How to make canvas particles follow mouse with JS? - javascript

I want to make the particles follow the mouse and I am not sure on how to do that.
I figured I can replace the x and y with the mouses position but I can figure that out either.
I would appreciate an almost exact answer and not examples please.
window.onload = function() {
var canvas = document.createElement("canvas"),
c = canvas.getContext("2d"),
particles = {}
particleIndex = 0,
particleNum = Math.random() * 2;
canvas.width = 400;
canvas.height = 400;
document.body.appendChild(canvas);
c.fillStyle = "black";
c.fillRect(0, 0, canvas.width, canvas.height);
function Particle() {
this.x = canvas.width / 10;
this.y = canvas.height / 2;
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
this.gravity = .2;
particleIndex++;
particles[particleIndex] = this;
this.id = particleIndex;
this.life = 0;
this.maxLife = Math.random() * 30 + 10;
this.color = "rgb(" + parseInt(Math.random() * 255, 10) + ",0,0)";
this.color2 = "hsl(" + parseInt(Math.random() * 255, 10) + ",50%,50%)";
}
Particle.prototype.draw = function() {
this.x += this.vx;
this.y += this.vy;
if (Math.random() < 0.1) {
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
}
this.vy += this.gravity;
this.life++;
if (this.Life >= this.maxLife) {
delete particles[this.id];
}
c.fillStyle = this.color2;
c.fillRect(this.x, this.y, 10, 10);
};
//var p = new Particle();
setInterval(function() {
c.fillStyle = "rgba(0,0,0,0.5)";
c.fillRect(0, 0, canvas.width, canvas.height);
for (var i in particles) {
particles[i].draw();
}
for (var i = 0; i < particleNum; i++) {
new Particle();
}
}, 30);
};

Related

Create a "tail" for an object that is orbiting

Edit
Here is a JSFiddle with the code for the "tail" function commenting out.Solar System JSFiddle
I have this object I am working on that has an object orbiting a center mass. That works perfectly.
I am now trying to add a trailing line or "tail" that follows behind the planet.
My tail object looks like this:
function Tail(maxLength){
this.points = [];
this.maxLength = maxLength;
this.addPoint = function(point){
for(var i = Math.min(maxLength, this.points.length); i < maxLength; i++){
this.points[i] = this.points[i - 1];
}
this.points[0] = point;
}
this.draw = function(ctx){
for(var i = 1; Math.min(maxLength, this.points.length); i++){
if(i < maxLength - 20){
ctx.globalAlpha = 1;
} else {
ctx.globalAlpha = (this.maxLength - i) / 20;
}
ctx.beginPath();
ctx.moveTo(this.points[i - 1].x, this.points[i - 1].y);
ctx.lineTo(this.points[i].x, this.points[i].y);
ctx.stroke();
}
ctx.globalAlpha = 1;
}
}
The addPoint function takes an object that looks like '{x: currentX, y: currentY}
currentX and currentY are the x and y point of the object when ever it gets called.
I am lost on how I need to add the point to the points array and then draw based on those coordinates.
I modified your version to working condition
var canvas, width, height, ctx;
var bodies = [];
function init(){
canvas = document.getElementById("space-time");
width = window.innerWidth;
height = window.innerHeight;
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext('2d');
createBodies();
setInterval(function(){
updateSystem();
updateBodies(0.01);
ctx.clearRect(0, 0, width, height);
drawBodies();
}, 10);
}
function createBodies(){
bodies.push(new Body((this.width / 2) - 250, (this.height / 2) - 300, 200, 0, 1, 10, "#14c71d", true));
bodies.push(new Body((this.width / 2) + 100, (this.height / 2) + 100, 350, 0, 1, 5, "#de2d16", true));
bodies.push(new Body(this.width / 2, this.height / 2, 0, 0, 1000000, 30, "#FF8501", false)); //sun
}
function drawBodies(){
for(var i = 0; i < bodies.length; i++){
bodies[i].draw(ctx);
}
}
function updateBodies(dt){
for(var i = 0; i < bodies.length; i++){
bodies[i].update(dt);
}
}
function updateSystem(){
var G = 10;
for(var i = 0; i < bodies.length; i++){
for(var j = 0; j < bodies.length; j++){
if(i === j) continue;
var b1 = bodies[i];
var b2 = bodies[j];
var dist = Math.sqrt((b1.x - b2.x) * (b1.x - b2.x) + (b1.y - b2.y) * (b1.y - b2.y));
var force = G * (b1.m * b2.m) / dist / dist;
var nx = (b2.x - b1.x) / dist;
var ny = (b2.y - b1.y) / dist;
b1.ax += nx * force / b1.m;
b1.ay += ny * force / b1.m;
b2.ax -= nx * force / b2.m;
b2.ay -= ny * force / b2.m;
}
}
}
function Body(x, y, v, angle, mass, radius, color, hasTail){
this.x = x;
this.y = y;
this.vx = v * Math.cos(angle);
this.vy = v * Math.sin(angle);
this.m = mass;
this.radius = radius;
this.color = color;
this.ax = 0;
this.ay = 0;
if (hasTail) {
this.tail = new Tail(50);
}
this.update = function(dt){
this.vx += this.ax * dt;
this.vy += this.ay * dt;
this.x += this.vx * dt;
this.y += this.vy * dt;
this.ax = 0;
this.ay = 0;
if(this.tail){
this.tail.addPoint({x: this.x, y: this.y});
}
}
this.draw = function(ctx){
ctx.strokeStyle = this.color;
ctx.fillStyle = this.color;
ctx.shadowColor = this.color;
ctx.shadowBlur = 5;
if(this.tail){
this.tail.draw(ctx);
}
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 6.28);
ctx.fill();
}
}
function Tail(maxLength){
this.points = [];
this.maxLength = maxLength;
this.addPoint = point => {
this.points = [point].concat(this.points).slice(0, this.maxLength);
}
this.draw = function(ctx){
for(var i = 1; i < this.points.length; i++){
ctx.beginPath();
if(i < maxLength - 20){
ctx.globalAlpha = 1;
} else {
ctx.globalAlpha = (this.maxLength - i) / 20;
}
ctx.moveTo(this.points[i - 1].x, this.points[i - 1].y);
ctx.lineTo(this.points[i].x, this.points[i].y);
ctx.stroke();
}
ctx.globalAlpha = 1;
}
}
#space-time {
background-color: #1a1a1c;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Solar System AJ</title>
</head>
<body onload="init();">
<canvas id="space-time"></canvas>
</body>
</html>
You can visualisate the track of objects, if you fill frame with background with low opacity instead of clearing it:
var canvas, width, height, ctx;
var bodies = [];
function init(){
canvas = document.getElementById("space-time");
width = window.innerWidth;
height = window.innerHeight;
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext('2d');
createBodies();
setInterval(function(){
updateSystem();
updateBodies(0.01);
// ctx.clearRect(0, 0, width, height);
// All magic here:
ctx.fillStyle = `rgba(0, 0, 0, .05)`;
ctx.shadowBlur = 0;
ctx.fillRect(0, 0, canvas.width, canvas.height);
drawBodies();
}, 10);
}
function createBodies(){
bodies.push(new Body((this.width / 2) - 250, (this.height / 2) - 300, 200, 0, 1, 10, "#14c71d", true));
bodies.push(new Body((this.width / 2) + 100, (this.height / 2) + 100, 350, 0, 1, 5, "#de2d16", true));
bodies.push(new Body(this.width / 2, this.height / 2, 0, 0, 1000000, 30, "#FF8501", false)); //sun
}
function drawBodies(){
for(var i = 0; i < bodies.length; i++){
bodies[i].draw(ctx);
}
}
function updateBodies(dt){
for(var i = 0; i < bodies.length; i++){
bodies[i].update(dt);
}
}
function updateSystem(){
var G = 10;
for(var i = 0; i < bodies.length; i++){
for(var j = 0; j < bodies.length; j++){
if(i === j) continue;
var b1 = bodies[i];
var b2 = bodies[j];
var dist = Math.sqrt((b1.x - b2.x) * (b1.x - b2.x) + (b1.y - b2.y) * (b1.y - b2.y));
var force = G * (b1.m * b2.m) / dist / dist;
var nx = (b2.x - b1.x) / dist;
var ny = (b2.y - b1.y) / dist;
b1.ax += nx * force / b1.m;
b1.ay += ny * force / b1.m;
b2.ax -= nx * force / b2.m;
b2.ay -= ny * force / b2.m;
}
}
}
function Body(x, y, v, angle, mass, radius, color, hasTail){
this.x = x;
this.y = y;
this.vx = v * Math.cos(angle);
this.vy = v * Math.sin(angle);
this.m = mass;
this.radius = radius;
this.color = color;
this.ax = 0;
this.ay = 0;
this.update = function(dt){
this.vx += this.ax * dt;
this.vy += this.ay * dt;
this.x += this.vx * dt;
this.y += this.vy * dt;
this.ax = 0;
this.ay = 0;
}
this.draw = function(ctx){
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, 6.28);
ctx.strokeStyle = this.color;
ctx.fillStyle = this.color;
ctx.shadowColor = this.color;
ctx.shadowBlur = 5;
ctx.fill();
}
}
#space-time {
background-color: #1a1a1c;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Solar System AJ</title>
</head>
<body onload="init();">
<canvas id="space-time"></canvas>
</body>
</html>

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>

Clickable Canvas Button with Link

I have the following canvas. I want it so that when the user clicks the canvas, I will go to google.com, and I want to keep the button element. This is my code:
//set the variables
var a = document.getElementById('canvas'),
c = a.getContext('2d'),
a.style.width = '200px';
a.style.height = '50px';
area = w * h,
particleNum = 300,
ANIMATION;
var particles = [];
//create the particles
function Particle(i) {
this.id = i;
this.hue = rand(50, 0, 1);
this.active = false;
}
Particle.prototype.build = function() {
this.x = w / 2;
this.y = h / 2;
this.r = rand(7, 2, 1);
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
this.gravity = .01;
this.opacity = Math.random() + .5;
this.active = true;
c.beginPath();
c.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
c.fillStyle = "hsla(" + this.hue + ",100%,50%,1)";
c.fill();
};
Particle.prototype.draw = function() {
this.active = true;
this.x += this.vx;
this.y += this.vy;
this.vy += this.gravity;
this.hue -= 0.5;
this.r = Math.abs(this.r - .05);
c.beginPath();
c.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
c.fillStyle = "hsla(" + this.hue + ",100%,50%,1)";
c.fill();
// reset particle
if(this.r <= .05) {
this.active = false;
}
};
//functionality
function drawScene() {
c.fillStyle = "black";
c.fillRect(0,0,w,h);
for(var i = 0; i < particles.length; i++) {
if(particles[i].active === true) {
particles[i].draw();
} else {
particles[i].build();
}
}
ANIMATION = requestAnimationFrame(drawScene);
}
function initCanvas() {
var s = getComputedStyle(a);
if(particles.length) {
particles = [];
cancelAnimationFrame(ANIMATION);
ANIMATION;
console.log(ANIMATION);
}
w = a.width = window.innerWidth;
h = a.height = window.innerHeight;
for(var i = 0; i < particleNum; i++) {
particles.push(new Particle(i));
}
drawScene();
console.log(ANIMATION);
}
//init
(function() {
initCanvas();
addEventListener('resize', initCanvas, false);
})();
//helper functions
function rand(max, min, _int) {
var max = (max === 0 || max)?max:1,
min = min || 0,
gen = min + (max - min) * Math.random();
return (_int) ? Math.round(gen) : gen;
};
#canvas{
width: 200;
height: 50;
}
<div class="wrapper">
<a href="index.html">
<button align=center onclick="handleClick()">
<canvas width="200" height="50" id="canvas" align=center></canvas>
<span class="text">SUBMIT</span>
</button>
</a>
</div>
Although, I only see the button, and no the canvas. How can I fix this?
You got a lot of errors actually buddy (variable declaration is the biggest problem) but by following the errors will give you a way to fix it, I don't know if this is the fix you want.
//set the variables
var a = document.getElementById('canvas'),
c = a.getContext('2d');
a.style.width = '200px';
a.style.height = '50px';
var w, h;
var area = w * h,
particleNum = 300,
ANIMATION;
var particles = [];
//create the particles
function Particle(i) {
this.id = i;
this.hue = rand(50, 0, 1);
this.active = false;
}
Particle.prototype.build = function() {
this.x = w / 2;
this.y = h / 2;
this.r = rand(7, 2, 1);
this.vx = Math.random() * 10 - 5;
this.vy = Math.random() * 10 - 5;
this.gravity = 0.01;
this.opacity = Math.random() + .5;
this.active = true;
c.beginPath();
c.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
c.fillStyle = "hsla(" + this.hue + ",100%,50%,1)";
c.fill();
};
Particle.prototype.draw = function() {
this.active = true;
this.x += this.vx;
this.y += this.vy;
this.vy += this.gravity;
this.hue -= 0.5;
this.r = Math.abs(this.r - 0.05);
c.beginPath();
c.arc(this.x, this.y, this.r, 0, 2 * Math.PI, false);
c.fillStyle = "hsla(" + this.hue + ",100%,50%,1)";
c.fill();
// reset particle
if (this.r <= 0.05) {
this.active = false;
}
};
//functionality
function drawScene() {
c.fillStyle = "black";
c.fillRect(0, 0, w, h);
for (var i = 0; i < particles.length; i++) {
if (particles[i].active === true) {
particles[i].draw();
} else {
particles[i].build();
}
}
ANIMATION = requestAnimationFrame(drawScene);
}
function initCanvas() {
var s = getComputedStyle(a);
if (particles.length) {
particles = [];
cancelAnimationFrame(ANIMATION);
ANIMATION;
console.log(ANIMATION);
}
w = a.width = window.innerWidth;
h = a.height = window.innerHeight;
for (var i = 0; i < particleNum; i++) {
particles.push(new Particle(i));
}
drawScene();
console.log(ANIMATION);
}
//init
(function() {
initCanvas();
addEventListener('resize', initCanvas, false);
})();
//helper functions
function rand(max, min, _int) {
var max = (max === 0 || max) ? max : 1,
min = min || 0,
gen = min + (max - min) * Math.random();
return (_int) ? Math.round(gen) : gen;
};
#canvas {
width: 200px;
height: 50px;
}
<div class="wrapper">
<a href="index.html">
<button align=center onclick="handleClick()">
<canvas width="200" height="50" id="canvas" align=center> </canvas>
<span class="text">SUBMIT</span>
</button>
</a>
</div>

how can I make change the color of an object with a condition using rgba colors in canvas

I'm trying to make a blackhole simulation, and although I'm almost done, I wish to make disappear the dots that are drawn on the blackhole progressively, here is my code:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>test trou noir</title>
<script>
var canvas, ctx;
var blackhole;
var circle;
var circles = new Array();
var G = 6.67e-11,//gravitational constant
pixel_G = G/1e-11,
c = 3e8, //speed of light (m/s)
M = 12e31,// masseof the blackhole in kg (60 solar masses)
pixel_M = M/1e32
Rs = (2 * G * M) / 9e16, //Schwarzchild radius
pixel_Rs = Rs/1e3, // scaled radius
ccolor=128;
function update() {
var pos, i, distance, somethingMoved = false;
for (i = 0; i < circles.length; i++) {
pos = circles[i].position;
distance = Math.sqrt(((pos.x - 700) * (pos.x - 700)) + ((pos.y - 400) * (pos.y - 400)));
if (distance > pixel_Rs && visible(circles[i])) {
var delta = new Vector2D(0, 0);
var forceDirection = Math.atan2(pos.y - 400, pos.x - 700);
var evelocity = Math.sqrt( (2*pixel_G*pixel_M)/(distance*1e-2));
delta.x += Math.cos(forceDirection) * evelocity;
delta.y += Math.sin(forceDirection) * evelocity;
pos.x += delta.x;
pos.y += delta.y;
somethingMoved = true;
}
}
if (somethingMoved) {
drawEverything();
requestAnimationFrame(update);
} else {
ccolor -=10;
};
}
function visible(ball) {
return ball.position.x > ball.radius && ball.position.x < canvas.width - ball.radius &&
ball.position.y > ball.radius && ball.position.y < canvas.height - ball.radius;
}
function drawEverything() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
blackhole.draw(ctx);
for (var i = 0; i < circles.length; i++) {
if (visible(circles[i])) {
circles[i].draw(ctx);
}
}
}
function init() {
canvas = document.getElementById("space");
ctx = canvas.getContext('2d');
blackhole = new Ball(pixel_Rs, {
x: 700,
y: 400
}, "black");
for (var i = 0; i < 200; i++) {
var vec2D = new Vector2D(Math.floor(Math.random() * 1400), Math.floor(Math.random() * 800));
circle = new Ball(5, vec2D, 'rgba('+ccolor+','+ccolor+','+ccolor+',1)');
circles.push(circle);
}
drawEverything();
requestAnimationFrame(update);
}
function Ball(radius, position, color) {
this.radius = radius;
this.position = position;
this.color = color;
}
Ball.prototype.draw = function(ctx) {
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
ctx.closePath();
ctx.fill();
};
function Vector2D(x, y) {
this.x = x;
this.y = y;
}
window.onload = init;
</script>
<style>
body {
background-color: #021c36;
margin: 0px;
}
</style>
</head>
<body>
<canvas id="space" , width="1400" , height="800">
</canvas>
</body>
</html>
now as you can see, I created a variable called ccolor which is integrated in the rgba code, but I don't know why the colors don't tend to zero, so the circles that are inside the blackhole gradually disappear, if someone could lend me a hand it'd be great
In update, if any circles[i] is captured by the Blackhole you decrement its this.color. It might be easier if you change this.color to an integer that you use to create a fillStyle:
ctx.fillStyle='rgba(' + this.color + ',' + this.color + ',' + this.color + ',1)'.
Here's a quick demo:
View this demo Full Page or the black hole is off-screen
var canvas, ctx;
var blackhole;
var circle;
var circles = new Array();
var G = 6.67e-11, //gravitational constant
pixel_G = G / 1e-11,
c = 3e8, //speed of light (m/s)
M = 12e31, // masseof the blackhole in kg (60 solar masses)
pixel_M = M / 1e32
Rs = (2 * G * M) / 9e16, //Schwarzchild radius
pixel_Rs = Rs / 1e3, // scaled radius
ccolor = 128;
function update() {
var pos, i, distance, somethingMoved = false;
for (i = 0; i < circles.length; i++) {
pos = circles[i].position;
distance = Math.sqrt(((pos.x - 700) * (pos.x - 700)) + ((pos.y - 400) * (pos.y - 400)));
if (distance > pixel_Rs && visible(circles[i])) {
var delta = new Vector2D(0, 0);
var forceDirection = Math.atan2(pos.y - 400, pos.x - 700);
var evelocity = Math.sqrt((2 * pixel_G * pixel_M) / (distance * 1e-2));
delta.x += Math.cos(forceDirection) * evelocity;
delta.y += Math.sin(forceDirection) * evelocity;
pos.x += delta.x;
pos.y += delta.y;
somethingMoved = true;
} else {
circles[i].color -= 0.50;
}
}
if (somethingMoved) {
drawEverything();
requestAnimationFrame(update);
};
}
function visible(ball) {
return ball.position.x > ball.radius && ball.position.x < canvas.width - ball.radius &&
ball.position.y > ball.radius && ball.position.y < canvas.height - ball.radius;
}
function drawEverything() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
blackhole.draw(ctx);
for (var i = 0; i < circles.length; i++) {
if (visible(circles[i])) {
circles[i].draw(ctx);
}
}
}
function init() {
canvas = document.getElementById("space");
ctx = canvas.getContext('2d');
blackhole = new Ball(pixel_Rs, {
x: 700,
y: 400
}, 0);
for (var i = 0; i < 200; i++) {
var vec2D = new Vector2D(Math.floor(Math.random() * 1400), Math.floor(Math.random() * 800));
circle = new Ball(5, vec2D, ccolor);
circles.push(circle);
}
drawEverything();
requestAnimationFrame(update);
}
function Ball(radius, position, color) {
this.radius = radius;
this.position = position;
this.color = color;
}
//
Ball.prototype.draw = function(ctx) {
var c=parseInt(this.color);
ctx.fillStyle = 'rgba(' + c + ',' + c + ',' + c + ',1)';
ctx.beginPath();
ctx.arc(this.position.x, this.position.y, this.radius, 0, 2 * Math.PI);
ctx.closePath();
ctx.fill();
};
function Vector2D(x, y) {
this.x = x;
this.y = y;
}
init();
body{ background-color: #021c36; margin: 0px; }
<canvas id="space" width=1400 height=800></canvas>
Simple solution:
In drawEverything() function move blackhole.draw(ctx) to be the last step
Not so simple: Use one of the many JS particle systems

Animate objects on canvas with an array

Been trying to animate an object on canvas by putting it in an array but it wont seem to work.
Only have one object drawn at the moment but the thought is to add several more objects to the canvas hence the array.
Is there something wrong with the functions im using to draw and animate the object?
var draw;
function Canvas(canvas, ctx) {
this.canvas = canvas;
this.ctx = ctx;
}
function Direction(x, y) {
this.x = x;
this.y = y;
}
function Measures(cW, cH, radius, hR, degree, dirX, dirY, degree) {
this.cW = cW;
this.cH = cH;
this.radius = radius;
this.hR = hR;
this.dirX = dirX;
this.dirY = dirY;
this.degree = degree;
}
function Drawing(cW, cH, width, height, radius, hR, color) {
this.cW = canvas.width;
this.cH = canvas.height;
this.width = width;
this.height = height;
this.radius = height / 2;
this.hR = width - this.radius;
this.color = color;
this.render = function() {
ctx.fillStyle = this.color;
ctx.strokeStyle = this.color;
ctx.lineWidth = 1;
ctx.save();
ctx.translate(this.x, this.y);
ctx.rotate(this.degree * Math.PI / 180);
ctx.translate(-this.x, -this.y);
ctx.beginPath();
ctx.moveTo(this.x, this.y);
ctx.lineTo(x + this.hR, this.y);
ctx.arc(this.x + this.hR, this.y + this.radius, this.radius, - Math.PI / 2, Math.PI / 2);
ctx.lineTo(this.x, this.y + height);
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.restore();
}
this.move = function(multiplier) {
var multiplier = 2;
var borders = 5;
if(this.dirX > 0 && this.x > this.cW - borders - width){
this.degree = 90;
this.dirX = 0;
this.dirY = 1;
this.x = cW - borders;
}
else if(this.dirY > 0 && this.y > this.cH - borders - width){
this.degree = 180;
this.dirX = -1;
this.dirY = 0;
this.y = this.cH - borders;
}
else if(this.dirX < 0 && this.x < borders + width){
this.degree = -90;
this.dirX = 0;
this.dirY = -1;
this.x = borders;
}
else if(this.dirY < 0 && this.y < borders + width){
this.degree = 0;
this.dirX = 1;
this.dirY = 0;
this.y = borders;
}
this.x += this.dirX * multiplier;
this.y += this.dirY * multiplier;
this.render();
}
}
function animate() {
ctx.clearRect(0, 0, this.cW, this.cH);
draw.forEach(function(object) {
object.render(2);
});
requestAnimationFrame(animate);
}
function init() {
this.canvas = document.getElementById("my_canvas");
this.ctx = canvas.getContext("2d");
this.degree = Math.PI / 2;
draw = [];
draw.push(new Drawing(5, 5, 80, 60, new Direction(1,0), "#E5E5E5"));
animate();
}
window.onload = init;
</script>
<canvas id="my_canvas" width="1000" height="800" style="background-color:#33CC33"></canvas>

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