For a while now, I had this animated, constantly exploding ball of particles on one of my landing pages. Built using JavaScript and Canvas, it was a nice addition (read eye-candy) to the landing page. It’s time to retire it, though, but not before I tell how I did it and how I created several interesting variations.
Here’s what we are going to build:
See the Pen Canvas JS: Big Ball of Particles by Ciprian (@ciprian) on CodePen.
I needed the Canvas to be full width, so I went to a full HD width:
<canvas id="canvas" width="1920" height="600" data-rgb="230, 126, 34" data-bg="#000000"></canvas>
(Optional) I styled it to be fixed on screen (you don’t need to do it, just make sure you set the width and height):
#canvas {
width: 600px;
height: 600px;
}
And here is the JavaScript code. I won’t explain it line by line, but we will play with some variables in the examples below:
window.addEventListener("load", windowLoadHandler, false);
function windowLoadHandler() {
if (document.querySelectorAll('canvas')) {
[].forEach.call(document.querySelectorAll('canvas'), canvas => {
canvasApp(canvas);
});
}
}
function canvasApp(canvas) {
var theCanvas = canvas;
var context = theCanvas.getContext("2d");
var displayWidth;
var displayHeight;
var timer;
var wait;
var count;
var numToAddEachFrame;
var particleList;
var recycleBin;
var particleAlpha;
var fLen;
var m;
var projCenterX;
var projCenterY;
var zMax;
var turnAngle;
var turnSpeed;
var sphereRad, sphereCenterX, sphereCenterY, sphereCenterZ;
var particleRad;
var zeroAlphaDepth;
var randAccelX, randAccelY, randAccelZ;
var gravity;
var rgbString;
// We are defining a lot of variables used in the screen update functions globally so that they don't have to be redefined every frame
var p;
var outsideTest;
var nextParticle;
var sinAngle;
var cosAngle;
var rotX, rotZ;
var depthAlphaFactor;
var i;
var theta, phi;
var x0, y0, z0;
init();
function init() {
wait = 1;
count = wait - 1;
numToAddEachFrame = 4;
// Particle color
let rgb = theCanvas.dataset.rgb;
rgbString = `rgba(${rgb}, `; // Partial string for color which will be completed by appending alpha value
particleAlpha = 1; // Maximum alpha
displayWidth = theCanvas.width;
displayHeight = theCanvas.height;
fLen = 256; // Represents the distance from the viewer to z=0 depth. // e.g 320
// Projection center coordinates sets location of origin
projCenterX = displayWidth/2;
projCenterY = displayHeight/2;
// We will not draw coordinates if they have too large of a z-coordinate (which means they are very close to the observer)
zMax = fLen-2;
particleList = {};
recycleBin = {};
// Random acceleration factors - causes some random motion
randAccelX = 0.1;
randAccelY = 0.1;
randAccelZ = 0.1;
gravity = 0; // Try changing to a positive number (not too large, for example 0.3), or negative for floating upwards
particleRad = 2.5;
sphereRad = 256;
sphereCenterX = 0;
sphereCenterY = 0;
sphereCenterZ = -3 - sphereRad;
// Alpha values will lessen as particles move further back, causing depth-based darkening:
zeroAlphaDepth = -750;
turnSpeed = 2*Math.PI/1600; // The sphere will rotate at this speed (one complete rotation every 1600 frames).
turnAngle = 0; // Initial angle
timer = setInterval(onTimer, 1000/24);
}
function onTimer() {
// If enough time has elapsed, we will add new particles.
count++;
if (count >= wait) {
count = 0;
for (i = 0; i < numToAddEachFrame; i++) {
theta = Math.random()*2*Math.PI;
phi = Math.acos(Math.random()*2-1);
x0 = sphereRad*Math.sin(phi)*Math.cos(theta);
y0 = sphereRad*Math.sin(phi)*Math.sin(theta);
z0 = sphereRad*Math.cos(phi);
// We use the addParticle function to add a new particle. The parameters set the position and velocity components.
// Note that the velocity parameters will cause the particle to initially fly outwards away from the sphere center (after
// it becomes unstuck).
var p = addParticle(x0, sphereCenterY + y0, sphereCenterZ + z0, 0.002*x0, 0.002*y0, 0.002*z0);
// We set some "envelope" parameters which will control the evolving alpha of the particles
p.attack = 50;
p.hold = 50;
p.decay = 160;
p.initValue = 0;
p.holdValue = particleAlpha;
p.lastValue = 0;
// The particle will be stuck in one place until this time has elapsed
p.stuckTime = 80 + Math.random()*20;
p.accelX = 0;
p.accelY = gravity;
p.accelZ = 0;
}
}
// Update viewing angle
turnAngle = (turnAngle + turnSpeed) % (2*Math.PI);
sinAngle = Math.sin(turnAngle);
cosAngle = Math.cos(turnAngle);
// Background fill
let bg = theCanvas.dataset.bg;
context.fillStyle = bg;
context.fillRect(0, 0, displayWidth, displayHeight);
// context.clearRect(0, 0, displayWidth, displayWidth);
// Update and draw particles
p = particleList.first;
while (p != null) {
// Before list is altered record next particle
nextParticle = p.next;
// Update age
p.age++;
// If the particle is past its "stuck" time, it will begin to move
if (p.age > p.stuckTime) {
p.velX += p.accelX + randAccelX*(Math.random()*2 - 1);
p.velY += p.accelY + randAccelY*(Math.random()*2 - 1);
p.velZ += p.accelZ + randAccelZ*(Math.random()*2 - 1);
p.x += p.velX;
p.y += p.velY;
p.z += p.velZ;
}
/*
We are doing two things here to calculate display coordinates.
The whole display is being rotated around a vertical axis, so we first calculate rotated coordinates for
x and z (but the y coordinate will not change).
Then, we take the new coordinates (rotX, y, rotZ), and project these onto the 2D view plane.
*/
rotX = cosAngle*p.x + sinAngle*(p.z - sphereCenterZ);
rotZ = -sinAngle*p.x + cosAngle*(p.z - sphereCenterZ) + sphereCenterZ;
m = fLen/(fLen - rotZ);
p.projX = rotX*m + projCenterX;
p.projY = p.y*m + projCenterY;
// Update alpha according to envelope parameters
if (p.age < p.attack+p.hold+p.decay) {
if (p.age < p.attack) {
p.alpha = (p.holdValue - p.initValue)/p.attack*p.age + p.initValue;
} else if (p.age < p.attack+p.hold) {
p.alpha = p.holdValue;
} else if (p.age < p.attack+p.hold+p.decay) {
p.alpha = (p.lastValue - p.holdValue)/p.decay*(p.age-p.attack-p.hold) + p.holdValue;
}
} else {
p.dead = true;
}
// See if the particle is still within the viewable range
if ((p.projX > displayWidth)||(p.projX<0)||(p.projY<0)||(p.projY>displayHeight)||(rotZ>zMax)) {
outsideTest = true;
} else {
outsideTest = false;
}
if (outsideTest||p.dead) {
recycle(p);
} else {
// Depth-dependent darkening
depthAlphaFactor = (1-rotZ/zeroAlphaDepth);
depthAlphaFactor = (depthAlphaFactor > 1) ? 1 : ((depthAlphaFactor<0) ? 0 : depthAlphaFactor);
context.fillStyle = rgbString + depthAlphaFactor*p.alpha + ")";
// Draw
context.beginPath();
context.arc(p.projX, p.projY, m*particleRad, 0, 2*Math.PI, false);
context.closePath();
context.fill();
}
p = nextParticle;
}
}
function addParticle(x0, y0, z0, vx0, vy0, vz0) {
var newParticle;
// Check recycle bin for available drop:
if (recycleBin.first != null) {
newParticle = recycleBin.first;
// Remove from bin
if (newParticle.next != null) {
recycleBin.first = newParticle.next;
newParticle.next.prev = null;
} else {
recycleBin.first = null;
}
} else {
// If the recycle bin is empty, create a new particle (a new ampty object):
newParticle = {};
}
//add to beginning of particle list
if (particleList.first == null) {
particleList.first = newParticle;
newParticle.prev = null;
newParticle.next = null;
} else {
newParticle.next = particleList.first;
particleList.first.prev = newParticle;
particleList.first = newParticle;
newParticle.prev = null;
}
// Initialize
newParticle.x = x0;
newParticle.y = y0;
newParticle.z = z0;
newParticle.velX = vx0;
newParticle.velY = vy0;
newParticle.velZ = vz0;
newParticle.age = 0;
newParticle.dead = false;
if (Math.random() < 0.5) {
newParticle.right = true;
} else {
newParticle.right = false;
}
return newParticle;
}
function recycle(p) {
// Remove from particleList
if (particleList.first == p) {
if (p.next != null) {
p.next.prev = null;
particleList.first = p.next;
} else {
particleList.first = null;
}
}
else {
if (p.next == null) {
p.prev.next = null;
} else {
p.prev.next = p.next;
p.next.prev = p.prev;
}
}
// Add to recycle bin
if (recycleBin.first == null) {
recycleBin.first = p;
p.prev = null;
p.next = null;
} else {
p.next = recycleBin.first;
recycleBin.first.prev = p;
recycleBin.first = p;
p.prev = null;
}
}
}
Particle Variations
I am going to play with the colours and the background (mainly) to generate a few different layouts. I have changed the values inside the <canvas>
element’s data attributes: data-rgb="230, 126, 34" data-bg="#000000"
.
Transparent White
<canvas id="canvas" width="600" height="600" data-rgb="128, 128, 128" data-bg="#ffffff"></canvas>
Toxic Green
<canvas id="canvas" width="600" height="600" data-rgb="196, 229, 56" data-bg="#0a3d62"></canvas>