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@samliew
Last active November 5, 2016 23:27
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/**
* Source: http://www.kodhus.com/kodity/land/kod/bXCBjh
*
* The stars in our starfield!
* Stars coordinate system is relative to the CENTER of the canvas
* @param {number} x
* @param {number} y
*
* Usage:
* var starField = new StarField('fullScreen').render(333, 3);
*/
var Star = function(x, y, maxSpeed) {
this.x = x;
this.y = y;
this.slope = y / x; // This only works because our origin is always (0,0)
this.opacity = 0;
this.speed = Math.max(Math.random() * maxSpeed, 1);
};
/**
* Compute the distance of this star relative to any other point in space.
*
* @param {int} originX
* @param {int} originY
*
* @return {float} The distance of this star to the given origin
*/
Star.prototype.distanceTo = function(originX, originY) {
return Math.sqrt(Math.pow(originX - this.x, 2) + Math.pow(originY - this.y, 2));
};
/**
* Reinitializes this star's attributes, without re-creating it
*
* @param {number} x
* @param {number} y
*
* @return {Star} this star
*/
Star.prototype.resetPosition = function(x, y, maxSpeed) {
Star.apply(this, arguments);
return this;
};
/**
* The BigBang factory creates stars (Should be called StarFactory, but that is
* a WAY LESS COOL NAME!
* @type {Object}
*/
var BigBang = {
/**
* Returns a random star within a region of the space.
*
* @param {number} minX minimum X coordinate of the region
* @param {number} minY minimum Y coordinate of the region
* @param {number} maxX maximum X coordinate of the region
* @param {number} maxY maximum Y coordinate of the region
*
* @return {Star} The random star
*/
getRandomStar: function(minX, minY, maxX, maxY, maxSpeed) {
var coords = BigBang.getRandomPosition(minX, minY, maxX, maxY);
return new Star(coords.x, coords.y, maxSpeed);
},
/**
* Gets a random (x,y) position within a bounding box
*
*
* @param {number} minX minimum X coordinate of the region
* @param {number} minY minimum Y coordinate of the region
* @param {number} maxX maximum X coordinate of the region
* @param {number} maxY maximum Y coordinate of the region
*
* @return {Object} An object with random {x, y} positions
*/
getRandomPosition: function(minX, minY, maxX, maxY) {
return {
x: Math.floor((Math.random() * maxX) + minX),
y: Math.floor((Math.random() * maxY) + minY)
};
}
};
/**
* Constructor function of our starfield. This just prepares the DOM nodes where
* the scene will be rendered.
*
* @param {string} canvasId The DOM Id of the <div> containing a <canvas> tag
*/
var StarField = function(containerId) {
this.container = document.getElementById(containerId);
if(typeof this.container === 'undefined') {
console.log('Could not find target container. Exiting.');
return false;
}
this.canvasElem = this.container.getElementsByTagName('canvas');
if(typeof this.canvasElem === 'undefined') {
var c = document.createElement('canvas');
c.style.position = 'absolute';
c.style.top = '0px';
c.style.left = '0px';
c.style.bottom = '0px';
c.style.right = '0px';
c.style.zIndex = '0';
this.container.appendChild(c);
this.canvasElem = c;
}
else {
this.canvasElem = this.canvasElem[0];
}
this.canvas = this.canvasElem.getContext('2d');
this.width = this.container.offsetWidth;
this.height = this.container.offsetHeight;
this.starField = [];
};
/**
* Updates the properties for every star for the next frame to be rendered
*/
StarField.prototype._updateStarField = function() {
var i,
star,
randomLoc,
increment;
for (i = 0; i < this.numStars; i++) {
star = this.starField[i];
increment = Math.min(star.speed, Math.abs(star.speed / star.slope));
star.x += (star.x > 0) ? increment : -increment;
star.y = star.slope * star.x;
star.opacity += star.speed / 100;
// Recycle star obj if it goes out of the frame
if ((Math.abs(star.x) > this.width / 2) ||
(Math.abs(star.y) > this.height / 2)) {
//randomLoc = BigBang.getRandomPosition(
// -this.width / 2, -this.height / 2,
// this.width, this.height
//);
randomLoc = BigBang.getRandomPosition(
-this.width / 10, -this.height / 10,
this.width / 5, this.height / 5
);
star.resetPosition(randomLoc.x, randomLoc.y, this.maxStarSpeed);
}
}
};
/**
* Renders the whole starfield (background + stars)
* This method could be made more efficient by just blipping each star,
* and not redrawing the whole frame
*/
StarField.prototype._renderStarField = function() {
var i,
star;
// Background
this.canvas.fillStyle = "rgba(0, 0, 0, .5)";
this.canvas.fillRect(0, 0, this.width, this.height);
// Stars
for (i = 0; i < this.numStars; i++) {
star = this.starField[i];
this.canvas.fillStyle = "rgba(255, 255, 255, " + star.opacity + ")";
this.canvas.fillRect(
star.x + this.width / 2,
star.y + this.height / 2,
2, 2);
}
};
/**
* Function that handles the animation of each frame. Update the starfield
* positions and re-render
*/
StarField.prototype._renderFrame = function(elapsedTime) {
var timeSinceLastFrame = elapsedTime - (this.prevFrameTime || 0);
window.requestAnimationFrame(this._renderFrame.bind(this));
// Skip frames unless at least 30ms have passed since the last one
// (Cap to ~30fps)
if (timeSinceLastFrame >= 30 || !this.prevFrameTime) {
this.prevFrameTime = elapsedTime;
this._updateStarField();
this._renderStarField();
}
};
/**
* Makes sure that the canvas size fits the size of its container
*/
StarField.prototype._adjustCanvasSize = function(width, height) {
// Set the canvas size to match the container ID (and cache values)
this.width = this.canvasElem.width = width || this.container.offsetWidth;
this.height = this.canvasElem.height = height || this.container.offsetHeight;
};
/**
* This listener compares the old container size with the new one, and caches
* the new values.
*/
StarField.prototype._watchCanvasSize = function(elapsedTime) {
var timeSinceLastCheck = elapsedTime - (this.prevCheckTime || 0),
width,
height;
window.requestAnimationFrame(this._watchCanvasSize.bind(this));
// Skip frames unless at least 333ms have passed since the last check
// (Cap to ~3fps)
if (timeSinceLastCheck >= 333 || !this.prevCheckTime) {
this.prevCheckTime = elapsedTime;
width = this.container.offsetWidth;
height = this.container.offsetHeight;
if (this.oldWidth !== width || this.oldHeight !== height) {
this.oldWidth = width;
this.oldHeight = height;
this._adjustCanvasSize(width, height);
}
}
};
/**
* Initializes the scene by resizing the canvas to the appropiate value, and
* sets up the main loop.
* @param {int} numStars Number of stars in our starfield
*/
StarField.prototype._initScene = function(numStars) {
var i;
for (i = 0; i < this.numStars; i++) {
this.starField.push(
BigBang.getRandomStar(-this.width / 2, -this.height / 2, this.width, this.height, this.maxStarSpeed)
);
}
// Intervals not stored because I don't plan to detach them later...
window.requestAnimationFrame(this._renderFrame.bind(this));
window.requestAnimationFrame(this._watchCanvasSize.bind(this));
};
/**
* Kicks off everything!
* @param {int} numStars The number of stars to render
* @param {int} maxStarSpeed Maximum speed of the stars (pixels / frame)
*/
StarField.prototype.render = function(numStars, maxStarSpeed) {
this.numStars = numStars || 100;
this.maxStarSpeed = maxStarSpeed || 3;
this._initScene(this.numStars);
};
/**
* requestAnimationFrame shim layer with setTimeout fallback
* @see http://paulirish.com/2011/requestanimationframe-for-smart-animating
*/
(function() {
var lastTime = 0;
var vendors = ['ms', 'moz', 'webkit', 'o'];
for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) {
window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame'];
window.cancelAnimationFrame =
window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame'];
}
if (!window.requestAnimationFrame)
window.requestAnimationFrame = function(callback, element) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = window.setTimeout(function() { callback(currTime + timeToCall); },
timeToCall);
lastTime = currTime + timeToCall;
return id;
};
if (!window.cancelAnimationFrame)
window.cancelAnimationFrame = function(id) {
clearTimeout(id);
};
}());
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