<canvas id="canvas"></canvas>
<h1>Click Anywhere</h1>
html,
body {
height: 100%;
width: 100%;
margin: 0;
padding: 0;
cursor: pointer;
}
canvas {
border: 1px soild black;
}
h1 {
display: inline-block;
padding: .3em;
font-family: 'Megrim', cursive;
position: absolute;
top: 50%;
left: 50%;
user-select: none;
transform: translate(-50%,-50%);
color: rgba(255,255,255,.68);
border: .075em solid rgba(255,255,255,.1);
}
// Little Canvas things
var canvas = document.querySelector("#canvas"),
ctx = canvas.getContext('2d');
// Set Canvas to be window size
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Configuration, Play with these
var config = {
particleNumber: 800,
maxParticleSize: 10,
maxSpeed: 40,
colorVariation: 50
};
// Colors
var colorPalette = {
bg: {r:12,g:9,b:29},
matter: [
{r:36,g:18,b:42}, // darkPRPL
{r:78,g:36,b:42}, // rockDust
{r:252,g:178,b:96}, // solorFlare
{r:253,g:238,b:152} // totesASun
]
};
// Some Variables hanging out
var particles = [],
centerX = canvas.width / 2,
centerY = canvas.height / 2,
drawBg,
// Draws the background for the canvas, because space
drawBg = function (ctx, color) {
ctx.fillStyle = "rgb(" + color.r + "," + color.g + "," + color.b + ")";
ctx.fillRect(0,0,canvas.width,canvas.height);
};
// Particle Constructor
var Particle = function (x, y) {
// X Coordinate
this.x = x || Math.round(Math.random() * canvas.width);
// Y Coordinate
this.y = y || Math.round(Math.random() * canvas.height);
// Radius of the space dust
this.r = Math.ceil(Math.random() * config.maxParticleSize);
// Color of the rock, given some randomness
this.c = colorVariation(colorPalette.matter[Math.floor(Math.random() * colorPalette.matter.length)],true );
// Speed of which the rock travels
this.s = Math.pow(Math.ceil(Math.random() * config.maxSpeed), .7);
// Direction the Rock flies
this.d = Math.round(Math.random() * 360);
};
// Provides some nice color variation
// Accepts an rgba object
// returns a modified rgba object or a rgba string if true is passed in for argument 2
var colorVariation = function (color, returnString) {
var r,g,b,a, variation;
r = Math.round(((Math.random() * config.colorVariation) - (config.colorVariation/2)) + color.r);
g = Math.round(((Math.random() * config.colorVariation) - (config.colorVariation/2)) + color.g);
b = Math.round(((Math.random() * config.colorVariation) - (config.colorVariation/2)) + color.b);
a = Math.random() + .5;
if (returnString) {
return "rgba(" + r + "," + g + "," + b + "," + a + ")";
} else {
return {r,g,b,a};
}
};
// Used to find the rocks next point in space, accounting for speed and direction
var updateParticleModel = function (p) {
var a = 180 - (p.d + 90); // find the 3rd angle
p.d > 0 && p.d < 180 ? p.x += p.s * Math.sin(p.d) / Math.sin(p.s) : p.x -= p.s * Math.sin(p.d) / Math.sin(p.s);
p.d > 90 && p.d < 270 ? p.y += p.s * Math.sin(a) / Math.sin(p.s) : p.y -= p.s * Math.sin(a) / Math.sin(p.s);
return p;
};
// Just the function that physically draws the particles
// Physically? sure why not, physically.
var drawParticle = function (x, y, r, c) {
ctx.beginPath();
ctx.fillStyle = c;
ctx.arc(x, y, r, 0, 2*Math.PI, false);
ctx.fill();
ctx.closePath();
};
// Remove particles that aren't on the canvas
var cleanUpArray = function () {
particles = particles.filter((p) => {
return (p.x > -100 && p.y > -100);
});
};
var initParticles = function (numParticles, x, y) {
for (let i = 0; i < numParticles; i++) {
particles.push(new Particle(x, y));
}
particles.forEach((p) => {
drawParticle(p.x, p.y, p.r, p.c);
});
};
// That thing
window.requestAnimFrame = (function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
// Our Frame function
var frame = function () {
// Draw background first
drawBg(ctx, colorPalette.bg);
// Update Particle models to new position
particles.map((p) => {
return updateParticleModel(p);
});
// Draw em'
particles.forEach((p) => {
drawParticle(p.x, p.y, p.r, p.c);
});
// Play the same song? Ok!
window.requestAnimFrame(frame);
};
// Click listener
document.body.addEventListener("click", function (event) {
var x = event.clientX,
y = event.clientY;
cleanUpArray();
initParticles(config.particleNumber, x, y);
});
// First Frame
frame();
// First particle explosion
initParticles(config.particleNumber);
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