bingo/fireworks.js

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JavaScript
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window.requestAnimFrame = (function () {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function (callback) {
window.setTimeout(callback, 1000 / 60);
};
})();
var canvas = null,
ctx = null,
cw = window.innerWidth,
ch = window.innerHeight,
fireworksLimit = 10,
fireworksShown = 0,
fireworks = [],
particles = [],
hue = 120,
timerTotal = 25,
timerTick = 0,
animationEnd = true;
function random(min, max) {
return Math.random() * (max - min) + min;
}
/* To sprawdzic... */
function calculateDistance(p1x, p1y, p2x, p2y) {
var xDistance = p1x - p2x,
yDistance = p1y - p2y;
return Math.sqrt(Math.pow(xDistance, 2) + Math.pow(yDistance, 2));
}
function Firework(sx, sy, tx, ty) {
this.x = sx;
this.y = sy;
this.sx = sx;
this.sy = sy;
this.tx = tx;
this.ty = ty;
this.distanceToTarget = calculateDistance(sx, sy, tx, ty);
this.distanceTraveled = 0;
this.coordinates = [];
this.coordinateCount = 3;
while (this.coordinateCount--) {
this.coordinates.push([this.x, this.y]);
}
this.angle = Math.atan2(ty - sy, tx - sx);
this.speed = 2;
this.acceleration = 1.05;
this.brightness = random(50, 70);
this.targetRadius = 1;
}
Firework.prototype.update = function (index) {
this.coordinates.pop();
this.coordinates.unshift([this.x, this.y]);
if (this.targetRadius < 8) {
this.targetRadius += 0.3;
} else {
this.targetRadius = 1;
}
// speed up the firework
this.speed *= this.acceleration;
// get the current velocities based on angle and speed
var vx = Math.cos(this.angle) * this.speed,
vy = Math.sin(this.angle) * this.speed;
// how far will the firework have traveled with velocities applied?
this.distanceTraveled = calculateDistance(this.sx, this.sy, this.x + vx, this.y + vy);
if (this.distanceTraveled >= this.distanceToTarget) {
createParticles(this.tx, this.ty);
// remove the firework, use the index passed into the update function to determine which to remove
fireworks.splice(index, 1);
} else {
// target not reached, keep traveling
this.x += vx;
this.y += vy;
}
}
// draw firework
Firework.prototype.draw = function () {
ctx.beginPath();
// move to the last tracked coordinate in the set, then draw a line to the current x and y
ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][1]);
ctx.lineTo(this.x, this.y);
ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
ctx.stroke();
}
function Particle(x, y) {
this.x = x;
this.y = y;
// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
this.coordinates = [];
this.coordinateCount = 5;
while (this.coordinateCount--) {
this.coordinates.push([this.x, this.y]);
}
// set a random angle in all possible directions, in radians
this.angle = random(0, Math.PI * 2);
this.speed = random(1, 10);
// friction will slow the particle down
this.friction = 0.98;
// gravity will be applied and pull the particle down
this.gravity = 1;
// set the hue to a random number +-50 of the overall hue variable
this.hue = random(hue - 50, hue + 50);
this.brightness = random(50, 80);
this.alpha = 1;
// set how fast the particle fades out
this.decay = random(0.015, 0.03);
}
// update particle
Particle.prototype.update = function (index) {
// remove last item in coordinates array
this.coordinates.pop();
// add current coordinates to the start of the array
this.coordinates.unshift([this.x, this.y]);
// slow down the particle
this.speed *= this.friction;
// apply velocity
this.x += Math.cos(this.angle) * this.speed;
this.y += Math.sin(this.angle) * this.speed + this.gravity;
// fade out the particle
this.alpha -= this.decay;
// remove the particle once the alpha is low enough, based on the passed in index
if (this.alpha <= this.decay) {
particles.splice(index, 1);
}
if (particles.length === 0) {
if (fireworksShown === fireworksLimit) {
animationEnd = true;
}
}
}
// draw particle
Particle.prototype.draw = function () {
ctx.beginPath();
// move to the last tracked coordinates in the set, then draw a line to the current x and y
ctx.moveTo(this.coordinates[this.coordinates.length - 1][0], this.coordinates[this.coordinates.length - 1][1]);
ctx.lineTo(this.x, this.y);
ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
ctx.stroke();
}
// create particle group/explosion
function createParticles(x, y) {
// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
var particleCount = 500;
while (particleCount--) {
particles.push(new Particle(x, y));
}
}
function loop() {
if (animationEnd === true) {
animationFinish();
return true;
}
requestAnimationFrame(loop);
hue = random(0, 360);
ctx.globalCompositeOperation = 'destination-out';
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(0, 0, cw, ch);
ctx.globalCompositeOperation = 'lighter';
var i = fireworks.length;
while (i--) {
fireworks[i].draw();
fireworks[i].update(i);
}
var i = particles.length;
while (i--) {
particles[i].draw();
particles[i].update(i);
}
if (timerTick >= timerTotal) {
// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
if (fireworksShown < fireworksLimit) {
fireworks.push(new Firework(cw / 2, ch, random(0, cw), random(0, ch / 2)));
fireworksShown++;
timerTick = 0;
}
} else {
timerTick++;
}
}
//window.onload = loop;
window.fireworks.start = function () {
/* Prevent multiple animations */
if (animationEnd === false) {
return false;
}
fireworksShown = 0;
animationEnd = false;
canvas = document.createElement('canvas');
document.body.appendChild(canvas);
ctx = canvas.getContext('2d');
canvas.style.zIndex = 100;
canvas.style.top = 0;
canvas.style.left = 0;
canvas.style.position = 'fixed';
canvas.width = cw;
canvas.height = ch;
//canvas.style.background = "rgba(0,0,0,0.7)";
loop();
//setTimeout(function(){animationEnd = true;}, 4500);
}
animationFinish = function () {
document.body.removeChild(canvas);
};