Added that magic effect

This commit is contained in:
SleepWalker 2016-11-12 11:15:23 +02:00 committed by ErickSkrauch
parent c4eacca87d
commit 80f86eda8d

View File

@ -14,6 +14,8 @@ export default function BSoD({store}) {
return ( return (
<IntlProvider store={store}> <IntlProvider store={store}>
<div className={styles.body}> <div className={styles.body}>
<canvas ref={(el) => createThatMagicEffect(el)} />
<div className={styles.wrapper}> <div className={styles.wrapper}>
<div className={styles.title}> <div className={styles.title}>
<Message {...appInfo.appName} /> <Message {...appInfo.appName} />
@ -35,3 +37,177 @@ export default function BSoD({store}) {
</IntlProvider> </IntlProvider>
); );
} }
/**
* @param {Node} c - canvas DOM node
* @see http://codepen.io/mladen___/pen/gbvqBo
*/
function createThatMagicEffect(c) {
var ctx = c.getContext("2d");
function resize() {
var box = c.getBoundingClientRect();
c.width = box.width;
c.height = box.height;
}
var light = {
x: 160,
y: 200
}
var colors = ["#f5c156", "#e6616b", "#5cd3ad"];
function drawLight() {
ctx.beginPath();
ctx.arc(light.x, light.y, 1000, 0, 2 * Math.PI);
var gradient = ctx.createRadialGradient(light.x, light.y, 0, light.x, light.y, 1000);
gradient.addColorStop(0, "#3b4654");
gradient.addColorStop(1, "#2c343f");
ctx.fillStyle = gradient;
ctx.fill();
ctx.beginPath();
ctx.arc(light.x, light.y, 20, 0, 2 * Math.PI);
gradient = ctx.createRadialGradient(light.x, light.y, 0, light.x, light.y, 5);
gradient.addColorStop(0, "#fff");
gradient.addColorStop(1, "#3b4654");
ctx.fillStyle = gradient;
ctx.fill();
}
function Box() {
this.half_size = Math.floor((Math.random() * 50) + 1);
this.x = Math.floor((Math.random() * c.width) + 1);
this.y = Math.floor((Math.random() * c.height) + 1);
this.r = Math.random() * Math.PI;
this.shadow_length = 2000;
this.color = colors[Math.floor((Math.random() * colors.length))];
this.getDots = function() {
var full = (Math.PI * 2) / 4;
var p1 = {
x: this.x + this.half_size * Math.sin(this.r),
y: this.y + this.half_size * Math.cos(this.r)
};
var p2 = {
x: this.x + this.half_size * Math.sin(this.r + full),
y: this.y + this.half_size * Math.cos(this.r + full)
};
var p3 = {
x: this.x + this.half_size * Math.sin(this.r + full * 2),
y: this.y + this.half_size * Math.cos(this.r + full * 2)
};
var p4 = {
x: this.x + this.half_size * Math.sin(this.r + full * 3),
y: this.y + this.half_size * Math.cos(this.r + full * 3)
};
return {
p1: p1,
p2: p2,
p3: p3,
p4: p4
};
}
this.rotate = function() {
var speed = (60 - this.half_size) / 20;
this.r += speed * 0.002;
this.x += speed;
this.y += speed;
}
this.draw = function() {
var dots = this.getDots();
ctx.beginPath();
ctx.moveTo(dots.p1.x, dots.p1.y);
ctx.lineTo(dots.p2.x, dots.p2.y);
ctx.lineTo(dots.p3.x, dots.p3.y);
ctx.lineTo(dots.p4.x, dots.p4.y);
ctx.fillStyle = this.color;
ctx.fill();
if (this.y - this.half_size > c.height) {
this.y -= c.height + 100;
}
if (this.x - this.half_size > c.width) {
this.x -= c.width + 100;
}
}
this.drawShadow = function() {
var dots = this.getDots();
var angles = [];
var points = [];
for (let dot in dots) {
var angle = Math.atan2(light.y - dots[dot].y, light.x - dots[dot].x);
var endX = dots[dot].x + this.shadow_length * Math.sin(-angle - Math.PI / 2);
var endY = dots[dot].y + this.shadow_length * Math.cos(-angle - Math.PI / 2);
angles.push(angle);
points.push({
endX: endX,
endY: endY,
startX: dots[dot].x,
startY: dots[dot].y
});
};
for (var i = points.length - 1; i >= 0; i--) {
var n = i == 3 ? 0 : i + 1;
ctx.beginPath();
ctx.moveTo(points[i].startX, points[i].startY);
ctx.lineTo(points[n].startX, points[n].startY);
ctx.lineTo(points[n].endX, points[n].endY);
ctx.lineTo(points[i].endX, points[i].endY);
ctx.fillStyle = "#2c343f";
ctx.fill();
};
}
}
var boxes = [];
function draw() {
ctx.clearRect(0, 0, c.width, c.height);
drawLight();
for (var i = 0; i < boxes.length; i++) {
boxes[i].rotate();
boxes[i].drawShadow();
};
for (var i = 0; i < boxes.length; i++) {
collisionDetection(i)
boxes[i].draw();
};
requestAnimationFrame(draw);
}
resize();
draw();
while (boxes.length < 14) {
boxes.push(new Box());
}
window.addEventListener('resize', resize);
c.onmousemove = function(e) {
light.x = e.offsetX == undefined ? e.layerX : e.offsetX;
light.y = e.offsetY == undefined ? e.layerY : e.offsetY;
}
function collisionDetection(b) {
for (var i = boxes.length - 1; i >= 0; i--) {
if(i != b) {
var dx = (boxes[b].x + boxes[b].half_size) - (boxes[i].x + boxes[i].half_size);
var dy = (boxes[b].y + boxes[b].half_size) - (boxes[i].y + boxes[i].half_size);
var d = Math.sqrt(dx * dx + dy * dy);
if (d < boxes[b].half_size + boxes[i].half_size) {
boxes[b].half_size = boxes[b].half_size > 1 ? boxes[b].half_size-=1 : 1;
boxes[i].half_size = boxes[i].half_size > 1 ? boxes[i].half_size-=1 : 1;
}
}
}
}
}