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August 8, 2012 04:36
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<title>Tekken Particles · CodePen</title> | |
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background: -webkit-linear-gradient(top, #505050, #383838) !important; | |
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background: -ms-linear-gradient(top, #505050, #383838) !important; | |
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window.open = function(){}; | |
window.print = function(){}; | |
</script> | |
</head> | |
<body> | |
<canvas id="myCanvas" width="800" height="250"></canvas> | |
<script> | |
(function() { | |
/* | |
* shim layer with setTimeout fallback | |
* @see http://paulirish.com/2011/requestanimationframe-for-smart-animating/ | |
*/ | |
window.requestAnimFrame = (function () { | |
return window.requestAnimationFrame || | |
window.webkitRequestAnimationFrame || | |
window.mozRequestAnimationFrame || | |
window.oRequestAnimationFrame || | |
window.msRequestAnimationFrame || | |
function (callback) { | |
window.setTimeout(callback, 1000 / 60); | |
}; | |
})(); | |
/* | |
* FX will be our global object | |
*/ | |
var FX = {}; | |
/* | |
* basic canvas variables | |
*/ | |
FX.canvas = document.getElementById('myCanvas'); | |
FX.ctx = FX.canvas.getContext('2d'); | |
FX.width = FX.canvas.width; | |
FX.height = FX.canvas.height; | |
//our particles will be stored in this array | |
FX.particles = []; | |
/* | |
* constructor for new particle | |
* @param Object args configuration object | |
* x : X-Position | |
* y : Y-Position | |
* z : Z-Index (defined depth) | |
*/ | |
var particle = function( args ) { | |
this.sincount = 0; //helper variable for sinus transform-transitions | |
this.x = args.x; | |
this.y = args.y; | |
this.z = args.z; | |
this.origin = { | |
x : 0, | |
y : 0 | |
}; | |
this.target = { | |
x: 0, | |
y: 0 | |
}; | |
this.color = FX.gradient.get(); | |
this.polys = []; | |
//create random polygon with 3 points | |
for( var i = 0;i <3; i=i+1) { | |
this.polys.push([ | |
(-5 + Math.random()*10 ), | |
(-5 + Math.random()*10 ) | |
]); | |
} | |
} | |
particle.prototype.update = function() { | |
//e is our entity | |
var e = this; | |
//if sincount is zero, save origin and determine new random target position | |
if( e.sincount === 0 ) { | |
e.origin.x = e.x; | |
e.origin.y = e.y; | |
e.target.x = (-30 + Math.random() * 60); | |
e.target.y = -30 - Math.random() * 10; | |
} | |
//sincount gets increased by z-index, which means front particles move faster | |
e.sincount += e.z; | |
//calculate new x positions by origin + target | |
e.x = e.origin.x + (e.target.x * Math.sin( FX.rad(e.sincount) )); | |
e.y = e.origin.y + (e.target.y * Math.sin( FX.rad(e.sincount) )); | |
//if sincount reaches 70, it is close to stopping (which happens at 90) | |
//we don't want our particles to pause movement, so reset at 70 | |
if (e.sincount > 70) { | |
e.sincount = 0; | |
//make sure particles stay in visible range | |
if(e.y < 0) e.y = FX.height - Math.random() * 10; | |
if(e.x < 0) e.x = FX.width - Math.random() * 10; | |
if(e.x > FX.width) e.x = Math.random() * 10; | |
} | |
}; | |
particle.prototype.draw = function() { | |
//e is our entity | |
var e = this; | |
var c = this.color; | |
//transparency depending on z-index | |
FX.ctx.fillStyle = 'rgba('+ c.r +','+ c.g +','+ c.b +', ' + e.z + ')'; | |
FX.ctx.beginPath(); | |
FX.ctx.moveTo(e.x + e.polys[0][0], e.y + e.polys[0][1]); | |
for (var i = 1, k = e.polys.length; i < k; i = i + 1) { | |
FX.ctx.lineTo(e.x + e.polys[i][0], e.y + e.polys[i][1]); | |
} | |
FX.ctx.lineTo(e.x + e.polys[0][0], e.y + e.polys[0][1]); | |
//draw the defined paths | |
FX.ctx.fill(); | |
}; | |
/* | |
* FX.gradient provides methods to generate a color gradient in X Steps | |
* @return Object public functions | |
* get: get the next gradient color | |
*/ | |
FX.gradient = (function () { | |
var amount = 32, //how many steps | |
start = [255, 196, 0], //startcolor, RGB | |
end = [5, 239, 209], //endcolor, RGB | |
steps = [], //a single gradient step | |
colors = []; //array with all gradient steps | |
/* | |
* create single gradient out of start & end | |
*/ | |
var create = (function () { | |
//calculate single step size by color channel | |
steps = [ | |
( start[0] - end[0] ) / amount, //R | |
( start[1] - end[1] ) / amount, //G | |
( start[2] - end[2] ) / amount //B | |
]; | |
//save each gradient step in colors[] | |
for (var i = 0; i <= amount; i = i + 1) { | |
colors[i] = [ | |
Math.round(start[0] - steps[0] * i), //R | |
Math.round(start[1] - steps[1] * i), //G | |
Math.round(start[2] - steps[2] * i) //B | |
]; | |
} | |
})(); | |
/* | |
* Get a random gradient color as rgb | |
* @return String rgb() | |
*/ | |
var get = function () { | |
var rand = Math.round( Math.random() * amount ); | |
return { | |
r: colors[rand][0], | |
g: colors[rand][1], | |
b: colors[rand][2] | |
}; | |
}; | |
return { | |
get : get | |
}; | |
})(); | |
/* | |
* Converts degrees to radients | |
* @param Number deg The degrees to be convertet | |
* @return Number the radient value | |
*/ | |
FX.rad = function (deg) { | |
return deg * Math.PI / 180; | |
}; | |
/* | |
* FX.loop is our main loop | |
*/ | |
FX.loop = function() { | |
//clear the canvas | |
FX.ctx.clearRect(0, 0, FX.width, FX.height); | |
for(var i in FX.particles) { | |
FX.particles[ i ].update(); | |
FX.particles[ i ].draw(); | |
} | |
//request next loop | |
requestAnimFrame(FX.loop); | |
}; | |
/* | |
* Create particles | |
*/ | |
for( var i =0;i<256;i++) { | |
FX.particles.push( new particle({ | |
x: Math.round( Math.random() * FX.width ), | |
y: Math.round( Math.random() * FX.height ), | |
z: Math.round(Math.random() * 10) / 10 | |
}) ); | |
} | |
/* | |
* Call the loop for the first time | |
*/ | |
FX.loop(); | |
})(); | |
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<a style="color: #f73535 !important;" href="https://codepen.wufoo.com/forms/m7x3r3/def/field14=" target="_blank">Report Abuse</a> | |
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/* | |
* shim layer with setTimeout fallback | |
* @see http://paulirish.com/2011/requestanimationframe-for-smart-animating/ | |
*/ | |
window.requestAnimFrame = (function () { | |
return window.requestAnimationFrame || | |
window.webkitRequestAnimationFrame || | |
window.mozRequestAnimationFrame || | |
window.oRequestAnimationFrame || | |
window.msRequestAnimationFrame || | |
function (callback) { | |
window.setTimeout(callback, 1000 / 60); | |
}; | |
})(); | |
/* | |
* FX will be our global object | |
*/ | |
var FX = {}; | |
/* | |
* basic canvas variables | |
*/ | |
FX.canvas = document.getElementById('myCanvas'); | |
FX.ctx = FX.canvas.getContext('2d'); | |
FX.width = FX.canvas.width; | |
FX.height = FX.canvas.height; | |
//our particles will be stored in this array | |
FX.particles = []; | |
/* | |
* constructor for new particle | |
* @param Object args configuration object | |
* x : X-Position | |
* y : Y-Position | |
* z : Z-Index (defined depth) | |
*/ | |
var particle = function( args ) { | |
this.sincount = 0; //helper variable for sinus transform-transitions | |
this.x = args.x; | |
this.y = args.y; | |
this.z = args.z; | |
this.origin = { | |
x : 0, | |
y : 0 | |
}; | |
this.target = { | |
x: 0, | |
y: 0 | |
}; | |
this.color = FX.gradient.get(); | |
this.polys = []; | |
//create random polygon with 3 points | |
for( var i = 0;i <3; i=i+1) { | |
this.polys.push([ | |
(-5 + Math.random()*10 ), | |
(-5 + Math.random()*10 ) | |
]); | |
} | |
} | |
particle.prototype.update = function() { | |
//e is our entity | |
var e = this; | |
//if sincount is zero, save origin and determine new random target position | |
if( e.sincount === 0 ) { | |
e.origin.x = e.x; | |
e.origin.y = e.y; | |
e.target.x = (-30 + Math.random() * 60); | |
e.target.y = -30 - Math.random() * 10; | |
} | |
//sincount gets increased by z-index, which means front particles move faster | |
e.sincount += e.z; | |
//calculate new x positions by origin + target | |
e.x = e.origin.x + (e.target.x * Math.sin( FX.rad(e.sincount) )); | |
e.y = e.origin.y + (e.target.y * Math.sin( FX.rad(e.sincount) )); | |
//if sincount reaches 70, it is close to stopping (which happens at 90) | |
//we don't want our particles to pause movement, so reset at 70 | |
if (e.sincount > 70) { | |
e.sincount = 0; | |
//make sure particles stay in visible range | |
if(e.y < 0) e.y = FX.height - Math.random() * 10; | |
if(e.x < 0) e.x = FX.width - Math.random() * 10; | |
if(e.x > FX.width) e.x = Math.random() * 10; | |
} | |
}; | |
particle.prototype.draw = function() { | |
//e is our entity | |
var e = this; | |
var c = this.color; | |
//transparency depending on z-index | |
FX.ctx.fillStyle = 'rgba('+ c.r +','+ c.g +','+ c.b +', ' + e.z + ')'; | |
FX.ctx.beginPath(); | |
FX.ctx.moveTo(e.x + e.polys[0][0], e.y + e.polys[0][1]); | |
for (var i = 1, k = e.polys.length; i < k; i = i + 1) { | |
FX.ctx.lineTo(e.x + e.polys[i][0], e.y + e.polys[i][1]); | |
} | |
FX.ctx.lineTo(e.x + e.polys[0][0], e.y + e.polys[0][1]); | |
//draw the defined paths | |
FX.ctx.fill(); | |
}; | |
/* | |
* FX.gradient provides methods to generate a color gradient in X Steps | |
* @return Object public functions | |
* get: get the next gradient color | |
*/ | |
FX.gradient = (function () { | |
var amount = 32, //how many steps | |
start = [255, 196, 0], //startcolor, RGB | |
end = [5, 239, 209], //endcolor, RGB | |
steps = [], //a single gradient step | |
colors = []; //array with all gradient steps | |
/* | |
* create single gradient out of start & end | |
*/ | |
var create = (function () { | |
//calculate single step size by color channel | |
steps = [ | |
( start[0] - end[0] ) / amount, //R | |
( start[1] - end[1] ) / amount, //G | |
( start[2] - end[2] ) / amount //B | |
]; | |
//save each gradient step in colors[] | |
for (var i = 0; i <= amount; i = i + 1) { | |
colors[i] = [ | |
Math.round(start[0] - steps[0] * i), //R | |
Math.round(start[1] - steps[1] * i), //G | |
Math.round(start[2] - steps[2] * i) //B | |
]; | |
} | |
})(); | |
/* | |
* Get a random gradient color as rgb | |
* @return String rgb() | |
*/ | |
var get = function () { | |
var rand = Math.round( Math.random() * amount ); | |
return { | |
r: colors[rand][0], | |
g: colors[rand][1], | |
b: colors[rand][2] | |
}; | |
}; | |
return { | |
get : get | |
}; | |
})(); | |
/* | |
* Converts degrees to radients | |
* @param Number deg The degrees to be convertet | |
* @return Number the radient value | |
*/ | |
FX.rad = function (deg) { | |
return deg * Math.PI / 180; | |
}; | |
/* | |
* FX.loop is our main loop | |
*/ | |
FX.loop = function() { | |
//clear the canvas | |
FX.ctx.clearRect(0, 0, FX.width, FX.height); | |
for(var i in FX.particles) { | |
FX.particles[ i ].update(); | |
FX.particles[ i ].draw(); | |
} | |
//request next loop | |
requestAnimFrame(FX.loop); | |
}; | |
/* | |
* Create particles | |
*/ | |
for( var i =0;i<256;i++) { | |
FX.particles.push( new particle({ | |
x: Math.round( Math.random() * FX.width ), | |
y: Math.round( Math.random() * FX.height ), | |
z: Math.round(Math.random() * 10) / 10 | |
}) ); | |
} | |
/* | |
* Call the loop for the first time | |
*/ | |
FX.loop(); |
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<canvas id="myCanvas" width="800" height="250"></canvas> |
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* { | |
margin: 0; | |
padding: 0; | |
} | |
body { | |
font-family: Arial, Helvetica, sans-serif; | |
font-size: 12px; | |
padding: 40px; | |
background: #333; | |
} | |
canvas { | |
display: block; | |
margin: 0 auto; | |
background: #000; | |
} |
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