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<canvas id="canvas"></canvas>
<div class="copy">
<h1>Confetti Cannon</h1>
<p>click, drag & release</p>
</div>
.hud {
background: rgba(0, 0, 0, 0.3);
bottom: 0;
font-family: 'Lucida Console', Monaco, monospace;
font-size: 10px;
left: 0;
letter-spacing: 1px;
line-height: 1.6;
padding: 4px 8px;
pointer-events: none;
position: fixed;
user-select: none;
z-index: 5000;
}
body {
cursor: pointer;
user-select: none;
overflow: hidden;
}
#canvas {
background: linear-gradient(#9FF781, #F3F781);
}
.copy {
position: absolute;
top: 45%;
left: 0;
width: 100%;
text-align: center;
pointer-events: none;
font-family: 'Futura', 'Helvetica Neue', Helvetica;
color: #333;
h1 {
margin: 0;
color: white;
letter-spacing: 1px;
font-size: 7vmin;
font-weight: 700;
}
p {
margin: 0;
}
}
FPS(30 /* minimum acceptable fps */ ,
2 /* how many framedrops is too many */ ,
false /* true = trigger drops-limit more than once */ ,
true /* show fps info */ )
.on('drops-limit', function(numberOfDrops) {
console.log('~= Animation degradation triggered =~');
});
function FPS(framesThreshold, dropsThreshold, alwaysTrigger, showDebugBox) {
var self = {};
self.framesThreshold = framesThreshold || 30;
self.dropsThreshold = dropsThreshold || 2;
self.firstDropsTrigger = true;
toEmitter(self);
if (showDebugBox) {
$('body').append([
'<div class="hud">',
'FPS: <span id="framerate">0</span>; ',
'lowest FPS: <span id="lowest">null</span>; ',
'DROPS Below ', self.framesThreshold, 'FPS: <span id="drops">0</span>',
'</div>'
].join(''));
}
var $framerate = showDebugBox ? document.querySelector("#framerate") : {};
var $lowest = showDebugBox ? document.querySelector("#lowest") : {};
var $drops = showDebugBox ? document.querySelector("#drops") : {};
var prevTime = 0;
var frames = 0;
var ticker = TweenLite.ticker;
var lowestFrameRate = -1;
var numberOfDrops = 0;
ticker.addEventListener("tick", update);
return self;
function update() {
var current = ticker.time;
frames++;
if (current > prevTime + 1) {
var fps = Math.round(frames / (current - prevTime));
$framerate.textContent = fps;
prevTime = current;
frames = 0;
if (lowestFrameRate === -1) {
lowestFrameRate = fps;
$lowest.textContent = lowestFrameRate;
self.trigger('lowest-initialized', lowestFrameRate);
}
if (fps < lowestFrameRate) {
lowestFrameRate = fps;
console.info('lowest framerate: ' + lowestFrameRate);
$lowest.textContent = lowestFrameRate;
self.trigger('lowest-updated', lowestFrameRate);
}
if (fps < self.framesThreshold) {
numberOfDrops++;
$drops.textContent = numberOfDrops;
self.trigger('drops-updated', lowestFrameRate);
}
if ((alwaysTrigger || self.firstDropsTrigger) && numberOfDrops >= self.dropsThreshold) {
self.trigger('drops-limit', numberOfDrops);
self.firstDropsTrigger = false;
$drops.textContent = numberOfDrops;
}
}
}
}
function toEmitter(obj) {
obj.eventHash = {};
obj.trigger = function() {
var eventName = arguments[0];
var args = Array.prototype.slice.call(arguments, 1);
if (obj.eventHash[eventName])
obj.eventHash[eventName].forEach(function(handler) {
handler.apply(this, args);
});
}
obj.on = function(eventName, handler) {
(obj.eventHash[eventName]) ?
obj.eventHash[eventName].push(handler):
obj.eventHash[eventName] = [handler];
}
}
// utilities
function getLength(x0, y0, x1, y1) {
// returns the length of a line segment
const x = x1 - x0;
const y = y1 - y0;
return Math.sqrt(x * x + y * y);
}
function getDegAngle(x0, y0, x1, y1) {
const y = y1 - y0;
const x = x1 - x0;
return Math.atan2(y, x) * (180 / Math.PI);
}
// some constants
const DECAY = 4; // confetti decay in seconds
const SPREAD = 60; // degrees to spread from the angle of the cannon
const GRAVITY = 1200;
class ConfettiCannon {
constructor() {
// setup a canvas
this.canvas = document.getElementById('canvas');
this.dpr = window.devicePixelRatio || 1;
this.ctx = this.canvas.getContext('2d');
this.ctx.scale(this.dpr, this.dpr);
// add confetti here
this.confettiSpriteIds = [];
this.confettiSprites = {};
// vector line representing the firing angle
this.drawVector = false;
this.vector = [{
x: window.innerWidth,
y: window.innerHeight * 1.25,
}, {
x: window.innerWidth,
y: window.innerHeight * 2,
}];
this.pointer = {};
// bind methods
this.render = this.render.bind(this);
this.handleMousedown = this.handleMousedown.bind(this);
this.handleMouseup = this.handleMouseup.bind(this);
this.handleMousemove = this.handleMousemove.bind(this);
this.handleTouchstart = this.handleTouchstart.bind(this);
this.handleTouchmove = this.handleTouchmove.bind(this);
this.setCanvasSize = this.setCanvasSize.bind(this);
this.setupListeners();
this.setCanvasSize();
// fire off for a demo
this.timer = setTimeout(this.handleMouseup, 1000);
}
setupListeners() {
// Use TweenLite tick event for the render loop
TweenLite.ticker.addEventListener('tick', this.render);
// bind events
window.addEventListener('mousedown', this.handleMousedown);
window.addEventListener('mouseup', this.handleMouseup);
window.addEventListener('mousemove', this.handleMousemove);
window.addEventListener('touchstart', this.handleTouchstart);
window.addEventListener('touchend', this.handleMouseup);
window.addEventListener('touchmove', this.handleTouchmove);
window.addEventListener('resize', this.setCanvasSize);
}
setCanvasSize() {
this.canvas.width = window.innerWidth * this.dpr;
this.canvas.height = window.innerHeight * this.dpr;
this.canvas.style.width = window.innerWidth + 'px';
this.canvas.style.height = window.innerHeight + 'px';
}
handleMousedown(event) {
clearTimeout(this.timer);
const x = event.clientX * this.dpr;
const y = event.clientY * this.dpr;
this.vector[0] = {
x,
y,
};
this.drawVector = true;
}
handleTouchstart(event) {
clearTimeout(this.timer);
event.preventDefault();
const x = event.touches[0].clientX * this.dpr;
const y = event.touches[0].clientY * this.dpr;
this.vector[0] = {
x,
y,
};
this.drawVector = true;
}
handleMouseup(event) {
this.drawVector = false;
const x0 = this.vector[0].x;
const y0 = this.vector[0].y;
const x1 = this.vector[1].x;
const y1 = this.vector[1].y;
const length = getLength(x0, y0, x1, y1);
const angle = getDegAngle(x0, y0, x1, y1) + 180;
// const particles = length / 5 + 5;
const particles = length * 2 + 50;
const velocity = length * 10;
this.addConfettiParticles(particles, angle, velocity, x0, y0);
}
handleMousemove(event) {
const x = event.clientX * this.dpr;
const y = event.clientY * this.dpr;
this.vector[1] = {
x,
y,
};
this.pointer = this.vector[1];
}
handleTouchmove(event) {
event.preventDefault();
const x = event.changedTouches[0].clientX * this.dpr;
const y = event.changedTouches[0].clientY * this.dpr;
this.vector[1] = {
x,
y,
};
this.pointer = this.vector[1];
}
drawVectorLine() {
this.ctx.strokeStyle = 'pink';
this.ctx.lineWidth = 2 * this.dpr;
const x0 = this.vector[0].x;
const y0 = this.vector[0].y;
const x1 = this.vector[1].x;
const y1 = this.vector[1].y;
this.ctx.beginPath();
this.ctx.moveTo(x0, y0);
this.ctx.lineTo(x1, y1);
this.ctx.stroke();
}
addConfettiParticles(amount, angle, velocity, x, y) {
let i = 0;
while (i < amount) {
// sprite
const r = _.random(4, 6) * this.dpr;
const d = _.random(15, 25) * this.dpr;
const cr = _.random(30, 255);
const cg = _.random(30, 230);
const cb = _.random(30, 230);
const color = `rgb(${cr}, ${cg}, ${cb})`;
const tilt = _.random(10, -10);
const tiltAngleIncremental = _.random(0.07, 0.05);
const tiltAngle = 0;
const id = _.uniqueId();
const sprite = {
[id]: {
angle,
velocity,
x,
y,
r,
d,
color,
tilt,
tiltAngleIncremental,
tiltAngle,
},
};
Object.assign(this.confettiSprites, sprite);
this.confettiSpriteIds.push(id);
this.tweenConfettiParticle(id);
i++;
}
}
tweenConfettiParticle(id) {
const minAngle = this.confettiSprites[id].angle - SPREAD / 2;
const maxAngle = this.confettiSprites[id].angle + SPREAD / 2;
const minVelocity = this.confettiSprites[id].velocity / 4;
const maxVelocity = this.confettiSprites[id].velocity;
// Physics Props
const velocity = _.random(minVelocity, maxVelocity);
const angle = _.random(minAngle, maxAngle);
const gravity = GRAVITY;
const friction = _.random(0.1, 0.25);
const d = 0;
TweenLite.to(this.confettiSprites[id], DECAY, {
physics2D: {
velocity,
angle,
gravity,
friction,
},
d,
ease: Power4.easeIn,
onComplete: () => {
// remove confetti sprite and id
_.pull(this.confettiSpriteIds, id);
delete this.confettiSprites[id];
},
});
}
updateConfettiParticle(id) {
const sprite = this.confettiSprites[id];
const tiltAngle = 0.0005 * sprite.d;
sprite.angle += 0.01;
sprite.tiltAngle += tiltAngle;
sprite.tiltAngle += sprite.tiltAngleIncremental;
sprite.tilt = (Math.sin(sprite.tiltAngle - (sprite.r / 2))) * sprite.r * 2;
sprite.y += Math.sin(sprite.angle + sprite.r / 2) * 2;
sprite.x += Math.cos(sprite.angle) / 2;
}
drawConfetti() {
this.confettiSpriteIds.map(id => {
const sprite = this.confettiSprites[id];
this.ctx.beginPath();
this.ctx.lineWidth = sprite.d / 2;
this.ctx.strokeStyle = sprite.color;
this.ctx.moveTo(sprite.x + sprite.tilt + sprite.r, sprite.y);
this.ctx.lineTo(sprite.x + sprite.tilt, sprite.y + sprite.tilt + sprite.r);
this.ctx.stroke();
this.updateConfettiParticle(id);
});
}
drawPointer() {
const centerX = this.pointer.x;
const centerY = this.pointer.y;
const radius = 15 * this.dpr;
this.ctx.beginPath();
this.ctx.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
this.ctx.fillStyle = 'transparent';
this.ctx.fill();
this.ctx.lineWidth = 2 * this.dpr;
this.ctx.strokeStyle = '#ffffff';
this.ctx.stroke();
}
drawPower() {
const x0 = this.vector[0].x;
const y0 = this.vector[0].y;
const x1 = this.vector[1].x;
const y1 = this.vector[1].y;
const length = getLength(x0, y0, x1, y1);
const centerX = x0;
const centerY = y0;
const radius = 1 * this.dpr * length / 20;
this.ctx.beginPath();
this.ctx.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
this.ctx.fillStyle = 'transparent';
this.ctx.fill();
this.ctx.lineWidth = 2 * this.dpr;
this.ctx.strokeStyle = '#333333';
this.ctx.stroke();
}
render() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
this.ctx.globalCompositeOperation = "luminosity"
// only draw the vector when the drawVector flag is on
this.drawVector && this.drawVectorLine();
this.drawVector && this.drawPower();
this.drawPointer();
this.drawConfetti();
}
}
const confetti = new ConfettiCannon();
Also see: Tab Triggers