 2022 |
Rating | 4 |
Size | 4,660 Kb |
Views | 30,360 |
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