initial commit

This commit is contained in:
Fred 2017-04-26 22:37:14 +02:00
commit 6fa3e11033
10 changed files with 957 additions and 0 deletions

2
README.md Normal file
View File

@ -0,0 +1,2 @@
# Background Animations
HTML animations using JavaScript and Canvas

9
afkscreen2/index.html Normal file
View File

@ -0,0 +1,9 @@
<html>
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="./scripts/bg.js"> </script>
</head>
<body>
<canvas class="bgmaster" id="bg" name="bg" style="z-index=-5;"></canvas>
</body>
</html>

57
afkscreen2/scripts/bg.js Normal file
View File

@ -0,0 +1,57 @@
var canvas;
var ctx;
var starPool = new Array();
var stop = false;
$(function() {
canvas=document.getElementById("bg");
ctx = canvas.getContext("2d");
canvas.width = $(document).width()-20;
canvas.height = $(document).height()-20;
//starPool[0] = new sparkle(120, 100, false, 0.4);
//initiate();
//main();
//star(ctx,100,100,40,5,0.5);
});
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();
function initiate(){
}
function main(){
ctx.clearRect(0, 0, $(document).width()-20, $(document).height()-20);
callframe();
if(stop==true){
console.log("ended");
}else{
requestAnimFrame(main);
}
}
function callframe(){
//animation goes here...
}
function background(){
ctx.fillStyle="green";
ctx.fillRect(0,canvas.height/5*3,canvas.width,canvas.height/5*2);
}

14
hex/index.html Normal file
View File

@ -0,0 +1,14 @@
<html>
<head>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<link rel="stylesheet" href="./styles/style.css">
<script src="./scripts/perlin.js"></script>
<script src="./scripts/bg.js"></script>
<!--<script src="./scripts/patterns/centerhex.js"></script> -->
<!-- -->
</head>
<body>
<canvas class="bgmaster" id="bg" name="bg" style="z-index=-5;"></canvas>
</body>
</html>

344
hex/scripts/bg.js Normal file
View File

@ -0,0 +1,344 @@
/* global noise */
/*
TODO
set opacity in RGB instead of SubTile
*/
var canvas;
var ctx;
var stop = false;
var PartType = {
UP: 0,
RIGHT: 1,
DOWN: 2,
LEFT: 3,
EMPTY: 4,
FULL: 5
};
var a = 0;
var tiles = [];
var animspeed = 100;
var animstep = 0;
var step = 0;
var steps = [];
$(function() {
a = Math.sqrt(Math.pow(document.body.clientWidth /19, 2)/3);
canvas=document.getElementById("bg");
ctx = canvas.getContext("2d");
canvas.width = document.body.clientWidth;
canvas.height = document.body.clientHeight - Math.floor(document.body.clientHeight%a) ;
ctx.width = document.body.clientWidth ; // - document.body.clientWidth%19;
ctx.height = document.body.clientHeight - (document.body.clientHeight%a) ;
//ctx.fillStyle = "rgba(21, 21, 21, 100)";
ctx.fillStyle = '#00f';
//drawHexRect(ctx, 100, 10, 10);
//var t = new Tile(100, 50, 50, ctx);
//t.full();
//t.draw();
$('#bg').css('top', ((document.body.clientHeight%a)/2)); // - document.body.clientHeight%a;
console.log(ctx.height + " " + a);
console.log(Math.floor(canvas.height/a));
for(var x = 0; x<19; x++){
tiles[x] = [];
for(var y = 0; y<Math.floor(canvas.height/a); y++){
tiles[x][y] = new Tile((ctx.width/19)*x, a*y, (ctx.width/19));
//tiles[k][i].draw();
}
}
console.log(ctx.height + " " + ctx.width + " " + canvas.height + " " + canvas.width + " " + window.innerWidth);
main();
});
var noiseStep = 10;
var noiseStepIndex = 0;
function hsvToRgb(h, s, v) {
var r, g, b;
var i = Math.floor(h * 6);
var f = h * 6 - i;
var p = v * (1 - s);
var q = v * (1 - f * s);
var t = v * (1 - (1 - f) * s);
switch (i % 6) {
case 0: r = v, g = t, b = p; break;
case 1: r = q, g = v, b = p; break;
case 2: r = p, g = v, b = t; break;
case 3: r = p, g = q, b = v; break;
case 4: r = t, g = p, b = v; break;
case 5: r = v, g = p, b = q; break;
}
return new RGB(r * 255, g * 255, b * 255 );
}
var perlinTime = 0;
var perlinResolution = 0.1 ;
noise.seed(Math.random());
function updateNoise(){
var noiseWidth = (tiles.length*2);
var noiseHeight = (tiles[0].length*2);
var noiseMap = new Array(noiseWidth);
for(var x=0;x<(noiseWidth);x++) {
noiseMap[x] = new Array(noiseHeight);
for(var y=0;y<(noiseHeight);y++) {
var color = 0.4 + (Math.abs(((noise.perlin3(x/noiseWidth/perlinResolution , y/noiseHeight/perlinResolution , perlinTime/2 ) ) ) )) * 0.5 ;
noiseMap[x][y] = hsvToRgb( color , 0.8 , 0.8 );
}
}
for(var x=0;x<tiles.length;x++){
for(var y=0;y<tiles[0].length;y++){
tiles[x][y].up.color = noiseMap[2*x][2*y].mix(noiseMap[(2*x)+1][2*y]);
tiles[x][y].left.color = noiseMap[2*x][2*y].mix(noiseMap[(2*x)][(2*y)+1]);
tiles[x][y].right.color = noiseMap[(2*x)+1][2*y].mix(noiseMap[(2*x)+1][(2*y)+1]);
tiles[x][y].down.color = noiseMap[2*x][(2*y)+1].mix(noiseMap[(2*x)+1][(2*y)+1]);
}
}
perlinTime += 0.01;
}
function main(){
updateNoise();
//if(animstep == animspeed){
// if(step<steps.length){
// steps[step]();
// step++;
// }else{
// step = 0;
// steps[step]();
// }
// animstep = 0;
//}else{
// animstep++;
//}
ctx.clearRect(0, 0, canvas.width, canvas.height);
for(var k = 0; k<Math.floor(canvas.height/a); k++){
for(var i = 0; i<19; i++){
//tiles[k][i] = new Tile((ctx.width/19), (ctx.width/19)*i, a*k, ctx);
tiles[i][k].draw();
}
}
if(stop==true){
console.log("ended");
}else{
requestAnimFrame(main);
}
}
var Vector2 = function(x, y){
this.x = x;
this.y = y;
}
var RGB = function(r, g, b){
var self = this;
this.r = r;
this.g = g;
this.b = b;
this.mix = function(other){
return new RGB((this.r+other.r)/2, (this.g+other.g)/2, (this.b+other.b)/2);
}
}
var TileChange = function(x, y, tileType, newColor){
var self = this;
this.x = x;
this.y = y;
this.tileType = tileType;
this.newColor = newColor;
}
var AnimationStep = function(animation, length){
var self = this;
this.animation = animation;
this.length = length || animation.interval;
this.tileChanges = new Array();
this.play = function() {
this.newTiles.forEach(function(tileChange){
tiles[tileChange.x][tileChange].subTiles[tileChange.tileType].color = tileChange.color;
});
}
this.addTileChange = function(tileChange){
this.tileChanges.push(tileChange);
}
}
var Animation = function(repeat, interval){
var self = this;
this.steps = new Array();
this.interval = interval || 100;
this.repeat = repeat || false;
this.addStep = function(animationStep){
this.steps.push(animationStep);
}
this.play = function(){
var stepIndex = 0;
setInterval(function(){
if(this.stepIndex < this.steps.length){
this.step[++stepIndex].play();
}
else {
if(this.repeat){
self.play();
}
}
}, this.interval);
}
}
var SubTile = function(tile, type, color, opacity){
var self = this;
this.color = color || new RGB(0, 0, 0);
this.opacity = opacity || 1;
this.tile = parent;
this.getVertices = null;
}
var SubTileUp = function(tile, color, opacity) {
SubTile.call(this, tile, PartType.UP, color, opacity);
this.getVertices = function(startX, startY, width){
var r = new Array(3);
r[0] = new Vector2(startX, startY);
r[1] = new Vector2(startX+width, startY);
r[2] = new Vector2(startX+(width/2), startY+(this.tile.a/2));
return r;
}
}
var SubTileDown = function(tile, color, opacity) {
SubTile.call(this, tile, PartType.DOWN, color, opacity);
this.getVertices = function(startX, startY, width){
var r = new Array(3);
r[0] = new Vector2(startX+width, startY+this.tile.a);
r[1] = new Vector2(startX, startY+this.tile.a);
r[2] = new Vector2(startX+(width/2), startY+(this.tile.a/2));
return r;
}
}
var SubTileRight = function(tile, color, opacity) {
SubTile.call(this, tile, PartType.RIGHT, color, opacity);
this.getVertices = function(startX, startY, width){
var r = new Array(3);
r[0] = new Vector2(startX+width, startY);
r[1] = new Vector2(startX+width, startY+this.tile.a);
r[2] = new Vector2(startX+(width/2), startY+(this.tile.a/2));
return r;
}
}
var SubTileLeft = function(type, color, opacity) {
SubTile.call(this, type, PartType.LEFT, color, opacity);
this.getVertices = function(startX, startY, width){
var r = new Array(3);
r[0] = new Vector2(startX, startY+this.tile.a);
r[1] = new Vector2(startX, startY);
r[2] = new Vector2(startX+(width/2), startY+(this.tile.a/2));
return r;
}
}
var Tile = function(startX, startY, width){
this.up = new SubTileUp(this);
this.down = new SubTileDown(this);
this.left = new SubTileLeft(this);
this.right = new SubTileRight(this);
this.subTiles = [this.up, this.right, this.down, this.left];
this.width = width;
this.startX = startX;
this.startY = startY;
this.a = Math.sqrt(Math.pow(width, 2)/3);
this.draw = function(){
for(var n=0;n<4;n++){
var currentSubTile = this.subTiles[n];
var vertices = currentSubTile.getVertices(this.startX, this.startY, this.width);
ctx.beginPath();
ctx.moveTo(vertices[0].x, vertices[0].y );
ctx.lineTo(vertices[1].x, vertices[1].y );
ctx.lineTo(vertices[2].x, vertices[2].y );
ctx.lineTo(vertices[0].x, vertices[0].y );
ctx.closePath();
ctx.fillStyle = "rgba( "+Math.floor(currentSubTile.color.r)+", "+Math.floor(currentSubTile.color.g)+", "+Math.floor(currentSubTile.color.b)+", "+ currentSubTile.opacity+")";
ctx.fill();
ctx.strokeStyle = "#ffffff";
ctx.lineWidth = 0.5;
ctx.stroke();
}
}
}
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 60);
};
})();

View File

@ -0,0 +1,8 @@
$(function() {
animspeed = 50;
//steps[0] = function(){ setTile(tiles, 0, 0, tilepart.up); setTile(tiles, -1, -1, tilepart.left);};
steps[0] = function(){ setTile(tiles, 0, 0, tilepart.full);};
steps[1] = function(){ setTile(tiles, 0, -1, tilepart.down); setTile(tiles, 0, 1, tilepart.up);};
steps[2] = function(){ clearTiles(tiles); };
main();
});

310
hex/scripts/perlin.js Normal file
View File

@ -0,0 +1,310 @@
/*
* A speed-improved perlin and simplex noise algorithms for 2D.
*
* Based on example code by Stefan Gustavson (stegu@itn.liu.se).
* Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
* Better rank ordering method by Stefan Gustavson in 2012.
* Converted to Javascript by Joseph Gentle.
*
* Version 2012-03-09
*
* This code was placed in the public domain by its original author,
* Stefan Gustavson. You may use it as you see fit, but
* attribution is appreciated.
*
*/
(function(global){
var module = global.noise = {};
function Grad(x, y, z) {
this.x = x; this.y = y; this.z = z;
}
Grad.prototype.dot2 = function(x, y) {
return this.x*x + this.y*y;
};
Grad.prototype.dot3 = function(x, y, z) {
return this.x*x + this.y*y + this.z*z;
};
var grad3 = [new Grad(1,1,0),new Grad(-1,1,0),new Grad(1,-1,0),new Grad(-1,-1,0),
new Grad(1,0,1),new Grad(-1,0,1),new Grad(1,0,-1),new Grad(-1,0,-1),
new Grad(0,1,1),new Grad(0,-1,1),new Grad(0,1,-1),new Grad(0,-1,-1)];
var p = [151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180];
// To remove the need for index wrapping, double the permutation table length
var perm = new Array(512);
var gradP = new Array(512);
// This isn't a very good seeding function, but it works ok. It supports 2^16
// different seed values. Write something better if you need more seeds.
module.seed = function(seed) {
if(seed > 0 && seed < 1) {
// Scale the seed out
seed *= 65536;
}
seed = Math.floor(seed);
if(seed < 256) {
seed |= seed << 8;
}
for(var i = 0; i < 256; i++) {
var v;
if (i & 1) {
v = p[i] ^ (seed & 255);
} else {
v = p[i] ^ ((seed>>8) & 255);
}
perm[i] = perm[i + 256] = v;
gradP[i] = gradP[i + 256] = grad3[v % 12];
}
};
module.seed(0);
/*
for(var i=0; i<256; i++) {
perm[i] = perm[i + 256] = p[i];
gradP[i] = gradP[i + 256] = grad3[perm[i] % 12];
}*/
// Skewing and unskewing factors for 2, 3, and 4 dimensions
var F2 = 0.5*(Math.sqrt(3)-1);
var G2 = (3-Math.sqrt(3))/6;
var F3 = 1/3;
var G3 = 1/6;
// 2D simplex noise
module.simplex2 = function(xin, yin) {
var n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
var s = (xin+yin)*F2; // Hairy factor for 2D
var i = Math.floor(xin+s);
var j = Math.floor(yin+s);
var t = (i+j)*G2;
var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
var y0 = yin-j+t;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if(x0>y0) { // lower triangle, XY order: (0,0)->(1,0)->(1,1)
i1=1; j1=0;
} else { // upper triangle, YX order: (0,0)->(0,1)->(1,1)
i1=0; j1=1;
}
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
var y1 = y0 - j1 + G2;
var x2 = x0 - 1 + 2 * G2; // Offsets for last corner in (x,y) unskewed coords
var y2 = y0 - 1 + 2 * G2;
// Work out the hashed gradient indices of the three simplex corners
i &= 255;
j &= 255;
var gi0 = gradP[i+perm[j]];
var gi1 = gradP[i+i1+perm[j+j1]];
var gi2 = gradP[i+1+perm[j+1]];
// Calculate the contribution from the three corners
var t0 = 0.5 - x0*x0-y0*y0;
if(t0<0) {
n0 = 0;
} else {
t0 *= t0;
n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
}
var t1 = 0.5 - x1*x1-y1*y1;
if(t1<0) {
n1 = 0;
} else {
t1 *= t1;
n1 = t1 * t1 * gi1.dot2(x1, y1);
}
var t2 = 0.5 - x2*x2-y2*y2;
if(t2<0) {
n2 = 0;
} else {
t2 *= t2;
n2 = t2 * t2 * gi2.dot2(x2, y2);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 70 * (n0 + n1 + n2);
};
// 3D simplex noise
module.simplex3 = function(xin, yin, zin) {
var n0, n1, n2, n3; // Noise contributions from the four corners
// Skew the input space to determine which simplex cell we're in
var s = (xin+yin+zin)*F3; // Hairy factor for 2D
var i = Math.floor(xin+s);
var j = Math.floor(yin+s);
var k = Math.floor(zin+s);
var t = (i+j+k)*G3;
var x0 = xin-i+t; // The x,y distances from the cell origin, unskewed.
var y0 = yin-j+t;
var z0 = zin-k+t;
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
if(x0 >= y0) {
if(y0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
else if(x0 >= z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
} else {
if(y0 < z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
else if(x0 < z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
var x1 = x0 - i1 + G3; // Offsets for second corner
var y1 = y0 - j1 + G3;
var z1 = z0 - k1 + G3;
var x2 = x0 - i2 + 2 * G3; // Offsets for third corner
var y2 = y0 - j2 + 2 * G3;
var z2 = z0 - k2 + 2 * G3;
var x3 = x0 - 1 + 3 * G3; // Offsets for fourth corner
var y3 = y0 - 1 + 3 * G3;
var z3 = z0 - 1 + 3 * G3;
// Work out the hashed gradient indices of the four simplex corners
i &= 255;
j &= 255;
k &= 255;
var gi0 = gradP[i+ perm[j+ perm[k ]]];
var gi1 = gradP[i+i1+perm[j+j1+perm[k+k1]]];
var gi2 = gradP[i+i2+perm[j+j2+perm[k+k2]]];
var gi3 = gradP[i+ 1+perm[j+ 1+perm[k+ 1]]];
// Calculate the contribution from the four corners
var t0 = 0.6 - x0*x0 - y0*y0 - z0*z0;
if(t0<0) {
n0 = 0;
} else {
t0 *= t0;
n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
}
var t1 = 0.6 - x1*x1 - y1*y1 - z1*z1;
if(t1<0) {
n1 = 0;
} else {
t1 *= t1;
n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
}
var t2 = 0.6 - x2*x2 - y2*y2 - z2*z2;
if(t2<0) {
n2 = 0;
} else {
t2 *= t2;
n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
}
var t3 = 0.6 - x3*x3 - y3*y3 - z3*z3;
if(t3<0) {
n3 = 0;
} else {
t3 *= t3;
n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to return values in the interval [-1,1].
return 32 * (n0 + n1 + n2 + n3);
};
// ##### Perlin noise stuff
function fade(t) {
return t*t*t*(t*(t*6-15)+10);
}
function lerp(a, b, t) {
return (1-t)*a + t*b;
}
// 2D Perlin Noise
module.perlin2 = function(x, y) {
// Find unit grid cell containing point
var X = Math.floor(x), Y = Math.floor(y);
// Get relative xy coordinates of point within that cell
x = x - X; y = y - Y;
// Wrap the integer cells at 255 (smaller integer period can be introduced here)
X = X & 255; Y = Y & 255;
// Calculate noise contributions from each of the four corners
var n00 = gradP[X+perm[Y]].dot2(x, y);
var n01 = gradP[X+perm[Y+1]].dot2(x, y-1);
var n10 = gradP[X+1+perm[Y]].dot2(x-1, y);
var n11 = gradP[X+1+perm[Y+1]].dot2(x-1, y-1);
// Compute the fade curve value for x
var u = fade(x);
// Interpolate the four results
return lerp(
lerp(n00, n10, u),
lerp(n01, n11, u),
fade(y));
};
// 3D Perlin Noise
module.perlin3 = function(x, y, z) {
// Find unit grid cell containing point
var X = Math.floor(x), Y = Math.floor(y), Z = Math.floor(z);
// Get relative xyz coordinates of point within that cell
x = x - X; y = y - Y; z = z - Z;
// Wrap the integer cells at 255 (smaller integer period can be introduced here)
X = X & 255; Y = Y & 255; Z = Z & 255;
// Calculate noise contributions from each of the eight corners
var n000 = gradP[X+ perm[Y+ perm[Z ]]].dot3(x, y, z);
var n001 = gradP[X+ perm[Y+ perm[Z+1]]].dot3(x, y, z-1);
var n010 = gradP[X+ perm[Y+1+perm[Z ]]].dot3(x, y-1, z);
var n011 = gradP[X+ perm[Y+1+perm[Z+1]]].dot3(x, y-1, z-1);
var n100 = gradP[X+1+perm[Y+ perm[Z ]]].dot3(x-1, y, z);
var n101 = gradP[X+1+perm[Y+ perm[Z+1]]].dot3(x-1, y, z-1);
var n110 = gradP[X+1+perm[Y+1+perm[Z ]]].dot3(x-1, y-1, z);
var n111 = gradP[X+1+perm[Y+1+perm[Z+1]]].dot3(x-1, y-1, z-1);
// Compute the fade curve value for x, y, z
var u = fade(x);
var v = fade(y);
var w = fade(z);
// Interpolate
return lerp(
lerp(
lerp(n000, n100, u),
lerp(n001, n101, u), w),
lerp(
lerp(n010, n110, u),
lerp(n011, n111, u), w),
v);
};
})(this);

15
hex/styles/style.css Normal file
View File

@ -0,0 +1,15 @@
.bgmaster{
position: fixed;
top: 0px;
left: 0px;
margin: 0;
}
html, body{
width: 100%;
height: 100%;
overflow: hidden;
border: 0px;
padding: 0px;
margin 0;
}

10
s1clone/index.html Normal file
View File

@ -0,0 +1,10 @@
<html><head>
<title>Toothwitch's Root</title>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<script src="scripts/background.js"> </script>
<link rel="stylesheet" type="text/css" href="styles/style.css">
</head>
<body>
<canvas class="bgmaster" id="bg" name="bg" style="z-index=-5;" width="1668" height="888"></canvas>
</body>
</html>

View File

@ -0,0 +1,188 @@
var canvas;
var ctx;
var starPool = new Array();
var stop = false;
(function() {
var resourceCache = {};
var loading = [];
var readyCallbacks = [];
// Load an image url or an array of image urls
function load(urlOrArr) {
if(urlOrArr instanceof Array) {
urlOrArr.forEach(function(url) {
_load(url);
});
}
else {
_load(urlOrArr);
}
}
function _load(url) {
if(resourceCache[url]) {
return resourceCache[url];
}
else {
var img = new Image();
img.onload = function() {
resourceCache[url] = img;
if(isReady()) {
readyCallbacks.forEach(function(func) { func(); });
}
};
resourceCache[url] = false;
img.src = url;
}
}
function get(url) {
return resourceCache[url];
}
function isReady() {
var ready = true;
for(var k in resourceCache) {
if(resourceCache.hasOwnProperty(k) &&
!resourceCache[k]) {
ready = false;
}
}
return ready;
}
function onReady(func) {
readyCallbacks.push(func);
}
})();
$(function() {
canvas=document.getElementById("bg");
ctx = canvas.getContext("2d");
canvas.width = $(document).width()-20;
canvas.height = $(document).height()-20;
//starPool[0] = new sparkle(120, 100, false, 0.4);
initiate();
main();
//star(ctx,100,100,40,5,0.5);
});
var requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback){
window.setTimeout(callback, 1000 / 30);
};
})();
function initiate(){
for(var i = 0; i<1; i++){
starPool[i] = new sparkle(50,50, false, 0.05);
}
}
function main(){
ctx.clearRect(0, 0, $(document).width()-20, $(document).height()-20);
callframe();
if(stop==true){
console.log("ended");
}else{
requestAnimFrame(main);
}
}
function callframe(){
for(var i = 0; i<15; i++){
if(starPool[i] != null){
if(starPool[i].dead != true){
starPool[i].refresh();
}else{
starPool[i] = null;
starPool[i] = newSparkle();
}
}else{
starPool[i] = newSparkle();
}
}
}
function newSparkle(){
var xtrue = false;
var ytrue = false;
var x = 0;
var y = 0;
while(xtrue==false){
x = Math.floor(Math.random() * (($(document).height()-50) - 50 + 1)) + 50;
$.each( starPool, function( nr, star ) {
if(star != null){
if((star.posx-50)>x || (star.posx+50)<x){
xtrue=true;//überlappungen noch entfernen durch verknüpfen von x und y
}
}
});
}
while(ytrue==false){
y = Math.floor(Math.random() * (($(document).width()-50) - 50 + 1)) + 50;
$.each( starPool, function( nr, star ) {
if(star != null){
if((star.posy-50)>y || (star.posy+50)<y){
ytrue=true;
}
}
});
}
return new sparkle(y,x, false, 0.05);
}
function star(c, x, y, r, p, m,o)
{
ctx.fillStyle = "rgba(255, 255, 255, "+o+")";
ctx.save();
ctx.beginPath();
ctx.translate(x, y);
ctx.moveTo(0,0-r);
for (var i = 0; i < p; i++)
{
ctx.rotate(Math.PI / p);
ctx.lineTo(0, 0 - (r*m));
ctx.rotate(Math.PI / p);
ctx.lineTo(0, 0 - r);
}
ctx.fill();
ctx.restore();
}
//object matrix
//object
function sparkle(posx, posy, full, opacity){
this.posx = posx;
this.posy = posy;
this.full = full;
this.dead = false;
this.speed = Math.floor(Math.random() * (5 - 0.2 + 1)) + 0.2;
this.opacity = opacity;
this.refresh = function(){
if(this.full == false){
if(this.opacity>=1){
this.full=true;
}else{
this.opacity +=0.01 * this.speed;
}
}
if(this.full==true){
this.opacity -=0.01;
}
if(this.opacity <= 0){
this.dead = true;
}
star(ctx, posx, posy, 30, 5, 0.5, this.opacity);
}
}