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Pixi circle animation example
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<html> | |
<body> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/4.5.1/pixi.min.js"></script> | |
<script src="https://cdnjs.cloudflare.com/ajax/libs/chroma-js/1.3.3/chroma.min.js"></script> | |
<script> | |
// init Pixi for fullscreen rendering | |
const doc = document.body; | |
const docWidth = window.innerWidth; | |
const docHeight = window.innerHeight; | |
const aspectRatio = docHeight / docWidth; | |
const app = new PIXI.Application(docWidth, docHeight); | |
const { view, renderer } = app; | |
doc.style.margin = 0; | |
view.style.position = 'absolute'; | |
doc.appendChild(view); | |
// helper that generates a bitmap texture containing | |
// a circle of the required radius and color | |
const generateCircleTexture = (renderer, radius, color) => { | |
const gfx = new PIXI.Graphics(); | |
const tileSize = radius * 3; | |
const texture = PIXI.RenderTexture.create(tileSize, tileSize); | |
gfx.beginFill(color); | |
gfx.drawCircle(tileSize / 2, tileSize / 2, radius); | |
gfx.endFill(); | |
renderer.render(gfx, texture); | |
return texture; | |
} | |
// create a grid of circles based on screen dimensions | |
const stage = new PIXI.Container(); | |
const colCount = 50; | |
const colWidth = docWidth / colCount; | |
const rowCount = parseInt(colCount * aspectRatio); | |
const rowHeight = docHeight / rowCount; | |
const circleCount = rowCount * colCount; | |
console.log(circleCount); | |
const maxRadius = Math.min(colWidth, rowHeight) / 3; | |
const tileCenter = { | |
x: maxRadius * 3/2, | |
y: maxRadius * 3/2 | |
}; | |
const circleTexture = generateCircleTexture(renderer, maxRadius, 0xFFFFFF); | |
const centroids = Array.from(Array(circleCount)).map((d,i) => { | |
const col = i % colCount; | |
const row = parseInt(i / colCount); | |
const x = (col * colWidth) + (colWidth / 2); | |
const y = (row * rowHeight) + (rowHeight / 2); | |
return { col, row, x, y }; | |
}); | |
const circles = centroids.map(({ x, y }) => { | |
const circleSprite = new PIXI.Sprite(circleTexture); | |
circleSprite.x = x; | |
circleSprite.y = y; | |
circleSprite.anchor.set(0.5); | |
stage.addChild(circleSprite); | |
return circleSprite; | |
}) | |
const minScale = 1e-6; | |
const maxScale = 1; | |
const randomScale = () => minScale + ((maxScale - minScale) * Math.random()); | |
const palette = chroma.brewer.YlGnBu; | |
const paletteRGB = palette.map(c => chroma(c).rgb()) | |
const randomColor = () => paletteRGB[Math.floor(palette.length * Math.random())]; | |
// create a series of animation states for each circle | |
const numStates = 50; | |
const allStates = circles.map((circle, c) => { | |
const states = Array(numStates); | |
for (var i = 0; i < numStates; i++) { | |
states[i] = [randomScale(), randomColor()]; | |
}; | |
return states; | |
}); | |
// animate the changes between states over time | |
const fps = 60; | |
const tweenTime = 2; | |
const tweenFrames = fps * tweenTime; | |
let state = 0, frame = 0, progress = 0; | |
const animate = () => { | |
// track circles, states and scales | |
let circle, c; | |
let currScale, nextScale, scale; | |
let currColor, nextColor, color; | |
let r, g, b; | |
// track progress as proportion of frames completed | |
frame = ++frame % tweenFrames; | |
progress = (frame / tweenFrames) || 1e-6; | |
// increment state counter once we've looped back around | |
if (frame === 0) { | |
state = ++state % numStates; | |
}; | |
// update scale and color of all circles by | |
// interpolating current state and next state | |
for (c = 0; c < circleCount; c++) { | |
circle = circles[c]; | |
[currScale, currColor] = allStates[c][state]; | |
[nextScale, nextColor] = allStates[c][(state + 1) % numStates]; | |
r = currColor[0] + ((nextColor[0] - currColor[0]) * progress); | |
g = currColor[1] + ((nextColor[1] - currColor[1]) * progress); | |
b = currColor[2] + ((nextColor[2] - currColor[2]) * progress); | |
scale = currScale + ((nextScale - currScale) * progress); | |
color = (r << 16) + (g << 8) + b; | |
circle.scale.set(scale); | |
circle.tint = color; | |
}; | |
// cue up next frame then render the updates | |
requestAnimationFrame(animate); | |
renderer.render(stage); | |
}; | |
animate(); | |
</script> | |
</body> | |
</html> |
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