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body {
margin: 0;
overflow: hidden;
background-color: #000;
}
canvas {
width: 100vw;
height: 100vh;
}
console.clear();
const size = { width: 800, height: 600 };
const ratio = size.width / size.height;
const app = new PIXI.Application({
width: size.width,
height: size.height,
backgroundColor: 0x1f1f33,
resolution: window.devicePixelRatio || 1
});
document.body.appendChild(app.view);
app.stage.hitArea = app.screen;
app.stage.interactive = true;
app.stage.on("click", onClick);
let fireReady = true;
// Click event
function onClick(event) {
// launch if we are ready
if (fireReady) {
launchRocket(event.data.global.x, event.data.global.y);
}
}
// Global utility functions
function fit(value, oldmin, oldmax, newmin, newmax) {
let num = value - oldmin;
return num * (newmax / (oldmax - oldmin)) + newmin;
}
function getRandomLightColor() {
return (
"0x" +
Math.floor(Math.random() * 222 + 33).toString(16) +
Math.floor(Math.random() * 222 + 33).toString(16) +
Math.floor(Math.random() * 222 + 33).toString(16)
);
}
// draw BG
const bgTexture = PIXI.Texture.from(
"https://i.postimg.cc/y8Z4LTmv/skyline.png"
);
const bg = new PIXI.Sprite(bgTexture);
app.stage.addChild(bg);
// resize
onResize();
// Graphics for the rocket
const graphics = new PIXI.Graphics();
graphics.beginFill(0xffff99);
graphics.drawCircle(0, 0, 3);
graphics.endFill();
const particleTexture = app.renderer.generateTexture(
graphics,
PIXI.SCALE_MODES.LINEAR,
window.devicePixelRatio
);
// It's now a Sprite so safe to dispose
graphics.destroy();
const width = window.innerWidth / 2;
const height = window.innerHeight / 2;
// Use GSAP's ticker instead
app.ticker.stop();
class Particle {
constructor(color, x, y, dx, dy) {
this.birth = Date.now();
this.color = color;
this.sprite = null;
this.exploded = false;
this.x = x;
this.y = y;
this.dx = dx;
this.dy = dy;
this.init();
}
init() {
const graphics = this.createGraphics(this.color);
const texture = this.createTexture(graphics);
graphics.destroy();
const sprite = this.createSprite(texture);
this.sprite = sprite;
return sprite;
}
createGraphics(color) {
const graphics = new PIXI.Graphics();
graphics.beginFill(color);
graphics.drawCircle(0, 0, 3);
graphics.endFill();
return graphics;
}
createTexture(graphics) {
const particleTexture = app.renderer.generateTexture(
graphics,
PIXI.SCALE_MODES.LINEAR,
window.devicePixelRatio
);
return particleTexture;
}
createSprite(texture) {
const sprite = new PIXI.Sprite(texture);
sprite.anchor.set(0.5);
sprite.x = this.x;
sprite.y = this.y;
sprite.scale.set(0.2, 1);
const blurFilter = new PIXI.filters.BlurFilter();
blurFilter.blur = 2;
sprite.filters = [blurFilter];
return sprite;
}
getSprite() {
return this.sprite;
}
}
// Create Particles
const particles = []; // sprite container
const particleContainer = new PIXI.ParticleContainer();
const trailEmitter = new PIXI.particles.Emitter(
particleContainer,
[PIXI.Texture.from("https://i.postimg.cc/hvKrzF9J/particle.png")],
{
alpha: {
start: 0.8,
end: 0.1
},
scale: {
start: 0.1,
end: 0.01,
minimumScaleMultiplier: 0.5
},
color: {
start: "#ec5204",
end: "#ffff00"
},
speed: {
start: 5,
end: 500,
minimumSpeedMultiplier: 1
},
acceleration: {
x: 0,
y: 500
},
maxSpeed: 0,
startRotation: {
min: 0,
max: 360
},
noRotation: true,
rotationSpeed: {
min: 0.5,
max: 1
},
lifetime: {
min: 0.5,
max: 1
},
blendMode: "screen",
frequency: 0.007,
emitterLifetime: -1,
maxParticles: 1000,
pos: {
x: 0,
y: 0
},
addAtBack: false,
spawnType: "point"
}
);
// CONSTANTS
const w = window.innerWidth;
const h = window.innerHeight;
const gravity = 0.5;
const damping = 0.99;
const dots = []; // the array of 3D fragments
const dotSprites = [];
// randomize the number of fragments
const dotsNum = fit(Math.random(), 0, 1, 80, 100); // the amount of fragments
const projCenterX = w / 2; // use horizontal center of canvas
const projCenterY = h / 2; // use vertical center of canvas
const perspScale = width * 0.8;
// The Rocket
function launchRocket(posX, posY) {
fireReady = false;
const dx = 0;
const dy = fit(Math.random(), 0, 1, -3, -5);
const color = getRandomLightColor();
const particle = new Particle(color, posX, posY, dx, dy);
const dot = particle.getSprite();
particles.push(particle);
app.stage.addChild(dot, particleContainer);
}
// The Exploded Fragments
class Dot {
constructor(color, birth) {
this.color = color;
this.birth = birth;
this.sprite = null;
this.alpha = 1;
// The initial extents of the explosion
this.globeRadius = fit(Math.random(), 0, 1, 5, 10);
// azimuth and altitude for laying out points
this.theta = Math.random() * 2 * Math.PI; // cover the full sphere
this.phi = Math.acos(Math.random() * 2 - 1); // half sphere
// the x,y,z coordinates
this.x = 0;
this.y = 0;
this.z = 0;
// initial size of the dot
this.radius = 1;
// velocity vectors same speed in all directions
this.dx = 0;
this.dy = 0;
this.dz = 0;
// offset (mouselclick) position
this.xPos = 0;
this.yPos = 0;
// the Screen coordinates
this.xScreen = 0;
this.yScreen = 0;
this.scaleScreen = 0;
}
// Initialize particle positions
init() {
this.x = this.globeRadius * Math.sin(this.phi) * Math.cos(this.theta);
this.y = this.globeRadius * Math.cos(this.phi);
this.z =
this.globeRadius * Math.sin(this.phi) * Math.sin(this.theta) +
this.globeRadius;
// the velocity vector can be the same as the point position since we expand radially
this.dx = this.x;
this.dy = this.y;
this.dz = this.z;
}
// calculates the screen coordinates from 3D space
project() {
// Project the 3D coordinates onto the 2D plane
this.scaleScreen = perspScale / (perspScale + this.z);
this.xScreen = this.x * this.scaleScreen + projCenterX;
this.yScreen = this.y * this.scaleScreen + projCenterY;
}
draw(xPos, yPos) {
this.xPos = xPos;
this.yPos = yPos;
this.init();
this.project();
// Create Graphics element
const graphics = new PIXI.Graphics();
graphics.beginFill(this.color);
graphics.drawCircle(0, 0, this.radius);
graphics.endFill();
// Turn it into a texture
const particleTexture = app.renderer.generateTexture(
graphics,
PIXI.SCALE_MODES.LINEAR,
window.devicePixelRatio
);
graphics.destroy();
// turn it into a sprite
const sprite = new PIXI.Sprite(particleTexture);
sprite.anchor.set(0.5);
sprite.x = this.xScreen + xPos - projCenterX;
sprite.y = this.yScreen + yPos - projCenterY;
// Apply some blur
//const blurFilter = new PIXI.filters.BlurFilter();
//blurFilter.blur = 1;
//sprite.filters = [blurFilter];
sprite.blendMode = PIXI.BLEND_MODES.SCREEN;
this.sprite = sprite;
return sprite;
}
update() {
// add gravity to vertical dimension
this.dy += gravity;
// advance coordinates along their vectors
const speed = fit(Math.random(), 0, 1, 0.1, 0.3);
this.x += this.dx * speed;
this.y += this.dy * speed;
this.z += this.dz * speed;
// add damping
this.x *= damping;
this.y *= damping;
this.z *= damping;
this.sprite.alpha -= 0.01;
this.project();
this.sprite.x = this.xScreen + this.xPos - projCenterX;
this.sprite.y = this.yScreen + this.yPos - projCenterY;
// remove particle if it is extinguished or older than 2 sec
if (this.sprite.alpha <= 0 || Date.now() - this.birth > 2000) {
spriteContainer.removeChild(this.sprite);
}
if (spriteContainer.children.length == 0) {
fireReady = true;
}
}
}
// The containter for the fragments
const spriteContainer = new PIXI.ParticleContainer();
app.stage.addChild(spriteContainer);
// Keep adding to same container
function createExplosion(xPos, yPos, color, birthTime) {
for (let i = 0; i < dotsNum; i++) {
dots.push(new Dot(color, birthTime));
}
dots.map((dot, index) => {
const sprite = dot.draw(xPos, yPos);
dotSprites.push(sprite);
spriteContainer.addChild(sprite);
});
//console.log(xPos, yPos, color);
}
// Use gsap's hearbeat
gsap.ticker.add((delta) => {
app.ticker.update();
const now = Date.now();
// launch rockets until explode
const dx = 1.5 * Math.sin(delta * 30);
particles.map((part, index) => {
const sprite = part.getSprite();
sprite.x += dx;
sprite.y += part.dy;
const elapsed = now - part.birth;
trailEmitter.updateOwnerPos(sprite.x, sprite.y);
trailEmitter.update(elapsed * 0.001);
if (elapsed > fit(Math.random(), 0, 1, 1000, 1500)) {
particles.splice(index, 1);
// store point of explosion
const point = { explodeX: sprite.x, explodeY: sprite.y };
//console.log(point);
app.stage.removeChild(sprite, particleContainer);
trailEmitter.cleanup();
createExplosion(point.explodeX, point.explodeY, part.color, Date.now());
}
});
});
gsap.ticker.add((time, deltaTime, frame) => {
dots.forEach((dot) => dot.update());
});
window.addEventListener("resize", onResize);
function onResize() {
if (window.innerWidth / window.innerHeight >= ratio) {
var w = window.innerHeight * ratio;
var h = window.innerHeight;
} else {
var w = window.innerWidth;
var h = window.innerWidth / ratio;
}
app.view.style.width = w + "px";
app.view.style.height = h + "px";
}
Also see: Tab Triggers