PIXI Graphics "Out of Memory" - javascript

I tried to modify the following code (that draws splash animations on canvas directly):
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var particles = [];
canvas.onmousemove = function(e)
{
for (var i = 0; i < 36 * 2; i++)
{
particles.push({
x: e.clientX,
y: e.clientY,
angle: i * 5,
size: 5 + Math.random() * 3,
life: 200 + Math.random() * 50
});
}
}
canvas.onmouseup = function()
{
//ctx.clearRect(0, 0, 600, 600);
}
var delta = 0;
var last = Date.now();
function animate()
{
delta = Date.now() - last;
last = Date.now();
for (var i = 0; i < particles.length; i++)
{
var p = particles[i];
p.x += Math.cos(p.angle) * 4 + Math.random() * 2 - Math.random() * 2;
p.y += Math.sin(p.angle) * 4 + Math.random() * 2 - Math.random() * 2;
p.life -= delta;
p.size -= delta / 50;
if (p.size <= 0)
{
p.life = 0;
}
if (p.life <= 0)
{
particles.splice(i--, 1);
continue;
}
}
}
function render()
{
ctx.fillStyle = '#' + (Math.floor(Math.random() * (0xFFFFFF + 1))).toString(16);
for (var i = 0; i < particles.length; i++)
{
if (Math.random() < 0.1)
{
continue;
}
var p = particles[i];
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2, false);
ctx.fill();
}
}
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
(function animloop(){
requestAnimFrame(animloop);
animate();
render();
})();
...to draw using PIXI.Graphics:
const app = new PIXI.Application({
width: window.innerWidth,
height: window.innerHeight,
backgroundColor: 0x1099bb,
resolution: window.devicePixelRatio || 1,
resizeTo: window
});
document.body.appendChild(app.view);
const graphics = new PIXI.Graphics();
app.stage.addChild(graphics);
ctx = {
beginPath: function() {
graphics.beginFill(0x00ff00);
},
arc: function() {
graphics.arc(...arguments);
},
fill: function() {
graphics.endFill();
}
};
//var canvas = document.getElementById("canvas");
//var ctx = canvas.getContext("2d");
var particles = [];
window.onmousemove = function(e)
{
for (var i = 0; i < 36 * 2; i++)
{
particles.push({
x: e.clientX,
y: e.clientY,
angle: i * 5,
size: 5 + Math.random() * 3,
life: 200 + Math.random() * 50
});
}
}
window.onmouseup = function()
{
//ctx.clearRect(0, 0, 600, 600);
}
var delta = 0;
var last = Date.now();
function animate()
{
delta = Date.now() - last;
last = Date.now();
for (var i = 0; i < particles.length; i++)
{
var p = particles[i];
p.x += Math.cos(p.angle) * 4 + Math.random() * 2 - Math.random() * 2;
p.y += Math.sin(p.angle) * 4 + Math.random() * 2 - Math.random() * 2;
p.life -= delta;
p.size -= delta / 50;
if (p.size <= 0)
{
p.life = 0;
}
if (p.life <= 0)
{
particles.splice(i--, 1);
continue;
}
}
}
function render()
{
ctx.fillStyle = "#00FF00";
for (var i = 0; i < particles.length; i++)
{
if (Math.random() < 0.1)
{
continue;
}
var p = particles[i];
ctx.beginPath();
ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2, false);
ctx.fill();
}
}
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
(function animloop(){
requestAnimFrame(animloop);
animate();
render();
})();
It seems to work, however after a few splashes it starts lagging and eventually crashes the browser with "Out of Memory" error.
The original code draws on mouse click, but I tried and it works on mouse move too.
My idea is that PIXI.Graphics creates too much cache causing the crash.
Does anybody know the reason of the crash and maybe a way to fix it?
Any ideas are appreciated!
Codepen HTML for testing:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8"/>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
<meta http-equiv="X-UA-Compatible" content="ie=edge"/>
<title>PIXI Splash Test</title>
<style>
html, body {
margin: 0;
padding: 0;
overflow: hidden;
height: 100vh;
}
</style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/5.3.3/pixi.min.js"></script>
</body>
</html>

Is better to use more small "Graphics" objects - instead of one "Graphics" object with many shapes inside it. Please read second part of this answer" (after "Update 2020-03-15) : https://stackoverflow.com/a/60686761/3174731
Remove unneded objects / containers from "Pixi stage" when you dont need to use them anymore. When you remove the particles (when you do particles.splice(i--, 1);) you should also call app.stage.removeChild(somePixiContainer) (Graphics object is a PIXI.Container too - see "Extends" in https://pixijs.download/dev/docs/PIXI.Graphics.html )

Related

I have an issue in my canvas. I want to change the color of particles. currently they are in red color. How can I change...?

I have a issue in my canvas. i want to change the color of particles. currently they are in black color. How i can change..? here is my code please let me know if u have any solution. I have a issue in my canvas. i want to change the color of particles. currently they are in red color. How i can change..?
Here my source code:
`
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<HTML>
<HEAD>
<TITLE> New Document </TITLE>
<META NAME="Generator" CONTENT="EditPlus">
<META NAME="Author" CONTENT="">
<META NAME="Keywords" CONTENT="">
<META NAME="Description" CONTENT="">
<style>
html, body {
height: 100%;
padding: 0;
margin: 0;
background: rgba(0, 0, 0, 0.879);
}
canvas {
position: absolute;
width: 100%;
height: 100%;
}
</style>
</HEAD>
<BODY>
<canvas id="pinkboard"></canvas>
<script>
/*
* Settings
*/
var settings = {
particles: {
length: 300, // maximum amount of particles
duration: 2, // particle duration in sec
velocity: 100, // particle velocity in pixels/sec
effect: -0.75, // play with this for a nice effect
size: 30, // particle size in pixels
},
};
/*
* RequestAnimationFrame polyfill by Erik Möller
*/
(function(){var b=0;var c=["ms","moz","webkit","o"];for(var a=0;a<c.length&&!window.requestAnimationFrame;++a){window.requestAnimationFrame=window[c[a]+"RequestAnimationFrame"];window.cancelAnimationFrame=window[c[a]+"CancelAnimationFrame"]||window[c[a]+"CancelRequestAnimationFrame"]}if(!window.requestAnimationFrame){window.requestAnimationFrame=function(h,e){var d=new Date().getTime();var f=Math.max(0,16-(d-b));var g=window.setTimeout(function(){h(d+f)},f);b=d+f;return g}}if(!window.cancelAnimationFrame){window.cancelAnimationFrame=function(d){clearTimeout(d)}}}());
/*
* Point class
*/
var Point = (function() {
function Point(x, y) {
this.x = (typeof x !== 'undefined') ? x : 0;
this.y = (typeof y !== 'undefined') ? y : 0;
}
Point.prototype.clone = function() {
return new Point(this.x, this.y);
};
Point.prototype.length = function(length) {
if (typeof length == 'undefined')
return Math.sqrt(this.x * this.x + this.y * this.y);
this.normalize();
this.x *= length;
this.y *= length;
return this;
};
Point.prototype.normalize = function() {
var length = this.length();
this.x /= length;
this.y /= length;
return this;
};
return Point;
})();
/*
* Particle class
*/
var Particle = (function() {
function Particle() {
this.position = new Point();
this.velocity = new Point();
this.acceleration = new Point();
this.age = 0;
}
Particle.prototype.initialize = function(x, y, dx, dy) {
this.position.x = x;
this.position.y = y;
this.velocity.x = dx;
this.velocity.y = dy;
this.acceleration.x = dx * settings.particles.effect;
this.acceleration.y = dy * settings.particles.effect;
this.age = 0;
};
Particle.prototype.update = function(deltaTime) {
this.position.x += this.velocity.x * deltaTime;
this.position.y += this.velocity.y * deltaTime;
this.velocity.x += this.acceleration.x * deltaTime;
this.velocity.y += this.acceleration.y * deltaTime;
this.age += deltaTime;
};
Particle.prototype.draw = function(context, image) {
function ease(t) {
return (--t) * t * t + 1;
}
var size = image.width * ease(this.age / settings.particles.duration);
context.globalAlpha = 1 - this.age / settings.particles.duration;
context.drawImage(image, this.position.x - size / 2, this.position.y - size / 2, size, size);
};
return Particle;
})();
/*
* ParticlePool class
*/
var ParticlePool = (function() {
var particles,
firstActive = 0,
firstFree = 0,
duration = settings.particles.duration;
function ParticlePool(length) {
// create and populate particle pool
particles = new Array(length);
for (var i = 0; i < particles.length; i++)
particles[i] = new Particle();
}
ParticlePool.prototype.add = function(x, y, dx, dy) {
particles[firstFree].initialize(x, y, dx, dy);
// handle circular queue
firstFree++;
if (firstFree == particles.length) firstFree = 0;
if (firstActive == firstFree ) firstActive++;
if (firstActive == particles.length) firstActive = 0;
};
ParticlePool.prototype.update = function(deltaTime) {
var i;
// update active particles
if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].update(deltaTime);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].update(deltaTime);
for (i = 0; i < firstFree; i++)
particles[i].update(deltaTime);
}
// remove inactive particles
while (particles[firstActive].age >= duration && firstActive != firstFree) {
firstActive++;
if (firstActive == particles.length) firstActive = 0;
}
};
ParticlePool.prototype.draw = function(context, image) {
// draw active particles
if (firstActive < firstFree) {
for (i = firstActive; i < firstFree; i++)
particles[i].draw(context, image);
}
if (firstFree < firstActive) {
for (i = firstActive; i < particles.length; i++)
particles[i].draw(context, image);
for (i = 0; i < firstFree; i++)
particles[i].draw(context, image);
}
};
return ParticlePool;
})();
/*
* Putting it all together
*/
(function(canvas) {
var context = canvas.getContext('2d'),
particles = new ParticlePool(settings.particles.length),
particleRate = settings.particles.length / settings.particles.duration, // particles/sec
time;
// get point on heart with -PI <= t <= PI
function pointOnHeart(t) {
return new Point(
160 * Math.pow(Math.sin(t), 3),
130 * Math.cos(t) - 50 * Math.cos(2 * t) - 20 * Math.cos(3 * t) - 10 * Math.cos(4 * t) + 25
);
}
// creating the particle image using a dummy canvas
var image = (function() {
var canvas = document.createElement('canvas'),
context = canvas.getContext('2d');
canvas.width = settings.particles.size;
canvas.height = settings.particles.size;
// helper function to create the path
function to(t) {
var point = pointOnHeart(t);
point.x = settings.particles.size / 2 + point.x * settings.particles.size / 350;
point.y = settings.particles.size / 2 - point.y * settings.particles.size / 350;
return point;
}
// create the path
context.beginPath();
var t = -Math.PI;
var point = to(t);
context.moveTo(point.x, point.y);
while (t < Math.PI) {
t += 0.01; // baby steps!
point = to(t);
context.lineTo(point.x, point.y);
}
context.closePath();
// create the fill
context.fillStyle = '#ea80b0';
context.fill();
// create the image
var image = new Image();
image.src = canvas.toDataURL();
return image;
})();
// render that thing!
function render() {
// next animation frame
requestAnimationFrame(render);
// update time
var newTime = new Date().getTime() / 1000,
deltaTime = newTime - (time || newTime);
time = newTime;
// clear canvas
context.clearRect(0, 0, canvas.width, canvas.height);
// create new particles
var amount = particleRate * deltaTime;
for (var i = 0; i < amount; i++) {
var pos = pointOnHeart(Math.PI - 2 * Math.PI * Math.random());
var dir = pos.clone().length(settings.particles.velocity);
particles.add(canvas.width / 2 + pos.x, canvas.height / 2 - pos.y, dir.x, -dir.y);
}
// update and draw particles
particles.update(deltaTime);
particles.draw(context, image);
}
// handle (re-)sizing of the canvas
function onResize() {
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
}
window.onresize = onResize;
// delay rendering bootstrap
setTimeout(function() {
onResize();
render();
}, 10);
})(document.getElementById('pinkboard'));
</script>
</BODY>
</HTML>
`
I ended up with a red heart effect, how do I change it to blue

Use same animation for multiple elements

I have this working canvas javascript animation but i would like to use it multiple times, currently it's only possible to have one canvas element with the id "stars" and use that one. Could i perhaps add a class for them instead and get the elements class and loop or what would be my best solution for achieving this? I would like to make this work without repeating to much since i could end up using the animation on different pages.
// Settings
var particleCount = 40,
flareCount = 0,
motion = 0.05,
tilt = 0.05,
color = '#00FF7B',
particleSizeBase = 1,
particleSizeMultiplier = 0.5,
flareSizeBase = 100,
flareSizeMultiplier = 100,
lineWidth = 1,
linkChance = 75, // chance per frame of link, higher = smaller chance
linkLengthMin = 5, // min linked vertices
linkLengthMax = 7, // max linked vertices
linkOpacity = 0.25; // number between 0 & 1
linkFade = 90, // link fade-out frames
linkSpeed = 0, // distance a link travels in 1 frame
glareAngle = -60,
glareOpacityMultiplier = 0.4,
renderParticles = true,
renderParticleGlare = true,
renderFlares = false,
renderLinks = false,
renderMesh = false,
flicker = false,
flickerSmoothing = 15, // higher = smoother flicker
blurSize = 0,
orbitTilt = true,
randomMotion = true,
noiseLength = 1000,
noiseStrength = 3;
var canvas = document.getElementById('stars'),
context = canvas.getContext('2d'),
mouse = {
x: 0,
y: 0
},
m = {},
r = 0,
c = 1000, // multiplier for delaunay points, since floats too small can mess up the algorithm
n = 0,
nAngle = (Math.PI * 2) / noiseLength,
nRad = 100,
nScale = 0.5,
nPos = {
x: 0,
y: 0
},
points = [],
vertices = [],
triangles = [],
links = [],
particles = [],
flares = [];
function init() {
var i, j, k;
// requestAnimFrame polyfill
window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
// Size canvas
resize();
mouse.x = canvas.clientWidth / 2;
mouse.y = canvas.clientHeight / 2;
// Create particle positions
for (i = 0; i < particleCount; i++) {
var p = new Particle();
particles.push(p);
points.push([p.x * c, p.y * c]);
}
vertices = Delaunay.triangulate(points);
var tri = [];
for (i = 0; i < vertices.length; i++) {
if (tri.length == 3) {
triangles.push(tri);
tri = [];
}
tri.push(vertices[i]);
}
// Tell all the particles who their neighbors are
for (i = 0; i < particles.length; i++) {
// Loop through all tirangles
for (j = 0; j < triangles.length; j++) {
// Check if this particle's index is in this triangle
k = triangles[j].indexOf(i);
// If it is, add its neighbors to the particles contacts list
if (k !== -1) {
triangles[j].forEach(function(value, index, array) {
if (value !== i && particles[i].neighbors.indexOf(value) == -1) {
particles[i].neighbors.push(value);
}
});
}
}
}
var fps = 15;
var now;
var then = Date.now();
var interval = 1000 / fps;
var delta;
// Animation loop
(function animloop() {
requestAnimFrame(animloop);
now = Date.now();
delta = now - then;
if (delta > interval) {
then = now - (delta % interval);
resize();
render();
}
})();
}
function render() {
if (randomMotion) {
n++;
if (n >= noiseLength) {
n = 0;
}
nPos = noisePoint(n);
}
if (renderParticles) {
// Render particles
for (var i = 0; i < particleCount; i++) {
particles[i].render();
}
}
}
function resize() {
canvas.width = window.innerWidth * (window.devicePixelRatio || 1);
canvas.height = canvas.width * (canvas.clientHeight / canvas.clientWidth);
}
// Particle class
var Particle = function() {
this.x = random(-0.1, 1.1, true);
this.y = random(-0.1, 1.1, true);
this.z = random(0, 4);
this.color = color;
this.opacity = random(0.1, 1, true);
this.flicker = 0;
this.neighbors = []; // placeholder for neighbors
};
Particle.prototype.render = function() {
var pos = position(this.x, this.y, this.z),
r = ((this.z * particleSizeMultiplier) + particleSizeBase) * (sizeRatio() / 1000),
o = this.opacity;
context.fillStyle = this.color;
context.globalAlpha = o;
context.beginPath();
context.fill();
context.closePath();
if (renderParticleGlare) {
context.globalAlpha = o * glareOpacityMultiplier;
context.ellipse(pos.x, pos.y, r * 100, r, (glareAngle - ((nPos.x - 0.5) * noiseStrength * motion)) * (Math.PI / 180), 0, 2 * Math.PI, false);
context.fill();
context.closePath();
}
context.globalAlpha = 1;
};
// Flare class
// Link class
var Link = function(startVertex, numPoints) {
this.length = numPoints;
this.verts = [startVertex];
this.stage = 0;
this.linked = [startVertex];
this.distances = [];
this.traveled = 0;
this.fade = 0;
this.finished = false;
};
// Utils
function noisePoint(i) {
var a = nAngle * i,
cosA = Math.cos(a),
sinA = Math.sin(a),
rad = nRad;
return {
x: rad * cosA,
y: rad * sinA
};
}
function position(x, y, z) {
return {
x: (x * canvas.width) + ((((canvas.width / 2) - mouse.x + ((nPos.x - 0.5) * noiseStrength)) * z) * motion),
y: (y * canvas.height) + ((((canvas.height / 2) - mouse.y + ((nPos.y - 0.5) * noiseStrength)) * z) * motion)
};
}
function sizeRatio() {
return canvas.width >= canvas.height ? canvas.width : canvas.height;
}
function random(min, max, float) {
return float ?
Math.random() * (max - min) + min :
Math.floor(Math.random() * (max - min + 1)) + min;
}
// init
if (canvas) init();
html,
body {
margin: 0;
padding: 0;
height: 100%;
}
body {
background: #000;
background-image: linear-gradient(-180deg, rgba(0, 0, 0, 0.00) 0%, #000000 100%);
}
#stars {
display: block;
position: relative;
width: 100%;
height: 100%;
z-index: 1;
position: absolute;
}
<script src="https://rawgit.com/ironwallaby/delaunay/master/delaunay.js"></script>
<script src="http://requirejs.org/docs/release/2.1.15/minified/require.js"></script>
<canvas id="stars" width="300" height="300"></canvas>
id="identifier" is unique
class="identifier" could be shared by a list of items
As you mention using class could be an option but you'll need to change your code to select all elements by that class before:
$(".identifier").each(function(a,b)
{
// Actions for each element
}
With javascript:
var elementList = document.getElementsByClassName("identifier");
var elementListSize=elementList.length;
for(var i=0;i<elementListSize;i++) {
// Actions for each element (elementList[i])
}

javascript code limited by text position in the html page

i'm trying to use this Fireworks javascript. But when i write some text in the middle of the HTML page, the fireworks will not go over it and is limited by the text position...how can i override this and keep the fireworks go up to the top of the page ?
i tryed to fix the SCREEN_WIDTH and SCREEN_HEIGHT position but it doesn't work...
var SCREEN_WIDTH = window.innerWidth,
SCREEN_HEIGHT = window.innerHeight,
mousePos = {
x: 400,
y: 300
},
// create canvas
canvas = document.createElement('canvas'),
context = canvas.getContext('2d'),
particles = [],
rockets = [],
MAX_PARTICLES = 400,
colorCode = 0;
// init
$(document).ready(function() {
document.body.appendChild(canvas);
canvas.width = SCREEN_WIDTH;
canvas.height = SCREEN_HEIGHT;
setInterval(launch, 800);
setInterval(loop, 1000 / 50);
});
// update mouse position
$(document).mousemove(function(e) {
e.preventDefault();
mousePos = {
x: e.clientX,
y: e.clientY
};
});
// launch more rockets!!!
$(document).mousedown(function(e) {
for (var i = 0; i < 5; i++) {
launchFrom(Math.random() * SCREEN_WIDTH * 2 / 3 + SCREEN_WIDTH / 6);
}
});
function launch() {
launchFrom(mousePos.x);
}
function launchFrom(x) {
if (rockets.length < 10) {
var rocket = new Rocket(x);
rocket.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
rocket.vel.y = Math.random() * -3 - 4;
rocket.vel.x = Math.random() * 6 - 3;
rocket.size = 8;
rocket.shrink = 0.999;
rocket.gravity = 0.01;
rockets.push(rocket);
}
}
function loop() {
// update screen size
if (SCREEN_WIDTH != window.innerWidth) {
canvas.width = SCREEN_WIDTH = window.innerWidth;
}
if (SCREEN_HEIGHT != window.innerHeight) {
canvas.height = SCREEN_HEIGHT = window.innerHeight;
}
// clear canvas
context.fillStyle = "rgba(0, 0, 0, 0.05)";
context.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
var existingRockets = [];
for (var i = 0; i < rockets.length; i++) {
// update and render
rockets[i].update();
rockets[i].render(context);
// calculate distance with Pythagoras
var distance = Math.sqrt(Math.pow(mousePos.x - rockets[i].pos.x, 2) + Math.pow(mousePos.y - rockets[i].pos.y, 2));
// random chance of 1% if rockets is above the middle
var randomChance = rockets[i].pos.y < (SCREEN_HEIGHT * 2 / 3) ? (Math.random() * 100 <= 1) : false;
/* Explosion rules
- 80% of screen
- going down
- close to the mouse
- 1% chance of random explosion
*/
if (rockets[i].pos.y < SCREEN_HEIGHT / 5 || rockets[i].vel.y >= 0 || distance < 50 || randomChance) {
rockets[i].explode();
} else {
existingRockets.push(rockets[i]);
}
}
rockets = existingRockets;
var existingParticles = [];
for (var i = 0; i < particles.length; i++) {
particles[i].update();
// render and save particles that can be rendered
if (particles[i].exists()) {
particles[i].render(context);
existingParticles.push(particles[i]);
}
}
// update array with existing particles - old particles should be garbage collected
particles = existingParticles;
while (particles.length > MAX_PARTICLES) {
particles.shift();
}
}
function Particle(pos) {
this.pos = {
x: pos ? pos.x : 0,
y: pos ? pos.y : 0
};
this.vel = {
x: 0,
y: 0
};
this.shrink = .97;
this.size = 2;
this.resistance = 1;
this.gravity = 0;
this.flick = false;
this.alpha = 1;
this.fade = 0;
this.color = 0;
}
Particle.prototype.update = function() {
// apply resistance
this.vel.x *= this.resistance;
this.vel.y *= this.resistance;
// gravity down
this.vel.y += this.gravity;
// update position based on speed
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
// shrink
this.size *= this.shrink;
// fade out
this.alpha -= this.fade;
};
Particle.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, " + this.alpha + ")");
gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0.1)");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
Particle.prototype.exists = function() {
return this.alpha >= 0.1 && this.size >= 1;
};
function Rocket(x) {
Particle.apply(this, [{
x: x,
y: SCREEN_HEIGHT}]);
this.explosionColor = 0;
}
Rocket.prototype = new Particle();
Rocket.prototype.constructor = Rocket;
Rocket.prototype.explode = function() {
var count = Math.random() * 10 + 80;
for (var i = 0; i < count; i++) {
var particle = new Particle(this.pos);
var angle = Math.random() * Math.PI * 2;
// emulate 3D effect by using cosine and put more particles in the middle
var speed = Math.cos(Math.random() * Math.PI / 2) * 15;
particle.vel.x = Math.cos(angle) * speed;
particle.vel.y = Math.sin(angle) * speed;
particle.size = 10;
particle.gravity = 0.2;
particle.resistance = 0.92;
particle.shrink = Math.random() * 0.05 + 0.93;
particle.flick = true;
particle.color = this.explosionColor;
particles.push(particle);
}
};
Rocket.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255, 255, 255 ," + this.alpha + ")");
gradient.addColorStop(1, "rgba(0, 0, 0, " + this.alpha + ")");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"></script>
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>Fireworks!</title>
</head>
<body/>
</html>
The problem is the canvas used by the script is positioned relative by default. To make it always visible completely on screen we have to make it fixed and set the top and left CSS values to 0.
Now because its fixed the canvas renders on top of everything. To get it in the background set z-index to -1.
All additions together:
canvas.style.position="fixed";
canvas.style.top="0";
canvas.style.left="0";
canvas.style.zIndex="-1";
Complete Source:
var SCREEN_WIDTH = window.innerWidth,
SCREEN_HEIGHT = window.innerHeight,
mousePos = {
x: 400,
y: 300
},
// create canvas
canvas = document.createElement('canvas'),
context = canvas.getContext('2d'),
particles = [],
rockets = [],
MAX_PARTICLES = 400,
colorCode = 0;
// init
$(document).ready(function() {
document.body.appendChild(canvas);
canvas.width = SCREEN_WIDTH;
canvas.height = SCREEN_HEIGHT;
canvas.style.position = "fixed";
canvas.style.top = "0";
canvas.style.left = "0";
canvas.style.zIndex = "-1";
setInterval(launch, 800);
setInterval(loop, 1000 / 50);
});
// update mouse position
$(document).mousemove(function(e) {
e.preventDefault();
mousePos = {
x: e.clientX,
y: e.clientY
};
});
// launch more rockets!!!
$(document).mousedown(function(e) {
for (var i = 0; i < 5; i++) {
launchFrom(Math.random() * SCREEN_WIDTH * 2 / 3 + SCREEN_WIDTH / 6);
}
});
function launch() {
launchFrom(mousePos.x);
}
function launchFrom(x) {
if (rockets.length < 10) {
var rocket = new Rocket(x);
rocket.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
rocket.vel.y = Math.random() * -3 - 4;
rocket.vel.x = Math.random() * 6 - 3;
rocket.size = 8;
rocket.shrink = 0.999;
rocket.gravity = 0.01;
rockets.push(rocket);
}
}
function loop() {
// update screen size
if (SCREEN_WIDTH != window.innerWidth) {
canvas.width = SCREEN_WIDTH = window.innerWidth;
}
if (SCREEN_HEIGHT != window.innerHeight) {
canvas.height = SCREEN_HEIGHT = window.innerHeight;
}
// clear canvas
context.fillStyle = "rgba(0, 0, 0, 0.05)";
context.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
var existingRockets = [];
for (var i = 0; i < rockets.length; i++) {
// update and render
rockets[i].update();
rockets[i].render(context);
// calculate distance with Pythagoras
var distance = Math.sqrt(Math.pow(mousePos.x - rockets[i].pos.x, 2) + Math.pow(mousePos.y - rockets[i].pos.y, 2));
// random chance of 1% if rockets is above the middle
var randomChance = rockets[i].pos.y < (SCREEN_HEIGHT * 2 / 3) ? (Math.random() * 100 <= 1) : false;
/* Explosion rules
- 80% of screen
- going down
- close to the mouse
- 1% chance of random explosion
*/
if (rockets[i].pos.y < SCREEN_HEIGHT / 5 || rockets[i].vel.y >= 0 || distance < 50 || randomChance) {
rockets[i].explode();
} else {
existingRockets.push(rockets[i]);
}
}
rockets = existingRockets;
var existingParticles = [];
for (var i = 0; i < particles.length; i++) {
particles[i].update();
// render and save particles that can be rendered
if (particles[i].exists()) {
particles[i].render(context);
existingParticles.push(particles[i]);
}
}
// update array with existing particles - old particles should be garbage collected
particles = existingParticles;
while (particles.length > MAX_PARTICLES) {
particles.shift();
}
}
function Particle(pos) {
this.pos = {
x: pos ? pos.x : 0,
y: pos ? pos.y : 0
};
this.vel = {
x: 0,
y: 0
};
this.shrink = .97;
this.size = 2;
this.resistance = 1;
this.gravity = 0;
this.flick = false;
this.alpha = 1;
this.fade = 0;
this.color = 0;
}
Particle.prototype.update = function() {
// apply resistance
this.vel.x *= this.resistance;
this.vel.y *= this.resistance;
// gravity down
this.vel.y += this.gravity;
// update position based on speed
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
// shrink
this.size *= this.shrink;
// fade out
this.alpha -= this.fade;
};
Particle.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, " + this.alpha + ")");
gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0.1)");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
Particle.prototype.exists = function() {
return this.alpha >= 0.1 && this.size >= 1;
};
function Rocket(x) {
Particle.apply(this, [{
x: x,
y: SCREEN_HEIGHT
}]);
this.explosionColor = 0;
}
Rocket.prototype = new Particle();
Rocket.prototype.constructor = Rocket;
Rocket.prototype.explode = function() {
var count = Math.random() * 10 + 80;
for (var i = 0; i < count; i++) {
var particle = new Particle(this.pos);
var angle = Math.random() * Math.PI * 2;
// emulate 3D effect by using cosine and put more particles in the middle
var speed = Math.cos(Math.random() * Math.PI / 2) * 15;
particle.vel.x = Math.cos(angle) * speed;
particle.vel.y = Math.sin(angle) * speed;
particle.size = 10;
particle.gravity = 0.2;
particle.resistance = 0.92;
particle.shrink = Math.random() * 0.05 + 0.93;
particle.flick = true;
particle.color = this.explosionColor;
particles.push(particle);
}
};
Rocket.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255, 255, 255 ," + this.alpha + ")");
gradient.addColorStop(1, "rgba(0, 0, 0, " + this.alpha + ")");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
body {
background-color: #000000;
margin: 0px;
overflow: hidden;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.6.4/jquery.min.js"></script>
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<title>Fireworks!</title>
</head>
<body>
<p>
test
</p>
<br />
<p>
test2
</p>
</body>
</html>

Add image to canvas

I saw on the internet beatiful example of canvas: https://codepen.io/anon/pen/BdjzPb
And I became interested in canvas. So I began to study it. But I can not understand how to change the dots (stars) in this example to pictures? I tried different combinations of context.drawImage(...) but I have no results...
The question is, where I should insert context.drawImage(...) to replace white dots with my images?
Here is js code of this canvas:
/*
* requestAnimationFrame pollyfill
*/
if (!window.requestAnimationFrame) {
window.requestAnimationFrame = (window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame || function (callback) {
return window.setTimeout(callback, 1000 / 60);
});
}
// Init Stats
var stats = new Stats();
stats.setMode(0);
stats.domElement.style.position = 'absolute';
stats.domElement.style.left = '0px';
stats.domElement.style.top = '0px';
document.body.appendChild(stats.domElement);
/*!
* Mantis.js / jQuery / Zepto.js plugin for Constellation
* #version 1.2.2
* #author Acauã Montiel <contato#acauamontiel.com.br>
* #license http://acaua.mit-license.org/
*/
(function ($, window) {
/**
* Makes a nice constellation on canvas
* #constructor Constellation
*/
function Constellation (canvas, options) {
var $canvas = $(canvas),
context = canvas.getContext('2d'),
defaults = {
star: {
color: 'rgba(255, 255, 255, .5)',
width: 1,
randomWidth: true
},
line: {
color: 'rgba(255, 255, 255, .5)',
width: 0.2
},
position: {
x: 0, // This value will be overwritten at startup
y: 0 // This value will be overwritten at startup
},
width: window.innerWidth,
height: window.innerHeight,
velocity: 0.1,
length: 100,
distance: 120,
radius: 150,
stars: []
},
config = $.extend(true, {}, defaults, options);
function Star () {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.vx = (config.velocity - (Math.random() * 0.5));
this.vy = (config.velocity - (Math.random() * 0.5));
this.radius = config.star.randomWidth ? (Math.random() * config.star.width) : config.star.width;
}
Star.prototype = {
create: function(){
context.beginPath();
context.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
context.fill();
},
animate: function(){
var i;
for (i = 0; i < config.length; i++) {
var star = config.stars[i];
if (star.y < 0 || star.y > canvas.height) {
star.vx = star.vx;
star.vy = - star.vy;
} else if (star.x < 0 || star.x > canvas.width) {
star.vx = - star.vx;
star.vy = star.vy;
}
star.x += star.vx;
star.y += star.vy;
}
},
line: function(){
var length = config.length,
iStar,
jStar,
i,
j;
for (i = 0; i < length; i++) {
for (j = 0; j < length; j++) {
iStar = config.stars[i];
jStar = config.stars[j];
if (
(iStar.x - jStar.x) < config.distance &&
(iStar.y - jStar.y) < config.distance &&
(iStar.x - jStar.x) > - config.distance &&
(iStar.y - jStar.y) > - config.distance
) {
if (
(iStar.x - config.position.x) < config.radius &&
(iStar.y - config.position.y) < config.radius &&
(iStar.x - config.position.x) > - config.radius &&
(iStar.y - config.position.y) > - config.radius
) {
context.beginPath();
context.moveTo(iStar.x, iStar.y);
context.lineTo(jStar.x, jStar.y);
context.stroke();
context.closePath();
}
}
}
}
}
};
this.createStars = function () {
var length = config.length,
star,
i;
context.clearRect(0, 0, canvas.width, canvas.height);
for (i = 0; i < length; i++) {
config.stars.push(new Star());
star = config.stars[i];
star.create();
}
star.line();
star.animate();
};
this.setCanvas = function () {
canvas.width = config.width;
canvas.height = config.height;
};
this.setContext = function () {
context.fillStyle = config.star.color;
context.strokeStyle = config.line.color;
context.lineWidth = config.line.width;
};
this.setInitialPosition = function () {
if (!options || !options.hasOwnProperty('position')) {
config.position = {
x: canvas.width * 0.5,
y: canvas.height * 0.5
};
}
};
this.loop = function (callback) {
callback();
window.requestAnimationFrame(function () {
stats.begin(); // Only for Stats
this.loop(callback);
stats.end(); // Only for Stats
}.bind(this));
};
this.bind = function () {
$canvas.on('mousemove', function(e){
config.position.x = e.pageX - $canvas.offset().left;
config.position.y = e.pageY - $canvas.offset().top;
});
};
this.init = function () {
this.setCanvas();
this.setContext();
this.setInitialPosition();
this.loop(this.createStars);
this.bind();
};
}
$.fn.constellation = function (options) {
return this.each(function () {
var c = new Constellation(this, options);
c.init();
});
};
})($, window);
// Init plugin
$('canvas').constellation({
star: {
width: 3
},
line: {
color: 'rgba(255, 0, 0, .5)'
},
radius: 250
});
You need to modify the create() method of Star constructor, because this is exactly the one that's being called when the canvas redraws everything (as a part of calling createStars() method inside the loop).
There is, however, one thing about context.drawImage(...) that you should be aware of: it needs image to be present in the DOM in order to render it in canvas, so first you would have to do something like
var img = new Image;
img.src = 'https://sourceofyourimage/image.jpg';
and then in create() method you can call context.drawImage(...) passing image, coordinates and size (if you want to).
https://codepen.io/Alvvi/pen/RZroPW here is a working CodePen
Also, you may want to check, if the image is loaded before trying to paint it, I suggest using onload for that, however in my case it works fine without it, because the image is quite small.

HTML5 canvas particle explosion

I'm trying to get this particle explosion working. It's working but it looks like some frames does not get rendered. If I click many times to call several explosions it starts to uhm.. "lag/stutter". Is there something I have forgotten to do? It may look like the browser hangs when I click many times. Is it too much to have 2 for loops inside each other?
Attached my code so you can see.
Just try to click many times, and you will see the problem visually.
// Request animation frame
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame;
// Canvas
var c = document.getElementById('canvas');
var ctx = c.getContext('2d');
// Set full-screen
c.width = window.innerWidth;
c.height = window.innerHeight;
// Options
var background = '#333'; // Background color
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
var explosions = [];
var fps = 60;
var now, delta;
var then = Date.now();
var interval = 1000 / fps;
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw
function draw() {
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
drawBackground();
drawExplosion();
}
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length == 0) {
return;
}
for (var i = 0; i < explosions.length; i++) {
var explosion = explosions[i];
var particles = explosion.particles;
if (particles.length == 0) {
explosions.splice(i, 1);
return;
}
for (var ii = 0; ii < particles.length; ii++) {
var particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size < 0) {
particles.splice(ii, 1);
return;
}
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
}
}
// Draw the background
function drawBackground() {
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
// Clicked
function clicked(e) {
var xPos, yPos;
if (e.offsetX) {
xPos = e.offsetX;
yPos = e.offsetY;
} else if (e.layerX) {
xPos = e.layerX;
yPos = e.layerY;
}
explosions.push(new explosion(xPos, yPos));
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (var i = 0; i < particlesPerExplosion; i++) {
this.particles.push(new particle(x, y));
}
}
// Particle
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222);
this.g = '00';
this.b = randInt(105, 255);
}
// Returns an random integer, positive or negative
// between the given value
function randInt(min, max, positive) {
if (positive == false) {
var num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) == 1 ? 1 : -1;
} else {
var num = Math.floor(Math.random() * max) + min;
}
return num;
}
// On-click
$('canvas').on('click', function(e) {
clicked(e);
});
draw();
<!DOCTYPE html>
<html>
<head>
<style>
* {
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</html>
You are returning from iterating over the particles if one is too small. This causes the other particles of that explosion to render only in the next frame.
I have a working version:
// Request animation frame
const requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
// Canvas
const c = document.getElementById('canvas');
const ctx = c.getContext('2d');
// Set full-screen
c.width = window.innerWidth;
c.height = window.innerHeight;
// Options
const background = '#333'; // Background color
const particlesPerExplosion = 20;
const particlesMinSpeed = 3;
const particlesMaxSpeed = 6;
const particlesMinSize = 1;
const particlesMaxSize = 3;
const explosions = [];
let fps = 60;
const interval = 1000 / fps;
let now, delta;
let then = Date.now();
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw
function draw() {
// Loop
requestAnimationFrame(draw);
// Set NOW and DELTA
now = Date.now();
delta = now - then;
// New frame
if (delta > interval) {
// Update THEN
then = now - (delta % interval);
// Our animation
drawBackground();
drawExplosion();
}
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length === 0) {
return;
}
for (let i = 0; i < explosions.length; i++) {
const explosion = explosions[i];
const particles = explosion.particles;
if (particles.length === 0) {
explosions.splice(i, 1);
return;
}
const particlesAfterRemoval = particles.slice();
for (let ii = 0; ii < particles.length; ii++) {
const particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size <= 0) {
particlesAfterRemoval.splice(ii, 1);
continue;
}
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
explosion.particles = particlesAfterRemoval;
}
}
// Draw the background
function drawBackground() {
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
// Clicked
function clicked(e) {
let xPos, yPos;
if (e.offsetX) {
xPos = e.offsetX;
yPos = e.offsetY;
} else if (e.layerX) {
xPos = e.layerX;
yPos = e.layerY;
}
explosions.push(
new explosion(xPos, yPos)
);
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (let i = 0; i < particlesPerExplosion; i++) {
this.particles.push(
new particle(x, y)
);
}
}
// Particle
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222);
this.g = '00';
this.b = randInt(105, 255);
}
// Returns an random integer, positive or negative
// between the given value
function randInt(min, max, positive) {
let num;
if (positive === false) {
num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) === 1 ? 1 : -1;
} else {
num = Math.floor(Math.random() * max) + min;
}
return num;
}
// On-click
$('canvas').on('click', function (e) {
clicked(e);
});
draw();
<!DOCTYPE html>
<html>
<head>
<style>* {margin:0;padding:0;overflow:hidden;}</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</html>
Loops, break and continue.
The problem was caused when you checked for empty particle arrays and when you found a particle to remove.
The bugs
The following two statements and blocks caused the problem
if (particles.length == 0) {
explosions.splice(i, 1);
return;
}
and
if (particles.size < 0) {
explosions.splice(ii, 1);
return;
}
The returns stopped the rendering of particles, so you would sometimes return before drawing a single particle was rendered just because the first explosion was empty or first particle was too small.
Continue and break
You can use the continue token in javascript to skip the rest of a for, while, do loop
for(i = 0; i < 100; i++){
if(test(i)){
// need to skip this iteration
continue;
}
// more code
// more code
// continue skips all the code upto the closing }
} << continues to here and if i < 100 the loop continues on.
Or you can completely break out of the loop with break
for(i = 0; i < 100; i++){
if(test(i)){
// need to exit the for loop
break;
}
// more code
// more code
// break skips all the code to the first line after the closing }
}
<< breaks to here and if i remains the value it was when break was encountered
The fix
if (particles.length == 0) {
explosions.splice(i, 1);
continue;
}
and
if (particles.size < 0) {
explosions.splice(ii, 1);
continue;
}
Your example with the fix
Your code with the fix. Befor I found it I started changing stuff.
Minor stuff.
requestAnimationFrame passes a time in milliseconds so to an accuracy of micro seconds.
You were setting then incorrectly and would have been losing frames. I changed the timing to use the argument time and then is just set to the time when a frame is drawn.
There are some other issues, nothing major and more of a coding style thing. You should capitalise objects created with new
function Particle(...
not
function particle(...
and your random is a overly complex
function randInt(min, max = min - (min = 0)) {
return Math.floor(Math.random() * (max - min) + min);
}
or
function randInt(min,max){
max = max === undefined ? min - (min = 0) : max;
return Math.floor(Math.random() * (max - min) + min);
}
randInt(100); // int 0 - 100
randInt(10,20); // int 10-20
randInt(-100); // int -100 to 0
randInt(-10,20); // int -10 to 20
this.xv = randInt(-particlesMinSpeed, particlesMaxSpeed);
this.yv = randInt(-particlesMinSpeed, particlesMaxSpeed);
this.size = randInt(particlesMinSize, particlesMaxSize);
And if you are using the same name in variables a good sign to create an object
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
Could be
const settings = {
particles : {
speed : {min : 3, max : 6 },
size : {min : 1 : max : 3 },
explosionCount : 20,
},
background : "#000",
}
Anyways your code.
var c = canvas;
var ctx = c.getContext('2d');
// Set full-screen
c.width = innerWidth;
c.height = innerHeight;
// Options
var background = '#333'; // Background color
var particlesPerExplosion = 20;
var particlesMinSpeed = 3;
var particlesMaxSpeed = 6;
var particlesMinSize = 1;
var particlesMaxSize = 3;
var explosions = [];
var fps = 60;
var now, delta;
var then = 0; // Zero start time
var interval = 1000 / fps;
// Optimization for mobile devices
if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) {
fps = 29;
}
// Draw
// as time is passed you need to start with requestAnimationFrame
requestAnimationFrame(draw);
function draw(time) { //requestAnimationFrame frame passes the time
requestAnimationFrame(draw);
delta = time - then;
if (delta > interval) {
then = time
drawBackground();
drawExplosion();
}
}
// Draw explosion(s)
function drawExplosion() {
if (explosions.length == 0) {
return;
}
for (var i = 0; i < explosions.length; i++) {
var explosion = explosions[i];
var particles = explosion.particles;
if (particles.length == 0) {
explosions.splice(i, 1);
//return;
continue;
}
for (var ii = 0; ii < particles.length; ii++) {
var particle = particles[ii];
// Check particle size
// If 0, remove
if (particle.size < 0) {
particles.splice(ii, 1);
// return;
continue;
}
ctx.beginPath();
ctx.arc(particle.x, particle.y, particle.size, Math.PI * 2, 0, false);
ctx.closePath();
ctx.fillStyle = 'rgb(' + particle.r + ',' + particle.g + ',' + particle.b + ')';
ctx.fill();
// Update
particle.x += particle.xv;
particle.y += particle.yv;
particle.size -= .1;
}
}
}
// Draw the background
function drawBackground() {
ctx.fillStyle = background;
ctx.fillRect(0, 0, c.width, c.height);
}
// Clicked
function clicked(e) {
var xPos, yPos;
if (e.offsetX) {
xPos = e.offsetX;
yPos = e.offsetY;
} else if (e.layerX) {
xPos = e.layerX;
yPos = e.layerY;
}
explosions.push(new explosion(xPos, yPos));
}
// Explosion
function explosion(x, y) {
this.particles = [];
for (var i = 0; i < particlesPerExplosion; i++) {
this.particles.push(new particle(x, y));
}
}
// Particle
function particle(x, y) {
this.x = x;
this.y = y;
this.xv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.yv = randInt(particlesMinSpeed, particlesMaxSpeed, false);
this.size = randInt(particlesMinSize, particlesMaxSize, true);
this.r = randInt(113, 222);
this.g = '00';
this.b = randInt(105, 255);
}
// Returns an random integer, positive or negative
// between the given value
function randInt(min, max, positive) {
if (positive == false) {
var num = Math.floor(Math.random() * max) - min;
num *= Math.floor(Math.random() * 2) == 1 ? 1 : -1;
} else {
var num = Math.floor(Math.random() * max) + min;
}
return num;
}
// On-click
$('canvas').on('click', function(e) {
clicked(e);
});
<!DOCTYPE html>
<html>
<head>
<style>
* {
margin: 0;
padding: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
</body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
</html>

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