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<template style="display:none;" id="starfield">
<div class="starfield" :class="{ 'debug' : debug }" id="{{ ids.vid }}">
<canvas id="{{ ids.cid }}"></canvas>
<form v-if="debug" class="starfield-debug">
<div>
<label for="isHyperspace">
<input type="checkbox" id="isHyperspace" v-model="hyperspace">Hyperspace
</label>
<label for="warpFactor">
| Warp Factor
</label>
<input type="number" name="warpFactor" id="warpFactor" placeholder="{{ warpFactor }}" min="1" max="1000" v-model="warpFactor" />
</div>
<div>
<label for="clickToWarp">
<input type="checkbox" id="clickToWarp" v-model="clickToWarp" @change="listeners">Click to warp
</label>
</div>
<div>
<label for="mouseAdjust">
<input type="checkbox" id="mouseAdjust" v-model="mouseAdjust" @change="listeners">React to mouse movements
</label>
</div>
<div>
<label for="tiltAdjust">
<input type="checkbox" id="tiltAdjust" v-model="tiltAdjust" @change="listeners">React to tilt events
</label>
</div>
<div>
<label for="easing">Easing: </label>
<input type="number" name="easing" id="easing" placeholder="{{ easing }}" min="0" max="100" step="1"
v-model="easing">
</div>
<div>
<label for="quantity">Number of stars: </label>
<input type="number" name="quantity" id="quantity" placeholder="{{ quantity }}" min="0" max="8192" step="1"
v-model="quantity"
@change="reset">
</div>
<div>
<label for="starColor">Star color:</label>
<input type="color" value="{{ compColors.stars }}" v-model="starColor" @change="reset" />
</div>
<div>
<label for="bgColor">Background color:</label>
<input type="color" value="{{ compColors.bg }}" v-model="bgColor" />
</div>
<div>
<label for="speed">Speed: </label>
<input type="number" name="speed" id="speed" placeholder="{{ speed }}" min="-100" max="100" step="1"
v-model="speed">
</div>
<div style="margin-top: 20px; padding-top: 10px; border-top: 1px solid rgba(255, 255, 255, 0.25); font-size: 0.8em">
<input type="button" value="Start" style="color: #000" disabled="{{ state.running }}"
@click="start()"> |
<input type="button" value="Stop" style="color: #000" disabled="{{ !state.running }}"
@click="stop()"> |
<input type="button" value="Reset" style="color: #000"
@click="reset()">
</div>
</form>
</div><!-- /.starfield -->
</template>
<div id="app">
<starfield debug></starfield>
</div>
#app {
height:100%;
width:100%;
position:absolute;
left:0;
top:0;
bottom:0;
right:0;
}
.starfield.debug {
z-index: 2;
}
.starfield-debug {
position: absolute;
left: 20px;
top: 20px;
color: #fff;
font-size: 16px;
z-index: 1;
line-height: 2em;
font-family: 'Helvetica Neue', Helvetica, arial, sans-serif;
font-weight: 300;
}
.starfield {
height: 100%;
left: 0;
margin: 0;
padding: 0;
position: absolute;
top: 0;
width: 100%;
z-index: 0;
}
.starfield canvas {
height: 100%;
left: 0;
position: absolute;
top: 0;
width: 100%;
}
let color = one.color
let stats = new Stats()
/**
* Fast UUID generator, RFC4122 version 4 compliant.
* @author Jeff Ward (jcward.com).
* @license MIT license
* @link http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
**/
let UUID = (function () {
let self = {}
let lut = []
for (let i = 0; i < 256; i++) { lut[i] = (i < 16 ? '0' : '') + (i).toString(16) }
self.generate = function () {
let d0 = Math.random() * 0xffffffff | 0
let d1 = Math.random() * 0xffffffff | 0
let d2 = Math.random() * 0xffffffff | 0
let d3 = Math.random() * 0xffffffff | 0
return lut[d0 & 0xff] + lut[d0 >> 8 & 0xff] + lut[d0 >> 16 & 0xff] + lut[d0 >> 24 & 0xff] + '-' +
lut[d1 & 0xff] + lut[d1 >> 8 & 0xff] + '-' + lut[d1 >> 16 & 0x0f | 0x40] + lut[d1 >> 24 & 0xff] + '-' +
lut[d2 & 0x3f | 0x80] + lut[d2 >> 8 & 0xff] + '-' + lut[d2 >> 16 & 0xff] + lut[d2 >> 24 & 0xff] +
lut[d3 & 0xff] + lut[d3 >> 8 & 0xff] + lut[d3 >> 16 & 0xff] + lut[d3 >> 24 & 0xff]
}
return self
})()
let props = {
// Colors
starColor: {
type: String,
default: 'rgba(255,255,255,1)'
},
bgColor: {
type: String,
default: 'rgba(0,0,0,1)'
},
// Interactions
mouseAdjust: {
type: Boolean,
default: false
},
tiltAdjust: {
type: Boolean,
default: false
},
easing: {
type: Number,
default: 1
},
clickToWarp: {
type: Boolean,
default: false
},
hyperspace: {
type: Boolean,
default: false
},
warpFactor: {
type: Number,
default: 10
},
opacity: {
type: Number,
default: 0.1
},
// Star settings
speed: {
type: Number,
default: 1
},
quantity: {
type: Number,
default: 512
},
// Etc.
debug: {
type: Boolean,
default: false
}
}
Vue.component('starfield', {
template: '#starfield',
data () {
return {
// Mouse and cursor
mouse: {
x: 0,
y: 0
},
cursor: {
x: 0,
y: 0
},
// Component state - Mainly instructions for the starz() function
state: {
init: true, // Init?
canvas: false, // Canvas?
start: false, // Start animation?
stop: false, // Stop animation?
destroy: false,
reset: false, // Reset animation?
uid: UUID.generate(),
running: false
}
}
},
props: props,
computed: {
ids () { // Compute IDs
return {
cid: 'canvas-' + this.state.uid,
vid: 'viewport-' + this.state.uid
}
},
colors () { // Use one.color to add opacity based on state
return {
fill: this.hyperspace ? color(this.bgColor).alpha(this.opacity).cssa() : this.bgColor
}
},
compColors () {
return {
stars: color(this.starColor).hex(),
bg: color(this.bgColor).hex()
}
},
ratio () {
return {
computed: this.quantity / 2
}
},
compSpeed () { // computed speed
return {
lyph: this.hyperspace ? (this.speed * this.warpFactor) : this.speed // light-years per hour
}
}
},
methods: {
init () {
this.state.init = true
this.state.canvas = true
this.state.start = true
this.state.running = false
this.state.stop = false
this.state.reset = false
this.starz()
this.listeners()
if (this.debug) {
stats.showPanel(0) // 0: fps, 1: ms, 2: mb, 3+: custom
document.body.appendChild(stats.dom)
stats.dom.style.right = '20px'
stats.dom.style.left = 'auto'
}
},
starz () {
let self = this
let sd = {
// Set up viewport data
w: 0,
h: 0,
el: null,
ctx: null,
// Canvas measurements
cw: 0,
ch: 0,
// Axes
x: 0,
y: 0,
z: 0,
// Star data
star: {
// Etc
colorRatio: 0,
// The stars
arr: []
},
prevTime: 0
}
// DOM interactions
let dom = {
measure: {
viewport () {
fastdom.measure(function () {
sd.w = self.$el.clientWidth
sd.h = self.$el.clientHeight
// Set up axes
sd.x = Math.round(sd.w / 2)
sd.y = Math.round(sd.h / 2)
sd.z = (sd.w + sd.h) / 2
sd.star.colorRatio = 1 / sd.z
if (self.cursor.x === 0 || self.cursor.y === 0) {
// Initialize cursor position
self.cursor.x = sd.x
self.cursor.y = sd.y
}
if (self.mouse.x === 0 || self.mouse.y === 0) {
// Initialize mouse position
self.mouse.x = self.cursor.x - sd.x
self.mouse.y = self.cursor.y - sd.y
}
})
fastdom.catch = function () {
return
}
}
}
}
// Star functions
let sf = {
/**
* Set up the viewport
*/
viewport () {
dom.measure.viewport()
},
/**
* Set up the canvas
*/
canvas () {
dom.measure.viewport()
// Set up context
let c = document.getElementById(self.ids.cid)
sd.ctx = c.getContext('2d')
// Adjust canvas dimensions
sd.ctx.canvas.width = sd.w
sd.ctx.canvas.height = sd.h
// Set up canvas colors
sd.ctx.fillStyle = self.colors.fill
sd.ctx.strokeStyle = self.starColor
},
/**
* Initialize the array of stars and their positions, if it hasn't been done already
*/
bigBang () {
let starinited = sd.star.arr.length === self.quantity
let starrandomized = false
if (sd.star.arr.length > 0) {
if (sd.star.arr[0][0] !== 0 || sd.star.arr[0][0] !== Infinity) {
starrandomized = true
}
}
let boom = function () {
sd.star.arr = new Array(self.quantity)
// Set up the star array
for (var i = 0; i < self.quantity; i++) {
sd.star.arr[i] = new Array(8)
// Give each star random positions on the canvas
sd.star.arr[i][0] = Math.random() * sd.w * 2 - sd.x * 2
sd.star.arr[i][1] = Math.random() * sd.h * 2 - sd.y * 2
sd.star.arr[i][2] = Math.round(Math.random() * sd.z)
sd.star.arr[i][3] = 0
sd.star.arr[i][4] = 0
sd.star.arr[i][5] = 0 // prev x
sd.star.arr[i][6] = 0 // prev y
sd.star.arr[i][7] = true // test var
}
}
if (!starinited) {
boom()
} else if (starinited && !starrandomized) {
boom()
}
},
/**
* Updates canvas el dimensions, adjusts star coords proportionally
*/
resize () {
if (self.resizing) {
// Save old dimensions and star positions
let oldStar = sd.star
dom.measure.viewport()
sd.cw = sd.ctx.canvas.width
sd.ch = sd.ctx.canvas.height
// Only resize if context width/height !== container width/height
if (sd.cw !== sd.w || sd.ch !== sd.h) {
sd.x = Math.round(sd.w / 2)
sd.y = Math.round(sd.h / 2)
sd.z = (sd.w + sd.h) / 2
sd.star.colorRatio = 1 / sd.z
// Get ratio of new dimensions to old dimensions
let rw = sd.w / sd.cw
let rh = sd.h / sd.ch
// Update context dimensions
sd.ctx.canvas.width = sd.w
sd.ctx.canvas.height = sd.h
// Recalculate star positions
if (!sd.star.arr.length) {
sf.bigBang()
} else {
for (var i = 0; i < self.quantity; i++) {
sd.star.arr[i]
sd.star.arr[i][0] = oldStar.arr[i][0] * rw
sd.star.arr[i][1] = oldStar.arr[i][1] * rh
sd.star.arr[i][3] = sd.x + (sd.star.arr[i][0] / sd.star.arr[i][2]) * self.ratio.computed
sd.star.arr[i][4] = sd.y + (sd.star.arr[i][1] / sd.star.arr[i][2]) * self.ratio.computed
}
}
// Reset canvas colors (context resets completely when resized)
sd.ctx.fillStyle = self.colors.fill
sd.ctx.strokeStyle = self.starColor
self.resizing = false
}
} else {
return
}
},
anim: {
init () {
MainLoop
.setBegin(sf.anim.begin)
.setUpdate(sf.anim.update)
.setDraw(sf.anim.draw)
.setEnd(sf.anim.end)
},
/**
* Kick off the animation loop
*/
start () {
MainLoop.start()
self.resizing = true
},
/**
* Begin frame
*/
begin () {
if (self.debug) {
stats.begin()
}
sf.resize()
if (sd.prevTime === 0) {
sd.prevTime = Date.now()
}
self.state.running = MainLoop.isRunning()
},
/**
* Calculate the position of each star
*/
update () {
self.mouse.x = (self.cursor.x - sd.x) / self.easing
self.mouse.y = (self.cursor.y - sd.y) / self.easing
if (sd.star.arr.length > 0) {
for (var i = 0; i < self.quantity; i++) {
sd.star.arr[i][7] = true
sd.star.arr[i][5] = sd.star.arr[i][3]
sd.star.arr[i][6] = sd.star.arr[i][4]
sd.star.arr[i][0] += self.mouse.x >> 4
// X coords
if (sd.star.arr[i][0] > sd.x << 1) {
sd.star.arr[i][0] -= sd.w << 1
sd.star.arr[i][7] = false
}
if (sd.star.arr[i][0] < -sd.x << 1) {
sd.star.arr[i][0] += sd.w << 1
sd.star.arr[i][7] = false
}
// Y coords
sd.star.arr[i][1] += self.mouse.y >> 4
if (sd.star.arr[i][1] > sd.y << 1) {
sd.star.arr[i][1] -= sd.h << 1
sd.star.arr[i][7] = false
}
if (sd.star.arr[i][1] < -sd.y << 1) {
sd.star.arr[i][1] += sd.h << 1
sd.star.arr[i][7] = false
}
// Z coords
sd.star.arr[i][2] -= self.compSpeed.lyph
if (sd.star.arr[i][2] > sd.z) {
sd.star.arr[i][2] -= sd.z
sd.star.arr[i][7] = false
}
if (sd.star.arr[i][2] < 0) {
sd.star.arr[i][2] += sd.z
sd.star.arr[i][7] = false
}
sd.star.arr[i][3] = sd.x + (sd.star.arr[i][0] / sd.star.arr[i][2]) * self.ratio.computed
sd.star.arr[i][4] = sd.y + (sd.star.arr[i][1] / sd.star.arr[i][2]) * self.ratio.computed
}
}
},
draw () {
sd.ctx.fillStyle = self.colors.fill
sd.ctx.fillRect(0, 0, sd.w, sd.h)
sd.ctx.strokeStyle = self.starColor
if (sd.star.arr.length) {
for (var i = 0; i < self.quantity; i++) {
if (sd.star.arr[i][5] > 0 &&
sd.star.arr[i][5] < sd.w &&
sd.star.arr[i][6] > 0 &&
sd.star.arr[i][6] < sd.h &&
sd.star.arr[i][7]) {
sd.ctx.lineWidth = (1 - sd.star.colorRatio * sd.star.arr[i][2]) * 2
sd.ctx.beginPath()
sd.ctx.moveTo(sd.star.arr[i][5], sd.star.arr[i][6])
sd.ctx.lineTo(sd.star.arr[i][3], sd.star.arr[i][4])
sd.ctx.stroke()
sd.ctx.closePath()
}
}
}
},
stop () {
MainLoop.stop()
self.state.running = MainLoop.isRunning()
},
end (fps, panic) {
if (self.debug) {
stats.end()
}
// Check FPS every second. If it drops too low, reduce the number of stars
// If the stars are too few (it looks fugly), stop the animation
let delta = Date.now() - sd.prevTime
if (fps < 24 && delta >= 1000) {
self.stop()
MainLoop.resetFrameDelta()
self.quantity = self.quantity - 25
self.reset()
if (self.quantity < 64) {
self.stop()
}
sd.prevTime = 0
}
if (panic) {
MainLoop.resetFrameDelta()
}
},
/**
* Reset the whole kit and kaboodle
*/
reset () {
self.stop()
// Reset dimensions
sf.resetDims()
self.init()
},
destroy () {
self.stop()
sf.resetDims()
sf = null
sd = null
}
},
resetDims () {
sd.x = 0
sd.y = 0
sd.z = 0
sd.w = 0
sd.h = 0
sd.cw = 0
sd.ch = 0
}
}
// Animation/init logic and state management
// Check for destroy, stop, and reset first
if (self.state.destroy) {
self.state.destroy = false
sf.anim.destroy()
}
if (self.state.stop) {
self.state.stop = false
sf.anim.stop()
}
if (self.state.reset) {
self.state.reset = false
sf.anim.reset()
}
// Initialization
if (self.state.init) {
self.state.init = false
sf.viewport()
sf.anim.init()
}
// Set up the canvas if it isn't already
if (self.state.canvas) {
self.state.canvas = false
sf.canvas()
}
// Animation start
if (self.state.start) {
self.state.start = false
sf.anim.start()
}
self.listeners()
},
// Animation controls
reset () {
this.state.reset = true
this.starz()
},
stop () {
this.state.stop = true
this.starz()
},
start () {
this.state.start = true
this.starz()
},
/**
* Event listener adders/removers
*/
listeners () {
let el = this.$el.parentNode
/**
* Add/remove mouse move listeners
*/
if (this.mouseAdjust) {
el.addEventListener('mousemove', this.mouseHandler)
} else {
el.removeEventListener('mousemove', this.mouseHandler)
}
/**
* Add/remove tilt listeners
*/
if (this.tiltAdjust) {
window.addEventListener('deviceorientation', this.tiltHandler)
} else {
window.removeEventListener('deviceorientation', this.tiltHandler)
}
/**
* Add/remove click listeners
*/
if (this.clickToWarp) {
el.addEventListener('mousedown', this.clickHandler)
el.addEventListener('mouseup', this.clickHandler)
} else {
el.removeEventListener('mousedown', this.clickHandler)
el.removeEventListener('mouseup', this.clickHandler)
}
},
/**
* Adds mouse coords to model on move event
* @param {event} event mouse move event
* @return {none}
*/
mouseHandler (event) {
let self = this
let el = this.$el.parentNode
fastdom.measure(function () {
self.cursor.x = event.pageX || event.clientX + el.scrollLeft - el.clientLeft
self.cursor.y = event.pageY || event.clientY + el.scrollTop - el.clientTop
})
},
/**
* Adjusts mouse coords based on evt
* @param {event} event tilt event
* @return {null}
*/
tiltHandler (event) {
if (event.beta !== null && event.gamma !== null) {
let self = this
let x = event.gamma
let y = event.beta
fastdom.measure(function () {
self.cursor.x = (self.$el.clientWidth / 2) + (x * 5)
self.cursor.y = (self.$el.clientHeight / 2) + (y * 5)
})
}
},
/**
* Toggles hyperspace on event
* @param {event} event Click event
* @return {null}
*/
clickHandler (event) {
if (event.type === 'mousedown') {
this.hyperspace = true
}
if (event.type === 'mouseup') {
this.hyperspace = false
}
}
},
ready () {
let self = this
setTimeout(function () { self.init() }, 100)
},
beforeDestroy () {
// Reset state
this.state.init = false
this.state.canvas = false
this.state.star = false
this.state.start = false
this.state.stop = false
this.state.destroy = true
// Remove listeners
this.mouseAdjust = false
this.tiltAdjust = false
this.clickToWarp = false
this.hyperspace = false
this.listeners()
this.starz()
}
})
new Vue({ el: '#app' })
Also see: Tab Triggers