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@eeropic
Last active February 2, 2017 22:15
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function onMouseMove(event){
var test=new Path.Circle([0,0],5)
test.position=event.point;
test.data.velocity=3;
test.onFrame=function(event){
test.position=test.position+new Point(Math.random()*test.data.velocity,test.data.velocity);
test.data.velocity=Math.max(0,test.data.velocity-Math.random()*0.1);
}
test.bounds.width=event.delta.length;
test.bounds.height=event.delta.length;
test.fillColor=new Color(Math.random()/4,Math.random(),Math.random()/2,1)
if(project.activeLayer.children.length>200){
project.activeLayer.children[0].remove();
}
}
function onFrame(event){
function setPixel(imageData, x, y, r, g, b, a) {
index = (x + y * imageData.width) * 4;
imageData.data[index+0] = r;
imageData.data[index+1] = g;
imageData.data[index+2] = b;
imageData.data[index+3] = a;
}
element = document.getElementById("canvas");
c = element.getContext("2d");
// read the width and height of the canvas
width = element.width;
height = element.height;
// create a new pixel array
imageData = c.createImageData(width, height);
// draw random dots
for (i = 0; i < 10000; i++) {
x = Math.random() * width | 0; // |0 to truncate to Int32
y = Math.random() * height | 0;
r = Math.random() * 256 | 0;
g = Math.random() * 256 | 0;
b = Math.random() * 256 | 0;
setPixel(imageData, x, y, r, g, b, 255); // 255 opaque
}
// copy the image data back onto the canvas
c.putImageData(imageData, 0, 0); // at coords 0,0
}
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