Interactive Bezier Doodle
How do I make an interactive bezier doodle?
A visual experiment with bezier curve and motion. Try to distub the doodle clicking around the screen.. What is a interactive bezier doodle? How do you make a interactive bezier doodle? This script and codes were developed by Francesco Trillini on 01 September 2022, Thursday.
Interactive Bezier Doodle - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Interactive Bezier Doodle</title> <link rel="stylesheet" href="css/style.css">
</head>
<body> <body></body> <script src='http://cdnjs.cloudflare.com/ajax/libs/dat-gui/0.5/dat.gui.min.js'></script> <script src="js/index.js"></script>
</body>
</html>
Interactive Bezier Doodle - Script Codes CSS Codes
body { margin: 0px; overflow: hidden;
}
Interactive Bezier Doodle - Script Codes JS Codes
/* * Copyright MIT © <2013> <Francesco Trillini> * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated * documentation files (the "Software"), to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and * to permit persons to whom the Software is furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, * INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR * PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE * FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ var BezierDoodle = {}; ;(function(self, undefined) { var canvas, context, nodes = [], ripples = [], mouse = { x: 0, y: 0 }, color = { r: 0, g: 0, b: 0 }, cycle = 90, input = false, FPS = 60; // Dat GUI default values var reactivity = 0.5, debug = false; /* * Settings. */ var Settings = function() { this.reactivity = 0.5; this.debug = false; this.changeReactivity = function(value) { reactivity = value; }; this.enableDebug = function(value) { debug = value; }; }; /* * Init. */ function init() { var settings = new Settings(); var GUI = new dat.GUI(); // Dat GUI main GUI.add(settings, 'reactivity').min(0.1).max(0.5).onChange(settings.changeReactivity); GUI.add(settings, 'debug').onChange(settings.enableDebug); var body = document.querySelector('body'); canvas = document.createElement('canvas'); canvas.width = window.innerWidth; canvas.height = window.innerHeight; canvas.style.background = '-webkit-radial-gradient(#ffffff, #d1f1ff)'; canvas.style.background = '-moz-radial-gradient(#ffffff, #d1f1ff)'; canvas.style.background = '-ms-radial-gradient(#ffffff, #d1f1ff)'; canvas.style.background = '-o-radial-gradient(#ffffff, #d1f1ff)'; canvas.style.background = 'radial-gradient(#ffffff, #d1f1ff)'; canvas.style.position = 'absolute'; canvas.style.top = 0; canvas.style.bottom = 0; canvas.style.left = 0; canvas.style.right = 0; canvas.style.zIndex = -1; canvas.style.cursor = 'pointer'; body.appendChild(canvas); if(!!(capable)) { context = canvas.getContext('2d'); // Events if('ontouchstart' in window) { canvas.addEventListener('touchstart', onTouchStart, false); canvas.addEventListener('touchend', onTouchEnd, false); } else { canvas.addEventListener('mousedown', onMouseDown, false); canvas.addEventListener('mouseup', onMouseUp, false); } window.onresize = onResize; createBezierNodes(); } } /* * Check if browser supports canvas element. */ function capable() { return canvas.getContext && canvas.getContext('2d'); } /* * On resize window event. */ function onResize() { canvas.width = window.innerWidth; canvas.height = window.innerHeight; } /* * Mouse down event. */ function onMouseDown(event) { event.preventDefault(); mouse.x = event.pageX - canvas.offsetLeft; mouse.y = event.pageY - canvas.offsetTop; addRipple(); } /* * Mouse up event. */ function onMouseUp(event) { event.preventDefault(); input = false; } /* * Touch start event. */ function onTouchStart(event) { event.preventDefault(); mouse.x = event.touches[0].pageX - canvas.offsetLeft; mouse.y = event.touches[0].pageY - canvas.offsetTop; addRipple(); } /* * Touch end event. */ function onTouchEnd(event) { event.preventDefault(); input = false; } /* * Let's create the basic skin of bezier curve. */ function createBezierNodes() { updateColorCycle(); for(var quantity = 0, len = 6; quantity < len; quantity++) { var theta = Math.PI * 2 * quantity / len; var x = canvas.width * 0.5 + 0 * Math.cos(theta); var y = canvas.height * 0.5 + 0 * Math.sin(theta); nodes.push({ x: x, y: y, vx: 0, vy: 0, lastX: x, lastY: y, min: 150, max: 250, disturb: 150, orbit: 20, angle: Math.random() * Math.PI * 2, speed: 0.05 + Math.random() * 0.05, theta: theta }); } loop(); } /* * Add a ripple at every input. */ function addRipple() { input = true; if(ripples.length === 0) { updateColorCycle(); ripples.push({ x: mouse.x, y: mouse.y, reactivity: 0, fade: 1.0 }); } } /* * Loop logic. */ function loop() { clear(); update(); render(); requestAnimFrame(loop); } /* * Clear the whole screen. */ function clear() { context.clearRect(0, 0, innerWidth, innerHeight); } /* * Update the nodes. */ function update() { var ease = 0.01, friction = 0.98; for(var index = 0; index < ripples.length; index++) { var ripple = ripples[index]; ripple.reactivity += 5; ripple.fade -= 0.05; if(ripple.fade <= 0.0) ripples.splice(index, 1); } [].forEach.call(nodes, function(node, index) { context.clearRect(0, 0, canvas.width, canvas.height); node.lastX += (canvas.width * 0.5 + node.disturb * Math.cos(node.theta) - node.lastX) * 0.08; node.lastY += (canvas.height * 0.5 + node.disturb * Math.sin(node.theta) - node.lastY) * 0.08; // Motion node.x += ((node.lastX + Math.cos(node.angle) * node.orbit) - node.x) * 0.08; node.y += ((node.lastY + Math.sin(node.angle) * node.orbit) - node.y) * 0.08; // Ease node.vx += (node.min - node.disturb) * ease; // Friction node.vx *= friction; node.disturb += node.vx; if(input) node.disturb += (node.max - node.disturb) * reactivity; node.angle += node.speed; }); } /* * Render the nodes. */ function render() { var currentIndex, nextIndex, xc, yc; [].forEach.call(nodes, function(node, index) { clear(); currentIndex = nodes[nodes.length - 1]; nextIndex = nodes[0]; xc = currentIndex.x + (nextIndex.x - currentIndex.x) * 0.5; yc = currentIndex.y + (nextIndex.y - currentIndex.y) * 0.5; context.save(); context.strokeStyle = debug ? '#a9a9a9' : '#e5e5e5'; context.fillStyle = 'rgb' + '(' + color.r + ', ' + color.g + ', ' + color.b + ')'; context.globalAlpha = debug ? 1.0 : 0.5; context.lineWidth = debug ? 1 : 5; context.beginPath(); context.moveTo(xc, yc); // Draw through N points for(var N = 0; N < nodes.length; N++) { currentIndex = nodes[N]; nextIndex = N + 1 > nodes.length - 1 ? nodes[N - nodes.length + 1] : nodes[N + 1]; xc = currentIndex.x + (nextIndex.x - currentIndex.x) * 0.5; yc = currentIndex.y + (nextIndex.y - currentIndex.y) * 0.5; context.quadraticCurveTo(currentIndex.x, currentIndex.y, xc, yc); } debug ? null : context.fill(); context.stroke(); context.restore(); context.save(); context.globalAlpha = 1.0; context.lineWidth = 1; context.lineCap = 'round'; context.lineJoin = 'round'; context.strokeStyle = '#a9a9a9'; context.fillStyle = '#a9a9a9'; // Draw through N points for(var N = 0; N < nodes.length; N++) { // First anchor currentIndex = nodes[N]; nextIndex = N + 1 > nodes.length - 1 ? nodes[N - nodes.length + 1] : nodes[N + 1]; xc = currentIndex.x + (nextIndex.x - currentIndex.x) * 0.8; yc = currentIndex.y + (nextIndex.y - currentIndex.y) * 0.8; context.beginPath(); context.moveTo(xc, yc); // Second anchor currentIndex = nextIndex; nextIndex = N + 2 > nodes.length - 1 ? nodes[N - nodes.length + 2] : nodes[N + 2]; xc = currentIndex.x + (nextIndex.x - currentIndex.x) * 0.2; yc = currentIndex.y + (nextIndex.y - currentIndex.y) * 0.2; context.lineTo(xc, yc); context.stroke(); // First anchor currentIndex = nodes[N]; nextIndex = N + 1 > nodes.length - 1 ? nodes[N - nodes.length + 1] : nodes[N + 1]; xc = currentIndex.x + (nextIndex.x - currentIndex.x) * 0.8; yc = currentIndex.y + (nextIndex.y - currentIndex.y) * 0.8; context.beginPath(); context.arc(xc, yc, 2, 0, Math.PI * 2); context.fill(); // Second anchor currentIndex = nextIndex; nextIndex = N + 2 > nodes.length - 1 ? nodes[N - nodes.length + 2] : nodes[N + 2]; xc = currentIndex.x + (nextIndex.x - currentIndex.x) * 0.2; yc = currentIndex.y + (nextIndex.y - currentIndex.y) * 0.2; context.beginPath(); context.arc(xc, yc, 2, 0, Math.PI * 2); context.fill(); } context.restore(); }); for(var index = 0; index < ripples.length; index++) { var ripple = ripples[index]; context.globalAlpha = ripple.fade; context.fillStyle = '#ffffff'; context.beginPath(); context.arc(ripple.x, ripple.y, ripple.reactivity, 0, Math.PI * 2); context.closePath(); context.fill(); } } /* * Update color cycle. */ function updateColorCycle() { cycle = Math.min(cycle + reactivity + 0.3, 100) !== 100 ? cycle += reactivity + 0.3 : 0; color.r = ~~(Math.sin(0.3 * cycle + 0) * 127 + 128); color.g = ~~(Math.sin(0.3 * cycle + 2) * 127 + 128); color.b = ~~( Math.sin(0.3 * cycle + 4) * 127 + 128); } window.requestAnimFrame = (function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback) { window.setTimeout(callback, 1000 / FPS); }; })(); window.addEventListener ? window.addEventListener('load', init, false) : window.onload = init; })(BezierDoodle);
Developer | Francesco Trillini |
Username | Francext |
Uploaded | September 01, 2022 |
Rating | 4 |
Size | 4,749 Kb |
Views | 34,408 |
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