Particles attraction

Developer
Size
6,181 Kb
Views
10,120

How do I make an particles attraction?

What is a particles attraction? How do you make a particles attraction? This script and codes were developed by Sergey on 14 November 2022, Monday.

Particles attraction Previews

Particles attraction - Script Codes HTML Codes

<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Particles attraction</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></canvas>
<button onclick='scene.isPlaying ? scene.stop() : scene.play()'>Play / Stop</button> <script src="js/index.js"></script>
</body>
</html>

Particles attraction - Script Codes CSS Codes

html,
body { width: 100%; height: 100%; -ms-touch-action: none; touch-action: none;
}
canvas { width: 100%; height: 100%; background: #262626; -ms-touch-action: none; touch-action: none;
}
button { display: block; position: absolute; top: 10px; left: 10px; color: #fff; border: 1px solid #fff; background: #c30000; border-radius: 5px; padding: 6px 18px;
}

Particles attraction - Script Codes JS Codes

'use strict';
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var Vector = function () { function Vector(x, y) { _classCallCheck(this, Vector); this.x = x || 0; this.y = y || 0; } Vector.add = function add(a, b) { return new Vector(a.x + b.x, a.y + b.y); }; Vector.sub = function sub(a, b) { return new Vector(a.x - b.x, a.y - b.y); }; Vector.scale = function scale(vector, size) { return vector.clone().scale(size); }; Vector.random = function random() { return new Vector(Math.random() * 2 - 1, Math.random() * 2 - 1); }; Vector.prototype.set = function set() { var x = arguments.length <= 0 || arguments[0] === undefined ? 0 : arguments[0]; var y = arguments.length <= 1 || arguments[1] === undefined ? 0 : arguments[1]; this.x = x; this.y = y; return this; }; Vector.prototype.setX = function setX() { var x = arguments.length <= 0 || arguments[0] === undefined ? 0 : arguments[0]; this.x = x; return this; }; Vector.prototype.setY = function setY() { var y = arguments.length <= 0 || arguments[0] === undefined ? 0 : arguments[0]; this.y = y; return this; }; Vector.prototype.invertX = function invertX() { this.x = -this.x; return this; }; Vector.prototype.invertY = function invertY() { this.y = -this.y; return this; }; Vector.prototype.add = function add(vector) { this.x += vector.x; this.y += vector.y; return this; }; Vector.prototype.sub = function sub(vector) { this.x -= vector.x; this.y -= vector.y; return this; }; Vector.prototype.scale = function scale() { var size = arguments.length <= 0 || arguments[0] === undefined ? 1 : arguments[0]; this.x *= size; this.y *= size; return this; }; Vector.prototype.distanceTo = function distanceTo(vector) { var dx = vector.x - this.x, dy = vector.y - this.y; return Math.sqrt(Math.pow(dx, 2) + Math.pow(dy, 2)); }; Vector.prototype.length = function length() { return Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2)); }; Vector.prototype.normalize = function normalize() { var m = this.length(); if (m) { this.x /= m; this.y /= m; } return this; }; Vector.prototype.angle = function angle() { return Math.atan2(this.y, this.x); }; Vector.prototype.clone = function clone() { return new Vector(this.x, this.y); }; return Vector;
}();
var Point = function () { function Point() { var x = arguments.length <= 0 || arguments[0] === undefined ? 0 : arguments[0]; var y = arguments.length <= 1 || arguments[1] === undefined ? 0 : arguments[1]; _classCallCheck(this, Point); var size = Math.random(); var color = Math.floor((1 - size) * 55 + 200); this.x = x; this.y = y; this.radius = 1 + size * 2; this.color = 'rgb(' + color + ',' + color + ',' + color + ')'; this.maxSpeed = 4 - size; this.minSpeed = 1 - size; this.friction = 0.002; this.weight = size * 0.8; this.acceleration = new Vector(0, 0); this.velocity = Vector.random().scale(this.maxSpeed / 2); } Point.prototype.update = function update(canvas, attractionPoint) { if (attractionPoint) { var attraction = this.getAttraction(attractionPoint); this.acceleration.set(attraction.x, attraction.y); } else { this.acceleration.set(0, 0); } if (this.x <= 0 || this.x >= canvas.width) { if (this.x < 0) { this.x = 0; } else { this.x = canvas.width; } this.velocity.invertX(); } if (this.y <= 0 || this.y >= canvas.height) { if (this.y < 0) { this.y = 0; } else { this.y = canvas.height; } this.velocity.invertY(); } this.velocity.add(this.acceleration); if (this.velocity.length() > this.minSpeed) { this.velocity.scale(1 - this.friction); } if (this.velocity.length() > this.maxSpeed) { this.velocity.normalize().scale(this.maxSpeed); } this.x += this.velocity.x; this.y += this.velocity.y; return this; }; Point.prototype.getAttraction = function getAttraction(attractionPoint) { var strength = 1 / (this.weight * Math.pow(attractionPoint.distanceTo(this), 1.1)); return Vector.sub(attractionPoint, this).normalize().scale(strength); }; Point.prototype.draw = function draw(ctx) { ctx.beginPath(); ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI, false); ctx.fillStyle = this.color; ctx.fill(); ctx.closePath(); }; return Point;
}();
var Scene = function () { function Scene(element) { _classCallCheck(this, Scene); this.element = element; this.ctx = element.getContext('2d'); this.isPlaying = false; } Scene.prototype.clear = function clear() { var element = this.element; this.ctx.clearRect(0, 0, element.width, element.height); }; Scene.prototype.resize = function resize() { this.element.width = window.innerWidth; this.element.height = window.innerHeight; this.clear(); }; Scene.prototype.draw = function draw(renderer) { var _this = this; if (this.isPlaying) { window.requestAnimationFrame(function () { _this.draw(); }); renderer(); } }; Scene.prototype.stop = function stop() { this.isPlaying = false; }; Scene.prototype.play = function play() { this.isPlaying = true; this.draw(); }; Scene.prototype.init = function init() { var _this2 = this; this.resize(); window.addEventListener('resize', function () { _this2.resize(); }); }; return Scene;
}();
var ParticleScene = function (_Scene) { _inherits(ParticleScene, _Scene); function ParticleScene(element) { _classCallCheck(this, ParticleScene); var _this3 = _possibleConstructorReturn(this, _Scene.call(this, element)); _this3.points = []; _this3.cursor = new Vector(); _this3.cursorIsActive = false; return _this3; } ParticleScene.prototype.emit = function emit() { var count = arguments.length <= 0 || arguments[0] === undefined ? 100 : arguments[0]; var points = []; for (var index = 0; index < count; index++) { var x = this.element.width * Math.random(); var y = this.element.height * Math.random(); points.push(new Point(x, y)); } return points; }; ParticleScene.prototype.drawCursor = function drawCursor() { this.ctx.beginPath(); this.ctx.arc(this.cursor.x, this.cursor.y, 5, 0, 2 * Math.PI, false); this.ctx.fillStyle = '#fff'; this.ctx.fill(); this.ctx.closePath(); }; ParticleScene.prototype.renderFrame = function renderFrame() { this.clear(); var cursor = undefined; if (this.cursorIsActive) { cursor = this.cursor; this.drawCursor(); } for (var _iterator = this.points, _isArray = Array.isArray(_iterator), _i = 0, _iterator = _isArray ? _iterator : _iterator[Symbol.iterator]();;) { var _ref; if (_isArray) { if (_i >= _iterator.length) break; _ref = _iterator[_i++]; } else { _i = _iterator.next(); if (_i.done) break; _ref = _i.value; } var point = _ref; point.update(this.element, cursor).draw(this.ctx); } }; ParticleScene.prototype.draw = function draw() { var _this4 = this; _Scene.prototype.draw.call(this, function () { return _this4.renderFrame(); }); }; ParticleScene.prototype.init = function init() { var _this5 = this; _Scene.prototype.init.call(this); this.points = this.emit(1000); var removePoint = function removePoint() { return _this5.cursorIsActive = false; }; this.element.addEventListener('mousemove', function (e) { _this5.cursor.set(e.clientX, e.clientY); _this5.cursorIsActive = true; }); this.element.addEventListener('touchmove', function (e) { var touch = e.touches[0]; e.preventDefault(); _this5.cursor.set(touch.pageX, touch.pageY); _this5.cursorIsActive = true; }); this.element.addEventListener('touchend', removePoint); this.element.addEventListener('mouseleave', removePoint); return this; }; return ParticleScene;
}(Scene);
var canvas = document.querySelector('canvas');
var scene = new ParticleScene(canvas);
scene.init().play();
Particles attraction - Script Codes
Particles attraction - Script Codes
Home Page Home
Developer Sergey
Username JohnTheCat
Uploaded November 14, 2022
Rating 3
Size 6,181 Kb
Views 10,120
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