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canvasParticles.mjs
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canvasParticles.mjs
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// Copyright (c) 2022–2024 Kyle Hoeckman, MIT License
// https://github.com/Khoeckman/canvasParticles/blob/main/LICENSE
/**
* Canvas Particles JS
*
* @module CanvasParticles
* @version 3.2.17
*/
export default class CanvasParticles {
static version = '3.2.17'
/**
* Creates a new CanvasParticles instance.
* @param {string} [selector] - The CSS selector for the canvas element.
* @param {Object} [options={}] - Object structure: https://github.com/Khoeckman/canvasParticles?tab=readme-ov-file#options
*/
constructor(selector, options = {}) {
// Find and initialize canvas
if (typeof selector !== 'string') throw new TypeError('selector is not a string')
this.canvas = document.querySelector(selector)
if (!(this.canvas instanceof HTMLCanvasElement)) throw new ReferenceError('selector does not point to a canvas')
// Get 2d drawing functions
this.ctx = this.canvas.getContext('2d')
this.animating = false
this.formatOptions(options)
// Event handling
window.addEventListener('resize', this.resizeCanvas)
this.resizeCanvas()
window.addEventListener('mousemove', this.updateMousePos)
window.addEventListener('scroll', this.updateMousePos)
}
formatOptions = options => {
// Format and store options
this.options = {
background: options.background ?? false,
framesPerUpdate: Math.max(1, parseInt(options.framesPerUpdate) ?? 1),
resetOnResize: !!(options.resetOnResize ?? false),
mouse: {
interactionType: +(parseInt(options.mouse?.interactionType) ?? 1),
connectDistMult: +(options.mouse?.connectDistMult ?? 2 / 3),
distRatio: +(options.mouse?.distRatio ?? 2 / 3),
},
particles: {
color: options.particles?.color ?? 'black',
ppm: +(options.particles?.ppm ?? 100),
max: +(options.particles?.max ?? 500),
maxWork: Math.max(0, options.particles?.maxWork ?? Infinity),
connectDist: Math.max(1, options.particles?.connectDistance ?? 150),
relSpeed: Math.max(0, options.particles?.relSpeed ?? 1),
relSize: Math.max(0, options.particles?.relSize ?? 1),
rotationSpeed: Math.max(0, (options.particles?.rotationSpeed ?? 2) / 100),
},
gravity: {
repulsive: +(options.gravity?.repulsive ?? 0),
pulling: +(options.gravity?.pulling ?? 0),
friction: Math.max(0, options.particles?.friction ?? 0.8),
},
}
// Use default value if number could not be formatted
if (isNaN(this.options.framesPerUpdate)) this.options.framesPerUpdate = 1
if (isNaN(this.options.mouse.interactionType)) this.options.mouse.interactionType = 1
if (isNaN(this.options.mouse.connectDistMult)) this.options.mouse.connectDistMult = 2 / 3
if (isNaN(this.options.mouse.distRatio)) this.options.mouse.distRatio = 2 / 3
if (isNaN(this.options.particles.ppm)) this.options.particles.ppm = 100
if (isNaN(this.options.particles.max)) this.options.particles.max = 500
if (isNaN(this.options.particles.maxWork)) this.options.particles.maxWork = Infinity
if (isNaN(this.options.particles.connectDist)) this.options.particles.connectDist = 150
if (isNaN(this.options.particles.relSpeed)) this.options.particles.relSpeed = 1
if (isNaN(this.options.particles.relSize)) this.options.particles.relSize = 1
if (isNaN(this.options.particles.rotationSpeed)) this.options.particles.rotationSpeed = 0.02
if (isNaN(this.options.gravity.repulsive)) this.options.gravity.repulsive = 0
if (isNaN(this.options.gravity.pulling)) this.options.gravity.pulling = 0
if (isNaN(this.options.gravity.friction)) this.options.gravity.friction = 0.9
// Transform distance multiplier to absolute distance
this.options.mouse.connectDist = this.options.particles.connectDist * this.options.mouse.connectDistMult
delete this.options.mouse.connectDistMult
this.setBackground(this.options.background)
this.setParticleColor(this.options.particles.color)
}
updateMousePos = event => {
if (!this.animating) return
if (event instanceof MouseEvent) {
this.clientX = event.clientX
this.clientY = event.clientY
}
this.mouseX = this.clientX - this.canvas.offsetLeft + window.scrollX
this.mouseY = this.clientY - this.canvas.offsetTop + window.scrollY
}
resizeCanvas = () => {
this.canvas.width = this.canvas.offsetWidth
this.canvas.height = this.canvas.offsetHeight
// Hide mouse before first MouseMove event
this.mouseX = Infinity
this.mouseY = Infinity
this.updateCount = Infinity
this.width = this.canvas.width + this.options.particles.connectDist * 2
this.height = this.canvas.height + this.options.particles.connectDist * 2
this.offX = (this.canvas.width - this.width) / 2
this.offY = (this.canvas.height - this.height) / 2
// Amount of particles to be created
const particles = Math.floor((this.options.particles.ppm * this.width * this.height) / 1000000)
this.len = Math.min(this.options.particles.max, particles)
if (this.options.resetOnResize || typeof this.particles === 'undefined') this.newParticles()
else this.matchParticlesAmount()
}
/**
* Remove all particles and generate new ones.
* The amount of new particles will match 'options.particles.ppm'
* */
newParticles = () => {
if (this.len === Infinity) throw new RangeError('cannot create an infinite amount of particles')
this.particles = []
for (let i = 0; i < this.len; i++) this.createParticle()
}
/**
* When resizing, add or remove some particles.
* The final amount of particles will match 'options.particles.ppm'
* */
matchParticlesAmount = () => {
if (this.len === Infinity) throw new RangeError('cannot create an infinite amount of particles')
this.particles = this.particles.slice(0, this.len)
while (this.len > this.particles.length) this.createParticle()
}
createParticle = function (posX, posY, dir, speed, size) {
this.particles.push({
posX: posX - this.offX || Math.random() * this.width, // Logical position in pixels
posY: posY - this.offY || Math.random() * this.height, // Logical position in pixels
x: posX, // Visual position in pixels
y: posY, // Visual position in pixels
velX: 0, // Horizonal speed in pixels per update
velY: 0, // Vertical speed in pixels per update
offX: 0, // Horizontal distance from drawn to logical position in pixels
offY: 0, // Vertical distance from drawn to logical position in pixels
dir: dir || Math.random() * 2 * Math.PI, // Direction in radians
speed: speed || (0.5 + Math.random() * 0.5) * this.options.particles.relSpeed, // Velocity in pixels per update
size: size || 0.5 + Math.random() ** 5 * 2 * this.options.particles.relSize, // Ray in pixels of the particle
})
const particle = this.particles.at(-1)
// Within these bounds the particle is considered visible
particle.bounds = {
top: -particle.size,
right: this.canvas.width + particle.size,
bottom: this.canvas.height + particle.size,
left: -particle.size,
}
particle.gridPos = this.gridPos(particle) // The location of the particle relative to the visible center of the canvas
particle.isVisible = particle.gridPos.x === 1 && particle.gridPos.y === 1
}
/**
* Calculates the properties of each particle on the next frame.
* Is executed once every 'options.framesPerUpdate' frames.
* */
update = () => {
const len = this.len
const enabledRepulsive = this.options.gravity.repulsive !== 0
const enabledPulling = this.options.gravity.pulling !== 0
const gravRepulsiveMult = this.options.particles.connectDist * this.options.gravity.repulsive
const gravPullingMult = this.options.particles.connectDist * this.options.gravity.pulling
if (enabledRepulsive || enabledPulling) {
for (let i = 0; i < len; i++) {
for (let j = i + 1; j < len; j++) {
// Code in this scope runs [particles ** 2 / 2] times!
const particleA = this.particles[i]
const particleB = this.particles[j]
const dist = Math.hypot(particleA.posX - particleB.posX, particleA.posY - particleB.posY)
const angle = Math.atan2(particleB.posY - particleA.posY, particleB.posX - particleA.posX)
if (dist < this.options.particles.connectDist / 2) {
// Apply repulsive force on all particles close together
const grav = (1 / Math.max(dist, 10)) ** 1.8 * gravRepulsiveMult
const gravX = Math.cos(angle) * grav
const gravY = Math.sin(angle) * grav
particleA.velX -= gravX
particleA.velY -= gravY
particleB.velX += gravX
particleB.velY += gravY
} else if (enabledPulling) {
// Apply pulling force on all particles not close together
const grav = (1 / Math.max(dist, 10)) ** 1.8 * gravPullingMult
const gravX = Math.cos(angle) * grav
const gravY = Math.sin(angle) * grav
particleA.velX += gravX
particleA.velY += gravY
particleB.velX -= gravX
particleB.velY -= gravY
}
}
}
}
for (let particle of this.particles) {
// Moving the particle
particle.dir =
(particle.dir + Math.random() * this.options.particles.rotationSpeed * 2 - this.options.particles.rotationSpeed) % (2 * Math.PI)
particle.velX *= this.options.gravity.friction
particle.velY *= this.options.gravity.friction
particle.posX = (particle.posX + particle.velX + ((Math.sin(particle.dir) * particle.speed) % this.width) + this.width) % this.width
particle.posY =
(particle.posY + particle.velY + ((Math.cos(particle.dir) * particle.speed) % this.height) + this.height) % this.height
const distX = particle.posX + this.offX - this.mouseX
const distY = particle.posY + this.offY - this.mouseY
// Mouse events
if (this.options.mouse.interactionType !== 0) {
const distRatio = this.options.mouse.connectDist / Math.hypot(distX, distY)
if (this.options.mouse.distRatio < distRatio) {
particle.offX += (distRatio * distX - distX - particle.offX) / 4
particle.offY += (distRatio * distY - distY - particle.offY) / 4
} else {
particle.offX -= particle.offX / 4
particle.offY -= particle.offY / 4
}
}
particle.x = particle.posX + particle.offX
particle.y = particle.posY + particle.offY
if (this.options.mouse.interactionType === 2) {
// Make the mouse actually move the particles
particle.posX = particle.x
particle.posY = particle.y
}
particle.x += this.offX
particle.y += this.offY
particle.gridPos = this.gridPos(particle)
particle.isVisible = particle.gridPos.x === 1 && particle.gridPos.y === 1
}
}
/**
* Determines the location of the particle in a 3x3 grid on the canvas.
* The grid represents different regions of the canvas:
*
* - { x: 0, y: 0 } = top-left
* - { x: 1, y: 0 } = top
* - { x: 2, y: 0 } = top-right
* - { x: 0, y: 1 } = left
* - { x: 1, y: 1 } = center (visible part of the canvas)
* - { x: 2, y: 1 } = right
* - { x: 0, y: 2 } = bottom-left
* - { x: 1, y: 2 } = bottom
* - { x: 2, y: 2 } = bottom-right
*
* @param {Object} particle - The coordinates of the particle.
* @param {number} particle.x - The x-coordinate of the particle.
* @param {number} particle.y - The y-coordinate of the particle.
* @returns {Object} - The calculated grid position of the particle.
* @returns {number} x - The horizontal grid position (0, 1, or 2).
* @returns {number} y - The vertical grid position (0, 1, or 2).
*/
gridPos = function (particle) {
return {
x: (particle.x >= particle.bounds.left) + (particle.x > particle.bounds.right),
y: (particle.y >= particle.bounds.top) + (particle.y > particle.bounds.bottom),
}
}
/**
* Determines whether a line between 2 particles crosses through the visible center of the canvas.
* @param {Object} particleA - First particle with {gridPos, isVisible}.
* @param {Object} particleB - Second particle with {gridPos, isVisible}.
* @returns {boolean} - True if the line crosses the visible center, false otherwise.
*/
isLineVisible = function (particleA, particleB) {
// Visible if either particle is in the center
if (particleA.isVisible || particleB.isVisible) return true
// Not visible if both particles are in the same vertical or horizontal line but outside the center
return !(
(particleA.gridPos.x === particleB.gridPos.x && particleA.gridPos.x !== 1) ||
(particleA.gridPos.y === particleB.gridPos.y && particleA.gridPos.y !== 1)
)
}
/**
* Renders the particles and their connections onto the canvas.
* Connects particles with lines if they are within the connection distance.
*/
render = () => {
this.canvas.width = this.canvas.width // Clear canvas
this.ctx.fillStyle = this.options.particles.color + this.options.particles.opacity.hex
this.ctx.lineWidth = 1
for (let particle of this.particles) {
if (particle.isVisible) {
// Draw the particle as a square if the size is smaller than 1 pixel (±183% faster than drawing only circles)
if (particle.size > 1) {
// Draw circle
this.ctx.beginPath()
this.ctx.arc(particle.x, particle.y, particle.size, 0, 2 * Math.PI)
this.ctx.fill()
this.ctx.closePath()
} else {
// Draw square (±335% faster than circle)
this.ctx.fillRect(particle.x - particle.size, particle.y - particle.size, particle.size * 2, particle.size * 2)
}
}
}
const len = this.len
const drawAll = this.options.particles.connectDist >= Math.min(this.canvas.width, this.canvas.height)
const maxWorkPerParticle = this.options.particles.connectDist * this.options.particles.maxWork
const maxWork = maxWorkPerParticle * len
let work = 0
for (let i = 0; i < len; i++) {
let particleWork = 0
for (let j = i + 1; j < len; j++) {
// Code in this scope runs [particles ** 2 / 2] times!
const particleA = this.particles[i]
const particleB = this.particles[j]
// Draw a line if its visible
if (this.isLineVisible(particleA, particleB) | drawAll) {
const distX = particleA.x - particleB.x
const distY = particleA.y - particleB.y
const dist = Math.sqrt(distX * distX + distY * distY)
// Connect the 2 particles with a line if the distance is small enough
if (dist < this.options.particles.connectDist) {
// Calculate the transparency of the line
if (dist >= this.options.particles.connectDist / 2) {
const alpha = Math.floor(
Math.min(this.options.particles.connectDist / dist - 1, 1) * this.options.particles.opacity.value
).toString(16)
this.ctx.strokeStyle = this.options.particles.color + (alpha.length === 2 ? alpha : '0' + alpha)
} else this.ctx.strokeStyle = this.options.particles.color + this.options.particles.opacity.hex
// Draw the line
this.ctx.beginPath()
this.ctx.moveTo(particleA.x, particleA.y)
this.ctx.lineTo(particleB.x, particleB.y)
this.ctx.stroke()
if ((work += dist) >= maxWork || (particleWork += dist) >= maxWorkPerParticle) break
}
}
}
if (work >= maxWork) break
}
}
/**
* Main animation loop that updates and renders the particles.
* Runs recursively using `requestAnimationFrame`.
*/
animation = () => {
if (!this.animating) return
requestAnimationFrame(() => this.animation())
if (++this.updateCount >= this.options.framesPerUpdate) {
this.updateCount = 0
this.update()
this.render()
}
}
/**
* Starts the particle animation.
* If already animating, does nothing.
*/
start = () => {
if (this.animating) return
this.animating = true
requestAnimationFrame(() => this.animation())
}
/**
* Stops the particle animation and clears the canvas.
*/
stop = () => {
this.animating = false
this.canvas.width = this.canvas.width
}
setBackground = background => {
if (typeof background === 'string') this.canvas.style.background = this.options.background = background
}
/**
* Format particle color and opacity
* @param {string} color - The color of the particles and their connections. Can be any CSS supported color format.
*/
setParticleColor = color => {
this.ctx.fillStyle = color
if (this.ctx.fillStyle[0] === '#') {
this.options.particles.opacity = { value: 255, hex: 'ff' }
this.options.particles.color = this.ctx.fillStyle
} else {
// Example: extract 0.25 from rgba(136, 244, 255, 0.25) and convert to range 0x00 to 0xff and store as a 2 char string
const value = ~~(this.ctx.fillStyle.split(',').at(-1).slice(1, -1) * 255)
this.options.particles.opacity = {
value: value,
hex: value.toString(16),
}
// Example: extract 136, 244 and 255 from rgba(136, 244, 255, 0.25) and convert to '#001122' format
this.ctx.fillStyle = this.ctx.fillStyle.split(',').slice(0, -1).join(',') + ', 1)'
this.options.particles.color = this.ctx.fillStyle
}
}
}