Canvas particle animation mobile touch event with elements positioned on top - javascript

I have this canvas particle animation that follows the mouse event correctly but it does not follow a touch event on mobile. I realized that it's because I have this animation beneath the rest of the content which is positioned on top. When there is something on top of the canvas that it's hitting, it does not trigger the touch event. I'm hoping someone can help me figure out how to avoid this issue so that the animation will still follow the user underneath the page content.
JS
var PI2 = Math.PI * 2;
var HALF_PI = Math.PI / 2;
var isTouch = 'ontouchstart' in window;
var isSafari = !!navigator.userAgent.match(/Version\/[\d\.]+.*Safari/);
function Canvas(options) {
options = _.clone(options || {});
this.options = _.defaults(options, this.options);
this.el = this.options.el;
this.ctx = this.el.getContext('2d');
this.dpr = window.devicePixelRatio || 1;
this.updateDimensions();
window.addEventListener('resize', this.updateDimensions.bind(this), false);
this.resetTarget();
if(isTouch){
// touch
this.el.addEventListener('touchstart', this.touchMove.bind(this), false);
this.el.addEventListener('touchmove', this.touchMove.bind(this), false);
// this.el.addEventListener('touchend', this.resetTarget.bind(this), false);
} else {
// Mouse
window.addEventListener('mousemove', this.mouseMove.bind(this), false);
window.addEventListener('mouseout', this.resetTarget.bind(this), false);
}
this.setupParticles();
this.loop();
}
Canvas.prototype.updateDimensions = function() {
this.width = this.el.width = _.result(this.options, 'width') * this.dpr;
this.height = this.el.height = _.result(this.options, 'height') * this.dpr;
this.el.style.width = _.result(this.options, 'width') + 'px';
this.el.style.height = _.result(this.options, 'height') + 'px';
}
// Update the orb target
Canvas.prototype.mouseMove = function(event) {
this.target = new Vector(event.clientX * this.dpr, event.clientY* this.dpr);
}
// Reset to center when we mouse out
Canvas.prototype.resetTarget = function() {
this.target = new Vector(this.width / 2, this.height /2);
}
// Touch Eent
Canvas.prototype.touchMove = function(event) {
if(event.touches.length === 1) { event.preventDefault(); }
this.target = new Vector(event.touches[0].pageX * this.dpr, event.touches[0].pageY * this.dpr);
}
// Defaults
Canvas.prototype.options = {
count: 11,
speed: 0.001,
width: 400,
height: 400,
size: 5,
radius: 1,
background: '240, 240, 240, 0.6',
maxDistance: 100
}
Canvas.prototype.setupParticles = function() {
this.particles = [];
var index = -1;
var between = PI2 / this.options.count;
while(++index < this.options.count) {
var x;
var y;
var angle;
var max = Math.max(this.width, this.height);
angle = (index + 1) * between;
x = Math.cos(angle) * max;
x += this.width / 2;
y = Math.sin(angle) * max;
y += this.height / 2;
var particle = new Particle({
x: x,
y: y,
radius: this.options.radius,
size: this.options.size,
angle: angle,
color: this.options.color
});
this.particles.push(particle);
}
}
Canvas.prototype.findClosest = function() {
var index = -1;
var pointsLength = this.particles.length;
while(++index < pointsLength) {
var closestIndex = -1;
this.particles[index].closest = [];
while(++closestIndex < pointsLength) {
var closest = this.particles[closestIndex];
var distance = this.particles[index].position.distanceTo(closest.position);
if(distance < this.options.maxDistance) {
var vector = new Vector(closest.position.x, closest.position.y);
vector.opacity = 1 - (distance / this.options.maxDistance);
vector.distance = distance;
this.particles[index].closest.push(vector);
}
}
}
}
Canvas.prototype.loop = function() {
// this.clear();
if(isTouch || isSafari) {
this.ghost();
} else {
this.ghostGradient();
}
if(this.options.maxDistance > 0) {
this.findClosest();
}
this.draw();
window.requestAnimationFrame(_.bind(this.loop, this));
}
Canvas.prototype.clear = function() {
this.ctx.clearRect(0, 0 , this.width, this.height);
}
Canvas.prototype.ghost = function() {
this.ctx.globalCompositeOperation = "source-over";
this.ctx.rect(0, 0 , this.width, this.height);
if(typeof this.options.background === 'string') {
this.ctx.fillStyle = "rgba(" + this.options.background + ")";
} else {
this.ctx.fillStyle = "rgba(" + this.options.background[0] + ")";
}
this.ctx.fill();
}
Canvas.prototype.ghostGradient = function() {
var gradient;
if(typeof this.options.background === 'string') {
this.ctx.fillStyle = 'rgba(' + this.options.background + ')';
} else {
var gradient = this.ctx.createLinearGradient(0, 0, 0, this.height);
var length = this.options.background.length;
for(var i = 0; i < length; i++){
gradient.addColorStop((i+1) / length, 'rgba(' + this.options.background[i] + ')');
}
this.ctx.fillStyle = gradient;
}
this.ctx.globalOpacity = 0.1;
this.ctx.globalCompositeOperation = "darken";
this.ctx.fillRect(0, 0 , this.width, this.height);
}
// Draw
Canvas.prototype.draw = function() {
var index = -1;
var length = this.particles.length;
while(++index < length) {
var point = this.particles[index];
var color = point.color || this.options.color;
point.update(this.target, index);
this.ctx.globalAlpha = 0.3;
this.ctx.globalCompositeOperation = "lighten";
this.ctx.fillStyle = 'rgb(' + color + ')';
this.ctx.beginPath();
this.ctx.arc(point.position.x, point.position.y, point.size, 0, PI2, false);
this.ctx.closePath();
this.ctx.fill();
if(this.options.maxDistance > 0) {
this.drawLines(point, color);
}
}
}
// Draw connecting lines
Canvas.prototype.drawLines = function (point, color) {
color = color || this.options.color;
var index = -1;
var length = point.closest.length;
this.ctx.globalAlpha = 0.2;
this.ctx.globalCompositeOperation = "screen";
this.ctx.lineCap = 'round';
while(++index < length) {
this.ctx.lineWidth = (point.size * 2) * point.closest[index].opacity;
this.ctx.strokeStyle = 'rgba(250,250,250, ' + point.closest[index].opacity + ')';
this.ctx.beginPath();
this.ctx.moveTo(point.position.x, point.position.y);
this.ctx.lineTo(point.closest[index].x, point.closest[index].y);
this.ctx.stroke();
}
}
function Particle(options) {
options = _.clone(options || {});
this.options = _.defaults(options, this.options);
this.position = this.shift = new Vector(this.options.x, this.options.y);
this.speed = this.options.speed || 0.01 + Math.random() * 0.04;
this.angle = this.options.angle || 0;
if(this.options.color) {
var color = this.options.color.split(',');
var colorIndex = -1;
while(++colorIndex < 3) {
color[colorIndex] = Math.round(parseInt(color[colorIndex], 10) + (Math.random()*100)-50);
// Clamp
color[colorIndex] = Math.min(color[colorIndex], 255);
color[colorIndex] = Math.max(color[colorIndex], 0);
}
this.color = color.join(', ');
}
// Size
this.options.size = this.options.size || 7;
this.size = 1 + Math.random() * this.options.size;
this.targetSize = this.options.targetSize || this.options.size;
this.orbit = this.options.radius * 0.5 + (this.options.radius * 0.5 * Math.random());
}
Particle.prototype.update = function(target, index) {
this.angle += this.speed;
this.shift.x += (target.x - this.shift.x) * this.speed;
this.shift.y += (target.y - this.shift.y) * this.speed;
this.position.x = this.shift.x + Math.cos(index + this.angle) * this.orbit;
this.position.y = this.shift.y + Math.sin(index + this.angle) * this.orbit;
if(!isSafari) {
this.size += (this.targetSize - this.size) * 0.03;
if(Math.round(this.size) === Math.round(this.targetSize)) {
this.targetSize = 1 + Math.random() * this.options.size;
}
}
}
function Vector(x, y) {
this.x = x || 0;
this.y = y || 0;
}
Vector.prototype.distanceTo = function(vector, abs) {
var distance = Math.sqrt(Math.pow(this.x - vector.x, 2) + Math.pow(this.y - vector.y, 2));
return abs || false ? Math.abs(distance) : distance;
};
new Canvas({
el: document.getElementById('canvas'),
count: 25,
speed: 0.3,
radius: 6,
width: function() { return window.innerWidth; },
height: function() { return window.innerHeight; },
size: 15,
color: '30, 180, 1',
maxDistance: 100,
background: ['250,250,250,1', '215,216,215,0.8']
})
CSS
html, body {
min-height: 100%;
height: 100%;
}
#canvas {
width: 100%;
height: 100%;
position: fixed;
z-index: 100;
}
.page-content {
position: relative;
z-index: 900;
display: flex;
flex-direction: column;
}
HTML
<body>
<div id="container">
<canvas id="canvas"></canvas>
<div class="page-content">
</div>
</div>
</body>

Related

want to style the all dots of pre built html canvas background

The code is different, I apologize may I didn't ask the question the right way, you can understand well in principle, When I'm hovering the dots get colours and connect to each other, other dots are invisible, I want that all dots should be visible all time. live example available on codepen, https://codepen.io/tati420/pen/RwBamQo?editors=1111
(function () {
var width,
height,
largeHeader,
canvas,
ctx,
points,
target,
animateHeader = true;
// Main
initHeader();
initAnimation();
addListeners();
function initHeader() {
width = window.innerWidth;
height = window.innerHeight;
target = { x: width / 2, y: height / 2 };
largeHeader = document.getElementById("large-header");
largeHeader.style.height = height + "px";
canvas = document.getElementById("demo-canvas");
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext("2d");
// create points
points = [];
for (var x = 0; x < width; x = x + width / 20) {
for (var y = 0; y < height; y = y + height / 20) {
var px = x + (Math.random() * width) / 20;
var py = y + (Math.random() * height) / 20;
var p = { x: px, originX: px, y: py, originY: py };
points.push(p);
}
}
// for each point find the 5 closest points
for (var i = 0; i < points.length; i++) {
var closest = [];
var p1 = points[i];
for (var j = 0; j < points.length; j++) {
var p2 = points[j];
if (!(p1 == p2)) {
var placed = false;
for (var k = 0; k < 5; k++) {
if (!placed) {
if (closest[k] == undefined) {
closest[k] = p2;
placed = true;
}
}
}
for (var k = 0; k < 5; k++) {
if (!placed) {
if (getDistance(p1, p2) < getDistance(p1, closest[k])) {
closest[k] = p2;
placed = true;
}
}
}
}
}
p1.closest = closest;
}
// assign a circle to each point
for (var i in points) {
var c = new Circle(
points[i],
2 + Math.random() * 2,
"rgba(0,255,255,0.3)"
);
points[i].circle = c;
}
}
// Event handling
function addListeners() {
if (!("ontouchstart" in window)) {
window.addEventListener("mousemove", mouseMove);
}
window.addEventListener("scroll", scrollCheck);
window.addEventListener("resize", resize);
}
function mouseMove(e) {
var posx = (posy = 0);
if (e.pageX || e.pageY) {
posx = e.pageX;
posy = e.pageY;
} else if (e.clientX || e.clientY) {
posx =
e.clientX +
document.body.scrollLeft +
document.documentElement.scrollLeft;
posy =
e.clientY +
document.body.scrollTop +
document.documentElement.scrollTop;
}
target.x = posx;
target.y = posy;
}
function scrollCheck() {
if (document.body.scrollTop > height) animateHeader = false;
else animateHeader = true;
}
function resize() {
width = window.innerWidth;
height = window.innerHeight;
largeHeader.style.height = height + "px";
canvas.width = width;
canvas.height = height;
}
// animation
function initAnimation() {
animate();
for (var i in points) {
shiftPoint(points[i]);
}
}
function animate() {
if (animateHeader) {
ctx.clearRect(0, 0, width, height);
for (var i in points) {
// detect points in range
if (Math.abs(getDistance(target, points[i])) < 4000) {
points[i].active = 0.3;
points[i].circle.active = 0.6;
} else if (Math.abs(getDistance(target, points[i])) < 20000) {
points[i].active = 0.1;
points[i].circle.active = 0.3;
} else if (Math.abs(getDistance(target, points[i])) < 40000) {
points[i].active = 0.02;
points[i].circle.active = 0.1;
} else {
points[i].active = 0;
points[i].circle.active = 0;
}
drawLines(points[i]);
points[i].circle.draw();
}
}
requestAnimationFrame(animate);
}
function shiftPoint(p) {
TweenLite.to(p, 1 + 1 * Math.random(), {
x: p.originX - 50 + Math.random() * 100,
y: p.originY - 50 + Math.random() * 100,
ease: Circ.easeInOut,
onComplete: function () {
shiftPoint(p);
},
});
}
ctx.strokeStyle = "rgba(255,0,0," + p.active + ")";
// Canvas manipulation
function drawLines(p) {
if (!p.active) return;
for (var i in p.closest) {
ctx.beginPath();
ctx.moveTo(p.x, p.y);
ctx.lineTo(p.closest[i].x, p.closest[i].y);
ctx.strokeStyle = "rgba(0,255,255," + p.active + ")";
ctx.stroke();
}
}
function Circle(pos, rad, color) {
var _this = this;
// constructor
(function () {
_this.pos = pos || null;
_this.radius = rad || null;
_this.color = color || null;
})();
this.draw = function () {
if (!_this.active) return;
ctx.beginPath();
ctx.arc(_this.pos.x, _this.pos.y, _this.radius, 0, 2 * Math.PI, false);
ctx.fillStyle = "rgba(0,255,0," + _this.active + ")";
ctx.fill();
};
}
// Util
function getDistance(p1, p2) {
return Math.pow(p1.x - p2.x, 2) + Math.pow(p1.y - p2.y, 2);
}
})();
If I understand your question correctly, you just want to make sure that every point.active = 1 and point.circle.active = 1:
function animate() {
if (animateHeader) {
ctx.clearRect(0, 0, width, height);
for (var i in points) {
points[i].active = 1;
points[i].circle.active = 1;
drawLines(points[i]);
points[i].circle.draw();
}
}
requestAnimationFrame(animate);
}

How do i move the "interaction" with the "blob" in this animated blob?

I downloaded this javascript blob graphic, I've added it to my page, and moved it to the right using CSS, But when I move the mouse to interact with the blob, it still thinks the blob is in the middle of the screen. How do I move the interaction to the right with the blob?
let canvas, ctx;
let render, init;
let blob;
class Blob {
constructor() {
this.points = [];
}
init() {
for (let i = 0; i < this.numPoints; i++) {
let point = new Point(this.divisional * (i + 1), this);
// point.acceleration = -1 + Math.random() * 2;
this.push(point);
}
}
render() {
let canvas = this.canvas;
let ctx = this.ctx;
let position = this.position;
let pointsArray = this.points;
let radius = this.radius;
let points = this.numPoints;
let divisional = this.divisional;
let center = this.center;
ctx.clearRect(0, 0, canvas.width, canvas.height);
pointsArray[0].solveWith(pointsArray[points - 1], pointsArray[1]);
let p0 = pointsArray[points - 1].position;
let p1 = pointsArray[0].position;
let _p2 = p1;
ctx.beginPath();
ctx.moveTo(center.x, center.y);
ctx.moveTo((p0.x + p1.x) / 2, (p0.y + p1.y) / 2);
for (let i = 1; i < points; i++) {
pointsArray[i].solveWith(pointsArray[i - 1], pointsArray[i + 1] || pointsArray[0]);
let p2 = pointsArray[i].position;
var xc = (p1.x + p2.x) / 2;
var yc = (p1.y + p2.y) / 2;
ctx.quadraticCurveTo(p1.x, p1.y, xc, yc);
// ctx.lineTo(p2.x, p2.y);
ctx.fillStyle = '#000000';
// ctx.fillRect(p1.x-2.5, p1.y-2.5, 5, 5);
p1 = p2;
}
var xc = (p1.x + _p2.x) / 2;
var yc = (p1.y + _p2.y) / 2;
ctx.quadraticCurveTo(p1.x, p1.y, xc, yc);
// ctx.lineTo(_p2.x, _p2.y);
// ctx.closePath();
ctx.fillStyle = this.color;
ctx.fill();
ctx.strokeStyle = '#000000';
// ctx.stroke();
/*
ctx.fillStyle = '#000000';
if(this.mousePos) {
let angle = Math.atan2(this.mousePos.y, this.mousePos.x) + Math.PI;
ctx.fillRect(center.x + Math.cos(angle) * this.radius, center.y + Math.sin(angle) * this.radius, 5, 5);
}
*/
requestAnimationFrame(this.render.bind(this));
}
push(item) {
if (item instanceof Point) {
this.points.push(item);
}
}
set color(value) {
this._color = value;
}
get color() {
return this._color || '#000000';
}
set canvas(value) {
if (value instanceof HTMLElement && value.tagName.toLowerCase() === 'canvas') {
this._canvas = canvas;
this.ctx = this._canvas.getContext('2d');
}
}
get canvas() {
return this._canvas;
}
set numPoints(value) {
if (value > 2) {
this._points = value;
}
}
get numPoints() {
return this._points || 32;
}
set radius(value) {
if (value > 0) {
this._radius = value;
}
}
get radius() {
return this._radius || 150;
}
set position(value) {
if (typeof value == 'object' && value.x && value.y) {
this._position = value;
}
}
get position() {
return this._position || { x: 0.5, y: 0.5 };
}
get divisional() {
return Math.PI * 2 / this.numPoints;
}
get center() {
return { x: this.canvas.width * this.position.x, y: this.canvas.height * this.position.y };
}
set running(value) {
this._running = value === true;
}
get running() {
return this.running !== false;
}}
class Point {
constructor(azimuth, parent) {
this.parent = parent;
this.azimuth = Math.PI - azimuth;
this._components = {
x: Math.cos(this.azimuth),
y: Math.sin(this.azimuth) };
this.acceleration = -0.3 + Math.random() * 0.6;
}
solveWith(leftPoint, rightPoint) {
this.acceleration = (-0.3 * this.radialEffect + (leftPoint.radialEffect - this.radialEffect) + (rightPoint.radialEffect - this.radialEffect)) * this.elasticity - this.speed * this.friction;
}
set acceleration(value) {
if (typeof value == 'number') {
this._acceleration = value;
this.speed += this._acceleration * 2;
}
}
get acceleration() {
return this._acceleration || 0;
}
set speed(value) {
if (typeof value == 'number') {
this._speed = value;
this.radialEffect += this._speed * 5;
}
}
get speed() {
return this._speed || 0;
}
set radialEffect(value) {
if (typeof value == 'number') {
this._radialEffect = value;
}
}
get radialEffect() {
return this._radialEffect || 0;
}
get position() {
return {
x: this.parent.center.x + this.components.x * (this.parent.radius + this.radialEffect),
y: this.parent.center.y + this.components.y * (this.parent.radius + this.radialEffect) };
}
get components() {
return this._components;
}
set elasticity(value) {
if (typeof value === 'number') {
this._elasticity = value;
}
}
get elasticity() {
return this._elasticity || 0.001;
}
set friction(value) {
if (typeof value === 'number') {
this._friction = value;
}
}
get friction() {
return this._friction || 0.0085;
}}
blob = new Blob();
init = function () {
canvas = document.getElementById('canvas');
canvas.setAttribute('touch-action', 'none');
let resize = function () {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
};
window.addEventListener('resize', resize);
resize();
let oldMousePoint = { x: 0, y: 0 };
let hover = false;
let mouseMove = function (e) {
let pos = blob.center;
let diff = { x: e.clientX - pos.x, y: e.clientY - pos.y };
let dist = Math.sqrt(diff.x * diff.x + diff.y * diff.y);
let angle = null;
blob.mousePos = { x: pos.x - e.clientX, y: pos.y - e.clientY };
if (dist < blob.radius && hover === false) {
let vector = { x: e.clientX - pos.x, y: e.clientY - pos.y };
angle = Math.atan2(vector.y, vector.x);
hover = true;
// blob.color = '#77FF00';
} else if (dist > blob.radius && hover === true) {
let vector = { x: e.clientX - pos.x, y: e.clientY - pos.y };
angle = Math.atan2(vector.y, vector.x);
hover = false;
blob.color = null;
}
if (typeof angle == 'number') {
let nearestPoint = null;
let distanceFromPoint = 100;
blob.points.forEach(point => {
if (Math.abs(angle - point.azimuth) < distanceFromPoint) {
// console.log(point.azimuth, angle, distanceFromPoint);
nearestPoint = point;
distanceFromPoint = Math.abs(angle - point.azimuth);
}
});
if (nearestPoint) {
let strength = { x: oldMousePoint.x - e.clientX, y: oldMousePoint.y - e.clientY };
strength = Math.sqrt(strength.x * strength.x + strength.y * strength.y) * 10;
if (strength > 100) strength = 100;
nearestPoint.acceleration = strength / 100 * (hover ? -1 : 1);
}
}
oldMousePoint.x = e.clientX;
oldMousePoint.y = e.clientY;
};
// window.addEventListener('mousemove', mouseMove);
window.addEventListener('pointermove', mouseMove);
blob.canvas = canvas;
blob.init();
blob.render();
};
window.addEventListener('DOMContentLoaded', () => {
init();
});
canvas {
position: absolute;
touch-action: none;
}
#canvarse {
padding-left: 800px;
}
<div id="canvarse">
<canvas id="canvas"></canvas>
<!-- partial:index.partial.html -->
<script src="https://code.jquery.com/pep/0.4.3/pep.js"></script>
<!-- partial -->
<script src="js/script.js"></script>
</div>
If you run the code snippet, you can see that the blob still thinks its in the middle of the canvas when it's actually where its supposed to be on the right.
I'm struggling to see how I can move the interaction across with the blob?
Anyone help?
seems like it was pretty easy you just have to play with the position function in your JavaScript, First remove your CSS completely because it is unnecessary and find this particular line on your JavaScript and change the X axis position if you want to move the blob horizontally and Y axis if you want vertical movement
get position() {
return this._position || { x: 0.8, y: 0.5 };
}
by default it was x:0.5 which means center so I changed it to 0.8 slight movement towards right side. hope this helps

Why won't the image load

What is wrong with the code, I can't find the problem. I think it's because of the drawFrame and loadImage function, but I don't know. So is there a way to make the image load and you will still be able to move it around and shoot?
And when I try to remove the drawFrame function nothing would work. And if posiible is there a way to change the bullet from squares to circles?
<html>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta charset="UTF-8">
<style>
html,
body {
width: 100%;
height: 100%;
margin: 0;
}
canvas {
cursor: crosshair;
background-color: cornflowerblue;
}
</style>
</head>
<body>
<canvas id="Trump"></canvas>
<script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/3.5.1/jquery.min.js"></script>
<script>
(async function main() {
var canvas = document.getElementById('Trump');
if (!canvas.getContext) return;
var ctx = canvas.getContext('2d');
ctx.canvas.width = window.innerWidth;
ctx.canvas.height = window.innerHeight;
//const fps = 60;
const ronaNum = 30; // number of particles at start
const ronaSize = 70; // corona size
const ronaSpeed = 100; // speed
let chinabmg;
function draw() {
$("canvas").one("click", function () {
chinabmg = new sound("stankytrumpchina.mp3");
chinabmg.play();
});
//mutes when clicked on m
document.body.onkeyup = function (e) {
if (e.keyCode == 77) { chinabmg.stop() }
};
//compatability
var requestAnimationFrame = window.requestAnimationFrame || //Chromium
window.webkitRequestAnimationFrame || //Webkit
window.mozRequestAnimationFrame || //Mozilla Geko
window.oRequestAnimationFrame || //Opera Presto
window.msRequestAnimationFrame || //IE Trident?
function (callback) { //Fallback function
window.setTimeout(callback, 1000 / 60);
};
var DrawX = 0;
var DrawY = 0;
var time = 0;
var width = canvas.width;
var height = canvas.height;
var offTop = canvas.offsetTop;
var offLeft = canvas.offsetLeft;
var rectWidth = 15;
var rectHeight = 15;
var speed = 1;
var x = width / 2;
var y = height / 2;
var size = 30;
var id = 0;
var bulletId = 0;
function sound(src) {
this.sound = document.createElement("audio");
this.sound.src = src;
this.sound.setAttribute("preload", "auto");
this.sound.setAttribute("controls", "none");
this.sound.setAttribute("loop", "auto");
this.sound.style.display = "none";
document.body.appendChild(this.sound);
this.play = function () {
this.sound.play();
}
this.stop = function () {
this.sound.pause();
}
}
function player(id, color, size, x, y) {
this.id = id;
this.color = color;
this.size = size;
this.x = x;
this.y = y;
this.speed = speed;
}
var playerList = [];
function addPlayer(color, size, x, y) {
playerList[id] = new player(id, color, size, x, y);
id += 1;
}
addPlayer("blue", size, width / 2 - 50, height / 2);
var pressedKeys = [];
function moveLeft(checkId, checkX, checkY, cSize, cSpeed, cKey) {
var x = checkX - cSpeed;
var y = checkY - cSpeed;
var x2 = checkX + cSize + cSpeed;
var y2 = checkY + cSize + cSpeed;
if (x > 0) {
playerList[checkId].x = checkX - cSpeed;
} else {
playerList[checkId].x = 0;
}
}
function moveUp(checkId, checkX, checkY, cSize, cSpeed, cKey) {
var x = checkX - cSpeed;
var y = checkY - cSpeed;
var x2 = checkX + cSize + cSpeed;
var y2 = checkY + cSize + cSpeed;
if (y > 0) {
playerList[checkId].y = checkY - cSpeed;
} else {
playerList[checkId].y = 0;
}
}
function moveRight(checkId, checkX, checkY, cSize, cSpeed, cKey) {
var x = checkX - cSpeed;
var y = checkY - cSpeed;
var x2 = checkX + cSize + cSpeed;
var y2 = checkY + cSize + cSpeed;
if (x2 < width) {
playerList[checkId].x = checkX + cSpeed;
} else {
playerList[checkId].x = width - cSize;
}
}
function moveDown(checkId, checkX, checkY, cSize, cSpeed, cKey) {
var x = checkX - cSpeed;
var y = checkY - cSpeed;
var x2 = checkX + cSize + cSpeed;
var y2 = checkY + cSize + cSpeed;
if (y2 < height) {
playerList[checkId].y = checkY + cSpeed;
} else {
playerList[checkId].y = height - cSize;
}
}
function Move(checkId, checkX, checkY, cSize, cSpeed, cKey) {
if (checkId === 0) {
switch (cKey) {
case 65:
// left
moveLeft(checkId, checkX, checkY, cSize, cSpeed, cKey);
break;
case 87:
// up
moveUp(checkId, checkX, checkY, cSize, cSpeed, cKey);
break;
case 68:
// right
moveRight(checkId, checkX, checkY, cSize, cSpeed, cKey);
break;
case 83:
// down
moveDown(checkId, checkX, checkY, cSize, cSpeed, cKey);
break;
default:
return; // exit this handler for other keys
}
}
}
var validKeys = [];
validKeys[0] = "65,87,68,83-107,109,80";
// == KEYDOWN ==
$(document.body).keydown(function (e) {
e.preventDefault();
//go through all players
$.each(playerList, function (i, currentPlayer) {
if (validKeys[currentPlayer.id].indexOf(e.which) == -1) return true;
if (!pressedKeys[e.which]) {
//set interval for the function
pressedKeys[e.which] = setInterval(function () {
Move(currentPlayer.id, currentPlayer.x, currentPlayer.y, currentPlayer.size, currentPlayer.speed, e.which);
}, 5);
}
});
});
// == KEYUP ==
$(document.body).keyup(function (e) {
if (pressedKeys[e.which]) {
clearInterval(pressedKeys[e.which]);
delete pressedKeys[e.which];
}
});
//=============================== SHOOTING ===============================
//Bullets
function bullet(id, color, size, speed, x, y, eX, eY) {
this.id = id;
this.color = color;
this.size = size;
this.x = x;
this.y = y;
this.eX = eX;
this.eY = eY;
this.velocityX = 1;
this.velocityY = 1;
this.speed = 9;
}
var bulletList = [];
function addBullet(color, bsize, bspeed, x, y, eX, eY) {
bulletList[bulletId] = new bullet(bulletId, color, bsize, 9, x, y, eX, eY);
bulletId += 1;
}
function updateBullet(bullet, player) {
var dx = (bullet.eX - player.x);
var dy = (bullet.eY - player.y);
var mag = Math.sqrt(dx * dx + dy * dy);
bullet.velocityX = (dx / mag) * 9;
bullet.velocityY = (dy / mag) * 9;
bullet.x += bullet.velocityX;
bullet.y += bullet.velocityY;
}
// Add event listener for `click` events.
canvas.onmousedown = function (e) {
addBullet("#696969", 10, 2, playerList[0].x, playerList[0].y, e.x, e.y);
};
//corona part
let corona = [];
createCoronaParticles();
// game loop
//setInterval(update, 1000 / fps);
function createCoronaParticles() {
corona = [];
let cx, cy;
for (var i = 0; i < ronaNum; i++) {
do {
cx = Math.floor(Math.random() * canvas.width);
cy = Math.floor(Math.random() * canvas.height);
} while (noSpawnOnFigure(canvas.height / 2, canvas.width / 2, cy, cx) < ronaSize * 5);
corona.push(newParticle(cx, cy));
}
}
function noSpawnOnFigure(cy1, cx1, cy2, cx2) {
return Math.sqrt(Math.pow(cy2 - cy1, 2) + Math.pow(cx2 - cx1, 2));
}
function newParticle(cx, cy) {
let rona = {
ca: Math.random() * Math.PI * 2, //radians
cr: ronaSize / 2,
cx: cx,
cy: cy,
cxv: Math.random() * ronaSpeed / 60 * (Math.random() < 0.5 ? 1 : -1),
cyv: Math.random() * ronaSpeed / 60 * (Math.random() < 0.5 ? 1 : -1)
};
return rona;
}
// function update() {
// }
// ======= DRAWING =======
function drawFrame() {
requestAnimationFrame(drawFrame);
ctx.font = "15pt Georgia"; // sets the font and font size of the text
ctx.clearRect(0, 0, width, height);
$.each(playerList, function (index, currentPlayer) {
//debug
//draw players
function loadImage(path) {
let image = new Image();
let promise = new Promise((resolve, reject) => {
image.onload = () => resolve(image);
image.onerror = reject
});
image.src = path;
return promise;
}
loadImage.src = 'trump.gif';
});
//draw bullets
$.each(bulletList, function (index, bullet) {
updateBullet(bullet, playerList[0]);
ctx.fillStyle = bullet.color;
ctx.fillRect(bullet.x, bullet.y, bullet.size, bullet.size);
});
// canvas
//ctx.clearRect(0, 0, canvas.width, canvas.height);
// draw corona particles
ctx.strokeStyle = "rgb(150, 0, 0)";
ctx.lineWidth = 20;
let ca, cr, cx, cy;
for (let i = 0; i < corona.length; i++) {
// get properties
ca = corona[i].ca;
cr = corona[i].cr;
cx = corona[i].cx;
cy = corona[i].cy;
// draw path
ctx.beginPath();
ctx.fillStyle = "rgb(200, 0, 0)"
ctx.moveTo(
cx + cr * Math.cos(ca),
cy + cr * Math.sin(ca)
);
// draw circle
for (let j = 1; j < 180; j++) {
ctx.lineTo(
cx + cr * Math.cos(ca + j * Math.PI * 2 / 180),
cy + cr * Math.sin(ca + j * Math.PI * 2 / 180)
);
}
ctx.closePath();
ctx.stroke();
ctx.fill();
// move particles
corona[i].cx += corona[i].cxv;
corona[i].cy += corona[i].cyv;
// particle edge of screen
if (corona[i].cx < 0 - corona[i].cr) {
corona[i].cx = canvas.width + corona[i].cr;
} else if (corona[i].cx > canvas.width + corona[i].cr) {
corona[i].cx = 0 - corona[i].cr
}
if (corona[i].cy < 0 - corona[i].cr) {
corona[i].cy = canvas.height + corona[i].cr;
} else if (corona[i].cy > canvas.height + corona[i].cr) {
corona[i].cy = 0 - corona[i].cr
}
}
}
drawFrame();
}
$(draw);
}
)();
</script>
</body>
</html>
//draw players
function loadImage(path) {
let image = new Image();
let promise = new Promise((resolve, reject) => {
image.onload = () => resolve(image);
image.onerror = reject
});
image.src = path;
//Add the following line
ctx.drawImage(image,playerList[0].x,playerList[0].y);
return promise;
}
// change loadImage.src = 'trump.gif' into this
loadImage('trump.gif');

How to add css in text in jquery please give me refrence

How to add css in text in jquery I have try but no way found it please help me.
let particles = [];
let frequency = 20;
// Popolate particles
setInterval(
function () {
popolate();
}.bind(this),
frequency);
let c1 = createCanvas({ width: jQuery(window).width(), height: jQuery(window).height() });
let c2 = createCanvas({ width: jQuery(window).width(), height: jQuery(window).height() });
let c3 = createCanvas({ width: jQuery(window).width(), height: jQuery(window).height() });
let tela = c1.canvas;
let canvas = c1.context;
// jQuery("body").append(tela);
jQuery("#text").append(c3.canvas);
writeText(c2.canvas, c2.context, "Create\nPublish\nDeliver")
jQuery("#text").css("background-color", "grey");
class Particle {
constructor(canvas, options) {
let random = Math.random();
this.canvas = canvas;
this.x = options.x;
this.y = options.y;
this.s = 3 + Math.random();
this.a = 0;
this.w = jQuery(window).width();
this.h = jQuery(window).height();
this.radius = 0.5 + Math.random() * 20;
this.color = this.radius > 5 ? "#FF5E4C" : "#ED413C"; //this.randomColor()
}
randomColor() {
let colors = ["#FF5E4C", "#FFFFFF"];
return colors[this.randomIntFromInterval(0, colors.length - 1)];
}
randomIntFromInterval(min, max) {
return Math.floor(Math.random() * (max - min + 1) + min);
}
render() {
this.canvas.beginPath();
this.canvas.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
this.canvas.lineWidth = 2;
this.canvas.fillStyle = this.color;
this.canvas.fill();
this.canvas.closePath();
}
move() {
//this.swapColor()
this.x += Math.cos(this.a) * this.s;
this.y += Math.sin(this.a) * this.s;
this.a += Math.random() * 0.8 - 0.4;
if (this.x < 0 || this.x > this.w - this.radius) {
return false;
}
if (this.y < 0 || this.y > this.h - this.radius) {
return false;
}
this.render();
return true;
}}
function createCanvas(properties) {
let canvas = document.createElement('canvas');
canvas.width = properties.width;
canvas.height = properties.height;
let context = canvas.getContext('2d');
return {
canvas: canvas,
context: context };
}
function writeText(canvas, context, text) {
let size = 100;
context.font = size + "px Montserrat";
context.fillStyle = "#111111";
context.textAlign = "center";
let lineheight = 70;
let lines = text.split('\n');
for (let i = 0; i < lines.length; i++) {
context.fillText(lines[i], canvas.width / 2, canvas.height / 2 + lineheight * i - lineheight * (lines.length - 1) / 3);
}
}
function maskCanvas() {
c3.context.drawImage(c2.canvas, 0, 0, c2.canvas.width, c2.canvas.height);
c3.context.globalCompositeOperation = 'source-atop';
c3.context.drawImage(c1.canvas, 0, 0);
blur(c1.context, c1.canvas, 2);
}
function blur(ctx, canvas, amt) {
ctx.filter = `blur(jQuery{amt}px)`;
ctx.drawImage(canvas, 0, 0);
ctx.filter = 'none';
}
/*
* Function to clear layer canvas
* #num:number number of particles
*/
function popolate() {
particles.push(
new Particle(canvas, {
x: jQuery(window).width() / 2,
y: jQuery(window).height() / 2 }));
return particles.length;
}
function clear() {
canvas.globalAlpha = 0.03;
canvas.fillStyle = '#111111';
canvas.fillRect(0, 0, tela.width, tela.height);
canvas.globalAlpha = 1;
}
function update() {
clear();
particles = particles.filter(function (p) {
return p.move();
});
maskCanvas();`enter code here`
requestAnimationFrame(update.bind(this));
}
update();
// jQuery("body").append(tela);
jQuery("#text").append(c3.canvas);
writeText(c2.canvas, c2.context, "Create\nPublish\nDeliver").css("margin-left:20px");
jQuery("#text").css("background-color", "grey");
I have not found any way to add css in text please help me these
This could be a possible solution
let elementStyle = document.getElementById('text').style
elementStyle.backgroundColor = 'red'
elementStyle.marginLeft = '20px'

jquery does not work with diango

I have a problem with this code. I cannot see the effect of this code in my html page. I use DJANGO framework with python.
I added jquery to my settings.py in my django project but should I do anything for it to be compatible with django?
var canvas = $('canvas')[0];
var context = canvas.getContext('2d');
var Dots = [];
var ID = 0;
var colors = ['#FF9900', '#424242', '#BCBCBC', '#3299BB','#B9D3B0','#81BDA4','#F88F79', '#F6AA93'];
var maximum = 100;
function Dot() {
this.active = true;
this.id = ID; ID++;
this.diameter = 2 + Math.random() * 7;
this.x = Math.round(Math.random() * canvas.width);
this.y = Math.round(Math.random() * canvas.height);
this.velocity = {
x: (Math.random() < 0.5 ? -1 : 1) * Math.random() * 0.4,
y: (Math.random() < 0.5 ? -1 : 1) * Math.random() * 0.4
};
this.alpha = 0.1;
this.maxAlpha = this.diameter < 5 ? 0.3 : 0.8;
this.hex = colors[Math.round(Math.random() * 7)];
this.color = HexToRGBA(this.hex, this.alpha);
}
Dot.prototype = {
Update: function() {
if(this.alpha <= this.maxAlpha) {
this.alpha += 0.005;
this.color = HexToRGBA(this.hex, this.alpha);
}
this.x += this.velocity.x;
this.y += this.velocity.y;
if(this.x > canvas.width + 5 || this.x < 0 - 5 || this.y > canvas.height + 5 || this.y < 0 - 5) {
this.active = false;
}
},
Draw: function() {
context.strokeStyle = this.color;
context.fillStyle = this.color;
context.save();
context.beginPath();
context.translate(this.x, this.y);
context.moveTo(0, -this.diameter);
for (var i = 0; i < 7; i++)
{
context.rotate(Math.PI / 7);
context.lineTo(0, -(this.diameter / 2));
context.rotate(Math.PI / 7);
context.lineTo(0, -this.diameter);
}
if(this.id % 2 == 0) {
context.stroke();
} else {
context.fill();
}
context.closePath();
context.restore();
}
}
function Update() {
GenerateDots();
Dots.forEach(function(Dot) {
Dot.Update();
});
Dots = Dots.filter(function(Dot) {
return Dot.active;
});
Render();
requestAnimationFrame(Update);
}
function Render() {
context.clearRect(0, 0, canvas.width, canvas.height);
Dots.forEach(function(Dot) {
Dot.Draw();
});
}
function GenerateDots() {
if(Dots.length < maximum) {
for(var i = Dots.length; i < maximum; i++) {
Dots.push(new Dot());
}
}
return false;
}
function HexToRGBA(hex, alpha) {
var red = parseInt((TrimHex(hex)).substring(0, 2), 16);
var green = parseInt((TrimHex(hex)).substring(2, 4), 16);
var blue = parseInt((TrimHex(hex)).substring(4, 6), 16);
return 'rgba(' + red + ', ' + green + ', ' + blue + ', ' + alpha + ')';
}
function TrimHex(hex) {
return (hex.charAt(0) == "#") ? hex.substring(1, 7) : hex;
}
function WindowSize(width, height) {
if(width != null) { canvas.width = width; } else { canvas.width = window.innerWidth; }
if(height != null) { canvas.height = height; } else { canvas.height = window.innerHeight; }
}
$(window).resize(function() {
Dots = [];
WindowSize();
});
WindowSize();
GenerateDots();
Update();
I found the problem...(silly one)
I got this error in my browser's console.ReferenceError: $ is not define
I just needed to load jquery library before my jquery code.

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