192 lines
6.1 KiB
JavaScript
192 lines
6.1 KiB
JavaScript
const canvas = document.createElement('canvas');
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const ctx = canvas.getContext('2d');
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document.getElementById('particle-container').appendChild(canvas);
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function resize() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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let particlesArray = [];
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const clamp = (val, min, max) => Math.min(Math.max(val, min), max)
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class Particle {
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constructor() {
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this.x = Math.random() * canvas.width;
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this.y = Math.random() * canvas.height;
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this.size = (Math.random() * 5 + 1) * 1.5;
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this.originalSize = this.size;
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this.speedX = (Math.random() - 0.5) * 0.2;
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this.speedY = (Math.random() - 0.5) * 0.2;
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this.growthSpeed = (Math.random() * 0.02) + 0.01; // Growth speed for breathing effect
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this.shape = ['circle', 'square', 'triangle'][Math.floor(Math.random() * 3)]; // Randomly decide shape
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this.angle = Math.random() * 360; // Initial rotation angle for squares
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this.rotationSpeed = Math.random() * 2 - 1; // Random rotation speed
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}
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update() {
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this.x += this.speedX;
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this.y += this.speedY;
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// Reverse direction if particle hits edge
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if (this.x <= 0 || this.x >= canvas.width) {
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this.speedX = -this.speedX;
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}
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this.x = clamp(0, this.x, canvas.width);
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if (this.y <= 0 || this.y >= canvas.height) {
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this.speedY = -this.speedY;
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}
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this.y = clamp(0, this.y, canvas.height);
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// Breathing effect: oscillate size
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this.size += this.growthSpeed;
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if (this.size >= this.originalSize * 1.5 || this.size <= this.originalSize * 0.5) {
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this.growthSpeed = -this.growthSpeed; // Reverse growth direction
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}
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// Update rotation angle for squares and triangles
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if (this.shape !== 'circle') {
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this.angle += this.rotationSpeed;
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}
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}
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draw() {
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this.update();
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ctx.fillStyle = '#bbb';
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ctx.save();
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ctx.translate(this.x, this.y);
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if (this.shape === 'circle') {
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ctx.beginPath();
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ctx.arc(0, 0, this.size/2, 0, Math.PI * 2);
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ctx.closePath();
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} else if (this.shape === 'square') {
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ctx.rotate(this.angle * Math.PI / 180); // Rotate square
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ctx.beginPath();
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this.roundRect(ctx, -this.size / 2, -this.size / 2, this.size, this.size, this.size/5); // Draw rounded square
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ctx.closePath();
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} else if (this.shape === 'triangle') {
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ctx.rotate(this.angle * Math.PI / 180); // Rotate triangle
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ctx.beginPath();
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this.roundTriangle(ctx, this.size*2, this.size/5); // Draw rounded triangle
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ctx.closePath();
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}
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ctx.fill();
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ctx.restore();
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}
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roundRect(ctx, x, y, width, height, radius) {
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ctx.moveTo(x + radius, y);
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ctx.lineTo(x + width - radius, y);
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ctx.quadraticCurveTo(x + width, y, x + width, y + radius);
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ctx.lineTo(x + width, y + height - radius);
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ctx.quadraticCurveTo(x + width, y + height, x + width - radius, y + height);
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ctx.lineTo(x + radius, y + height);
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ctx.quadraticCurveTo(x, y + height, x, y + height - radius);
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ctx.lineTo(x, y + radius);
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ctx.quadraticCurveTo(x, y, x + radius, y);
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}
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roundTriangle(ctx, size, radius) {
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const x1 = 0, y1 = 0;
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const x2 = size, y2 = 0;
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const x3 = size / 2, y3 = size / 1.375;
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const midX1 = (x1 + x2) / 2;
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const midY1 = (y1 + y2) / 2;
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const midX2 = (x2 + x3) / 2;
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const midY2 = (y2 + y3) / 2;
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const midX3 = (x3 + x1) / 2;
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const midY3 = (y3 + y1) / 2;
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ctx.moveTo(midX1, midY1);
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ctx.arcTo(x2, y2, midX2, midY2, radius);
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ctx.arcTo(x3, y3, midX3, midY3, radius);
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ctx.arcTo(x1, y1, midX1, midY1, radius);
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}
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}
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class Gradient {
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constructor() {
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this.x = Math.random() * canvas.width;
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this.y = Math.random() * canvas.height;
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this.radius = (Math.random() * 500) + 300;
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this.color = getRandomColor();
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this.speedX = Math.random() - 0.5;
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this.speedY = Math.random() - 0.5;
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this.alpha = Math.random() * 0.5 + 0.5; // Initial alpha between 0.5 and 1
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this.dAlpha = (Math.random() - 0.5) * 0.01;
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}
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draw() {
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this.update();
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const gradient = ctx.createRadialGradient(this.x, this.y, 0, this.x, this.y, this.radius);
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gradient.addColorStop(0, this.color);
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gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
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ctx.globalAlpha = this.alpha;
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ctx.fillStyle = gradient;
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
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ctx.closePath();
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ctx.fill();
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ctx.globalAlpha = 1.0;
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}
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update() {
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this.x += this.speedX;
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this.y += this.speedY;
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this.alpha += this.dAlpha;
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// Reverse the direction of alpha change to keep it within 0.5 and 1
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if (this.alpha <= 0.5 || this.alpha >= 1) {
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this.dAlpha = -this.dAlpha;
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}
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// Bounce off the edges
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if (this.x > canvas.width || this.x < 0) {
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this.speedX = -this.speedX;
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}
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this.x = clamp(0, this.x, canvas.width);
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if (this.y > canvas.height || this.y < 0) {
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this.speedY = -this.speedY;
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}
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this.y = clamp(0, this.y, canvas.height);
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}
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}
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let gradients = [];
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function getRandomColor() {
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const r = Math.floor((Math.random() * 100) + 155);
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const g = Math.floor((Math.random() * 100) + 155);
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const b = Math.floor((Math.random() * 100) + 155);
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return `rgba(${r}, ${g}, ${b}, 1)`;
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}
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function init() {
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particlesArray = [];
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for (let i = 0; i < 100; i++) {
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particlesArray.push(new Particle());
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}
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gradients = [];
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for (let i = 0; i < 5; i++) {
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gradients.push(new Gradient());
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}
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}
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function animate() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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gradients.forEach(gradient => gradient.draw());
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particlesArray.forEach(particle => particle.draw());
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requestAnimationFrame(animate);
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}
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resize();
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init();
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animate();
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window.addEventListener('resize', resize);
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