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<canvas></canvas>
<script id="default_settings" type="application/json">
{
"preset": "rain drops",
"closed": false,
"remembered": {
"rain drops": {
"0": {
"runAnimation": true,
"emitterPosition_x": 0,
"emitterPosition_y": 0
},
"1": {
"min_lifetime": 3,
"lifetime_range": 0.5,
"min_angle": 270,
"angle_range": 45,
"min_speed": 30,
"speed_range": 30,
"min_size": 1,
"size_range": 4
},
"2": {
"color": {
"r": 130,
"g": 196,
"b": 245
},
"alpha": 0.8
},
"3": {
"color": {
"r": 69,
"g": 152,
"b": 212
},
"alpha": 0.8
},
"4": {
"color": {
"r": 130,
"g": 196,
"b": 245
},
"alpha": 0.8
},
"5": {
"color": {
"r": 130,
"g": 196,
"b": 245
},
"alpha": 0.3
},
"6": {
"color": {
"r": 69,
"g": 152,
"b": 212
},
"alpha": 0.3
},
"7": {
"color": {
"r": 130,
"g": 196,
"b": 245
},
"alpha": 0.3
},
"8": {
"emission_rate": 1000,
"gravity_x": 20,
"gravity_y": 100,
"min_position_x": 100,
"min_position_y": 0,
"position_range_x": 1000,
"position_range_y": 0
}
}
},
"folders": {
"Global Settings": {
"preset": "rain drops",
"closed": false,
"folders": {}
},
"Particle Settings": {
"preset": "rain drops",
"closed": false,
"folders": {
"Particle Start Colors": {
"preset": "Default",
"closed": false,
"folders": {}
},
"Particle End Colors": {
"preset": "Default",
"closed": false,
"folders": {}
}
}
},
"Emitter Settings": {
"preset": "rain drops",
"closed": false,
"folders": {}
}
}
}
</script>
body {
margin: 0;
overflow: hidden;
}
canvas {
width: 100vw;
height: 100vh;
}
var canvas = document.querySelector("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var context = canvas.getContext("2d");
class globalSettings {
constructor() {
this.runAnimation = true;
this.emitterPosition_x = canvas.width / 2;
this.emitterPosition_y = canvas.height / 2;
}
}
class particleSettings {
constructor() {
this.min_lifetime = 1;
this.lifetime_range = 0.5;
this.min_angle = 80;
this.angle_range = 20;
this.min_speed = 10;
this.speed_range = 140;
this.min_size = 2;
this.size_range = 10;
this.start_colors = {
"Color 1": { color: {r: 239, g: 127, b: 67}, alpha: 0.7 },
"Color 2": { color: {r: 253, g: 69, b: 69}, alpha: 0.8 },
"Color 3": { color: {r: 239, g: 100, b: 67}, alpha: 0.7 }
}
this.end_colors = {
"Color 1": { color: {r: 90, g: 90, b: 90}, alpha: 0 },
"Color 2": { color: {r: 110, g: 110, b: 110}, alpha: 0 },
"Color 3": { color: {r: 130, g: 130, b: 130}, alpha: 0 }
}
}
}
class emitterSettings {
constructor() {
this.emission_rate = 1000;
this.gravity_x = 0;
this.gravity_y = -100;
this.min_position_x = -20;
this.min_position_y = -20;
this.position_range_x = 40;
this.position_range_y = 40;
}
}
class Settings {
constructor() {
this.global = new globalSettings();
this.particle = new particleSettings();
this.emitter = new emitterSettings();
}
}
var currentSettings = new Settings();
var defaultSettings = JSON.parse(document.getElementById("default_settings").innerHTML);
var gui = new dat.GUI({
load: defaultSettings
});
gui.width = 400;
gui.remember(currentSettings.global);
gui.remember(currentSettings.particle);
Object.keys(currentSettings.particle.start_colors).forEach((key) => {
gui.remember(currentSettings.particle.start_colors[key]);
});
Object.keys(currentSettings.particle.end_colors).forEach((key) => {
gui.remember(currentSettings.particle.end_colors[key]);
});
gui.remember(currentSettings.emitter);
var gui_global = gui.addFolder("Global Settings");
var gui_global_runAnim = gui_global.add(currentSettings.global, "runAnimation");
gui_global_runAnim.name("Run animation");
gui_global_runAnim.onChange( () => {
if(gui_global_runAnim.getValue() === true) { // getValue() returns the value _after_ the change
emitter.last_update = 0;
emitter.last_emission = 0;
emitter.particles = [];
emitter.updateProperties();
requestAnimationFrame(mainLoop);
}
});
var gui_global_emitter_posX = gui_global.add(currentSettings.global, "emitterPosition_x", 0.0, canvas.width, 1.0);
gui_global_emitter_posX.name("Emitter center position X");
gui_global_emitter_posX.onChange( () => {
emitter.updateProperties();
});
var gui_global_emitter_posY = gui_global.add(currentSettings.global, "emitterPosition_y", 0.0, canvas.height, 1.0);
gui_global_emitter_posY.name("Emitter center position Y");
gui_global_emitter_posY.onChange( () => {
emitter.updateProperties();
});
//gui_global.open();
var gui_particles = gui.addFolder("Particle Settings");
gui_particles.add(currentSettings.particle, "min_lifetime", 0.1, 5.0, 0.1).name("min. Lifetime (in sec.)");
gui_particles.add(currentSettings.particle, "lifetime_range", 0.0, 5.0, 0.1).name("Lifetime range (in sec.)");
gui_particles.add(currentSettings.particle, "min_angle", 0.0, 360.0, 1.0).name("min. Angle (in deg.)");
gui_particles.add(currentSettings.particle, "angle_range", 0.0, 360.0, 1.0).name("Angle range (in deg.)");
gui_particles.add(currentSettings.particle, "min_speed", 0.0, 200.0, 1.0).name("min. Speed");
gui_particles.add(currentSettings.particle, "speed_range", 0.0, 200.0, 1.0).name("Speed range");
gui_particles.add(currentSettings.particle, "min_size", 0.0, 20.0, 1.0).name("min. Size");
gui_particles.add(currentSettings.particle, "size_range", 0.0, 20.0, 1.0).name("Size range");
var gui_particles_start_colors = gui_particles.addFolder("Particle Start Colors");
Object.keys(currentSettings.particle.start_colors).forEach((key) => {
gui_particles_start_colors.addColor(currentSettings.particle.start_colors[key], "color").name(key + " RGB");
gui_particles_start_colors.add(currentSettings.particle.start_colors[key], "alpha", 0.0, 1.0).name(key + " Alpha");
});
//gui_particles_start_colors.open();
var gui_particles_end_colors = gui_particles.addFolder("Particle End Colors");
Object.keys(currentSettings.particle.end_colors).forEach((key) => {
gui_particles_end_colors.addColor(currentSettings.particle.end_colors[key], "color").name(key + " RGB");
gui_particles_end_colors.add(currentSettings.particle.end_colors[key], "alpha", 0.0, 1.0).name(key + " Alpha");
});
//gui_particles_end_colors.open();
//gui_particles.open();
var gui_emitter = gui.addFolder("Emitter Settings");
gui_emitter.add(currentSettings.emitter, "emission_rate", 0.0, 5000.0, 1.0).name("Emission rate (1 / sec.)").onChange( () => { emitter.updateProperties(); });
gui_emitter.add(currentSettings.emitter, "gravity_x", -1000.0, 1000.0, 1.0).name("Gravity X").onChange( () => { emitter.updateProperties(); });
gui_emitter.add(currentSettings.emitter, "gravity_y", -1000.0, 1000.0, 1.0).name("Gravity Y").onChange( () => { emitter.updateProperties(); });
gui_emitter.add(currentSettings.emitter, "min_position_x", -500.0, 500.0, 1.0).name("min. Position X").onChange( () => { emitter.updateProperties(); });
gui_emitter.add(currentSettings.emitter, "min_position_y", -500.0, 500.0, 1.0).name("min. Position Y").onChange( () => { emitter.updateProperties(); });
gui_emitter.add(currentSettings.emitter, "position_range_x", 0.0, 1000.0, 1.0).name("Position Range X").onChange( () => { emitter.updateProperties(); });
gui_emitter.add(currentSettings.emitter, "position_range_y", 0.0, 1000.0, 1.0).name("Position Range Y").onChange( () => { emitter.updateProperties(); });
//gui_emitter.open();
gui.close();
addEventListener("resize", () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
gui_global_emitter_posX.max(canvas.width);
gui_global_emitter_posY.max(canvas.height)
if(gui_global_emitter_posX.getValue() > canvas.width) {
gui_global_emitter_posX.setValue(canvas.width / 2);
}
if(gui_global_emitter_posY.getValue() > canvas.height) {
gui_global_emitter_posY.setValue(canvas.height / 2);
}
gui_global_emitter_posX.updateDisplay();
gui_global_emitter_posY.updateDisplay();
emitter.updateProperties();
});
class Particle {
constructor(x,y) {
this.min_size = currentSettings.particle.min_size;
this.size_range = currentSettings.particle.size_range;
this.min_angle = currentSettings.particle.min_angle;
this.angle_range = currentSettings.particle.angle_range;
this.min_speed = currentSettings.particle.min_speed;
this.speed_range = currentSettings.particle.speed_range;
this.min_lifetime = currentSettings.particle.min_lifetime;
this.lifetime_range = currentSettings.particle.lifetime_range;
this.start_colors = currentSettings.particle.start_colors;
this.end_colors = currentSettings.particle.end_colors;
// the particle's position
this.position_x = x;
this.position_y = y;
// state of the particle's life
this.time_lived = 0;
this.is_dead = false;
// calculate the particle's properties based on the settings
this.size = this.min_size + Math.random() * this.size_range;
this.angle = this.min_angle + Math.random() * this.angle_range;
this.speed = this.min_speed + Math.random() * this.speed_range;
this.lifetime = this.min_lifetime + Math.random() * this.lifetime_range;
// the particle's velocity
this.velocity_x = Math.cos(this.angle * Math.PI / 180) * this.speed;
this.velocity_y = -Math.sin(this.angle * Math.PI / 180) * this.speed;
// the particle's color values
this.start_color = Object.values(this.start_colors)[Math.floor(Object.values(this.start_colors).length * Math.random())];
this.end_color = Object.values(this.end_colors)[Math.floor(Object.values(this.end_colors).length * Math.random())];
this.color = {
r: this.start_color.color.r, // red
g: this.start_color.color.g, // green
b: this.start_color.color.b, // blue
a: this.start_color.alpha // alpha
};
this.color_step = {
r: (this.end_color.color.r - this.start_color.color.r) / this.lifetime, // red
g: (this.end_color.color.g - this.start_color.color.g) / this.lifetime, // green
b: (this.end_color.color.b - this.start_color.color.b) / this.lifetime, // blue
a: (this.end_color.alpha - this.start_color.alpha ) / this.lifetime // alpha
};
}
update(seconds_since_last_update) {
// calculate the particle's new position based on the forces multiplied by seconds passed
this.velocity_x += emitter.gravity_x * seconds_since_last_update;
this.velocity_y += emitter.gravity_y * seconds_since_last_update;
this.position_x += this.velocity_x * seconds_since_last_update;
this.position_y += this.velocity_y * seconds_since_last_update;
// calculate new color and draw the particle
this.color.r += this.color_step.r * seconds_since_last_update;
this.color.g += this.color_step.g * seconds_since_last_update;
this.color.b += this.color_step.b * seconds_since_last_update;
this.color.a += this.color_step.a * seconds_since_last_update;
}
render() {
var r = Math.round(this.color.r);
var g = Math.round(this.color.g);
var b = Math.round(this.color.b);
var a = this.color.a;
context.fillStyle = `rgba(${r}, ${g}, ${b}, ${a})`;
context.beginPath();
context.arc(this.position_x, this.position_y, this.size, 0, Math.PI * 2);
context.fill();
}
}
class Emitter {
constructor() {
// the emitter's position
this.pos_x = 0;
this.pos_y = 0;
this.gravity_x = 0;
this.gravity_y = 0;
// How often the emitter needs to create a particle per second
this.emission_rate = 1;
// How long to wait, before a new particle is created (in milliseconds)
this.emission_delay = 1000 / this.emission_rate;
// particle position settings
this.min_position_x = 0;
this.min_position_y = 0;
this.position_range_x = 0;
this.position_range_y = 0;
this.last_update = 0;
this.last_emission = 0;
// the emitter's particle objects
this.particles = [];
}
reset() {
this.last_update = 0;
this.last_emission = 0;
// the emitter's particle objects
this.particles = [];
this.updateProperties();
}
updateProperties() {
// the emitter's position
this.pos_x = currentSettings.global.emitterPosition_x;
this.pos_y = currentSettings.global.emitterPosition_y;
this.gravity_x = currentSettings.emitter.gravity_x;
this.gravity_y = currentSettings.emitter.gravity_y;
// How often the emitter needs to create a particle per second
this.emission_rate = currentSettings.emitter.emission_rate;
// How long to wait, before a new particle is created (in milliseconds)
this.emission_delay = 1000 / this.emission_rate;
// particle position settings
this.min_position_x = currentSettings.emitter.min_position_x;
this.min_position_y = currentSettings.emitter.min_position_y;
this.position_range_x = currentSettings.emitter.position_range_x;
this.position_range_y = currentSettings.emitter.position_range_y;
}
render() {
// set the last_update variable to now if it's the first update
if (this.last_update === 0) {
this.last_update = Date.now();
return;
}
context.save();
context.translate(this.pos_x, this.pos_y);
// get the current time
var time = Date.now();
// work out the milliseconds since the last update
var ms_since_last_update = time - this.last_update;
// add them to the milliseconds since the last particle emission
this.last_emission += ms_since_last_update;
// set last_update to now
this.last_update = time;
// check if we need to emit a new particle
if (this.last_emission > this.emission_delay) {
// find out how many particles we need to emit
var particle_count_to_emit = Math.floor(this.last_emission / this.emission_delay);
// subtract the appropriate amount of milliseconds from last_emission
this.last_emission -= particle_count_to_emit * this.emission_delay;
while (particle_count_to_emit--) {
var particle_position_x = this.min_position_x + Math.random() * this.position_range_x;
var particle_position_y = this.min_position_y + Math.random() * this.position_range_y;
this.particles.push(new Particle(particle_position_x, particle_position_y));
}
}
// convert milliseconds to seconds
var seconds_since_last_update = ms_since_last_update / 1000;
// loop through the existing particles
var particle_number_to_process = this.particles.length;
while (particle_number_to_process--) {
var particle = this.particles[particle_number_to_process];
// skip if the particle is dead
if (particle.is_dead) {
// remove the particle from the array
this.particles.splice(particle_number_to_process, 1);
continue;
}
// add the seconds passed to the particle's lifetime
particle.time_lived += seconds_since_last_update;
// check if the particle should be dead
if (particle.time_lived >= particle.lifetime) {
particle.is_dead = true;
continue;
}
// calculate the particle's new position based on the forces multiplied by seconds passed
particle.update(seconds_since_last_update);
// draw the particle
particle.render();
}
context.restore();
}
}
var emitter = new Emitter();
emitter.updateProperties();
function mainLoop() {
if (currentSettings.global.runAnimation) {
requestAnimationFrame(mainLoop);
}
context.clearRect(0, 0, canvas.width, canvas.height);
emitter.render();
}
requestAnimationFrame(mainLoop);
Also see: Tab Triggers