//when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval//not supported in all browsers though and sometimes needs a prefix, so we need a shim
window.requestAnimFrame = ( function() {return window.requestAnimationFrame ||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||
function( callback ) {
window.setTimeout( callback,1000 / 60);
};
})();//now we will setup our basic variables for the demo
var canvas = document.getElementById( 'canvas'),
ctx= canvas.getContext( '2d'),//full screen dimensions
cw =window.innerWidth,
ch=window.innerHeight,//firework collection
fireworks =[],//particle collection
particles =[],//starting hue
hue = 120,//when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
limiterTotal = 5,
limiterTick= 0,//this will time the auto launches of fireworks, one launch per 80 loop ticks
timerTotal = 80,
timerTick= 0,
mousedown= false,//mouse x coordinate,
mx,//mouse y coordinate
my;//set canvas dimensions
canvas.width =cw;
canvas.height=ch;//now we are going to setup our function placeholders for the entire demo
//get a random number within a range
functionrandom( min, max ) {return Math.random() * ( max - min ) +min;
}//calculate the distance between two points
functioncalculateDistance( p1x, p1y, p2x, p2y ) {var xDistance = p1x -p2x,
yDistance= p1y -p2y;return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2) );
}//create firework
functionFirework( sx, sy, tx, ty ) {//actual coordinates
this.x =sx;this.y =sy;//starting coordinates
this.sx =sx;this.sy =sy;//target coordinates
this.tx =tx;this.ty =ty;//distance from starting point to target
this.distanceToTarget =calculateDistance( sx, sy, tx, ty );this.distanceTraveled = 0;//track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
this.coordinates =[];this.coordinateCount = 3;//populate initial coordinate collection with the current coordinates
while( this.coordinateCount--) {this.coordinates.push( [ this.x, this.y ] );
}this.angle = Math.atan2( ty - sy, tx -sx );this.speed = 2;this.acceleration = 1.05;this.brightness = random( 50, 70);//circle target indicator radius
this.targetRadius = 1;
}//update firework
Firework.prototype.update = function( index ) {//remove last item in coordinates array
this.coordinates.pop();//add current coordinates to the start of the array
this.coordinates.unshift( [ this.x, this.y ] );//cycle the circle target indicator radius
if( this.targetRadius < 8) {this.targetRadius += 0.3;
}else{this.targetRadius = 1;
}//speed up the firework
this.speed *= this.acceleration;//get the current velocities based on angle and speed
var vx = Math.cos( this.angle ) * this.speed,
vy= Math.sin( this.angle ) * this.speed;//how far will the firework have traveled with velocities applied?
this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y +vy );//if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
if( this.distanceTraveled >= this.distanceToTarget ) {
createParticles(this.tx, this.ty );//remove the firework, use the index passed into the update function to determine which to remove
fireworks.splice( index, 1);
}else{//target not reached, keep traveling
this.x +=vx;this.y +=vy;
}
}//draw firework
Firework.prototype.draw = function() {
ctx.beginPath();//move to the last tracked coordinate in the set, then draw a line to the current x and y
ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1] );
ctx.lineTo(this.x, this.y );
ctx.strokeStyle= 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
ctx.stroke();
ctx.beginPath();//draw the target for this firework with a pulsing circle
ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2);
ctx.stroke();
}//create particle
functionParticle( x, y ) {this.x =x;this.y =y;//track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
this.coordinates =[];this.coordinateCount = 5;while( this.coordinateCount--) {this.coordinates.push( [ this.x, this.y ] );
}//set a random angle in all possible directions, in radians
this.angle = random( 0, Math.PI * 2);this.speed = random( 1, 10);//friction will slow the particle down
this.friction = 0.95;//gravity will be applied and pull the particle down
this.gravity = 1;//set the hue to a random number +-50 of the overall hue variable
this.hue = random( hue - 50, hue + 50);this.brightness = random( 50, 80);this.alpha = 1;//set how fast the particle fades out
this.decay = random( 0.015, 0.03);
}//update particle
Particle.prototype.update = function( index ) {//remove last item in coordinates array
this.coordinates.pop();//add current coordinates to the start of the array
this.coordinates.unshift( [ this.x, this.y ] );//slow down the particle
this.speed *= this.friction;//apply velocity
this.x += Math.cos( this.angle ) * this.speed;this.y += Math.sin( this.angle ) * this.speed + this.gravity;//fade out the particle
this.alpha -= this.decay;//remove the particle once the alpha is low enough, based on the passed in index
if( this.alpha <= this.decay ) {
particles.splice( index,1);
}
}//draw particle
Particle.prototype.draw = function() {
ctx. beginPath();//move to the last tracked coordinates in the set, then draw a line to the current x and y
ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1] );
ctx.lineTo(this.x, this.y );
ctx.strokeStyle= 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
ctx.stroke();
}//create particle group/explosion
functioncreateParticles( x, y ) {//increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
var particleCount = 30;while( particleCount--) {
particles.push(newParticle( x, y ) );
}
}//main demo loop
functionloop() {//this function will run endlessly with requestAnimationFrame
requestAnimFrame( loop );//increase the hue to get different colored fireworks over time
//hue += 0.5;
//create random color
hue= random(0, 360);//normally, clearRect() would be used to clear the canvas
//we want to create a trailing effect though
//setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
ctx.globalCompositeOperation = 'destination-out';//decrease the alpha property to create more prominent trails
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect(0, 0, cw, ch );//change the composite operation back to our main mode
//lighter creates bright highlight points as the fireworks and particles overlap each other
ctx.globalCompositeOperation = 'lighter';//loop over each firework, draw it, update it
var i =fireworks.length;while( i--) {
fireworks[ i ].draw();
fireworks[ i ].update( i );
}//loop over each particle, draw it, update it
var i =particles.length;while( i--) {
particles[ i ].draw();
particles[ i ].update( i );
}//launch fireworks automatically to random coordinates, when the mouse isn't down
if( timerTick >=timerTotal ) {if( !mousedown ) {//start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2) ) );
timerTick= 0;
}
}else{
timerTick++;
}//limit the rate at which fireworks get launched when mouse is down
if( limiterTick >=limiterTotal ) {if( mousedown ) {//start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
fireworks.push( new Firework( cw / 2, ch, mx, my ) );
limiterTick= 0;
}
}else{
limiterTick++;
}
}//mouse event bindings//update the mouse coordinates on mousemove
canvas.addEventListener( 'mousemove', function( e ) {
mx= e.pageX -canvas.offsetLeft;
my= e.pageY -canvas.offsetTop;
});//toggle mousedown state and prevent canvas from being selected
canvas.addEventListener( 'mousedown', function( e ) {
e.preventDefault();
mousedown= true;
});
canvas.addEventListener('mouseup', function( e ) {
e.preventDefault();
mousedown= false;
});//once the window loads, we are ready for some fireworks!
window.onload = loop;