css Audio - Active file-generic CSS - Active Generic - Active HTML - Active JS - Active SVG - Active Text - Active file-generic Video - Active header Love html icon-new-collection icon-person icon-team numbered-list123 pop-out spinner split-screen star tv

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Here you can Sed posuere consectetur est at lobortis. Donec ullamcorper nulla non metus auctor fringilla. Maecenas sed diam eget risus varius blandit sit amet non magna. Donec id elit non mi porta gravida at eget metus. Praesent commodo cursus magna, vel scelerisque nisl consectetur et.

            
              		<!-- 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
            
          
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