Created
September 19, 2012 00:41
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simple upward wandering particles
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var canvas, ctx, ps, w, h; | |
function Particle( _parent, _x, _y, _v, _s ) { | |
this.x = _x; | |
this.originalX = _x; | |
this.y = _y; | |
this.toY = 0; | |
this.scale = _s; | |
this.speed = 500+Math.random()*1000; | |
this.wander = Math.random()*100; | |
this.width = 149*this.scale; | |
this.height = 159*this.scale; | |
this.v = _v; | |
this.parent = _parent; | |
this.image = new Image(); | |
var that = this; | |
this.image.onload = function() { | |
that.parent.checkLoaded(); | |
} | |
this.image.src = "../image/icons/floating_arrow.png"; | |
} | |
function ParticleSystem() { | |
this.particles = new Array(); | |
this.w; | |
this.h; | |
this.count; | |
this.loaded = false; | |
this.dur = 1000; | |
var _self = this; | |
this.checkLoaded = function() { | |
this.count--; | |
if( this.count == 0 ) { | |
this.loaded = true; | |
} | |
} | |
this.init = function( _w, _h, num ) { | |
this.count = num; | |
canvas = document.getElementById("canvas"); | |
canvas.width = _w; | |
this.w = _w | |
canvas.height = h; | |
this.h = _h; | |
ctx = canvas.getContext("2d"); | |
for( var i = 0; i < num; i++ ) { | |
if( Math.floor(Math.random()*2)) { | |
this.particles[i] = new Particle( _self, Math.floor(Math.random()*((this.w/2)-180)), Math.floor(Math.random()*this.h), 1+Math.random()*2, .10 ); | |
} else { | |
this.particles[i] = new Particle( _self, Math.floor(((this.w/2)+180)+(Math.random()*((this.w/2)-180))), Math.floor(Math.random()*this.h), 1+Math.random()*2, .10 ); | |
} | |
} | |
} | |
this.update = function( timestamp ) { | |
for( i = 0, len = this.particles.length; i < len; i++ ) { | |
// move the particle back and forth on a sine curve | |
this.particles[i].x = this.particles[i].wander*Math.sin( timestamp / this.particles[i].speed ) + this.particles[i].originalX; | |
// scale the particles set the base with the addition at the end. | |
this.particles[i].scale = (this.particles[i].wander/100)*Math.sin( timestamp / this.particles[i].speed*.8 )+2.4; | |
//move the particle up at a linear velocity | |
this.particles[i].y -= this.particles[i].v; | |
// kill and rebirth particle if it's off screen | |
if( this.particles[i].y < this.particles[i].toY-(this.particles[i].height*this.particles[i].scale) ) { | |
//this.particles[i] = new Particle( _self, Math.floor(Math.random()*this.w), 400, 1+Math.random()*2, .10 ); | |
if( Math.floor(Math.random()*2)) { | |
this.particles[i] = new Particle( _self, Math.floor(Math.random()*((this.w/2)-180)), 400, 1+Math.random()*2, .10 ); | |
} else { | |
this.particles[i] = new Particle( _self, Math.floor(((this.w/2)+180)+(Math.random()*((this.w/2)-180))), 400, 1+Math.random()*2, .10 ); | |
} | |
} | |
} | |
} | |
this.render = function() { | |
ctx.clearRect(0,0,this.w,this.h); | |
if (canvas.getContext) { | |
for( i = 0, len = this.particles.length; i < len; i++ ) { | |
ctx.drawImage( this.particles[i].image, this.particles[i].x, this.particles[i].y, this.particles[i].width*this.particles[i].scale, this.particles[i].height*this.particles[i].scale ); | |
} | |
} | |
} | |
} | |
function draw(timestamp) { | |
if( ps.loaded ) { | |
ps.update(timestamp); | |
ps.render(); | |
} | |
} |
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