Gravity Points

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5,148 Kb
Views
139,656

How do I make an gravity points?

Http://jsdo.it/akm2/5SPA. What is a gravity points? How do you make a gravity points? This script and codes were developed by Akimitsu Hamamuro on 12 June 2022, Sunday.

Gravity Points Previews

Gravity Points - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Gravity Points</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <canvas id="c"></canvas>
<div class="info">Click to add gravity point.</div> <script src='js/kzymdn.js'></script> <script src="js/index.js"></script>
</body>
</html>

Gravity Points - Script Codes CSS Codes

body { font-family: Helvetica sans-serif; padding: 0; margin: 0; background-color: #222; overflow: hidden; -webkit-user-select: none; -moz-user-select: none; -o-user-select: none; -ms-user-select: none; user-select: none;
}
canvas { position: absolute; top: 0; left: 0;
}
.info { position: absolute; top: 0; left: 0; padding: 5px 15px; color: #eee; font-size: 13px; background-color: rgba(0, 0, 0, .5);
}

Gravity Points - Script Codes JS Codes

/** * requestAnimationFrame */
window.requestAnimationFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) { window.setTimeout(callback, 1000 / 60); };
})();
/** * Vector */
function Vector(x, y) { this.x = x || 0; this.y = y || 0;
}
Vector.add = function(a, b) { return new Vector(a.x + b.x, a.y + b.y);
};
Vector.sub = function(a, b) { return new Vector(a.x - b.x, a.y - b.y);
};
Vector.scale = function(v, s) { return v.clone().scale(s);
};
Vector.random = function() { return new Vector( Math.random() * 2 - 1, Math.random() * 2 - 1 );
};
Vector.prototype = { set: function(x, y) { if (typeof x === 'object') { y = x.y; x = x.x; } this.x = x || 0; this.y = y || 0; return this; }, add: function(v) { this.x += v.x; this.y += v.y; return this; }, sub: function(v) { this.x -= v.x; this.y -= v.y; return this; }, scale: function(s) { this.x *= s; this.y *= s; return this; }, length: function() { return Math.sqrt(this.x * this.x + this.y * this.y); }, lengthSq: function() { return this.x * this.x + this.y * this.y; }, normalize: function() { var m = Math.sqrt(this.x * this.x + this.y * this.y); if (m) { this.x /= m; this.y /= m; } return this; }, angle: function() { return Math.atan2(this.y, this.x); }, angleTo: function(v) { var dx = v.x - this.x, dy = v.y - this.y; return Math.atan2(dy, dx); }, distanceTo: function(v) { var dx = v.x - this.x, dy = v.y - this.y; return Math.sqrt(dx * dx + dy * dy); }, distanceToSq: function(v) { var dx = v.x - this.x, dy = v.y - this.y; return dx * dx + dy * dy; }, lerp: function(v, t) { this.x += (v.x - this.x) * t; this.y += (v.y - this.y) * t; return this; }, clone: function() { return new Vector(this.x, this.y); }, toString: function() { return '(x:' + this.x + ', y:' + this.y + ')'; }
};
/** * GravityPoint */
function GravityPoint(x, y, radius, targets) { Vector.call(this, x, y); this.radius = radius; this.currentRadius = radius * 0.5; this._targets = { particles: targets.particles || [], gravities: targets.gravities || [] }; this._speed = new Vector();
}
GravityPoint.RADIUS_LIMIT = 65;
GravityPoint.interferenceToPoint = true;
GravityPoint.prototype = (function(o) { var s = new Vector(0, 0), p; for (p in o) s[p] = o[p]; return s;
})({ gravity: 0.05, isMouseOver: false, dragging: false, destroyed: false, _easeRadius: 0, _dragDistance: null, _collapsing: false, hitTest: function(p) { return this.distanceTo(p) < this.radius; }, startDrag: function(dragStartPoint) { this._dragDistance = Vector.sub(dragStartPoint, this); this.dragging = true; }, drag: function(dragToPoint) { this.x = dragToPoint.x - this._dragDistance.x; this.y = dragToPoint.y - this._dragDistance.y; }, endDrag: function() { this._dragDistance = null; this.dragging = false; }, addSpeed: function(d) { this._speed = this._speed.add(d); }, collapse: function(e) { this.currentRadius *= 1.75; this._collapsing = true; }, render: function(ctx) { if (this.destroyed) return; var particles = this._targets.particles, i, len; for (i = 0, len = particles.length; i < len; i++) { particles[i].addSpeed(Vector.sub(this, particles[i]).normalize().scale(this.gravity)); } this._easeRadius = (this._easeRadius + (this.radius - this.currentRadius) * 0.07) * 0.95; this.currentRadius += this._easeRadius; if (this.currentRadius < 0) this.currentRadius = 0; if (this._collapsing) { this.radius *= 0.75; if (this.currentRadius < 1) this.destroyed = true; this._draw(ctx); return; } var gravities = this._targets.gravities, g, absorp, area = this.radius * this.radius * Math.PI, garea; for (i = 0, len = gravities.length; i < len; i++) { g = gravities[i]; if (g === this || g.destroyed) continue; if ( (this.currentRadius >= g.radius || this.dragging) && this.distanceTo(g) < (this.currentRadius + g.radius) * 0.85 ) { g.destroyed = true; this.gravity += g.gravity; absorp = Vector.sub(g, this).scale(g.radius / this.radius * 0.5); this.addSpeed(absorp); garea = g.radius * g.radius * Math.PI; this.currentRadius = Math.sqrt((area + garea * 3) / Math.PI); this.radius = Math.sqrt((area + garea) / Math.PI); } g.addSpeed(Vector.sub(this, g).normalize().scale(this.gravity)); } if (GravityPoint.interferenceToPoint && !this.dragging) this.add(this._speed); this._speed = new Vector(); if (this.currentRadius > GravityPoint.RADIUS_LIMIT) this.collapse(); this._draw(ctx); }, _draw: function(ctx) { var grd, r; ctx.save(); grd = ctx.createRadialGradient(this.x, this.y, this.radius, this.x, this.y, this.radius * 5); grd.addColorStop(0, 'rgba(0, 0, 0, 0.1)'); grd.addColorStop(1, 'rgba(0, 0, 0, 0)'); ctx.beginPath(); ctx.arc(this.x, this.y, this.radius * 5, 0, Math.PI * 2, false); ctx.fillStyle = grd; ctx.fill(); r = Math.random() * this.currentRadius * 0.7 + this.currentRadius * 0.3; grd = ctx.createRadialGradient(this.x, this.y, r, this.x, this.y, this.currentRadius); grd.addColorStop(0, 'rgba(0, 0, 0, 1)'); grd.addColorStop(1, Math.random() < 0.2 ? 'rgba(255, 196, 0, 0.15)' : 'rgba(103, 181, 191, 0.75)'); ctx.beginPath(); ctx.arc(this.x, this.y, this.currentRadius, 0, Math.PI * 2, false); ctx.fillStyle = grd; ctx.fill(); ctx.restore(); }
});
/** * Particle */
function Particle(x, y, radius) { Vector.call(this, x, y); this.radius = radius; this._latest = new Vector(); this._speed = new Vector();
}
Particle.prototype = (function(o) { var s = new Vector(0, 0), p; for (p in o) s[p] = o[p]; return s;
})({ addSpeed: function(d) { this._speed.add(d); }, update: function() { if (this._speed.length() > 12) this._speed.normalize().scale(12); this._latest.set(this); this.add(this._speed); } // render: function(ctx) { // if (this._speed.length() > 12) this._speed.normalize().scale(12); // this._latest.set(this); // this.add(this._speed); // ctx.save(); // ctx.fillStyle = ctx.strokeStyle = '#fff'; // ctx.lineCap = ctx.lineJoin = 'round'; // ctx.lineWidth = this.radius * 2; // ctx.beginPath(); // ctx.moveTo(this.x, this.y); // ctx.lineTo(this._latest.x, this._latest.y); // ctx.stroke(); // ctx.beginPath(); // ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false); // ctx.fill(); // ctx.restore(); // }
});
// Initialize
(function() { // Configs var BACKGROUND_COLOR = 'rgba(11, 51, 56, 1)', PARTICLE_RADIUS = 1, G_POINT_RADIUS = 10, G_POINT_RADIUS_LIMITS = 65; // Vars var canvas, context, bufferCvs, bufferCtx, screenWidth, screenHeight, mouse = new Vector(), gravities = [], particles = [], grad, gui, control; // Event Listeners function resize(e) { screenWidth = canvas.width = window.innerWidth; screenHeight = canvas.height = window.innerHeight; bufferCvs.width = screenWidth; bufferCvs.height = screenHeight; context = canvas.getContext('2d'); bufferCtx = bufferCvs.getContext('2d'); var cx = canvas.width * 0.5, cy = canvas.height * 0.5; grad = context.createRadialGradient(cx, cy, 0, cx, cy, Math.sqrt(cx * cx + cy * cy)); grad.addColorStop(0, 'rgba(0, 0, 0, 0)'); grad.addColorStop(1, 'rgba(0, 0, 0, 0.35)'); } function mouseMove(e) { mouse.set(e.clientX, e.clientY); var i, g, hit = false; for (i = gravities.length - 1; i >= 0; i--) { g = gravities[i]; if ((!hit && g.hitTest(mouse)) || g.dragging) g.isMouseOver = hit = true; else g.isMouseOver = false; } canvas.style.cursor = hit ? 'pointer' : 'default'; } function mouseDown(e) { for (var i = gravities.length - 1; i >= 0; i--) { if (gravities[i].isMouseOver) { gravities[i].startDrag(mouse); return; } } gravities.push(new GravityPoint(e.clientX, e.clientY, G_POINT_RADIUS, { particles: particles, gravities: gravities })); } function mouseUp(e) { for (var i = 0, len = gravities.length; i < len; i++) { if (gravities[i].dragging) { gravities[i].endDrag(); break; } } } function doubleClick(e) { for (var i = gravities.length - 1; i >= 0; i--) { if (gravities[i].isMouseOver) { gravities[i].collapse(); break; } } } // Functions function addParticle(num) { var i, p; for (i = 0; i < num; i++) { p = new Particle( Math.floor(Math.random() * screenWidth - PARTICLE_RADIUS * 2) + 1 + PARTICLE_RADIUS, Math.floor(Math.random() * screenHeight - PARTICLE_RADIUS * 2) + 1 + PARTICLE_RADIUS, PARTICLE_RADIUS ); p.addSpeed(Vector.random()); particles.push(p); } } function removeParticle(num) { if (particles.length < num) num = particles.length; for (var i = 0; i < num; i++) { particles.pop(); } } // GUI Control control = { particleNum: 50 }; // Init canvas = document.getElementById('c'); bufferCvs = document.createElement('canvas'); window.addEventListener('resize', resize, false); resize(null); addParticle(control.particleNum); canvas.addEventListener('mousemove', mouseMove, false); canvas.addEventListener('mousedown', mouseDown, false); canvas.addEventListener('mouseup', mouseUp, false); canvas.addEventListener('dblclick', doubleClick, false); // GUI gui = new dat.GUI(); gui.add(control, 'particleNum', 0, 300).step(1).name('Particle Num').onChange(function() { var n = (control.particleNum | 0) - particles.length; if (n > 0) addParticle(n); else if (n < 0) removeParticle(-n); }); gui.add(GravityPoint, 'interferenceToPoint').name('Interference Between Point'); gui.close(); // Start Update var loop = function() { var i, len, g, p; context.save(); context.fillStyle = BACKGROUND_COLOR; context.fillRect(0, 0, screenWidth, screenHeight); context.fillStyle = grad; context.fillRect(0, 0, screenWidth, screenHeight); context.restore(); for (i = 0, len = gravities.length; i < len; i++) { g = gravities[i]; if (g.dragging) g.drag(mouse); g.render(context); if (g.destroyed) { gravities.splice(i, 1); len--; i--; } } bufferCtx.save(); bufferCtx.globalCompositeOperation = 'destination-out'; bufferCtx.globalAlpha = 0.35; bufferCtx.fillRect(0, 0, screenWidth, screenHeight); bufferCtx.restore(); // パーティクルをバッファに描画 // for (i = 0, len = particles.length; i < len; i++) { // particles[i].render(bufferCtx); // } len = particles.length; bufferCtx.save(); bufferCtx.fillStyle = bufferCtx.strokeStyle = '#fff'; bufferCtx.lineCap = bufferCtx.lineJoin = 'round'; bufferCtx.lineWidth = PARTICLE_RADIUS * 2; bufferCtx.beginPath(); for (i = 0; i < len; i++) { p = particles[i]; p.update(); bufferCtx.moveTo(p.x, p.y); bufferCtx.lineTo(p._latest.x, p._latest.y); } bufferCtx.stroke(); bufferCtx.beginPath(); for (i = 0; i < len; i++) { p = particles[i]; bufferCtx.moveTo(p.x, p.y); bufferCtx.arc(p.x, p.y, p.radius, 0, Math.PI * 2, false); } bufferCtx.fill(); bufferCtx.restore(); // バッファをキャンバスに描画 context.drawImage(bufferCvs, 0, 0); requestAnimationFrame(loop); }; loop();
})();
Gravity Points - Script Codes
Gravity Points - Script Codes
Home Page Home
Developer Akimitsu Hamamuro
Username akm2
Uploaded June 12, 2022
Rating 3
Size 5,148 Kb
Views 139,656
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Akimitsu Hamamuro (akm2) Script Codes
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