增加了几个登陆注册页的背景动画

master
toesbieya 6 years ago
parent a150bafc12
commit 2952d9825b
  1. BIN
      vue/public/static/img/dot1.png
  2. BIN
      vue/public/static/img/dot2.png
  3. BIN
      vue/public/static/img/dot3.png
  4. BIN
      vue/public/static/img/dot4.png
  5. 20
      vue/src/assets/styles/login.scss
  6. 3
      vue/src/config/index.js
  7. 2
      vue/src/layout/components/Header.vue
  8. 44
      vue/src/plugin/canvasAnimation/firework/Particle.js
  9. 20
      vue/src/plugin/canvasAnimation/firework/Rocket.js
  10. 20
      vue/src/plugin/canvasAnimation/firework/Time.js
  11. 42
      vue/src/plugin/canvasAnimation/firework/Trail.js
  12. 22
      vue/src/plugin/canvasAnimation/firework/Vector.js
  13. 138
      vue/src/plugin/canvasAnimation/firework/index.js
  14. 92
      vue/src/plugin/canvasAnimation/godrays/index.js
  15. 261
      vue/src/plugin/canvasAnimation/godrays/original.js
  16. 30
      vue/src/plugin/canvasAnimation/moveFollowMouse/Particle.js
  17. 68
      vue/src/plugin/canvasAnimation/moveFollowMouse/index.js
  18. 90
      vue/src/plugin/canvasAnimation/particleBall/Particle.js
  19. 74
      vue/src/plugin/canvasAnimation/particleBall/Vector.js
  20. 88
      vue/src/plugin/canvasAnimation/particleBall/index.js
  21. 13
      vue/src/plugin/canvasAnimation/particleBall/util.js
  22. 50
      vue/src/plugin/canvasAnimation/particleNetwork/Particle.js
  23. 204
      vue/src/plugin/canvasAnimation/particleNetwork/index.js
  24. 157
      vue/src/plugin/canvasAnimation/particleWave/index.js
  25. 0
      vue/src/plugin/canvasAnimation/reflectRain/RainDrop.js
  26. 0
      vue/src/plugin/canvasAnimation/reflectRain/Vector.js
  27. 72
      vue/src/plugin/canvasAnimation/reflectRain/index.js
  28. 18
      vue/src/plugin/canvasAnimation/sparkRain/Spark.js
  29. 86
      vue/src/plugin/canvasAnimation/sparkRain/index.js
  30. 3
      vue/src/plugin/canvasAnimation/sparkRain/util.js
  31. 81
      vue/src/plugin/canvasAnimation/sunlight/Particle.js
  32. 94
      vue/src/plugin/canvasAnimation/sunlight/index.js
  33. 16
      vue/src/store/modules/app.js
  34. 43
      vue/src/views/app/components/SetAnimation.vue
  35. 45
      vue/src/views/app/login.vue
  36. 33
      vue/src/views/app/register.vue

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@ -25,9 +25,10 @@ $cursor: #fff;
.login-container {
flex: 1;
padding: 32px 0;
padding: 32px 35px;
text-align: center;
width: 384px;
width: 520px;
max-width: 100%;
margin: 0 auto;
.title {
@ -38,13 +39,21 @@ $cursor: #fff;
color: #eee;
font-weight: bold;
position: relative;
.set-animation {
color: #fff;
position: absolute;
top: 115px;
font-size: 18px;
right: 10px;
cursor: pointer;
}
}
.svg-container {
padding: 6px 5px 6px 15px;
padding: 6px 5px 6px 0;
color: $dark_gray;
vertical-align: middle;
width: 30px;
display: inline-block;
}
@ -82,8 +91,9 @@ $cursor: #fff;
.el-form-item {
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 5px;
background: rgba(0, 0, 0, 0.1);
margin-bottom: 30px;
margin-bottom: 22px;
}
}
}

@ -8,9 +8,6 @@ module.exports = {
//socketUrl: 'wss://toesbieya.cn',
socketUrl: 'localhost:12580',
//登录页开启背景动画
loginBackgroundAnimate: true,
sidebarLogoUrl: 'https://wpimg.wallstcn.com/69a1c46c-eb1c-4b46-8bd4-e9e686ef5251.png',
errorLog: ['production', 'development'],

@ -39,7 +39,7 @@
},
watch: {
hideHeader(v) {
this.$store.commit('app/SET_HASHEADER', !v)
this.$store.commit('app/setHasHeader', !v)
v ? this.addEvent() : this.removeEvent()
}
},

@ -0,0 +1,44 @@
import Vector from "./Vector"
import Time from "./Time"
export default class Particle {
constructor(position, velocity = new Vector(), color = 'white', radius = 1, lifetime = 1, mass = 1) {
this.position = position
this.velocity = velocity
this.color = color
this.radius = radius
this.lifetime = lifetime
this.mass = mass
this.isInCanvas = true
this.createdOn = Time.now()
}
update(time) {
if (!this.getRemainingLifetime()) return
this.velocity.add(Particle.GRAVITATION.clone().multiplyScalar(this.mass))
this.position.add(this.velocity.clone().multiplyScalar(time.delta))
}
render(canvas, context) {
const remainingLifetime = this.getRemainingLifetime()
if (!remainingLifetime) return
const radius = this.radius * remainingLifetime
context.globalAlpha = remainingLifetime
context.globalCompositeOperation = 'lighter'
context.fillStyle = this.color
context.beginPath()
context.arc(this.position.x, this.position.y, radius, 0, Math.PI * 2)
context.fill()
}
getRemainingLifetime() {
const elapsedLifetime = Time.now() - this.createdOn
return Math.max(0, this.lifetime - elapsedLifetime) / this.lifetime
}
}

@ -0,0 +1,20 @@
import Vector from "./Vector"
import Trail from "./Trail"
export default class Rocket extends Trail {
constructor(childFactory, explosionFactory, position, velocity = new Vector()) {
super(childFactory, position, velocity)
this.explosionFactory = explosionFactory
this.lifetime = 10
}
update(time) {
if (this.getRemainingLifetime() && this.velocity.y > 0) {
this.explosionFactory(this)
this.lifetime = 0
}
super.update(time)
}
}

@ -0,0 +1,20 @@
export default class Time {
constructor() {
const now = Time.now()
this.delta = 0
this.elapsed = 0
this.start = now
this.previous = now
}
update() {
const now = Time.now()
this.delta = now - this.previous
this.elapsed = now - this.start
this.previous = now
}
static now() {
return Date.now() / 1000
}
}

@ -0,0 +1,42 @@
import Vector from "./Vector"
import Particle from "./Particle"
export default class Trail extends Particle {
constructor(childFactory, position, velocity = new Vector(), lifetime = 1, mass = 1) {
super(position, velocity)
this.childFactory = childFactory
this.children = []
this.lifetime = lifetime
this.mass = mass
this.isAlive = true
}
update(time) {
super.update(time)
// Add a new child on every frame
if (this.isAlive && this.getRemainingLifetime()) {
this.children.push(this.childFactory(this))
}
// Remove particles that are dead
this.children = this.children.filter(function (child) {
if (child instanceof Trail) return child.isAlive
return child.getRemainingLifetime()
})
// Kill trail if all particles fade away
if (!this.children.length) this.isAlive = false
// Update particles
this.children.forEach(child => child.update(time))
}
render(canvas, context) {
// Render all children
this.children.forEach(child => child.render(canvas, context))
}
}

@ -0,0 +1,22 @@
export default class Vector {
constructor(x = 0, y = 0) {
this.x = x
this.y = y
}
add(v) {
this.x += v.x
this.y += v.y
return this
}
multiplyScalar(s) {
this.x *= s
this.y *= s
return this
}
clone() {
return new Vector(this.x, this.y)
}
}

@ -0,0 +1,138 @@
import Vector from "./Vector"
import Time from "./Time"
import Particle from "./Particle"
import Trail from "./Trail"
import Rocket from "./Rocket"
Particle.GRAVITATION = new Vector(0, 9.81)
const getTrustParticleFactory = function () {
function getColor() {
const hue = Math.floor(Math.random() * 15 + 30)
return `hsl(${hue}, 100%, 75%`
}
return function () {
const position = this.position.clone()
const velocity = this.velocity.clone().multiplyScalar(-.1)
velocity.x += (Math.random() - .5) * 8
const color = getColor()
const radius = 1 + Math.random()
const lifetime = .5 + Math.random() * .5
const mass = .01
return new Particle(position, velocity, color, radius, lifetime, mass)
}
}
const getExplosionFactory = function (baseHue) {
function getColor() {
const hue = Math.floor(baseHue + Math.random() * 15) % 360
const lightness = Math.floor(Math.pow(Math.random(), 2) * 50 + 50)
return `hsl(${hue}, 100%, ${lightness}%`
}
function getChildFactory() {
return function (parent) {
const direction = Math.random() * Math.PI * 2
const force = 8
const velocity = new Vector(Math.cos(direction) * force, Math.sin(direction) * force)
const color = getColor()
const radius = 1 + Math.random()
const lifetime = 1
const mass = .1
return new Particle(parent.position.clone(), velocity, color, radius, lifetime, mass)
}
}
function getTrail(position) {
const direction = Math.random() * Math.PI * 2
const force = Math.random() * 128
const velocity = new Vector(Math.cos(direction) * force, Math.sin(direction) * force)
const lifetime = .5 + Math.random()
const mass = .075
return new Trail(getChildFactory(), position, velocity, lifetime, mass)
}
return function (parent) {
let trails = 32
while (trails--) {
parent.children.push(getTrail(parent.position.clone()))
}
}
}
export default class Firework {
constructor(canvas) {
this.canvas = canvas
this.ctx = canvas.getContext('2d')
this.time = new Time()
this.rockets = []
this.rAF = null
this.timer = null
this.stopSign = false
this.resize = this.resize.bind(this)
this.loop = this.loop.bind(this)
this.addRocket = this.addRocket.bind(this)
this.start()
}
start() {
window.addEventListener('resize', this.resize)
document.addEventListener('click', this.addRocket)
this.timer = window.setInterval(this.addRocket, 1000)
this.resize()
this.loop()
}
stop() {
window.removeEventListener('resize', this.resize)
window.removeEventListener('click', this.addRocket)
this.stopSign = true
this.rockets = []
this.time = undefined
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
this.timer && window.clearInterval(this.timer)
return
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop)
}
draw() {
this.time.update()
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
for (let i = 0; i < this.rockets.length; i++) {
this.rockets[i].update(this.time)
this.rockets[i].render(this.canvas, this.ctx)
}
}
addRocket() {
const trustParticleFactory = getTrustParticleFactory()
const explosionFactory = getExplosionFactory(Math.random() * 360)
const position = new Vector(Math.random() * this.canvas.width, this.canvas.height)
const thrust = window.innerHeight * .75
const angle = Math.PI / -2 + (Math.random() - .5) * Math.PI / 8
const velocity = new Vector(Math.cos(angle) * thrust, Math.sin(angle) * thrust)
const lifetime = 3
this.rockets.push(new Rocket(trustParticleFactory, explosionFactory, position, velocity, lifetime))
this.rockets = this.rockets.filter(rocket => rocket.isAlive)
}
resize() {
this.canvas.width = window.innerWidth
this.canvas.height = window.innerHeight
}
}

@ -0,0 +1,92 @@
function mountainHeight(position, roughness) {
let frequencies = [1721, 947, 547, 233, 73, 31, 7]
return frequencies.reduce((height, freq) => height * roughness - Math.cos(freq * position), 0)
}
export default class Godrays {
constructor(canvas) {
this.canvas = canvas
this.ctx = canvas.getContext('2d')
this.frame = 0
this.godraysCanvas = canvas.cloneNode()
this.godraysCtx = this.godraysCanvas.getContext('2d')
this.rAF = null
this.stopSign = false
this.resize = this.resize.bind(this)
this.loop = this.loop.bind(this)
this.start()
}
start() {
window.addEventListener('resize', this.resize)
this.resize()
this.loop()
}
stop() {
window.removeEventListener('resize', this.resize)
this.stopSign = true
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
this.godraysCtx.clearRect(0, 0, this.godraysCanvas.width, this.godraysCanvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
return
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop)
}
draw() {
this.canvas.width = 512
this.canvas.height = 256
this.godraysCanvas.width = 128
this.godraysCanvas.height = 64
let sunY = Math.cos(this.frame++ / 512) * 24
let emissionGradient = this.godraysCtx.createRadialGradient(
this.godraysCanvas.width / 2, this.godraysCanvas.height / 2 + sunY, // The sun's center.
0, // Start radius.
this.godraysCanvas.width / 2, this.godraysCanvas.height / 2 + sunY, // Sun's center again.
44 // End radius.
)
this.godraysCtx.fillStyle = emissionGradient
emissionGradient.addColorStop(.1, '#0C0804') // Color for pixels in radius 0 to 4.4 (44 * .1).
emissionGradient.addColorStop(.2, '#060201') // Color for everything past radius 8.8.
this.godraysCtx.fillRect(0, 0, this.godraysCanvas.width, this.godraysCanvas.height)
this.godraysCtx.fillStyle = '#000'
let skyGradient = this.ctx.createLinearGradient(0, 0, 0, this.canvas.height)
skyGradient.addColorStop(0, '#2a3e55') // Blueish at the top.
skyGradient.addColorStop(.7, '#8d4835') // Reddish at the bottom.
this.ctx.fillStyle = skyGradient
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
for (let i = 0; i < 4; i++) {
this.ctx.fillStyle = `hsl(7, 23%, ${23 - i * 6}%)`
for (let x = this.canvas.width; x--;) {
let mountainPosition = (this.frame + this.frame * i * i) / 3000 + x / 2000
let mountainRoughness = i / 19 - .5
let y = 128 + i * 25 + mountainHeight(mountainPosition, mountainRoughness) * 45
this.ctx.fillRect(x, y, 1, 999)
this.godraysCtx.fillRect(x / 4, y / 4 + 1, 1, 999)
}
}
this.ctx.globalCompositeOperation = this.godraysCtx.globalCompositeOperation = 'lighter'
for (let scaleFactor = 1.07; scaleFactor < 5; scaleFactor *= scaleFactor) {
this.godraysCtx.drawImage(
this.godraysCanvas,
(this.godraysCanvas.width - this.godraysCanvas.width * scaleFactor) / 2,
(this.godraysCanvas.height - this.godraysCanvas.height * scaleFactor) / 2 - sunY * scaleFactor + sunY,
this.godraysCanvas.width * scaleFactor,
this.godraysCanvas.height * scaleFactor
)
}
this.ctx.drawImage(this.godraysCanvas, 0, 0, this.canvas.width, this.canvas.height)
}
resize() {
this.canvas.width = window.innerWidth
this.canvas.height = window.innerHeight
}
}

@ -0,0 +1,261 @@
// Currently in Chrome you need to click the "Get Adobe Flash" button so it'll ask you if you want to
// allow flash to run.
// The rest of this is formatted as:
// // Explanation of the compressed code
// // ...
//
// // Commented out, compressed code
//
// Readable (more or less) version of the code
// ...
document.addEventListener("DOMContentLoaded", go)
function go() {
"use strict"
// JS1K's HTML shim gives us a canvas (a) and its 2D context (c) for free. We'll set them up here.
let canvas = document.querySelector('canvas')
let ctx = canvas.getContext('2d')
// First off - we define an abbreviation function. This takes an object, iterates over its properties
// and stores their names as strings in a 2 or 3 letter variable ("this" is the window object).
//
// p[0]+p[6] will evaluate to the 1st and 7th letter (or the 1st+"undefined" if there's no 7th),
// [p[20]] will be an empty string if the property's name is too short ([undefined] gets coerced to
// an empty string).
//
// This is a variation on Marijn Haverbeke's technique - see https://marijnhaverbeke.nl/js1k/
//
// We won't be using it in the readable version of the demo.
// A=o=>{for(p in o)this[p[0]+p[6]+[p[20]]]=p}
// Next we abbreviate all the properties in our window object because requestAnimationFrame() is
// kind of long. We can't call A(window) because it will try to abbreviate all our abbreviations (since
// it stores them in the window object) so we'll use it on "top" which has the same properties.
// We really just need a shorter requestAnimationFrame().
//
// Sidenote: this is a clear violation of JS1K rules, which is why it's very important not to read them
// before the competition is over.
// A(top)
// Now, since our demo is fairly heavy we use a small canvas, but we want it to be fullscreen on a
// black background, so we waste ~90 bytes on some CSS to stretch it (currently "object-fit:contain"
// doesn't work for canvas on MS browsers).
//
// To avoid wasting 90 bytes just on this, we take this opportunity to define P and Q as 'width' and
// 'height' for later. This is probably a mistake since I ended up packing it with regpack anyway.
//
// The weird bit at the end is an ES6 template literal being abused to call the array's join method
// with something that will be coerced into the string ':100%;'.
// a.style=[P='width',Q='height','object-fit:contain;background:#000'].join`:100%;`
canvas.style = 'width: 100%; height: 100%; object-fit:contain; background:#000;'
// Now we need a frame counter.
// t=0
let frame = 0
// B() is the requestAnimationFrame callback.
// B=_=>{
function onFrame() {
// Set width and height on our canvases, we'll be using a smaller canvas for the godrays. This
// also clears and resets their states. While we're at it, we'll store their dimensions in one
// letter vars for later.
// w=a[P]=512
// h=a[Q]=256
// W=E[P]=128
// H=E[Q]=64
canvas.width = 512
canvas.height = 256
godraysCanvas.width = 128
godraysCanvas.height = 64
// Set the sun's vertical position.
// T=C(t++/w)*24
let sunY = Math.cos(frame++ / 512) * 24 // This is actually the offset from the middle of the canvas.
// Get the 2D context for our godrays canvas, and create abbreviations for all the context properties.
// A(F=E.getContext`2d`)
let godraysCtx = godraysCanvas.getContext('2d')
// Now we set the godrays' context fillstyle (window.fy is 'fillStyle') to a newly created gradient
// (cr is 'createRadialGradient') which we also run through our abbreviator.
// A(F[fy]=g=F[cR](H,32+T,0,H,32+T,44)) // Could have shaved one more char here...
let emissionGradient = godraysCtx.createRadialGradient(
godraysCanvas.width / 2, godraysCanvas.height / 2 + sunY, // The sun's center.
0, // Start radius.
godraysCanvas.width / 2, godraysCanvas.height / 2 + sunY, // Sun's center again.
44 // End radius.
)
godraysCtx.fillStyle = emissionGradient
// Now we addColorStops. This needs to be a dark gradient because our godrays effect will basically
// overlay it on top of itself many many times, so anything lighter will result in lots of white.
//
// If you're not space-bound you can add another stop or two, maybe fade out to black, but this
// actually looks good enough.
// g[ao](.1,'#0C0804')
// g[ao](.2,'#060201')
emissionGradient.addColorStop(.1, '#0C0804') // Color for pixels in radius 0 to 4.4 (44 * .1).
emissionGradient.addColorStop(.2, '#060201') // Color for everything past radius 8.8.
// Now paint the gradient all over our godrays canvas.
// F[fc](0,0,W,H)
godraysCtx.fillRect(0, 0, godraysCanvas.width, godraysCanvas.height)
// And set the fillstyle to black, we'll use it to paint our occlusion (mountains).
// F[fy]='#000'
godraysCtx.fillStyle = '#000'
// For our 1K demo, we paint our sky a solid #644 reddish-brown. But here - let's do it right.
// c[fy]=g='#644'
// c[fc](0,0,w,h)
let skyGradient = ctx.createLinearGradient(0, 0, 0, canvas.height)
skyGradient.addColorStop(0, '#2a3e55') // Blueish at the top.
skyGradient.addColorStop(.7, '#8d4835') // Reddish at the bottom.
ctx.fillStyle = skyGradient
ctx.fillRect(0, 0, canvas.width, canvas.height)
// Our mountains will be made by summing up sine waves of varying frequencies and amplitudes.
// m=(f,j)=>[1721,947,547,233,73,31,7].reduce((a,v)=>a*j-C(f*v),0)
function mountainHeight(position, roughness) {
// Our frequencies (prime numbers to avoid extra repetitions).
let frequencies = [1721, 947, 547, 233, 73, 31, 7]
// Add them up.
return frequencies.reduce((height, freq) => height * roughness - Math.cos(freq * position), 0)
}
// Draw 4 layers of mountains.
// for(i=0;i<4;i++)for(X=w,c[fy]=`hsl(7,23%,${23-i*6}%`;X--;F[fc](X/4,U/4+1,1,w))c[fc](X,U=W+i*25+m((t+t*i*i)/1e3+X/2e3,i/19-.5)*45,1,w)
for (let i = 0; i < 4; i++) {
// Set the main canvas fillStyle to a shade of brown with variable lightness (darker at the front).
ctx.fillStyle = `hsl(7, 23%, ${23 - i * 6}%)`
// For each column in our canvas...
for (let x = canvas.width; x--;) {
// Ok, I don't really remember the details here, basically the (frame+frame*i*i) makes the
// near mountains move faster than the far ones. We divide by large numbers because our
// mountains repeat at position 1/7*Math.PI*2 or something like that...
let mountainPosition = (frame + frame * i * i) / 1000 + x / 2000
// Make further mountains more jagged, adds a bit of realism and also makes the godrays
// look nicer.
let mountainRoughness = i / 19 - .5
// 128 is the middle, i * 25 moves the nearer mountains lower on the screen.
let y = 128 + i * 25 + mountainHeight(mountainPosition, mountainRoughness) * 45
// Paint a 1px-wide rectangle from the mountain's top to below the bottom of the canvas.
ctx.fillRect(x, y, 1, 999) // 999 can be any large number...
// Paint the same thing in black on the godrays emission canvas, which is 1/4 the size,
// and move it one pixel down (otherwise there can be a tiny underlit space between the
// mountains and the sky).
godraysCtx.fillRect(x / 4, y / 4 + 1, 1, 999)
}
}
// The godrays are generated by adding up RGB values, gCt is the bane of all js golfers -
// globalCompositeOperation. Set it to 'lighter' on both canvases.
// c[gCt]=F[gCt]='lighter'
ctx.globalCompositeOperation = godraysCtx.globalCompositeOperation = 'lighter'
// NOW - let's light this motherfucker up! We'll make several passes over our emission canvas,
// each time adding an enlarged copy of it to itself so at the first pass we get 2 copies, then 4,
// then 8, then 16 etc... We square our scale factor at each iteration.
// for(s=1.07;s<5;s*=s)F[da](E,(W-W*s)/2,(H-H*s)/2-T*s+T,W*s,H*s)
for (let scaleFactor = 1.07; scaleFactor < 5; scaleFactor *= scaleFactor) {
// The x, y, width and height arguments for drawImage keep the light source (godraysCanvas.width
// / 2, godraysCanvas.height / 2 + sunY) in the same spot on the enlarged copy. It basically boils
// down to multiplying a 2D matrix by itself. There's probably a better way to do this, but I
// couldn't figure it out.
godraysCtx.drawImage(
godraysCanvas,
(godraysCanvas.width - godraysCanvas.width * scaleFactor) / 2,
(godraysCanvas.height - godraysCanvas.height * scaleFactor) / 2 - sunY * scaleFactor + sunY,
godraysCanvas.width * scaleFactor,
godraysCanvas.height * scaleFactor
)
}
// Now that our godrays are rendered, draw them to our output canvas (whose globalCompositeOperation
// is already set to 'lighter').
// c[da](E,0,0,w,h)
ctx.drawImage(godraysCanvas, 0, 0, canvas.width, canvas.height)
// All done.
// this[rte](B)}
requestAnimationFrame(onFrame)
}
// Call our requestAnimationFrame handler to start rendering. Since it takes no arguments use the argument
// list to create our godrays canvas with cloneNode, which also takes no arguments... use it to setup a
// Math.cos shortcut (we'll skip this in our longform version).
// B(E=a.cloneNode(C=Math.cos))
let godraysCanvas = canvas.cloneNode()
onFrame()
// Phew... that took a while, but we're finally done with the visuals. Now for the audio part -
//
// The synthesizer is based on the Karplus-Strong algorithm which uses a very short delay loop as a
// resonator. I was initially aiming for a realistic string quartet but time and space constraints
// have forced me to massively compromise.
//
//
// The music is a 64-note melody that ends up an octave above where it started, spread out in a 4-voice
// canon. We pre-render a single voice and then add up 4 in our ScriptProcessor callback.
// Big hairy render loop, let's break it to pieces and explain...
// for(M=[Y=[V=J=I=i=0]];i<h;i++)for(j=2e4;j--;T=Y[I|0]=M[J++]=O%9)O=Math.random()-.5+T/5+Y[(I=++I%(7e3/2**(("!!----,*,(444420/20/-0/---,,--//((4444202/;;;;986986420/00--//,,".charCodeAt(i&63)+12*(i>>6))/12)))|0]*.8||0
let encodedMelody = "!!----,*,(444420/20/-0/---,,--//((4444202/;;;;986986420/00--//,,"
// M=[Y=[V=J=I=i=0]]
let voiceBuffer = [] // M = [...]
let ksDelayBuffer = [] // Y = [...]
let sampleOffset = 0 // V = 0 (used later)
let J = 0 // What the hell is J????
// Oh fuck it. It's 4am and I have no idea how this thing works. Maybe I'll write it up later.
// Besides, you just came here for the godrays, right?
// A(G=new AudioContext)
// A(S=G[cSr](w*8,0,1))
// S[oo]=e=>{A(e);A(o=e[oB]);for(i=0;i<w*8;o[gn](0)[i++]=O/32,V++)for(O=0,K=4;K--;O+=T>0&&M[T%J])T=V-(K/32*9)*J}
// S.connect(G[da])
}

@ -0,0 +1,30 @@
export default class Particle {
constructor() {
this.angleX = Math.random() * Math.PI * 2
this.angleY = Math.random() * Math.PI * 2
this.speedX = Math.random()
this.speedY = Math.random()
this.radius = 500
}
update({ctx, width, height, gravityDistance, mousePos}, speed = 0.035) {
let x = Math.cos(this.angleX) * this.radius,
y = Math.sin(this.angleY) * this.radius,
currentSpeedX = this.speedX * speed,
currentSpeedY = this.speedY * speed
if (Math.abs(mousePos.x - width / 2 - x) < gravityDistance && Math.abs(mousePos.y - height / 2 - y) < gravityDistance) {
currentSpeedX = currentSpeedX * (Math.abs(mousePos.x - width / 2 - x) / gravityDistance) * 0.5
currentSpeedY = currentSpeedY * (Math.abs(mousePos.y - height / 2 - y) / gravityDistance) * 0.5
}
this.angleX += currentSpeedX
this.angleY += currentSpeedY
ctx.beginPath()
ctx.fillStyle = "white"
ctx.arc(width / 2 + x, height / 2 + y, 2.5, 0, Math.PI * 2, false)
ctx.fill()
}
}

@ -0,0 +1,68 @@
import Particle from "./Particle"
export default class MoveFollowMouse {
constructor(canvas, {num = 10, gravityDistance = 100} = {}) {
this.canvas = canvas
this.ctx = canvas.getContext('2d')
this.rAF = null
this.stopSign = false
this.particles = []
this.num = num
this.gravityDistance = gravityDistance
this.mousePos = {x: 0, y: 0}
this.resize = this.resize.bind(this)
this.loop = this.loop.bind(this)
this.getMousePos = this.getMousePos.bind(this)
this.start()
}
start() {
for (let i = 0; i < this.num; i += 1) {
this.particles.push(new Particle())
}
window.addEventListener('resize', this.resize)
window.addEventListener('mousemove', this.getMousePos)
this.resize()
this.loop()
}
stop() {
window.removeEventListener('resize', this.resize)
window.removeEventListener('mousemove', this.getMousePos)
this.stopSign = true
this.particles = []
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
return
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop)
}
draw() {
this.ctx.clearRect(0, 0, this.width, this.height)
for (let i = 0; i < this.num; i += 1) {
this.particles[i].update({
ctx: this.ctx,
width: this.width,
height: this.height,
gravityDistance: this.gravityDistance,
mousePos: this.mousePos
})
}
}
getMousePos(evt) {
const rect = this.canvas.getBoundingClientRect()
this.mousePos = {x: evt.clientX - rect.left, y: evt.clientY - rect.top}
}
resize() {
this.width = this.canvas.width = window.innerWidth
this.height = this.canvas.height = window.innerHeight
}
}

@ -0,0 +1,90 @@
import Vector from "./Vector"
import util from "./util"
export default class Particle {
constructor({add, sphereRad, fLen, dotImageList}) {
this.distPos = {
theta: add === true ? Math.PI / 2 : Math.random() * Math.PI,
phi: 2 * Math.random() * Math.PI
}
this.distPos.x = sphereRad * Math.sin(this.distPos.theta) * Math.cos(this.distPos.phi)
this.distPos.y = sphereRad * Math.sin(this.distPos.theta) * Math.sin(this.distPos.phi)
this.distPos.z = sphereRad * Math.cos(this.distPos.theta)
this.distVec = new Vector(this.distPos.x, this.distPos.y, this.distPos.z)
this.unitVec = this.distVec.unit()
this.startVec = this.distVec.multiply(1 + Math.random() * 2)
this.x = this.startVec.x
this.y = this.startVec.y
this.z = this.startVec.z
this.veloRate = 1 + Math.random()
this.velo = this.unitVec.negative().multiply(this.veloRate)
this.finalVelo = 0
this.m = fLen / (fLen - this.z)
this.age = this.life = 50 + Math.floor(Math.random() * 500)
this.turnAngle = 0
this.wanderTime = 200
this.radius = 1 + Math.random() * 3
let colorRandom = Math.floor(Math.random() * 4)
switch (colorRandom) {
case 0:
this.img = dotImageList[0]
this.color = "rgba(70,255,140,"
break
case 1:
this.img = dotImageList[1]
this.color = "rgba(90,90,90,"
break
case 2:
this.img = dotImageList[2]
break
case 3:
this.img = dotImageList[3]
break
}
}
update({sphereRad, fLen, turnSpeed}) {
this.nowPos = new Vector(this.x, this.y, this.z)
this.nowPosUnit = this.nowPos.unit()
if (this.wanderTime > 0 && this.nowPos.length() > (sphereRad * 1.2)) {
this.wanderTime--
this.velo.x += 0.1 * (Math.random() * 2 - 1)
this.velo.y += 0.1 * (Math.random() * 2 - 1)
this.velo.z += 0.1 * (Math.random() * 2 - 1)
this.x = this.x + this.velo.x
this.y = this.y + this.velo.y
this.z = this.z + this.velo.z
this.op = util.map(this.nowPos.length(), sphereRad, this.startVec.length(), 1, 0)
}
else if (this.nowPos.length() > sphereRad) {
if (this.finalPos === 0) {
this.finalPos = this.nowPosUnit.multiply(sphereRad)
}
if (this.finalVelo === 0) {
this.finalVelo = this.nowPosUnit.negative().multiply(this.veloRate)
}
this.x = this.x + this.finalVelo.x
this.y = this.y + this.finalVelo.y
this.z = this.z + this.finalVelo.z
this.op = util.map(this.nowPos.length(), sphereRad, this.startVec.length(), 1, 0)
}
else {
this.op = this.life / (this.age / 2)
this.turnAngle = (this.turnAngle + turnSpeed) % (Math.PI * 2)
let cosAngle = Math.cos(turnSpeed)
let sinAngle = Math.sin(turnSpeed)
this.x = cosAngle * this.nowPos.x + sinAngle * this.nowPos.z
this.z = -sinAngle * this.nowPos.x + cosAngle * this.nowPos.z
this.y = this.nowPos.y
this.life--
}
this.m = fLen / (fLen - this.z)
}
}

@ -0,0 +1,74 @@
export default class Vector {
constructor(x, y, z) {
this.x = x || 0
this.y = y || 0
this.z = z || 0
}
negative() {
return new Vector(-this.x, -this.y, -this.z)
}
add(v) {
if (v instanceof Vector) return new Vector(this.x + v.x, this.y + v.y, this.z + v.z)
else return new Vector(this.x + v, this.y + v, this.z + v)
}
subtract(v) {
if (v instanceof Vector) return new Vector(this.x - v.x, this.y - v.y, this.z - v.z)
else return new Vector(this.x - v, this.y - v, this.z - v)
}
multiply(v) {
if (v instanceof Vector) return new Vector(this.x * v.x, this.y * v.y, this.z * v.z)
else return new Vector(this.x * v, this.y * v, this.z * v)
}
divide(v) {
if (v instanceof Vector) return new Vector(this.x / v.x, this.y / v.y, this.z / v.z)
else return new Vector(this.x / v, this.y / v, this.z / v)
}
dot(v) {
return this.x * v.x + this.y * v.y + this.z * v.z
}
cross(v) {
return new Vector(
this.y * v.z - this.z * v.y,
this.z * v.x - this.x * v.z,
this.x * v.y - this.y * v.x
)
}
length() {
return Math.sqrt(this.dot(this))
}
unit() {
return this.divide(this.length())
}
min() {
return Math.min(Math.min(this.x, this.y), this.z)
}
max() {
return Math.max(Math.max(this.x, this.y), this.z)
}
angleTo(a) {
return Math.acos(this.dot(a) / (this.length() * a.length()))
}
clone() {
return new Vector(this.x, this.y, this.z)
}
init(x, y, z) {
this.x = x
this.y = y
this.z = z
return this
}
}

@ -0,0 +1,88 @@
import Particle from "./Particle"
export default class ParticleBall {
constructor(canvas, {sphereRad = 130, fLen = 300, maxParticle = 400, turnSpeed = 0.005} = {}) {
this.canvas = canvas
this.ctx = canvas.getContext("2d")
this.rAF = null
this.stopSign = false
this.sphereRad = sphereRad
this.fLen = fLen
this.maxParticle = maxParticle
this.turnSpeed = turnSpeed
this.particles = []
this.resize = this.resize.bind(this)
this.loop = this.loop.bind(this)
this.start()
}
start() {
window.addEventListener('resize', this.resize)
this.resize()
this.initDot()
this.loop()
}
stop() {
window.removeEventListener('resize', this.resize)
this.stopSign = true
this.particles = []
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
return
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop)
}
draw() {
this.ctx.clearRect(0, 0, this.width, this.height)
if (this.particles.length < this.maxParticle) {
this.particles.push(new Particle({
sphereRad: this.sphereRad,
fLen: this.fLen,
dotImageList: this.dotImageList
}))
}
for (let i = 0; i < this.particles.length; i++) {
let p = this.particles[i]
if (p.life === 0) {
this.particles.splice(i, 1)
this.particles.push(new Particle({
sphereRad: this.sphereRad,
fLen: this.fLen,
dotImageList: this.dotImageList
}))
}
p.update({sphereRad: this.sphereRad, fLen: this.fLen, turnSpeed: this.turnSpeed})
if (p.m > 0) {
this.ctx.save()
this.ctx.globalAlpha = p.op
this.ctx.drawImage(p.img, p.x * p.m + this.CenterX, this.CenterY - p.y * p.m, p.radius * p.m * 2, p.radius * p.m * 2)
this.ctx.restore()
}
}
}
resize() {
this.width = this.canvas.width = window.innerWidth
this.height = this.canvas.height = window.innerHeight
this.CenterX = this.width / 2
this.CenterY = this.height / 2
}
initDot() {
this.dotImageList = []
for (let i = 1; i <= 4; i++) {
let dotImage = new Image()
dotImage.src = "/static/img/dot" + i + ".png"
this.dotImageList.push(dotImage)
}
}
}

@ -0,0 +1,13 @@
const util = {
norm: function (value, min, max) {
return (value - min) / (max - min)
},
lerp: function (norm, min, max) {
return min + norm * (max - min)
},
map: function (value, sourceMin, sourceMax, destMin, destMax) {
return this.lerp(this.norm(value, sourceMin, sourceMax), destMin, destMax)
}
}
export default util

@ -0,0 +1,50 @@
function getLimitedRandom(min, max, roundToInteger) {
let number = Math.random() * (max - min) + min
if (roundToInteger) number = Math.round(number)
return number
}
function returnRandomArrayItem(array) {
return array[Math.floor(Math.random() * array.length)]
}
export default class Particle {
constructor(parent, x, y) {
this.network = parent
this.canvas = parent.canvas
this.ctx = parent.ctx
this.particleColor = returnRandomArrayItem(this.network.options.particleColors)
this.radius = getLimitedRandom(1.5, 2.5)
this.opacity = 0
this.x = x || Math.random() * this.canvas.width
this.y = y || Math.random() * this.canvas.height
this.velocity = {
x: (Math.random() - 0.5) * parent.options.velocity,
y: (Math.random() - 0.5) * parent.options.velocity
}
}
update() {
this.opacity = this.opacity < 1 ? this.opacity + 0.01 : 1
// Change dir if outside map
if (this.x > this.canvas.width + 100 || this.x < -100) {
this.velocity.x = -this.velocity.x
}
if (this.y > this.canvas.height + 100 || this.y < -100) {
this.velocity.y = -this.velocity.y
}
// Update position
this.x += this.velocity.x
this.y += this.velocity.y
}
draw() {
this.ctx.beginPath()
this.ctx.fillStyle = this.particleColor
this.ctx.globalAlpha = this.opacity
this.ctx.arc(this.x, this.y, this.radius, 0, 2 * Math.PI)
this.ctx.fill()
}
}

@ -0,0 +1,204 @@
import Particle from "./Particle"
export default class ParticleNetwork {
constructor(canvas) {
this.canvas = canvas
this.ctx = canvas.getContext("2d")
this.options = {
velocity: 1, // the higher the faster
density: 15000, // the lower the denser
netLineDistance: 200,
netLineColor: '#929292',
particleColors: ['#aaa'] // ['#6D4E5C', '#aaa', '#FFC458' ]
}
this.rAF = null
this.timer = null
this.stopSign = false
this.resize = this.resize.bind(this)
this.loop = this.loop.bind(this)
this.start()
}
start() {
this.canvas.width = window.innerWidth
this.canvas.height = window.innerHeight
this.createParticles(true)
this.bindUiActions()
this.loop()
}
stop() {
this.unbindUiActions()
this.stopSign = true
this.particles = []
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
return
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop)
}
draw() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
this.ctx.globalAlpha = 1
// Draw connections
for (let i = 0; i < this.particles.length; i++) {
for (let j = this.particles.length - 1; j > i; j--) {
let distance, p1 = this.particles[i], p2 = this.particles[j]
// check very simply if the two points are even a candidate for further measurements
distance = Math.min(Math.abs(p1.x - p2.x), Math.abs(p1.y - p2.y))
if (distance > this.options.netLineDistance) continue
// the two points seem close enough, now let's measure precisely
distance = Math.sqrt(
Math.pow(p1.x - p2.x, 2) +
Math.pow(p1.y - p2.y, 2)
)
if (distance > this.options.netLineDistance) continue
this.ctx.beginPath()
this.ctx.strokeStyle = this.options.netLineColor
this.ctx.globalAlpha = (this.options.netLineDistance - distance) / this.options.netLineDistance * p1.opacity * p2.opacity
this.ctx.lineWidth = 0.7
this.ctx.moveTo(p1.x, p1.y)
this.ctx.lineTo(p2.x, p2.y)
this.ctx.stroke()
}
}
// Draw particles
for (let i = 0; i < this.particles.length; i++) {
this.particles[i].update()
this.particles[i].draw()
}
}
createParticles(isInitial) {
// Initialise / reset particles
this.particles = []
let quantity = this.canvas.width * this.canvas.height / this.options.density
if (isInitial) {
let counter = 0
window.clearInterval(this.timer)
this.timer = setInterval(() => {
if (counter < quantity - 1) this.particles.push(new Particle(this))
else clearInterval(this.timer)
counter++
}, 250)
}
else for (let i = 0; i < quantity; i++) this.particles.push(new Particle(this))
}
createInteractionParticle() {
this.interactionParticle = new Particle(this)
this.interactionParticle.velocity = {x: 0, y: 0}
this.particles.push(this.interactionParticle)
return this.interactionParticle
}
removeInteractionParticle() {
let index = this.particles.indexOf(this.interactionParticle)
if (index > -1) {
this.interactionParticle = undefined
this.particles.splice(index, 1)
}
}
bindUiActions() {
this.spawnQuantity = 3
this.mouseIsDown = false
this.touchIsMoving = false
this.onMouseMove = function (e) {
!this.interactionParticle && this.createInteractionParticle()
this.interactionParticle.x = e.offsetX
this.interactionParticle.y = e.offsetY
}.bind(this)
this.onTouchMove = function (e) {
e.preventDefault()
this.touchIsMoving = true
!this.interactionParticle && this.createInteractionParticle()
this.interactionParticle.x = e.changedTouches[0].clientX
this.interactionParticle.y = e.changedTouches[0].clientY
}.bind(this)
this.onMouseDown = function (e) {
this.mouseIsDown = true
let counter = 0
let quantity = this.spawnQuantity
let intervalId = setInterval(function () {
if (this.mouseIsDown) {
if (counter === 1) quantity = 1
for (let i = 0; i < quantity; i++) {
if (this.interactionParticle) {
this.particles.push(new Particle(this, this.interactionParticle.x, this.interactionParticle.y))
}
}
}
else window.clearInterval(intervalId)
counter++
}.bind(this), 50)
}.bind(this)
this.onTouchStart = function (e) {
e.preventDefault()
setTimeout(function () {
if (!this.touchIsMoving) {
for (let i = 0; i < this.spawnQuantity; i++) {
this.particles.push(new Particle(this, e.changedTouches[0].clientX, e.changedTouches[0].clientY))
}
}
}.bind(this), 200)
}.bind(this)
this.onMouseUp = function (e) {
this.mouseIsDown = false
}.bind(this)
this.onMouseOut = function (e) {
this.removeInteractionParticle()
}.bind(this)
this.onTouchEnd = function (e) {
e.preventDefault()
this.touchIsMoving = false
this.removeInteractionParticle()
}.bind(this)
window.addEventListener('resize', this.resize)
window.addEventListener('mousemove', this.onMouseMove)
window.addEventListener('touchmove', this.onTouchMove)
window.addEventListener('mousedown', this.onMouseDown)
window.addEventListener('touchstart', this.onTouchStart)
window.addEventListener('mouseup', this.onMouseUp)
window.addEventListener('mouseout', this.onMouseOut)
window.addEventListener('touchend', this.onTouchEnd)
}
unbindUiActions() {
window.removeEventListener('resize', this.resize)
window.removeEventListener('mousemove', this.onMouseMove)
window.removeEventListener('touchmove', this.onTouchMove)
window.removeEventListener('mousedown', this.onMouseDown)
window.removeEventListener('touchstart', this.onTouchStart)
window.removeEventListener('mouseup', this.onMouseUp)
window.removeEventListener('mouseout', this.onMouseOut)
window.removeEventListener('touchend', this.onTouchEnd)
}
resize() {
this.canvas.width = window.innerWidth
this.canvas.height = window.innerHeight
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
this.createParticles()
}
}

@ -0,0 +1,157 @@
function colorIntToHexString(color) {
let s = color.toString(16)
return '0'.repeat(6 - s.length) + s
}
export default class ParticleWave {
constructor(canvas) {
this.canvas = canvas
this.ctx = canvas.getContext("2d")
this.config = {
colors: {
background: 0x000000,
particle: 0x477cc2
},
alpha: {
particle: 1
},
particleCount: 10000
}
this.particleWaveWalker = 0
this.rAF = null
this.stopSign = false
this.resize = this.resize.bind(this)
this.loop = this.loop.bind(this)
this.start()
}
initParticle() {
this.particles = new Float32Array(this.config.particleCount * 2)
for (let i = 0; i < this.particles.length; i += 2) {
this.particles[i] = Math.random()
this.particles[i + 1] = Math.random()
}
}
initParticleColor() {
this.particleColorRGB = new Float32Array(3)
this.particleColorRGB[0] = this.config.colors.particle >> 16 & 0xff
this.particleColorRGB[1] = this.config.colors.particle >> 8 & 0xff
this.particleColorRGB[2] = this.config.colors.particle & 0xff
this.particleFillStyle = 'rgb(' + this.particleColorRGB[0] + ',' + this.particleColorRGB[1] + ',' + this.particleColorRGB[2] + ')'
}
initSmoothGradient() {
this.smoothGradient = this.ctx.createLinearGradient(
this.canvas.width / 2,
0,
this.canvas.width / 2,
this.canvas.height
)
this.smoothGradient.addColorStop(0.25, 'rgba(0, 0, 0, 0)')
this.smoothGradient.addColorStop(0.45, 'rgba(0, 0, 0, 0.9)')
this.smoothGradient.addColorStop(0.5, 'rgba(0, 0, 0, 1)')
this.smoothGradient.addColorStop(0.55, 'rgba(0, 0, 0, 0.9)')
this.smoothGradient.addColorStop(0.75, 'rgba(0, 0, 0, 0)')
}
initWaterGradient() {
this.waterGradient = this.ctx.createLinearGradient(
this.canvas.width / 2,
this.canvas.height / 2,
this.canvas.width / 2,
this.canvas.height
)
this.waterGradient.addColorStop(0, 'rgba(0, 0, 30, 0)')
this.waterGradient.addColorStop(1, 'rgba(30, 0, 60, 0.5)')
}
start() {
window.addEventListener('resize', this.resize)
this.resize()
this.initParticle()
this.initParticleColor()
this.initSmoothGradient()
this.initWaterGradient()
this.loop()
}
stop() {
window.removeEventListener('resize', this.resize)
this.stopSign = true
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
return
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop)
}
draw() {
this.ctx.fillStyle = '#' + colorIntToHexString(this.config.colors.background)
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
this.ctx.fillStyle = this.waterGradient
this.ctx.fillRect(0, this.canvas.height / 2, this.canvas.width, this.canvas.height / 2)
this.renderParticle()
this.ctx.fillStyle = this.particleFillStyle
this.ctx.fillStyle = this.smoothGradient
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
}
renderParticle() {
this.particleWaveWalker += 0.03
this.ctx.fillStyle = this.particleFillStyle
let radius = {min: 1, add: 5},
midY = this.canvas.height / 2,
midX = this.canvas.width / 2,
spreadX = 5,
spreadZ = 0.0,
modZ = 0.0,
addX = 0,
addY = 0,
p = {x: 0.0, y: 0.0, r: 0.0},
waveControl = 10
for (let i = 0, xIndex, zIndex; i < this.particles.length; i += 2) {
xIndex = i
zIndex = i + 1
this.particles[zIndex] += 0.003
if (this.particles[zIndex] > 1) {
this.particles[zIndex] = 0
this.particles[xIndex] = Math.random()
}
if (this.particles[zIndex] < 0.3) continue
modZ = Math.pow(this.particles[zIndex], 2)
spreadZ = 1 + (spreadX - 1) * modZ
addX = (0.5 - this.particles[xIndex]) * this.canvas.width * spreadZ
addY = midY * modZ * (1 + 3 / waveControl)
p.x = midX + addX
p.y = midY + addY
p.r = radius.min + modZ * radius.add
p.y += Math.sin(this.particles[xIndex] * 50 + this.particleWaveWalker) * addY / waveControl
p.y += Math.cos(this.particles[zIndex] * 10 + this.particleWaveWalker) * addY / waveControl
p.y -= Math.cos(this.particles[zIndex] + this.particles[xIndex] * 10 + this.particleWaveWalker) * addY / waveControl
p.y -= Math.cos(this.particles[xIndex] * 50 + this.particleWaveWalker) * addY / waveControl
p.y -= Math.sin(this.particles[zIndex] * 10 + this.particleWaveWalker) * addY / waveControl
if (p.x < 0 || p.x > this.canvas.width) continue
this.ctx.fillRect(p.x, p.y, p.r, p.r)
}
}
resize() {
this.canvas.width = window.innerWidth
this.canvas.height = window.innerHeight
}
}

@ -1,7 +1,7 @@
import RainDrop from "./RainDrop"
export default class Rain {
constructor({rainDropCount, rainColor, backgroundColor}, canvas) {
export default class ReflectRain {
constructor(canvas, {rainDropCount = 500, rainColor = 'rgba(150,180,255,0.8)', backgroundColor = '#2d3a4b'} = {}) {
this.props = {rainDropCount, rainColor, backgroundColor}
this.rainDrops = []
this.timer = null
@ -10,17 +10,38 @@ export default class Rain {
this.canvas = canvas
this.ctx = canvas.getContext('2d')
this.resize = this.resize.bind(this)
this.loop = this.loop.bind(this)
this.start()
}
resize() {
this.dimensions = {
width: window.innerWidth,
height: window.innerHeight
start() {
window.addEventListener('resize', this.resize)
this.resize()
this.loop()
}
stop() {
window.removeEventListener('resize', this.resize)
this.stopSign = true
this.rainDrops = []
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
this.timer && window.clearTimeout(this.timer)
return
}
this.canvas.width = this.dimensions.width
this.canvas.height = this.dimensions.height
this.floor = this.dimensions.height * 0.7
if (this.rainDrops.length < this.props.rainDropCount) {
this.timer = window.setTimeout(() => this.rainDrops.push(new RainDrop(this)), Math.random() * 200)
}
else if (this.timer) {
window.clearTimeout(this.timer)
this.timer = null
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop)
}
draw() {
@ -49,32 +70,13 @@ export default class Rain {
this.ctx.restore()
}
start() {
window.addEventListener('resize', this.resize)
this.resize()
this.loop()
}
stop() {
window.removeEventListener('resize', this.resize)
this.stopSign = true
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
this.timer && window.clearTimeout(this.timer)
return
}
if (this.rainDrops.length < this.props.rainDropCount) {
this.timer = window.setTimeout(() => this.rainDrops.push(new RainDrop(this)), Math.random() * 200)
}
else if (this.timer) {
window.clearTimeout(this.timer)
this.timer = null
resize() {
this.dimensions = {
width: window.innerWidth,
height: window.innerHeight
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop.bind(this))
this.canvas.width = this.dimensions.width
this.canvas.height = this.dimensions.height
this.floor = this.dimensions.height * 0.7
}
}

@ -0,0 +1,18 @@
import {rand} from "./util"
export default class Spark {
constructor(x, y, options) {
this.x = x
this.y = y
this.age = 0
this.acceleration = rand(options.acceleration[0], options.acceleration[1])
this.color = options.randColor ? rand(0, 255) + "," + rand(0, 255) + "," + rand(0, 255) : OPT.color
this.opacity = options.maxOpacity - this.age / (options.lifetime * rand(1, 10))
}
go(options) {
this.x += options.speed * options.direction.x * this.acceleration / 2
this.y += options.speed * options.direction.y * this.acceleration / 2
this.opacity = options.maxOpacity - ++this.age / options.lifetime
}
}

@ -0,0 +1,86 @@
import Spark from "./Spark"
import {rand} from "./util"
export default class SparkRain {
constructor(canvas) {
this.canvas = canvas
this.ctx = canvas.getContext("2d")
this.options = {
amount: 10000,
speed: 0.1, // pixels per frame
lifetime: 500,
direction: {x: -0.5, y: 1},
size: [1, 1],
maxOpacity: 1,
color: "150, 150, 150",
randColor: true,
acceleration: [5, 40]
}
if (window.innerWidth < 520) {
this.options.speed = 0.05
this.options.color = "150, 150, 150"
}
this.sparks = []
this.rAF = null
this.timer = null
this.stopSign = false
this.resize = this.resize.bind(this)
this.loop = this.loop.bind(this)
this.addSpark = this.addSpark.bind(this)
this.start()
}
start() {
window.addEventListener('resize', this.resize)
this.resize()
this.timer = window.setInterval(
() => this.sparks.length < this.options.amount && this.addSpark(),
1000 / this.options.amount)
this.loop()
}
stop() {
window.removeEventListener('resize', this.resize)
this.stopSign = true
this.sparks = []
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
this.timer && window.clearInterval(this.timer)
return
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop)
}
draw() {
this.ctx.fillStyle = 'rgba(0,0,0, 0.1)'
this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height)
for (let i = 0; i < this.sparks.length; i++) {
this.sparks[i].opacity <= 0 ? this.sparks.splice(i, 1) : this.drawSpark(this.sparks[i])
}
}
addSpark() {
let x = rand(-200, this.canvas.width + 200)
let y = rand(-200, this.canvas.height + 200)
this.sparks.push(new Spark(x, y, this.options))
}
drawSpark(spark) {
spark.go(this.options)
this.ctx.beginPath()
this.ctx.fillStyle = `rgba(${spark.color},${spark.opacity})`
this.ctx.rect(spark.x, spark.y, this.options.size[0], this.options.size[1])
this.ctx.fill()
}
resize() {
this.canvas.width = window.innerWidth
this.canvas.height = window.innerHeight
}
}

@ -0,0 +1,3 @@
export function rand(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min
}

@ -0,0 +1,81 @@
function rand(min, max) {
return Math.random() * (max - min) + min
}
export default class Particle {
constructor() {
this.reset()
}
reset() {
this.x = 0
this.y = 0
this.z = 0
this.vx = rand(-0.5, 0.5)
this.vy = rand(-0.5, 0.5)
this.vz = rand(-0.25, 0.5)
this.s = 0
this.sx = 0
this.sy = 0
this.life = 1
this.decay = rand(0.005, 0.02)
this.radius = rand(5, 15)
this.sradius = this.radius
this.rradius = this.radius
this.hue = 0
this.alpha = 1
this.angle = 0
}
step($) {
this.vx *= $.mouse.down ? 1.1 : 1.04
this.vy *= $.mouse.down ? 1.1 : 1.04
this.vz *= $.mouse.down ? 1.1 : 1.04
this.x += this.vx
this.y += this.vy
this.z += this.vz
this.s = $.fl / ($.fl + this.z)
this.sx = this.x * this.s
this.sy = this.y * this.s
this.sradius = this.radius * this.s
this.rradius = Math.max(0.0001, this.sradius * this.life)
this.angle = Math.atan2(this.sy, this.sx)
this.hue = (this.angle / (Math.PI * 2)) * 180 + $.tick * 4
this.alpha = this.life
if (this.z < $.bounds.z.min) return this.reset()
if (this.life > 0) this.life -= this.decay
else this.reset()
}
draw($) {
$.ctx.beginPath()
$.ctx.arc(this.sx, this.sy, this.rradius * 2, 0, Math.PI * 2)
$.ctx.fillStyle = 'hsla(' + (this.hue + 60) + ', 60%, 30%, ' + this.alpha / 3 + ')'
$.ctx.fill()
$.ctx.strokeStyle = 'hsla(' + (this.hue - 60) + ', 60%, 30%, ' + this.alpha / 2 + ')'
$.ctx.stroke()
let angle1 = this.angle + Math.PI / 2,
angle2 = this.angle,
angle3 = this.angle - Math.PI / 2
$.ctx.beginPath()
$.ctx.moveTo(0, 0)
$.ctx.lineTo(this.sx + Math.cos(angle1) * this.rradius, this.sy + Math.sin(angle1) * this.rradius)
$.ctx.lineTo(this.sx + Math.cos(angle2) * this.rradius * 6, this.sy + Math.sin(angle2) * this.rradius * 6)
$.ctx.lineTo(this.sx + Math.cos(angle3) * this.rradius, this.sy + Math.sin(angle3) * this.rradius)
$.ctx.closePath()
$.ctx.fillStyle = 'hsla(' + this.hue + ', 50%, 30%, ' + this.alpha / 2 + ')'
$.ctx.fill()
$.ctx.beginPath()
$.ctx.moveTo(this.sx + Math.cos(angle2) * this.rradius * 6, this.sy + Math.sin(angle2) * this.rradius * 6)
$.ctx.lineTo(0, 0)
$.ctx.strokeStyle = 'hsla(' + this.hue + ', 50%, 30%, ' + this.alpha + ')'
$.ctx.stroke()
let sparkleRadius = this.rradius * 4
$.ctx.fillStyle = 'hsla(' + (this.hue + 180) + ', 100%, 50%, ' + this.alpha * 2 + ')'
$.ctx.fillRect((this.sx + rand(-sparkleRadius, sparkleRadius)), (this.sy + rand(-sparkleRadius, sparkleRadius)), 1, 1)
}
}

@ -0,0 +1,94 @@
import Particle from "./Particle"
export default class Sunlight {
constructor(canvas) {
this.canvas = canvas
this.ctx = canvas.getContext('2d')
this.parts = []
this.mouse = {down: 0}
this.rAF = null
this.stopSign = false
this.resize = this.resize.bind(this)
this.loop = this.loop.bind(this)
this.mousedown = this.mousedown.bind(this)
this.mouseup = this.mouseup.bind(this)
this.start()
}
start() {
window.addEventListener('resize', this.resize)
window.addEventListener('mouseup', this.mouseup)
window.addEventListener('mousedown', this.mousedown)
this.resize()
this.loop()
}
stop() {
window.removeEventListener('resize', this.resize)
window.removeEventListener('mouseup', this.mouseup)
window.removeEventListener('mousedown', this.mousedown)
this.stopSign = true
this.parts = []
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
}
loop() {
if (this.stopSign) {
this.rAF && window.cancelAnimationFrame(this.rAF)
return
}
this.draw()
this.rAF = window.requestAnimationFrame(this.loop)
}
draw() {
this.step()
this.ctx.globalCompositeOperation = 'destination-out'
this.ctx.fillStyle = 'hsla(0, 0%, 0%, 0.6)'
this.ctx.fillRect(0, 0, this.width, this.height)
this.ctx.globalCompositeOperation = 'lighter'
this.ctx.save()
this.ctx.translate(this.width / 2, this.height / 2)
this.ctx.rotate(this.tick / 300)
let i = this.parts.length
while (i--) {
this.parts[i].draw(this)
}
this.ctx.restore()
}
step() {
if (this.tick % 2 === 0 && this.parts.length < 200) {
this.parts.push(new Particle())
}
let i = this.parts.length
while (i--) {
this.parts[i].step(this)
}
this.tick += this.mouse.down ? 3 : 1
}
mousedown() {
this.mouse.down = 1
}
mouseup() {
this.mouse.down = 0
}
resize() {
this.tick = 0
this.width = window.innerWidth
this.height = window.innerHeight
this.canvas.width = this.width
this.canvas.height = this.height
this.mouse.down = 0
this.fl = 300
this.bounds = {
x: {min: -this.width / 2, max: this.width / 2},
y: {min: -this.height / 2, max: this.height / 2},
z: {min: -this.fl, max: 1000}
}
this.parts.length = 0
}
}

@ -4,6 +4,10 @@ const localSettings = getLocalPersonalSettings()
const state = {
device: 'pc',
//登陆页背景动画
loginPageBackgroundAnimation: 'reflectRain',
//注册页背景动画
registerPageBackgroundAnimation: 'firework',
//路由页面滚动高度
scrollTop: 0,
//右侧块是否含有头部
@ -11,13 +15,19 @@ const state = {
}
const mutations = {
SET_DEVICE: (state, device) => {
setDevice: (state, device) => {
state.device = device
},
SET_SCROLLTOP(state, scrollTop) {
setLoginPageBackgroundAnimation: (state, value) => {
state.loginPageBackgroundAnimation = value
},
setRegisterPageBackgroundAnimation: (state, value) => {
state.registerPageBackgroundAnimation = value
},
setScrollTop(state, scrollTop) {
state.scrollTop = scrollTop
},
SET_HASHEADER(state, hasHeader) {
setHasHeader(state, hasHeader) {
state.hasHeader = hasHeader
}
}

@ -0,0 +1,43 @@
<template>
<el-dropdown size="medium" trigger="click" @command="$emit('select',$event)">
<el-button type="text" title="选择背景动画">
<svg-icon icon="show"/>
</el-button>
<el-dropdown-menu slot="dropdown">
<el-dropdown-item
v-for="p in animations"
:key="p.value"
:disabled="p.value===value"
:command="p.value"
>
{{p.name}}
</el-dropdown-item>
</el-dropdown-menu>
</el-dropdown>
</template>
<script>
export default {
name: "SetAnimation",
props: {
value: String
},
data() {
return {
animations: [
{name: '无', value: ''},
{name: '烟花', value: 'firework'},
{name: '上帝之光', value: 'godrays'},
{name: '简单粒子', value: 'moveFollowMouse'},
{name: '球', value: 'particleBall'},
{name: '网络', value: 'particleNetwork'},
{name: '波浪', value: 'particleWave'},
{name: '雨', value: 'reflectRain'},
{name: '流星雨', value: 'sparkRain'},
{name: '阳光', value: 'sunlight'},
]
}
},
methods: {}
}
</script>

@ -2,7 +2,10 @@
<div class="login-page">
<canvas id="login-background"/>
<div class="login-container">
<div class="title">进销存管理系统</div>
<div class="title">
进销存管理系统
<set-animation :value="loginPageBackgroundAnimation" class="set-animation" @select="setAnimation"/>
</div>
<el-form ref="form" :model="form" :rules="rules" autocomplete="on" label-position="left">
<el-form-item prop="username">
<span class="svg-container">
@ -39,7 +42,7 @@
<svg-icon :icon="passwordType === 'password' ? 'eye' : 'eye-open'"/>
</span>
</el-form-item>
<el-button :loading="loading" style="width: 100%" type="primary" @click="login">登录</el-button>
<el-button :loading="loading" style="width: 100%" type="primary" @click="login"> </el-button>
<div class="flex" style="margin-top: 20px">
<p class="other-ways">
其他方式登录
@ -55,13 +58,14 @@
</template>
<script>
import {loginBackgroundAnimate} from '@/config'
import {isEmpty} from "@/utils"
import md5 from "js-md5"
import {elSuccess} from "@/utils/message"
import SetAnimation from "./components/SetAnimation"
export default {
name: 'login',
components: {SetAnimation},
data() {
return {
form: {
@ -79,7 +83,12 @@
capsTooltip: false,
otherWays: ['qq'],
loading: false,
rain: null,
animation: null
}
},
computed: {
loginPageBackgroundAnimation() {
return this.$store.state.app.loginPageBackgroundAnimation
}
},
methods: {
@ -111,21 +120,23 @@
},
removeEvent() {
document.removeEventListener('keyup', this.addCapsLockEvent)
},
clearAnimation() {
if (this.animation) {
this.animation.stop()
this.animation = null
}
},
setAnimation(value) {
this.clearAnimation()
this.$store.commit('app/setLoginPageBackgroundAnimation', value)
if (isEmpty(value)) return
import(`@/plugin/canvasAnimation/${value}`)
.then(_ => this.animation = new _.default(document.getElementById('login-background')))
}
},
mounted() {
if (loginBackgroundAnimate) {
import('@/plugin/rain')
.then(_ => {
this.rain = new _.default(
{
rainDropCount: 500,
rainColor: 'rgba(150,180,255,0.8)',
backgroundColor: '#2d3a4b'
},
document.getElementById('login-background'))
})
}
this.setAnimation(this.loginPageBackgroundAnimation)
this.addCapsLockEvent()
if (isEmpty(this.form.username)) this.$refs.username.focus()
else this.$refs.password.focus()
@ -133,7 +144,7 @@
beforeDestroy() {
this.$message.closeAll()
this.removeEvent()
this.rain && this.rain.stop()
this.clearAnimation()
}
}
</script>

@ -2,7 +2,10 @@
<div class="login-page">
<canvas id="login-background"/>
<div class="login-container">
<div class="title">用户注册</div>
<div class="title">
用户注册
<set-animation :value="registerPageBackgroundAnimation" class="set-animation" @select="setAnimation"/>
</div>
<el-form ref="form" :model="form" :rules="rules" label-position="left">
<el-form-item prop="username">
<span class="svg-container">
@ -30,7 +33,7 @@
@keyup.enter.native="register"
/>
</el-form-item>
<el-button :loading="loading" style="width: 100%" type="primary" @click="register">注册</el-button>
<el-button :loading="loading" style="width: 100%" type="primary" @click="register"> </el-button>
<div class="flex" style="margin-top: 20px">
<p/>
<el-button type="text" @click="!loading&&$router.push('/login')">已有账户登陆</el-button>
@ -45,9 +48,12 @@
import {register} from "@/api/account"
import {checkName} from "@/api/system/user"
import {elSuccess} from "@/utils/message"
import {isEmpty} from "@/utils"
import SetAnimation from "./components/SetAnimation"
export default {
name: "register",
components: {SetAnimation},
data() {
const validateName = (r, v, c) => {
checkName(this.form.username)
@ -80,7 +86,12 @@
},
capsTooltip: false,
loading: false,
rain: null,
animation: null
}
},
computed: {
registerPageBackgroundAnimation() {
return this.$store.state.app.registerPageBackgroundAnimation
}
},
methods: {
@ -105,14 +116,30 @@
},
removeEvent() {
document.removeEventListener('keyup', this.addCapsLockEvent)
},
clearAnimation() {
if (this.animation) {
this.animation.stop()
this.animation = null
}
},
setAnimation(value) {
this.clearAnimation()
this.$store.commit('app/setRegisterPageBackgroundAnimation', value)
if (isEmpty(value)) return
import(`@/plugin/canvasAnimation/${value}`)
.then(_ => this.animation = new _.default(document.getElementById('login-background')))
}
},
mounted() {
this.setAnimation(this.registerPageBackgroundAnimation)
this.addEvent()
this.$nextTick(() => this.$refs.username.focus())
},
beforeDestroy() {
this.$message.closeAll()
this.removeEvent()
this.clearAnimation()
}
}
</script>

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