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<!-- JS で canvas 要素を動的に作成します -->
<div id="attention" class="">Please Drag the Canvas!</div>
body {
background: #000;
overflow: hidden;
padding: 0;
margin: 0;
}
canvas {
position: absolute;
top: 0;
left: 0;
cursor: crosshair;
}
canvas.drawing {
mix-blend-mode: hard-light;
}
#stats {
position: absolute;
bottom: 0;
right: 0;
}
#attention {
font-family: 'Source Sans Pro', sans-serif;
position: absolute;
bottom: 20px;
font-size: 32px;
left: 0;
width: 100%;
text-align: center;
color: #fff;
z-index: 100;
pointer-events: none;
transition: transform 0.75s;
transform: translate(0, 60px);
}
#attention.show {
transform: translate(0, 0px);
}
var project;
(function (project) {
var ColorUtil = (function () {
function ColorUtil() {
}
/**
* Converts an HSL color value to RGB. Conversion formula
* adapted from http://en.wikipedia.org/wiki/HSL_color_space.
*
* @param {number} h The hue (0-360)
* @param {number} s The saturation (0-100)
* @param {number} l The lightness (0-100)
* @return {number} The RGB representation
*/
ColorUtil.hslToRgb = function (h, s, l) {
h = h % 360;
var m1, m2, hue;
var r, g, b;
s /= 100;
l /= 100;
if (s == 0) {
r = g = b = (l * 255);
}
else {
if (l <= 0.5)
m2 = l * (s + 1);
else
m2 = l + s - l * s;
m1 = l * 2 - m2;
hue = h / 360;
r = Math.round(ColorUtil.hueToRgb(m1, m2, hue + 1 / 3));
g = Math.round(ColorUtil.hueToRgb(m1, m2, hue));
b = Math.round(ColorUtil.hueToRgb(m1, m2, hue - 1 / 3));
}
var color = (r << 16) | (g << 8) | b;
return color;
};
/**
* HUE の値を RGB として返却します。
* @param {number} m1
* @param {number} m2
* @param {number} hue
* @returns {number}
*/
ColorUtil.hueToRgb = function (m1, m2, hue) {
var v;
if (hue < 0)
hue += 1;
else if (hue > 1)
hue -= 1;
if (6 * hue < 1)
v = m1 + (m2 - m1) * hue * 6;
else if (2 * hue < 1)
v = m2;
else if (3 * hue < 2)
v = m1 + (m2 - m1) * (2 / 3 - hue) * 6;
else
v = m1;
return 255 * v;
};
return ColorUtil;
})();
project.ColorUtil = ColorUtil;
})(project || (project = {}));
var project;
(function (project) {
/**
* グラフィックのユーティリティークラスです。
* @class project.GraphicUtil
*/
var GraphicUtil = (function () {
function GraphicUtil() {
}
/**
* 五芒星の頂点座標を計算します。
* @param radius {number} 半径
* @returns {{x:number; y:number;}[]}
*/
GraphicUtil.createStartPoints = function (radius, offsetX, offsetY) {
//五芒星の時の角度
var c1 = GraphicUtil.createCordinate(radius, -90, offsetX, offsetY);
var c2 = GraphicUtil.createCordinate(radius, -234, offsetX, offsetY);
var c3 = GraphicUtil.createCordinate(radius, -18, offsetX, offsetY);
var c4 = GraphicUtil.createCordinate(radius, -162, offsetX, offsetY);
var c5 = GraphicUtil.createCordinate(radius, -306, offsetX, offsetY);
return [c1, c2, c3, c4, c5];
};
GraphicUtil.createCordinate = function (radius, angle, offsetX, offsetY) {
var x = radius * Math.cos(angle / 180 * Math.PI);
var y = radius * Math.sin(angle / 180 * Math.PI);
return {
"x": x + offsetX,
"y": y + offsetY
};
};
return GraphicUtil;
})();
project.GraphicUtil = GraphicUtil;
})(project || (project = {}));
/// <reference path="easeljs/easeljs.d.ts" />
var project;
(function (project) {
/**
* ベクトルパスのクラスです。
*/
var Path = (function () {
function Path() {
this.prev = new createjs.Point();
this.prev2 = new createjs.Point();
this.point = new createjs.Point();
this.mouse = new createjs.Point();
}
/**
* セットアップします。
* @param {number} x
* @param {number} y
* @param {number} _accele マウスから離れて行く時の加速値
* @param {number} delayFrame
* @param {number} percent
*/
Path.prototype.setup = function (x, y, _accele, delayFrame, percent) {
if (x === void 0) { x = 0; }
if (y === void 0) { y = 0; }
if (_accele === void 0) { _accele = 0.1; }
if (delayFrame === void 0) { delayFrame = 0; }
if (percent === void 0) { percent = 0.0; }
this.xx = this.prev2.x = this.prev.x = this.point.x = innerWidth / 2;
this.yy = this.prev2.y = this.prev.y = this.point.y = innerHeight / 2;
this.delayFrame = delayFrame;
this.percent = percent;
//初期化
this.vx = this.vy = 0.0;
this.ac = _accele;
this.de = 0.85;
this.wd = 0.05;
this.pivotX = 40 * ((Math.random() + Math.random() + Math.random()) / 3 - 0.5) >> 0;
this.pivotY = 40 * ((Math.random() + Math.random() + Math.random()) / 3 - 0.5) >> 0;
};
Path.prototype.setMousePosition = function (x, y, needReset) {
this.mouse.x = x + this.pivotX;
this.mouse.y = y + this.pivotY;
if (needReset) {
this.resetPosition(x, y);
}
};
/**
* 更新します。
*/
Path.prototype.update = function () {
this.prev2.x = this.prev.x;
this.prev2.y = this.prev.y;
this.prev.x = this.point.x;
this.prev.y = this.point.y;
// 参考
// http://gihyo.jp/design/feature/01/frocessing/0004?page=1
//加速度運動
this.vx += (this.mouse.x - this.xx) * this.ac;
this.vy += (this.mouse.y - this.yy) * this.ac;
this.xx += this.vx;
this.yy += this.vy;
//減衰処理
this.vx *= this.de;
this.vy *= this.de;
this.point.x = this.xx;
this.point.y = this.yy;
};
Path.prototype.resetPosition = function (x, y) {
x += +this.pivotX;
y += +this.pivotY;
this.point.x = x;
this.point.y = y;
this.prev2.x = x;
this.prev2.y = y;
this.mouse.x = this.prev.x = this.xx = x;
this.mouse.y = this.prev.y = this.yy = y;
this.vx = this.vy = 0.0;
};
return Path;
})();
project.Path = Path;
})(project || (project = {}));
var project;
(function (project) {
/**
* パーティクルのテクスチャを生成する初期化用クラスです。
*/
var ParticleInitializer = (function () {
function ParticleInitializer() {
}
/**
* パーティクルの模様を作成します。
*/
ParticleInitializer.generate = function () {
var spriteSheetBuilder = new createjs.SpriteSheetBuilder();
spriteSheetBuilder.padding = 2;
for (var i = 0; i < ParticleInitializer.NUM_PARTICLE; i++) {
var shape = new createjs.Shape();
var size = Math.random() * Math.random() * Math.random() * 120 + 4;
var colorHsl = createjs.Graphics.getHSL(160 + 20 * Math.random(), 0 + Math.random() * 20, 50 + Math.random() * 50);
shape.graphics.clear();
// 円
if (Math.random() < 0.7) {
if (Math.random() < 0.3) {
// もやっとした円
shape.graphics.beginRadialGradientFill([colorHsl, "#000000"], [0.0, 1.0], 0, 0, size / 10, 0, 0, size);
}
else if (Math.random() < 0.5) {
// キリッとした円
shape.graphics.beginFill(colorHsl);
}
else {
// 輪郭だけの円
shape.graphics
.setStrokeStyle(2) // 線の太さ
.beginStroke(createjs.Graphics.getRGB(255, 255, 255));
}
shape.graphics.drawCircle(0, 0, size);
shape.graphics.endFill();
}
else if (Math.random() < 0.5) {
if (Math.random() < 0.1) {
// キリッとした円
shape.graphics.beginFill(colorHsl);
}
else {
// 輪郭だけの円
shape.graphics
.setStrokeStyle(2) // 線の太さ
.beginStroke(createjs.Graphics.getRGB(255, 255, 255));
}
shape.graphics
.drawRect(-size, -size, size * 2, size * 2)
.endFill();
}
else {
if (Math.random() < 0.5) {
// キリッとした円
shape.graphics.beginFill(colorHsl);
}
else {
// 輪郭だけの円
shape.graphics
.setStrokeStyle(2) // 線の太さ
.beginStroke(createjs.Graphics.getRGB(255, 255, 255));
}
var takasa = size * Math.sin(Math.PI / 3);
shape.graphics
.moveTo(-size / 2, size / 2)
.lineTo(0, size / 2 - takasa)
.lineTo(+size / 2, size / 2)
.closePath()
.endFill();
}
var padding = 4;
shape.cache(-size - padding, -size - padding, size * 2 + padding * 2, size * 2 + padding * 2);
var frameNum = spriteSheetBuilder.addFrame(shape);
spriteSheetBuilder.addAnimation("particle_" + i, [frameNum]);
}
spriteSheetBuilder.build();
ParticleInitializer.convertSpriteSheet(spriteSheetBuilder.spriteSheet);
};
/**
* CreateJS のスプライトシートビルダーを使られたスプライトシートを
* Pixi.js のスプライトシート機能に展開するクラス。
*/
ParticleInitializer.convertSpriteSheet = function (spriteSheet) {
var textureOriginal = PIXI.Texture.fromCanvas(spriteSheet._images[0]);
for (var frameLabel in spriteSheet._data) {
var animation = spriteSheet.getAnimation(frameLabel);
var frame = spriteSheet.getFrame(animation.frames[0]);
var textureSize = new PIXI.Rectangle(frame.rect.x, frame.rect.y, frame.rect.width, frame.rect.height);
PIXI.utils.TextureCache[frameLabel] = new PIXI.Texture(textureOriginal.baseTexture, textureSize);
}
};
ParticleInitializer.NUM_PARTICLE = 200;
return ParticleInitializer;
})();
project.ParticleInitializer = ParticleInitializer;
})(project || (project = {}));
/// <reference path="pixi/pixi.d.ts" />
/// <reference path="ParticleInitializer.ts" />
var __extends = (this && this.__extends) || function (d, b) {
for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
function __() { this.constructor = d; }
__.prototype = b.prototype;
d.prototype = new __();
};
var project;
(function (project) {
/**
* パーティクル表示クラスです。
* @class demo.Particle
*/
var Particle = (function (_super) {
__extends(Particle, _super);
/**
* コンストラクタ
* @constructor
*/
function Particle() {
var texture = PIXI.Texture.fromFrame("particle_" + (project.ParticleInitializer.NUM_PARTICLE * Math.random() >> 0));
_super.call(this, texture);
this.blendMode = PIXI.BLEND_MODES.SCREEN;
this.pivot.x = texture.frame.width / 2;
this.pivot.y = texture.frame.height / 2;
this._destroy = true;
}
/**
* パーティクルをリセットします。
* @param emitX
* @param emitY
* @param vx
* @param vy
* @param vAngular
*/
Particle.prototype.resetParameters = function (emitX, emitY, vx, vy, vAngular) {
this.x = emitX;
this.y = emitY;
this.vx = vx * 0.5 + (Math.random() - 0.5) * 10;
this.vy = vy * 0.5 + (Math.random() - 0.5) * 10;
this.life = Math.random() * Math.random() * 300 + 30;
this._count = 0;
this._destroy = false;
this.rotation = 360 * Math.random();
this._vAngular = vAngular;
this.alpha = 1.0;
this.scale.x = this.scale.y = 1.0;
};
/**
* パーティクル個別の内部計算を行います。
* @method
*/
Particle.prototype.update = function () {
// Gravity
this.vy += 0.2;
this.x += this.vx;
this.y += this.vy;
this.rotation += this._vAngular;
this._count++;
var maxD = (1 - this._count / this.life * 1 / 3);
this.alpha = Math.random() * 0.4 + 0.6 * this._count / this.life;
this.scale.x = this.scale.y = maxD;
// 死亡フラグ
if (this.life < this._count) {
this._destroy = true;
this.parent.removeChild(this);
}
};
/**
* パーティクルが死んでいるかどうかを確認します。
* @returns {boolean}
* @method
*/
Particle.prototype.getIsDead = function () {
return this._destroy;
};
return Particle;
})(PIXI.Sprite);
project.Particle = Particle;
})(project || (project = {}));
/// <reference path="Particle.ts" />
var project;
(function (project) {
/**
* パーティクル発生装置。マウス座標から速度を計算します。
* @class project.Emitter
*/
var Emitter = (function () {
/**
* @constructor
*/
function Emitter() {
/** 速度(X方向)です。 */
this.vy = 0;
/** 速度(Y方向)です。 */
this.x = 0;
/** マウスのX座標です。 */
this.latestY = 0;
/** マウスのY座標です。 */
this.latestX = 0;
/** パーティクル発生のX座標です。 */
this.y = 0;
/** パーティクル発生のY座標です。 */
this.vx = 0;
/** 現在のベクトルの角度です。 */
this.angular = 0;
/** 角速度です。 */
this.vAngular = 0;
}
/**
* パーティクルエミッターの計算を行います。この計算によりマウスの引力が計算されます。
* @method
*/
Emitter.prototype.update = function () {
var dx = this.latestX - this.x;
var dy = this.latestY - this.y;
var d = Math.sqrt(dx * dx + dy * dy) * 0.2;
var rad = Math.atan2(dy, dx);
this.vx += Math.cos(rad) * d;
this.vy += Math.sin(rad) * d;
this.vx *= 0.4;
this.vy *= 0.4;
this.x += this.vx;
this.y += this.vy;
this.vAngular = rad - this.angular;
this.angular = rad;
};
return Emitter;
})();
project.Emitter = Emitter;
/**
* パーティクルエミッターのクラスです。
* @class project.ParticleEmitter
*/
var ParticleEmitter = (function (_super) {
__extends(ParticleEmitter, _super);
/**
* @constructor
*/
function ParticleEmitter() {
_super.call(this);
this.numParticles = 10;
this.PRE_CACHE_PARTICLES = 300;
this.container = new PIXI.Container();
this._particleActive = [];
this._particlePool = [];
/* 予め必要そうな分だけ作成しておく */
for (var i = 0; i < this.PRE_CACHE_PARTICLES; i++) {
this._particlePool.push(new project.Particle());
}
}
/**
* パーティクルを発生させます。
* @param {number} x パーティクルの発生座標
* @param {number} y パーティクルの発生座標
* @method
*/
ParticleEmitter.prototype.emit = function (x, y) {
for (var i = 0; i < this.numParticles; i++) {
this.getNewParticle(x, y);
}
};
/**
* パーティクルを更新します。
* @method
*/
ParticleEmitter.prototype.update = function () {
_super.prototype.update.call(this);
for (var i = 0; i < this._particleActive.length; i++) {
var p = this._particleActive[i];
if (!p.getIsDead()) {
if (p.y >= window.innerHeight) {
p.vy *= -0.9;
p.y = window.innerHeight;
}
else if (p.y <= 0) {
p.vy *= -0.9;
p.y = 0;
}
if (p.x >= window.innerWidth) {
p.vx *= -0.9;
p.x = window.innerWidth;
}
else if (p.x <= 0) {
p.vx *= -0.9;
p.x = 0;
}
p.update();
}
else {
this.removeParticle(p);
}
}
};
/**
* パーティクルを追加します。
* @param {THREE.Vector3} emitPoint
* @return {project.Particle}
* @method
*/
ParticleEmitter.prototype.getNewParticle = function (emitX, emitY) {
var p = this.fromPool();
p.resetParameters(this.x, this.y, this.vx, this.vy, this.vAngular);
this._particleActive.push(p);
this.container.addChild(p);
return p;
};
/**
* パーティクルを削除します。
* @param {Particle} particle
* @method
*/
ParticleEmitter.prototype.removeParticle = function (p) {
this.container.removeChild(p);
var index = this._particleActive.indexOf(p);
if (index > -1) {
this._particleActive.splice(index, 1);
}
this.toPool(p);
};
/**
* アクティブなパーティクルを取り出します。
* @returns {project.Particle[]}
* @method
*/
ParticleEmitter.prototype.getActiveParticles = function () {
return this._particleActive;
};
/**
* プールからインスタンスを取り出します。
* プールになければ新しいインスタンスを作成します。
* @returns {project.Particle}
* @method
*/
ParticleEmitter.prototype.fromPool = function () {
if (this._particlePool.length > 0)
return this._particlePool.shift();
else
return new project.Particle();
};
/**
* プールにインスタンスを格納します。
* @param {project.Particle}
* @method
*/
ParticleEmitter.prototype.toPool = function (particle) {
this._particlePool.push(particle);
};
return ParticleEmitter;
})(Emitter);
project.ParticleEmitter = ParticleEmitter;
})(project || (project = {}));
/// <reference path="pixi/pixi.d.ts" />
/// <reference path="easeljs/easeljs.d.ts" />
/// <reference path="Path.ts" />
/// <reference path="ColorUtil.ts" />
/// <reference path="GraphicUtil.ts" />
/// <reference path="ParticleEmitter.ts" />
/// <reference path="Particle.ts" />
var project;
(function (project) {
// 初期化命令
window.addEventListener("load", function () {
new project.Main();
});
/**
* パーティクルデモのメインクラスです。
* @class project.Main
*/
var Main = (function () {
/**
* @constructor
*/
function Main() {
var _this = this;
this.stage = new PIXI.Container();
this.renderer = PIXI.autoDetectRenderer(800, 600, { backgroundColor: 0x000000 });
document.body.appendChild(this.renderer.view);
// パーティクルサンプルを作成
var sample = new ParticleSample();
this.stage.addChild(sample);
// Tickerを作成
createjs.Ticker.timingMode = createjs.Ticker.RAF;
createjs.Ticker.on("tick", this.handleTick, this);
this.stats = new Stats();
document.body.appendChild(this.stats.domElement);
// リサイズイベント
this.handleResize();
window.addEventListener("resize", function () {
_this.handleResize();
});
}
/**
* エンターフレームイベント
*/
Main.prototype.handleTick = function () {
// create residual image effect
this.renderer.render(this.stage);
this.stats.update();
};
/**
* リサイズイベント
*/
Main.prototype.handleResize = function () {
this.renderer.resize(innerWidth, innerHeight);
};
return Main;
})();
project.Main = Main;
/**
* 大量のパーティクルを発生させてみた
* マウスを押してる間でてくるよ
* @see http://wonderfl.net/c/4WjT
* @class demo.ParticleSample
*/
var ParticleSample = (function (_super) {
__extends(ParticleSample, _super);
function ParticleSample() {
var _this = this;
_super.call(this);
// パーティクルを初期化
project.ParticleInitializer.generate();
this.interactive = true;
this._count = 0;
this._bg = new PIXI.Graphics();
this.addChild(this._bg);
this.canvasForDisplay = document.createElement("canvas");
this.canvasForDisplay.className = "drawing";
this.canvasForDisplay.style.pointerEvents = "none";
var canvasForEasel = document.createElement("canvas");
this.stageEaselJS = new createjs.Stage(canvasForEasel);
document.body.appendChild(this.canvasForDisplay);
var max = 1500;
this.pathList = [];
this.mousePositions = [];
for (var i = 0; i < max; i++) {
var p = new project.Path();
p.setup(0, 0, 0.3 + i / max * 0.5, (180 * Math.random() >> 0), (i + 1) / max);
this.pathList.push(p);
}
this._lines = new createjs.Shape();
this.stageEaselJS.addChild(this._lines);
this._linePoint = [];
this._emitter = new project.ParticleEmitter();
this._emitter.latestX = innerWidth / 2;
this._emitter.latestY = innerHeight / 2;
this.addChild(this._emitter.container);
this._shadow = new PIXI.Sprite(PIXI.Texture.fromImage("imgs/Shadow-assets/Shadow.png"));
this._shadow.blendMode = PIXI.BLEND_MODES.SCREEN;
this.addChild(this._shadow);
// -------------------------
// オープニングアニメーション
// -------------------------
var sx = window.innerWidth / 2;
var sy = window.innerHeight / 2;
this._isAutoAnimation = true;
var points = project.GraphicUtil.createStartPoints(window.innerWidth / 3, sx, sy);
this._pointAutoMotion = new createjs.Point(points[4].x, points[4].y);
this._emitter.latestX = this._emitter.x = points[0].x;
this._emitter.latestY = this._emitter.y = points[0].y;
var tw = createjs.Tween
.get(this._pointAutoMotion);
for (var i = 0; i < 2; i++) {
for (var j = 0; j < points.length; j++) {
tw.to(points[j], 250 + 100 * Math.random(), createjs.Ease.quartInOut);
}
}
tw.call(function () {
_this._isAutoAnimation = false;
_this._isDown = false;
_this.buttonMode = true;
document.getElementById("attention").classList.add("show");
});
this._isDown = true;
this.buttonMode = false;
// -------------------------
// イベントの登録
// -------------------------
this
.on("mousedown", this.handleMouseDown, this)
.on('touchstart', this.handleMouseDown, this)
.on("mousemove", this.handleMouseMove, this)
.on('touchmove', this.handleMouseMove, this)
.on("mouseup", this.handleMouseUp, this)
.on("mouseupoutside", this.handleMouseUp, this)
.on("touchend", this.handleMouseUp, this)
.on("touchendoutside", this.handleMouseUp, this);
createjs.Ticker.on("tick", this.enterFrameHandler, this);
this.handleResize();
window.addEventListener("resize", function () {
_this.handleResize();
});
}
/**
* エンターフレームイベント
* @param event
*/
ParticleSample.prototype.enterFrameHandler = function (event) {
if (this._isAutoAnimation == true) {
// オープニング中は自動的に代入する
this._emitter.latestX = this._pointAutoMotion.x;
this._emitter.latestY = this._pointAutoMotion.y;
}
else {
}
if (this._isDown) {
this.createParticle();
}
this.mousePositions.unshift({ x: this._emitter.latestX, y: this._emitter.latestY, isDown: this._isDown });
for (var i = 0; i < this.pathList.length; i++) {
var p = this.pathList[i];
if (this.mousePositions.length > p.delayFrame) {
var position = this.mousePositions[p.delayFrame];
// マウスの位置更新
p.setMousePosition(position.x, position.y, !position.isDown);
p.update();
}
}
var gCurve = this._lines.graphics;
gCurve.clear();
gCurve.setStrokeStyle(1);
for (var i = 0; i < this.pathList.length; i++) {
var p = this.pathList[i];
// マウスの軌跡を変数に保存
var p0x = p.point.x;
var p0y = p.point.y;
var p1x = p.prev.x;
var p1y = p.prev.y;
var p2x = p.prev2.x;
var p2y = p.prev2.y;
if (p0x == p2x || p0y == p2y)
continue;
if (p0x == p1x || p0y == p1y)
continue;
// カーブ用の頂点を割り出す
var curveStartX = (p2x + p1x) / 2;
var curveStartY = (p2y + p1y) / 2;
var curveEndX = (p0x + p1x) / 2;
var curveEndY = (p0y + p1y) / 2;
// カーブは中間点を結ぶ。マウスの座標は制御点として扱う。
var colorLine = createjs.Graphics.getHSL(180, 100, 100, p.percent);
gCurve
.beginStroke(colorLine)
.moveTo(curveStartX, curveStartY)
.curveTo(p1x, p1y, curveEndX, curveEndY)
.endStroke();
}
var color1 = { h: new Date().getTime() / 40, s: 30, l: 40 };
var color2 = { h: (new Date().getTime() + 40 * 89) / 40, s: 70, l: 70 };
this._bg.clear();
// グラデーションを作るための無理矢理な手法
for (var i = 0, max = 1024; i < max; i++) {
var color = project.ColorUtil.hslToRgb(color1.h * (i / max) + color2.h * (1 - i / max), color1.s * (i / max) + color2.s * (1 - i / max), color1.l * (i / max) + color2.l * (1 - i / max));
this._bg.beginFill(color, 1.0);
this._bg.drawRect(0, window.innerHeight * i / max, window.innerWidth, window.innerHeight / max);
}
this._emitter.update();
if (this._isDown) {
this._linePoint.push({
x: this._emitter.x,
y: this._emitter.y,
vx: this._emitter.vx,
vy: this._emitter.vy,
angular: this._emitter.angular
});
}
else {
this._linePoint.shift();
}
if (max > 200) {
this._linePoint.shift();
}
var contextForDisplay = this.canvasForDisplay.getContext("2d");
contextForDisplay.globalCompositeOperation = "source-over";
contextForDisplay.setTransform(1, 0, 0, 1, 0, 0);
contextForDisplay.fillStyle = "rgba(0, 0, 0, 0.1)";
contextForDisplay.fillRect(0, 0, innerWidth, innerHeight);
contextForDisplay.drawImage(this.stageEaselJS.canvas, 0, 0);
this.stageEaselJS.update();
};
ParticleSample.prototype.handleMouseDown = function (event) {
if (this._isAutoAnimation == true) {
return; // OPアニメーション中はイベントを無効化
}
var data = event.data;
this._isDown = true;
this._emitter.x = data.global.x;
this._emitter.y = data.global.y;
this._emitter.latestX = data.global.x;
this._emitter.latestY = data.global.y;
};
ParticleSample.prototype.handleMouseMove = function (event) {
if (this._isAutoAnimation == true) {
return; // OPアニメーション中はイベントを無効化
}
var data = event.data;
this._emitter.latestX = data.global.x;
this._emitter.latestY = data.global.y;
};
ParticleSample.prototype.handleMouseUp = function (event) {
if (this._isAutoAnimation == true) {
return; // OPアニメーション中はイベントを無効化
}
var data = event.data;
this._isDown = false;
this._emitter.latestX = data.global.x;
this._emitter.latestY = data.global.y;
};
ParticleSample.prototype.createParticle = function () {
this._emitter.emit(this._emitter.latestX, this._emitter.latestY);
};
ParticleSample.prototype.handleResize = function () {
this._shadow.scale.x = (window.innerWidth / 1024);
this._shadow.scale.y = (window.innerHeight / 1024);
this.stageEaselJS.canvas.width = innerWidth;
this.stageEaselJS.canvas.height = innerHeight;
this.canvasForDisplay.width = innerWidth;
this.canvasForDisplay.height = innerHeight;
};
return ParticleSample;
})(PIXI.Container);
})(project || (project = {}));
//# sourceMappingURL=main.js.map
Also see: Tab Triggers