Counter-to-new-year/jquery.fireworks.js

305 lines
8.8 KiB
JavaScript
Executable File

/*
Adapted from http://jsfiddle.net/dtrooper/AceJJ/
TODO:
* Try to get rid of ghosting
* See if anything can be made more efficient
* Make the canvas fit in the z-order
*/
(function( $ ) {
var MAX_ROCKETS = 5,
MAX_PARTICLES = 1000;
var FUNCTIONS = {
'init': function(element) {
var jqe = $(element);
// Check this element isn't already inited
if (jqe.data('fireworks_data') !== undefined) {
console.log('Looks like this element is already inited!');
return;
}
// Setup fireworks on this element
var canvas = document.createElement('canvas'),
canvas_buffer = document.createElement('canvas'),
data = {
'element': element,
'canvas': canvas,
'context': canvas.getContext('2d'),
'canvas_buffer': canvas_buffer,
'context_buffer': canvas_buffer.getContext('2d'),
'particles': [],
'rockets': []
};
// Add & position the canvas
if (jqe.css('position') === 'static') {
element.style.position = 'relative';
}
element.appendChild(canvas);
canvas.style.position = 'absolute';
canvas.style.top = '0px';
canvas.style.bottom = '0px';
canvas.style.left = '0px';
canvas.style.right = '0px';
// Kickoff the loops
data.interval = setInterval(loop.bind(this, data), 1000 / 50);
// Save the data for later
jqe.data('fireworks_data', data);
},
'destroy': function(element) {
var jqe = $(element);
// Check this element isn't already inited
if (jqe.data('fireworks_data') === undefined) {
console.log('Looks like this element is not yet inited!');
return;
}
var data = jqe.data('fireworks_data');
jqe.removeData('fireworks_data');
// Stop the interval
clearInterval(data.interval);
// Remove the canvas
data.canvas.remove();
// Reset the elements positioning
data.element.style.position = '';
}
};
$.fn.fireworks = function(action) {
// Assume no action means we want to init
if (!action) {
action = 'init';
}
// Process each element
this.each(function() {
FUNCTIONS[action](this);
});
// Chaining ftw :)
return this;
};
function launch(data) {
if (data.rockets.length < MAX_ROCKETS) {
var rocket = new Rocket(data);
data.rockets.push(rocket);
}
}
function loop(data) {
// Launch a new rocket
launch(data);
// Update screen size
if (data.canvas_width != data.element.offsetWidth) {
data.canvas_width = data.canvas.width = data.canvas_buffer.width = data.element.offsetWidth;
}
if (data.canvas_height != data.element.offsetHeight) {
data.canvas_height = data.canvas.height = data.canvas_buffer.height = data.element.offsetHeight;
}
// Fade the background out slowly
data.context_buffer.clearRect(0, 0, data.canvas.width, data.canvas.height);
data.context_buffer.globalAlpha = 0.9;
data.context_buffer.drawImage(data.canvas, 0, 0);
data.context.clearRect(0, 0, data.canvas.width, data.canvas.height);
data.context.drawImage(data.canvas_buffer, 0, 0);
// Update the rockets
var existingRockets = [];
data.rockets.forEach(function(rocket) {
// update and render
rocket.update();
rocket.render(data.context);
// random chance of 1% if rockets is above the middle
var randomChance = rocket.pos.y < (data.canvas.height * 2 / 3) ? (Math.random() * 100 <= 1) : false;
/* Explosion rules
- 80% of screen
- going down
- close to the mouse
- 1% chance of random explosion
*/
if (rocket.pos.y < data.canvas.height / 5 || rocket.vel.y >= 0 || randomChance) {
rocket.explode(data);
} else {
existingRockets.push(rocket);
}
});
data.rockets = existingRockets;
// Update the particles
var existingParticles = [];
data.particles.forEach(function(particle) {
particle.update();
// render and save particles that can be rendered
if (particle.exists()) {
particle.render(data.context);
existingParticles.push(particle);
}
});
data.particles = existingParticles;
while (data.particles.length > MAX_PARTICLES) {
data.particles.shift();
}
}
function Particle(pos) {
this.pos = {
x: pos ? pos.x : 0,
y: pos ? pos.y : 0
};
this.vel = {
x: 0,
y: 0
};
this.shrink = .97;
this.size = 2;
this.resistance = 1;
this.gravity = 0;
this.flick = false;
this.alpha = 1;
this.fade = 0;
this.color = 0;
}
Particle.prototype.update = function() {
// apply resistance
this.vel.x *= this.resistance;
this.vel.y *= this.resistance;
// gravity down
this.vel.y += this.gravity;
// update position based on speed
this.pos.x += this.vel.x;
this.pos.y += this.vel.y;
// shrink
this.size *= this.shrink;
// fade out
this.alpha -= this.fade;
};
Particle.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, " + this.alpha + ")");
gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0.1)");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
Particle.prototype.exists = function() {
return this.alpha >= 0.1 && this.size >= 1;
};
function Rocket(data) {
Particle.apply(
this,
[{
x: Math.random() * data.canvas.width * 2 / 3 + data.canvas.width / 6,
y: data.canvas.height
}]
);
this.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
this.vel.y = Math.random() * -3 - 4;
this.vel.x = Math.random() * 6 - 3;
this.size = 2;
this.shrink = 0.999;
this.gravity = 0.01;
}
Rocket.prototype = new Particle();
Rocket.prototype.constructor = Rocket;
Rocket.prototype.explode = function(data) {
var count = Math.random() * 10 + 80;
for (var i = 0; i < count; i++) {
var particle = new Particle(this.pos);
var angle = Math.random() * Math.PI * 2;
// emulate 3D effect by using cosine and put more particles in the middle
var speed = Math.cos(Math.random() * Math.PI / 2) * 20;
particle.vel.x = Math.cos(angle) * speed;
particle.vel.y = Math.sin(angle) * speed;
particle.size = 20;
particle.gravity = 0.1;
particle.resistance = 0.92;
particle.shrink = Math.random() * 0.05 + 0.93;
particle.flick = true;
particle.color = this.explosionColor;
data.particles.push(particle);
}
};
Rocket.prototype.render = function(c) {
if (!this.exists()) {
return;
}
c.save();
c.globalCompositeOperation = 'lighter';
var x = this.pos.x,
y = this.pos.y,
r = this.size / 2;
var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
gradient.addColorStop(0.1, "rgba(255, 255, 255 ," + this.alpha + ")");
gradient.addColorStop(0.2, "rgba(255, 180, 0, " + this.alpha + ")");
c.fillStyle = gradient;
c.beginPath();
c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0, Math.PI * 2, true);
c.closePath();
c.fill();
c.restore();
};
}(jQuery));