Waviness
How do I make an waviness?
A waves simulator written using basic physics (spring/ease, friction).. What is a waviness? How do you make a waviness? This script and codes were developed by Francesco Trillini on 01 September 2022, Thursday.
Waviness - Script Codes HTML Codes
<!DOCTYPE html>
<html >
<head> <meta charset="UTF-8"> <title>Waviness</title> <style> /* NOTE: The styles were added inline because Prefixfree needs access to your styles and they must be inlined if they are on local disk! */ /* Use your mouse/touch. */
body { margin: 0px; overflow: hidden;
} </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/prefixfree/1.0.7/prefixfree.min.js"></script>
</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>
Waviness - Script Codes CSS Codes
/* Use your mouse/touch. */
body { margin: 0px; overflow: hidden;
}
Waviness - 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 self = window;
;(function(self) { var canvas, context, wave1 = [], wave2 = [], wave3 = [], mouse = { x: innerWidth * 0.5, y: innerHeight * 0.5 }, angle = 0, mouseDown = interactive = true, FPS = 60; /* * Init. */ function init() { var body = document.querySelector('body'); canvas = document.createElement('canvas'); canvas.width = innerWidth; canvas.height = innerHeight; 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 = 'n-resize'; body.appendChild(canvas); // Browser supports canvas? if(!!(capable)) { context = canvas.getContext('2d'); // Events if('ontouchmove' in window) { canvas.addEventListener('touchstart', onTouchStart, false); canvas.addEventListener('touchend', onTouchEnd, false); canvas.addEventListener('touchmove', onTouchMove, false); } else { canvas.addEventListener('mousedown', onMouseDown, false); canvas.addEventListener('mouseup', onMouseUp, false); canvas.addEventListener('mousemove', onMouseMove, false); } window.onresize = onResize; createWaves(); } else { console.error('Please, update your browser for seeing this animation.'); } } /* * Checks 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(); mouseDown = true; } /* * Mouse up event. */ function onMouseUp(event) { event.preventDefault(); mouseDown = false; } /* * Mouse move event. */ function onMouseMove(event) { event.preventDefault(); mouse.x = event.pageX - canvas.offsetLeft; mouse.y = event.pageY - canvas.offsetTop; if(interactive) mouseDown = interactive = false; } /* * Touch start event. */ function onTouchStart(event) { event.preventDefault(); mouseDown = true; } /* * Touch end event. */ function onTouchEnd(event) { event.preventDefault(); mouseDown = false; } /* * Touch move event. */ function onTouchMove(event) { event.preventDefault(); mouse.x = event.touches[0].pageX - canvas.offsetLeft; mouse.y = event.touches[0].pageY - canvas.offsetTop; if(interactive) mouseDown = interactive = false; } /* * Create waves. */ function createWaves() { var totalPoints = Math.round(canvas.width / 170); for(var quantity = 0, len = totalPoints; quantity < len; quantity++) // First wave wave1.push({ x: canvas.width * quantity / (len - 1), y: canvas.height * 0.5 - 20, vy: Math.random() * 10, depth: canvas.height * 0.5 }); for(var quantity = 0, len = totalPoints; quantity < len; quantity++) // Second wave wave2.push({ x: canvas.width * quantity / (len - 1), y: canvas.height * 0.5, vy: Math.random() * 10, depth: canvas.height * 0.5 }); for(var quantity = 0, len = totalPoints; quantity < len; quantity++) // Third wave wave3.push({ x: canvas.width * quantity / (len - 1), y: canvas.height * 0.5 + 20, vy: Math.random() * 10, depth: canvas.height * 0.5 }); wave(); } /* * Loop logic. */ function wave() { clear(); update(); render(); requestAnimFrame(wave); } /* * Clear the whole screen. */ function clear() { context.clearRect(0, 0, innerWidth, innerHeight); }; /* * Update the waves. */ function update() { var ease, friction, threshold; friction = 0.99; threshold = interactive ? Math.round(canvas.width / 4.5) : 280; if(interactive) { angle += 0.05; mouse.x = canvas.width * 0.5 + Math.sin(angle) * canvas.width * 0.2; mouse.y = (canvas.height * 0.5 - 50) + Math.sin(angle) * canvas.height * 0.2; } for(var index = 0; index < (wave1.length || wave2.length || wave3.length); index++) { var point1 = wave1[index]; var point2 = wave2[index]; var point3 = wave3[index]; point1.y += point1.vy; point2.y += point2.vy; point3.y += point3.vy; // Ease point1.vy += (point1.depth - point1.y) * (interactive ? 0.03 : 0.009); point2.vy += (point2.depth - point2.y) * (interactive ? 0.02 : 0.008); point3.vy += (point3.depth - point3.y) * (interactive ? 0.01 : 0.007); // Friction point1.vy *= friction; point2.vy *= friction; point3.vy *= friction; // Threshold if(distanceTo(mouse, point1) < threshold && mouseDown) point1.vy += (mouse.y - point1.y) * (interactive ? 0.03 : 0.009); if(distanceTo(mouse, point2) < threshold && mouseDown) point2.vy += (mouse.y - point2.y) * (interactive ? 0.02 : 0.008); if(distanceTo(mouse, point3) < threshold && mouseDown) point3.vy += (mouse.y - point3.y) * (interactive ? 0.01 : 0.007); } } /* * Render the waveS. */ function render() { for(var wave = 0; wave < (wave1.length || wave2.length || wave3.length); wave++) { // Smooth bezier curves clear(); context.save(); context.globalAlpha = 0.5; context.fillStyle = '#f98f00'; context.beginPath(); context.moveTo(wave1[0].x, wave1[0].y); // Draw through N wave1 for(var N = 1; N < wave1.length - 2; N++) { var xc = (wave1[N].x + wave1[N + 1].x) / 2; var yc = (wave1[N].y + wave1[N + 1].y) / 2; context.quadraticCurveTo(wave1[N].x, wave1[N].y, xc, yc); } context.quadraticCurveTo(wave1[wave1.length - 2].x, wave1[wave1.length - 2].y, wave1[wave1.length - 1].x, wave1[wave1.length - 1].y); context.lineTo(canvas.width, canvas.height); context.lineTo(0, canvas.height); context.lineTo(0, wave1[0].y); context.fill(); context.restore(); context.save(); context.globalAlpha = 0.5; context.fillStyle = '#00fddc'; context.beginPath(); context.moveTo(wave2[0].x, wave2[0].y); // Draw through N wave2 for(var N = 1; N < wave2.length - 2; N++) { var xc = (wave2[N].x + wave2[N + 1].x) / 2; var yc = (wave2[N].y + wave2[N + 1].y) / 2; context.quadraticCurveTo(wave2[N].x, wave2[N].y, xc, yc); } context.quadraticCurveTo(wave2[wave2.length - 2].x, wave2[wave2.length - 2].y, wave2[wave2.length - 1].x, wave2[wave2.length - 1].y); context.lineTo(canvas.width, canvas.height); context.lineTo(0, canvas.height); context.lineTo(0, wave2[0].y); context.fill(); context.restore(); context.save(); context.globalAlpha = 0.5; context.fillStyle = '#05cdf8'; context.beginPath(); context.moveTo(wave3[0].x, wave3[0].y); // Draw through N wave3 for(var N = 1; N < wave3.length - 2; N++) { var xc = (wave3[N].x + wave3[N + 1].x) / 2; var yc = (wave3[N].y + wave3[N + 1].y) / 2; context.quadraticCurveTo(wave3[N].x, wave3[N].y, xc, yc); } context.quadraticCurveTo(wave3[wave3.length - 2].x, wave3[wave3.length - 2].y, wave3[wave3.length - 1].x, wave3[wave3.length - 1].y); context.lineTo(canvas.width, canvas.height); context.lineTo(0, canvas.height); context.lineTo(0, wave3[0].y); context.fill(); context.restore(); } } /* * Distance between two wave1. */ function distanceTo(pointA, pointB) { var dx = Math.abs(pointA.x - pointB.x); var dy = Math.abs(pointA.y - pointB.y); return Math.sqrt(dx * dx + dy * dy); }; /* * Request new frame by Paul Irish. * 60 FPS. */ 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;
})(self);
Developer | Francesco Trillini |
Username | Francext |
Uploaded | September 01, 2022 |
Rating | 4.5 |
Size | 4,500 Kb |
Views | 38,456 |
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