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dots.js
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dots.js
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const canvas = document.getElementById('dotsCanvas');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const particlesArray = [];
const numberOfParticles = 200;
let angle = 0;
window.addEventListener('resize', () => {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
});
class Particle {
constructor() {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
this.size = Math.random() * 3 + 1;
this.speedX = Math.random() * 0.6 - 0.3;
this.speedY = Math.random() * 0.6 - 0.3;
this.color = 'white';
}
update() {
this.x += Math.cos(angle) * 2;
this.y += Math.sin(angle) * 2;
if (this.x > canvas.width) this.x = 0;
if (this.x < 0) this.x = canvas.width;
if (this.y > canvas.height) this.y = 0;
if (this.y < 0) this.y = canvas.height;
}
draw() {
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fill();
}
}
function init() {
for (let i = 0; i < numberOfParticles; i++) {
particlesArray.push(new Particle());
}
}
function handleParticles() {
for (let i = 0; i < particlesArray.length; i++) {
particlesArray[i].update();
particlesArray[i].draw();
}
}
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
handleParticles();
angle += 0.01;
requestAnimationFrame(animate);
}
init();
animate();