mirror of
https://github.com/dataarts/dat.gui.git
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231 lines
6.1 KiB
JavaScript
231 lines
6.1 KiB
JavaScript
function FizzyText(message) {
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var that = this;
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// These are the variables that we manipulate with gui-dat.
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// Notice they're all defined with "this". That makes them public.
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// Otherwise, gui-dat can't see them.
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this.growthSpeed = 0.5; // how fast do particles change size?
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this.maxSize = 3.2; // how big can they get?
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this.noiseStrength = 10; // how turbulent is the flow?
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this.speed = 0.4; // how fast do particles move?
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this.displayOutline = false; // should we draw the message as a stroke?
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this.framesRendered = 0;
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// __defineGetter__ and __defineSetter__ makes JavaScript believe that
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// we've defined a variable 'this.message'. This way, whenever we
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// change the message variable, we can call some more functions.
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this.__defineGetter__("message", function () {
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return message;
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});
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this.__defineSetter__("message", function (m) {
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message = m;
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createBitmap(message);
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});
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// We can even add functions to the DAT.GUI! As long as they have
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// 0 arguments, we can call them from the dat-gui panel.
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this.explode = function() {
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var mag = Math.random() * 30 + 30;
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for (var i in particles) {
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var angle = Math.random() * Math.PI * 2;
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particles[i].vx = Math.cos(angle) * mag;
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particles[i].vy = Math.sin(angle) * mag;
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}
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};
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////////////////////////////////////////////////////////////////
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var _this = this;
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var width = 550;
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var height = 200;
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var textAscent = 101;
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var textOffsetLeft = 80;
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var noiseScale = 300;
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var frameTime = 30;
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var colors = ["#00aeff", "#0fa954", "#54396e", "#e61d5f"];
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// This is the context we use to get a bitmap of text using
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// the getImageData function.
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var r = document.createElement('canvas');
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var s = r.getContext('2d');
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// This is the context we actually use to draw.
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var c = document.createElement('canvas');
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var g = c.getContext('2d');
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r.setAttribute('width', width);
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c.setAttribute('width', width);
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r.setAttribute('height', height);
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c.setAttribute('height', height);
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// Add our demo to the HTML
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document.getElementById('helvetica-demo').appendChild(c);
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// Stores bitmap image
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var pixels = [];
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// Stores a list of particles
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var particles = [];
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// Set g.font to the same font as the bitmap canvas, incase we
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// want to draw some outlines.
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s.font = g.font = "800 82px helvetica, arial, sans-serif";
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// Instantiate some particles
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for (var i = 0; i < 1000; i++) {
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particles.push(new Particle(Math.random() * width, Math.random() * height));
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}
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// This function creates a bitmap of pixels based on your message
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// It's called every time we change the message property.
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var createBitmap = function (msg) {
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s.fillStyle = "#fff";
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s.fillRect(0, 0, width, height);
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s.fillStyle = "#222";
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s.fillText(msg, textOffsetLeft, textAscent);
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// Pull reference
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var imageData = s.getImageData(0, 0, width, height);
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pixels = imageData.data;
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};
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// Called once per frame, updates the animation.
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var render = function () {
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that.framesRendered ++;
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g.clearRect(0, 0, width, height);
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if (_this.displayOutline) {
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g.globalCompositeOperation = "source-over";
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g.strokeStyle = "#000";
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g.lineWidth = .5;
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g.strokeText(message, textOffsetLeft, textAscent);
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}
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g.globalCompositeOperation = "darker";
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for (var i = 0; i < particles.length; i++) {
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g.fillStyle = colors[i % colors.length];
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particles[i].render();
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}
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};
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// Returns x, y coordinates for a given index in the pixel array.
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var getPosition = function (i) {
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return {
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x: (i - (width * 4) * Math.floor(i / (width * 4))) / 4,
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y: Math.floor(i / (width * 4))
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};
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};
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// Returns a color for a given pixel in the pixel array.
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var getColor = function (x, y) {
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var base = (Math.floor(y) * width + Math.floor(x)) * 4;
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var c = {
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r: pixels[base + 0],
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g: pixels[base + 1],
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b: pixels[base + 2],
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a: pixels[base + 3]
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};
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return "rgb(" + c.r + "," + c.g + "," + c.b + ")";
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};
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// This calls the setter we've defined above, so it also calls
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// the createBitmap function.
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this.message = message;
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var loop = function() {
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requestAnimationFrame(loop);
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// Don't render if we don't see it.
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// Would be cleaner if I dynamically acquired the top of the canvas.
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if (document.body.scrollTop < height + 20) {
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render();
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}
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}
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// This calls the render function every 30 milliseconds.
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loop();
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// This class is responsible for drawing and moving those little
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// colored dots.
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function Particle(x, y, c) {
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// Position
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this.x = x;
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this.y = y;
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// Size of particle
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this.r = 0;
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// This velocity is used by the explode function.
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this.vx = 0;
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this.vy = 0;
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// Called every frame
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this.render = function () {
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// What color is the pixel we're sitting on top of?
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var c = getColor(this.x, this.y);
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// Where should we move?
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var angle = noise(this.x / noiseScale, this.y / noiseScale) * _this.noiseStrength;
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// Are we within the boundaries of the image?
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var onScreen = this.x > 0 && this.x < width &&
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this.y > 0 && this.y < height;
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var isBlack = c != "rgb(255,255,255)" && onScreen;
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// If we're on top of a black pixel, grow.
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// If not, shrink.
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if (isBlack) {
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this.r += _this.growthSpeed;
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} else {
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this.r -= _this.growthSpeed;
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}
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// This velocity is used by the explode function.
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this.vx *= 0.5;
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this.vy *= 0.5;
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// Change our position based on the flow field and our
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// explode velocity.
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this.x += Math.cos(angle) * _this.speed + this.vx;
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this.y += -Math.sin(angle) * _this.speed + this.vy;
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this.r = DAT.GUI.constrain(this.r, 0, _this.maxSize);
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// If we're tiny, keep moving around until we find a black
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// pixel.
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if (this.r <= 0) {
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this.x = Math.random() * width;
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this.y = Math.random() * height;
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return; // Don't draw!
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}
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// Draw the circle.
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g.beginPath();
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g.arc(this.x, this.y, this.r, 0, Math.PI * 2, false);
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g.fill();
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}
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}
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}
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