<!DOCTYPE html>
<html lang="en" >
<head>
<meta charset="UTF-8">
<title>Based.</title>
<style>
body, html {
margin: 0;
background: -webkit-radial-gradient(center, ellipse cover, #111 10%, #000 90%);
}
canvas {
display: block;
cursor: crosshair;
}
h2 {
position: absolute;
bottom: 10px;
width: 100%;
letter-spacing: 4px;
text-align: center;
font-weight: bold;
font-size: 1em;
font-family: Arial, Helvetica, sans-serif;
color: #ccc;
text-transform: uppercase;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
"use strict";
class Vector {
constructor(x, y) {
this.x = x;
this.y = y;
}
add(v) {
return new Vector(
this.x + v.x,
this.y + v.y);
}
addTo(v) {
this.x += v.x;
this.y += v.y;
return this;
}
sub(v) {
return new Vector(
this.x - v.x,
this.y - v.y);
}
subFrom(v) {
this.x -= v.x;
this.y -= v.y;
}
mult(n) {
return new Vector(this.x * n, this.y * n);
}
multTo(n) {
this.x *= n;
this.y *= n;
return this;
}
div(n) {
return new Vector(this.x / n, this.y / n);
}
divTo(n) {
this.x /= n;
this.y /= n;
}
setAngle(angle) {
var length = this.getLength();
this.x = Math.cos(angle) * length;
this.y = Math.sin(angle) * length;
}
setLength(length) {
var angle = this.getAngle();
this.x = Math.cos(angle) * length;
this.y = Math.sin(angle) * length;
}
getAngle() {
return Math.atan2(this.y, this.x);
}
getLength() {
return Math.hypot(this.x, this.y);
}
getLengthSq() {
return this.x * this.x + this.y * this.y;
}
distanceTo(v) {
return this.sub(v).getLength();
}
distanceToSq(v) {
return this.sub(v).getLengthSq();
}
manhattanDistanceTo(v) {
return Math.abs(v.x - this.x) + Math.abs(v.y - this.y);
}
copy() {
return new Vector(this.x, this.y);
}
rotate(angle) {
return new Vector(
this.x * Math.cos(angle) - this.y * Math.sin(angle),
this.x * Math.sin(angle) + this.y * Math.cos(angle));
}
rotateTo(angle) {
let x = this.x * Math.cos(angle) - this.y * Math.sin(angle);
let y = this.x * Math.sin(angle) + this.y * Math.cos(angle);
this.x = x;
this.y = y;
return this;
}
rotateAround(v, angle) {
let x = (this.x - v.x) * Math.cos(angle) - (v.y - this.y) * Math.sin(angle) + v.x;
let y = (this.x - v.x) * Math.sin(angle) + (v.y - this.y) * Math.cos(angle) + v.y;
return new Vector(x, y);
}
rotateMeAround(v, angle) {
let x = (this.x - v.x) * Math.cos(angle) - (v.y - this.y) * Math.sin(angle) + v.x;
let y = (this.x - v.x) * Math.sin(angle) + (v.y - this.y) * Math.cos(angle) + v.y;
this.x = x;
this.y = y;
return this;
}
equals(v) {
return this.x == v.x && this.y == v.y;
}
reflectAlongX() {
this.y *= -1;
}
reflectAlongY() {
this.x *= -1;
}}
</script>
<script>
const config = {
text: "Based.",
widthToSpikeLengthRatio: 0.054 };
const colorConfig = {
particleOpacity: 0.2,
baseHue: 210,
hueRange: 9,
hueSpeed: 0.04,
colorSaturation: 100 };
class Planet {
constructor(x, y, g) {
this.pos = new Vector(x, y);
this.g = g;
}
draw() {
ctx.fillStyle = "#0000ff";
ctx.beginPath();
ctx.arc(this.pos.x, this.pos.y, 8, 0, Math.PI * 2);
ctx.fill();
}}
class Particle {
constructor(x, y) {
this.pos = new Vector(x, y);
this.vel = new Vector(0, spikeLength);
}
move(force) {
if (force) {
this.vel.addTo(force);
}
if (this.vel.getLength() > spikeLength) {
this.vel.setLength(spikeLength);
}
}
draw() {
ctx.beginPath();
ctx.moveTo(this.pos.x, this.pos.y);
let p2 = this.pos.add(this.vel);
ctx.lineTo(p2.x, p2.y);
ctx.stroke();
}}
let canvas;
let ctx;
let w, h;
let hue;
let particles;
let spikeLength;
let planets;
let A;
let B;
let a;
let b;
let tick;
function setup() {
tick = 0;
planets = [];
let len = Math.round(Math.random() * 3 + 3);
for (let i = 0; i < len; i++) {
let p = new Planet(50 + i * 100, 340, i ? 1000 : 4000);
planets.push(p);
}
canvas = document.querySelector("#canvas");
ctx = canvas.getContext("2d");
window.addEventListener("resize", reset);
canvas.addEventListener("mousemove", mousemove);
reset();
}
function reset() {
hue = colorConfig.baseHue;
w = canvas.width = window.innerWidth;
h = canvas.height = window.innerHeight;
spikeLength = w * config.widthToSpikeLengthRatio;
A = w / 2.2;
B = h / 2.2;
a = Math.round(Math.random() + 2);
b = Math.round(Math.random() + 2);
drawText();
}
function mousemove(event) {
let x = event.clientX;
let y = event.clientY;
planets[0].pos.x = x;
planets[0].pos.y = y;
}
function draw(now) {
clear();
requestAnimationFrame(draw);
updateParticles();
updatePlanets();
tick = now / 50;
}
function clear() {
ctx.clearRect(0, 0, w, h);
}
function drawText() {
ctx.save();
let fontSize = w * 0.2;
ctx.font = "bold " + fontSize + "px Arial, Helvetica, sans-serif";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.lineWidth = 1;
ctx.strokeStyle = "white";
ctx.strokeText(config.text, w / 2, h / 2);
ctx.restore();
let imageData = ctx.getImageData(0, 0, w, h);
particles = [];
for (let x = 0; x < w; x++) {
for (let y = 0; y < h; y++) {
let i = (x + w * y) * 4;
let average = (imageData.data[i] +
imageData.data[i + 1] +
imageData.data[i + 2] +
imageData.data[i + 3]) / 4;
if (average > 200) {
let particle = new Particle(x, y);
particles.push(particle);
}
}
}
clear();
}
function updatePlanets() {
let len = planets.length;
for (let i = 1; i < len; i++) {
let angle = Math.PI * 2 / (len - 1) * i;
let x = A * Math.sin(a * tick / 100 + angle) + w / 2;
let y = B * Math.sin(b * tick / 100 + angle) + h / 2;
let p = planets[i];
p.pos.x = x;
p.pos.y = y;
p.draw();
}
}
function updateParticles() {
hue += colorConfig.hueSpeed;
let h = Math.sin(hue) * colorConfig.hueRange + colorConfig.baseHue;
ctx.strokeStyle = `hsla(${h}, ${colorConfig.colorSaturation}%, 50%, ${colorConfig.particleOpacity})`;
particles.forEach(p => {
planets.forEach(planet => {
let d = p.pos.sub(planet.pos);
let length = d.getLength();
let g = planet.g / length;
if (g > 40) {
g = 40;
}
d.setLength(g);
p.move(d);
});
p.draw();
});
}
setup();
draw(1);
</script>
</body>
</html>
What if...?
Based.
Blue Chips
based purrfection