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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HTML Settings

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.

            
              <canvas id="scene"></canvas>
            
          
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              body {
  margin: 0;
  overflow: hidden;
}
canvas {
  width:100vw;
  height:100vh;
}
            
          
!
            
              console.clear();

// Get the canvas element from the DOM
const canvas = document.getElementById('scene');
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
// Store the 2D context
const ctx = canvas.getContext('2d');

if (window.devicePixelRatio > 1) {
  canvas.width = canvas.clientWidth * 2;
  canvas.height = canvas.clientHeight * 2;
  ctx.scale(2, 2);
}

function getTexture(emoji) {
  const tempCanvas = document.createElement("canvas");
  const tempCtx = tempCanvas.getContext("2d");
  tempCanvas.width = 60;
  tempCanvas.height = 60;
  tempCtx.textAlign = 'center';
  tempCtx.textBaseline = 'middle';
  tempCtx.font = '54px serif';
  tempCtx.fillText(emoji, 30, 35);
  return tempCanvas;
}
const textures = [getTexture('🦊'), getTexture('🦓'), getTexture('🐹'), getTexture('🐨')];

/* ====================== */
/* ====== VARIABLES ===== */
/* ====================== */
let width = canvas.offsetWidth; // Width of the canvas
let height = canvas.offsetHeight; // Height of the canvas
const dots = []; // Every dots in an array

/* ====================== */
/* ====== CONSTANTS ===== */
/* ====================== */
/* Some of those constants may change if the user resizes their screen but I still strongly believe they belong to the Constants part of the variables */
let DOTS_AMOUNT = Math.min(width, height); // Amount of dots on the screen
const DOT_RADIUS = 20; // Radius of the dots
let PROJECTION_CENTER_X = width / 2; // X center of the canvas HTML
let PROJECTION_CENTER_Y = height / 2; // Y center of the canvas HTML
let PERSPECTIVE = width * 0.8;
let GLOBE_RADIUS = Math.min(width, height) * 0.4;

class Dot {
  constructor() {
    this.theta = Math.random() * 2 * Math.PI; // Random value between [0, 2Pi]
    this.phi = Math.acos((Math.random() * 2) - 1); // Random value between [0, Pi]
    
    this.texture = textures[Math.floor(Math.random() * textures.length)];
    
    // Calculate the [x, y, z] coordinates of the dot along the globe
    this.x = 0;
    this.y = 0;
    this.z = 0;
    
    this.radius = Math.random() * (GLOBE_RADIUS * 0.2) + (GLOBE_RADIUS * 0.8);
    
    this.xProjected = 0;
    this.yProjected = 0;
    this.scaleProjected = 0;
    
    TweenMax.to(this, 40, {
      theta: this.theta + Math.PI * 2,
      repeat: -1,
      ease: Power0.easeNone
    });
  }
  // Do some math to project the 3D position into the 2D canvas
  project() {
    this.x = this.radius * Math.sin(this.phi) * Math.cos(this.theta);
    this.y = this.radius * Math.cos(this.phi);
    this.z = this.radius * Math.sin(this.phi) * Math.sin(this.theta) + this.radius;
    
    this.scaleProjected = PERSPECTIVE / (PERSPECTIVE + this.z);
    this.xProjected = (this.x * this.scaleProjected) + PROJECTION_CENTER_X;
    this.yProjected = (this.y * this.scaleProjected) + PROJECTION_CENTER_Y;
  }
  // Draw the dot on the canvas
  draw() {
    ctx.drawImage(this.texture, this.xProjected - DOT_RADIUS, this.yProjected - DOT_RADIUS, DOT_RADIUS * 2 * this.scaleProjected, DOT_RADIUS * 2 * this.scaleProjected)
  }
}

function createDots() {
  // Empty the array of dots
  dots.length = 0;
  
  // Create a new dot based on the amount needed
  for (let i = 0; i < DOTS_AMOUNT; i++) {
    // Create a new dot and push it into the array
    dots.push(new Dot());
  }
}

/* ====================== */
/* ======== RENDER ====== */
/* ====================== */
function render() {
  // Clear the scene
  ctx.clearRect(0, 0, width, height);
  
  // Loop through the dots array and project every dot
  for (var i = 0; i < dots.length; i++) {
    dots[i].project();
  }
  
  // Sort dots array based on their projected size
  dots.sort((dot1, dot2) => {
    return dot1.scaleProjected - dot2.scaleProjected;
  });
  
  // Loop through the dots array and draw every dot
  for (var i = 0; i < dots.length; i++) {
    dots[i].draw();
  }
  
  window.requestAnimationFrame(render);
}


// Function called after the user resized its screen
function afterResize () {
  width = canvas.offsetWidth;
  height = canvas.offsetHeight;
  if (window.devicePixelRatio > 1) {
    canvas.width = canvas.clientWidth * 2;
    canvas.height = canvas.clientHeight * 2;
    ctx.scale(2, 2);
  } else {
    canvas.width = width;
    canvas.height = height;
  }
  PROJECTION_CENTER_X = width / 2;
  PROJECTION_CENTER_Y = height / 2;
  PERSPECTIVE = width * 0.8;
  GLOBE_RADIUS = Math.min(width, height) * 0.4;
  DOTS_AMOUNT = Math.min(width, height);
  
  createDots(); // Reset all dots
}

// Variable used to store a timeout when user resized its screen
let resizeTimeout;
// Function called right after user resized its screen
function onResize () {
  // Clear the timeout variable
  resizeTimeout = window.clearTimeout(resizeTimeout);
  // Store a new timeout to avoid calling afterResize for every resize event
  resizeTimeout = window.setTimeout(afterResize, 500);
}
window.addEventListener('resize', onResize);

// Populate the dots array with random dots
createDots();

// Render the scene
window.requestAnimationFrame(render);
            
          
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