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<!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>
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Based.

It reacts.
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Blue Chips

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HTML
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based purrfection

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lmeow
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