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<canvas id="canvas"></canvas>
html,
body {
width: 100%;
height: 100%;
overflow: hidden;
touch-action: none;
cursor: none;
}
function getRandomFloat(min, max) {
return Math.random() * (max - min) + min;
}
function getRandomInt(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
function cycle(value, total) {
return (value % total + total) % total;
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Entity
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Entity {
dpr = window.devicePixelRatio || 1;
toValue = value => value * this.dpr;
draw = () => {};
update = () => {};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Point
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
get position() {
return [this.x, this.y];
}
clone() {
return new Point(this.x, this.y);
}
delta(point) {
return [this.x - point.x, this.y - point.y];
}
distance(point) {
const dx = point.x - this.x;
const dy = point.y - this.y;
return Math.sqrt(dx * dx + dy * dy);
}
moveTo(x, y) {
this.x = x;
this.y = y;
return this;
}
moveAtAngle(angle, distance) {
this.x += Math.cos(angle) * distance;
this.y += Math.sin(angle) * distance;
return this;
}
applyVelocity(velocity) {
this.x += velocity.vx;
this.y += velocity.vy;
return this;
}
angleRadians(point) {
// radians = atan2(deltaY, deltaX)
const y = point.y - this.y;
const x = point.x - this.x;
return Math.atan2(y, x);
}
angleDeg(point) {
// degrees = atan2(deltaY, deltaX) * (180 / PI)
const y = point.y - this.y;
const x = point.x - this.x;
return Math.atan2(y, x) * (180 / Math.PI);
}
rotate(origin, radians) {
// rotate the point around a given origin point
const cos = Math.cos(radians);
const sin = Math.sin(radians);
this.x =
cos * (this.x - origin.x) + sin * (this.y - origin.y) + origin.x;
this.y =
cos * (this.y - origin.y) - sin * (this.x - origin.x) + origin.y;
return this;
}
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Bounds
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Bounds {
constructor(x, y, w, h) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
const hw = w / 2;
const hh = h / 2;
this.center = new Point(hw, hh);
this.position = new Point(x, y);
}
get params() {
return [this.x, this.y, this.w, this.h];
}
offsetOuter(offset) {
const [x, y, w, h] = this.params;
return new Bounds(
x - offset,
y - offset,
w + offset * 2,
h + offset * 2
);
}
offsetInner(offset) {
const [x, y, w, h] = this.params;
return new Bounds(
x + offset,
y + offset,
w - offset * 2,
h - offset * 2
);
}
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Background
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Background extends Entity {
drawText({ ctx, canvas }) {
const ms = Math.min(canvas.width, canvas.height);
const size = ms / 15;
const copy = 'Waves';
const x = canvas.width / 2;
const y = canvas.height / 3 + size / 3;
ctx.font = `700 italic ${size}px futura, sans-serif`;
ctx.textAlign = 'center';
ctx.fillStyle = '#edb07b';
ctx.fillText(copy, x, y);
}
drawGradient({ ctx, canvas, bounds }) {
// const gradient = ctx.createLinearGradient(...bounds.params);
// gradient.addColorStop(0, '#333');
// gradient.addColorStop(1, '#222');
// ctx.fillStyle = gradient;
ctx.fillStyle = '#252f3d';
// ctx.globalAlpha = 0.9;
ctx.fillRect(...bounds.params);
// ctx.globalAlpha = 1;
}
draw = context => {
this.drawGradient(context);
// this.drawText(context);
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Canvas
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Canvas {
constructor({ canvas, entities = [], pointer }) {
// setup a canvas
this.canvas = canvas;
this.dpr = window.devicePixelRatio || 1;
this.ctx = canvas.getContext('2d');
this.ctx.scale(this.dpr, this.dpr);
// tick counter
this.tick = 0;
// entities to be drawn on the canvas
this.entities = entities;
// track mouse/touch movement
this.pointer = pointer || null;
// setup and run
this.setCanvasSize();
this.setupListeners();
this.render();
// demo pointer
this.pointer.addPointerModifier((pointer, tick) => {
const cx = window.innerWidth / 2 * this.dpr;
const cy = window.innerHeight / 2 * this.dpr;
// const dx = window.innerWidth / 3 * this.dpr;
const dy = window.innerHeight / 4 * this.dpr;
const offX = cx;
const offY = cy + Math.cos(-tick / 20) * dy;
pointer.lastPosition.moveTo(pointer.position.x, pointer.position.y);
pointer.position.moveTo(offX, offY);
});
}
setupListeners() {
window.addEventListener('resize', this.setCanvasSize);
}
setCanvasSize = () => {
const { innerWidth: w, innerHeight: h } = window;
const w2 = w * this.dpr;
const h2 = h * this.dpr;
this.canvas.width = w2;
this.canvas.height = h2;
this.canvas.style.width = w + 'px';
this.canvas.style.height = h + 'px';
this.bounds = new Bounds(0, 0, w2, h2);
};
addEntity = newEntity => {
this.entities = [...this.entities, newEntity];
return this.entities.length - 1;
};
removeEntity(deleteIndex) {
this.entities = this.entities.filter((el, i) => i !== deleteIndex);
return this.entities;
}
removeDead() {
this.entities = this.entities.filter(({ dead = false }) => !dead);
}
render = () => {
// Main loop
// Draw and Update items here.
this.entities.forEach(({ draw, update }) => {
draw(this);
update(this);
});
// update pointer for demos
this.pointer.update(this);
// Cleanup "dead" entities
this.removeDead();
++this.tick;
window.requestAnimationFrame(this.render);
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Cursor
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Cursor extends Entity {
constructor(radius) {
super();
this.radius = this.toValue(radius);
this.pi2 = Math.PI * 2;
this.lineWidth = this.toValue(2);
this.strokeStyle = '#7bc4a2';
}
draw = ({ ctx, pointer }) => {
ctx.strokeStyle = this.strokeStyle;
ctx.lineWidth = this.lineWidth;
ctx.beginPath();
ctx.arc(
pointer.position.x,
pointer.position.y,
this.radius,
0,
this.pi2,
true
);
ctx.closePath();
ctx.stroke();
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Pointer
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class Pointer {
constructor() {
this.dpr = window.devicePixelRatio || 1;
this.delta;
this.lastPosition = new Point(0, 0);
this.position = new Point(0, 0);
this.addListeners();
}
delta() {
return this.position.delta(this.lastPosition);
}
addListeners() {
['mousemove', 'touchmove'].forEach((event, touch) => {
window.addEventListener(
event,
e => {
// move previous point
const { x: px, y: py } = this.position;
// disable the demo modifier if it's been added
if (this.modifier) {
this.modifier = null;
}
if (touch) {
e.preventDefault();
const x = e.targetTouches[0].clientX * this.dpr;
const y = e.targetTouches[0].clientY * this.dpr;
this.position.moveTo(x, y);
this.lastPosition.moveTo(px, py);
} else {
const x = e.clientX * this.dpr;
const y = e.clientY * this.dpr;
this.position.moveTo(x, y);
this.lastPosition.moveTo(px, py);
}
},
false
);
});
}
addPointerModifier(modifier) {
this.modifier = modifier;
}
update = ({ tick }) => {
this.modifier && this.modifier(this, tick);
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// PolyWave
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
class PolyWave extends Entity {
constructor({ verts, color, elasticity, damping }) {
super();
this.verts = verts; // corners
this.color = color;
this.points = [];
this.resolution = 50;
this.elasticity = elasticity;
this.damping = damping;
this.constructPolyWave();
this.setAttractors();
}
constructPolyWave() {
for (let i = 0; i < this.verts.length; i++) {
const p1 = this.verts[i];
const p2 = this.verts[i + 1];
if (p1 && p2) {
const [dx, dy] = p2.point.delta(p1.point);
const distance = p2.point.distance(p1.point);
const amount = distance / this.resolution;
const pointAmt = Math.round(amount);
const offX = dx / pointAmt;
const offY = dy / pointAmt;
if (p1.isSpring) {
for (let k = 1; k <= pointAmt; k++) {
// debugger;
const x = p1.point.x + offX * k;
const y = p1.point.y + offY * k;
const point = new Spring({
x,
y,
elasticity: this.elasticity,
damping: this.damping,
isFixed: k === 0 || k === pointAmt,
});
this.points.push(point);
}
} else {
this.points.push(
new Spring({
x: p2.point.x,
y: p2.point.y,
isFixed: true,
})
);
}
}
}
}
setAttractors() {
this.points.forEach((p, i) => {
const isLast = i === this.points.length - 1;
const isFirst = i === 0;
if (isLast) {
const prevPoint = this.points[i - 1];
const nextPoint = this.points[0];
!p.isFixed && p.addAttractor(prevPoint);
!p.isFixed && p.addAttractor(nextPoint);
} else if (isFirst) {
const prevPoint = this.points[this.points.length - 1];
const nextPoint = this.points[i + 1];
!p.isFixed && p.addAttractor(prevPoint);
!p.isFixed && p.addAttractor(nextPoint);
} else {
const prevPoint = this.points[i - 1];
const nextPoint = this.points[i + 1];
!p.isFixed && p.addAttractor(prevPoint);
!p.isFixed && p.addAttractor(nextPoint);
}
});
}
draw = ({ ctx, bounds }) => {
ctx.beginPath();
this.points.forEach(point => {
ctx.lineTo(point.x, point.y);
});
ctx.closePath();
ctx.fillStyle = this.color;
ctx.lineWidth = this.toValue(2);
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
ctx.globalCompositeOperation = 'screen';
ctx.globalAlpha = 0.9;
ctx.fill();
ctx.globalAlpha = 1;
ctx.globalCompositeOperation = 'source-over';
};
update = context => {
this.points.forEach(point => point.update(context));
};
}
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡/
// Spring
//*‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡‡*/
// defaults and constants
const ELASTICITY = 0.05; // elastic force toward the origin
const DAMPING = 0.4;
const MASS = 10;
const ADJACENT_SPRING_CONSTANT = 0.12;
const DPR = window.devicePixelRatio || 1;
class Spring extends Point {
constructor({
x,
y,
isFixed,
mass = MASS,
elasticity = ELASTICITY,
damping = DAMPING,
}) {
super(x, y);
this.ox = x; // original origin x, never changes
this.oy = y; // original origin y, never changes
this.vx = 0; // velocity x
this.vy = 0; // velocity y
this.fx = 0; // force x
this.fy = 0; // force y
this.isFixed = isFixed; // indeicates whether this point can be moved
// spring constants
this.mass = mass;
this.elasticity = elasticity;
this.damping = damping;
}
applyForce(x, y) {
this.fx += x;
this.fy += y;
}
attractors = []; // just testing
addAttractor(point) {
this.attractors = [...this.attractors, point];
}
setAdjacentForces() {
// currently unused, was testing out an
this.attractors.forEach((point, i) => {
const { x, y } = point;
const force = { x: 0, y: 0 }; // prev point force
const { x: x1, y: y1 } = point;
const { x: x2, y: y2 } = this;
force.x = x1 - x2;
force.y = y1 - y2;
// apply adjacent forces to current spring
this.applyForce(force.x, force.y);
});
}
applyForceFromMouse(pointer) {
const { x, y } = pointer.position;
const distance = this.distance(pointer.position);
if (distance < MOUSE_RADIUS) {
const [dx, dy] = pointer.delta();
const power = (1 - distance / MOUSE_RADIUS) * MOUSE_STRENGTH;
this.applyForce(dx * power, dy * power);
}
}
setSpringForce() {
// force to origin, difference multiplied by elasticity constant
const fx = (this.ox - this.x) * this.elasticity;
const fy = (this.oy - this.y) * this.elasticity;
// sum forces
this.fx += fx;
this.fy += fy;
}
solveVelocity() {
if (this.fx === 0 && this.fy === 0) return;
// acceleration = force / mass;
const ax = this.fx / this.mass;
const ay = this.fy / this.mass;
// velocity, apply damping then ad acceleration
this.vx = this.damping * this.vx + ax;
this.vy = this.damping * this.vy + ay;
// add velocity to center and top/left
this.x += this.vx;
this.y += this.vy;
// reset any applied forces
this.fx = 0;
this.fy = 0;
}
update = ({ pointer }) => {
if (this.isFixed) return;
this.applyForceFromMouse(pointer);
this.setSpringForce();
this.setAdjacentForces();
this.solveVelocity();
};
draw = ({ ctx }) => {
// temporary, just to see what's happening
const { x, y } = this;
ctx.fillStyle = 'white';
ctx.lineWidth = 5;
ctx.fillRect(x - 2, y - 2, 4, 4);
// ctx.beginPath();
// ctx.arc(x, y, 4, 0, Math.PI * 2, true);
// ctx.closePath();
// ctx.stroke();
};
}
const MOUSE_STRENGTH = 1; // 0 - 1
const MOUSE_RADIUS = 200 * DPR;
const colors = [
'#d16060',
'#edb07b',
'#7bc4a2',
'#343a5b',
'#9b7bad',
'#a05065',
];
const center = new Point(
window.innerWidth / 2 * DPR,
window.innerHeight / 2 * DPR
);
const createWaves = amount =>
Array(amount)
.fill(null)
.map((_, i) => {
const size = 40 * (amount - i) * DPR;
const points = 6 + (amount - i);
const verts = [
{
point: new Point(0, window.innerHeight * DPR / 2),
isSpring: true,
},
{
point: new Point(
window.innerWidth * DPR,
window.innerHeight * DPR / 2
),
},
{
point: new Point(
window.innerWidth * DPR,
window.innerHeight * DPR
),
},
{
point: new Point(0, window.innerHeight * DPR),
},
];
const cdx = cycle(i, colors.length);
return new PolyWave({
verts: [...verts, verts[0]],
elasticity: getRandomFloat(0.1, 0.2),
damping: getRandomFloat(0.88, 0.90),
color: colors[cdx],
});
});
// Kick off
const canvas = new Canvas({
canvas: document.getElementById('canvas'),
pointer: new Pointer(),
entities: [new Background(), ...createWaves(4), new Cursor(10)],
});
Also see: Tab Triggers