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[script] dot_움직이는 배경화면 (codepen)

by on sunday 2020. 5. 17.
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codepen 돌아다니다가 스크립트를 이용해 연결되는 점들이?? 움직이는 특이한 배경화면이 있어서 정리해 봤다.

<div id="particles"></div>

<style>
#particles {
	position:fixed; left:0; top:0;
	width: 100%;
	height: 100%;
	overflow: hidden;
	z-index:-1;
	background-color:#7d7d7d;
}
</style>

 

 

스크립트를 이렇게 다 써야하는지는 모르겠지만...

다 써있길래 고대로 가져와서 사용해봄..

;(function (window, document) {
  "use strict";
  var pluginName = 'particleground';

  function extend(out) {
    out = out || {};
    for (var i = 1; i < arguments.length; i++) {
      var obj = arguments[i];
      if (!obj) continue;
      for (var key in obj) {
        if (obj.hasOwnProperty(key)) {
          if (typeof obj[key] === 'object')
          deepExtend(out[key], obj[key]);else

          out[key] = obj[key];
        }
      }
    }
    return out;
  };
  var $ = window.jQuery;
  function Plugin(element, options) {
    var canvasSupport = !!document.createElement('canvas').getContext;
    var canvas;
    var ctx;
    var particles = [];
    var raf;
    var mouseX = 0;
    var mouseY = 0;
    var winW;
    var winH;
    var desktop = !navigator.userAgent.match(/(iPhone|iPod|iPad|Android|BlackBerry|BB10|mobi|tablet|opera mini|nexus 7)/i);
    var orientationSupport = !!window.DeviceOrientationEvent;
    var tiltX = 0;
    var pointerX;
    var pointerY;
    var tiltY = 0;
    var paused = false;
    options = extend({}, window[pluginName].defaults, options);

  
    function init() {
      if (!canvasSupport) {return;}

      //Create canvas
      canvas = document.createElement('canvas');
      canvas.className = 'pg-canvas';
      canvas.style.display = 'block';
      element.insertBefore(canvas, element.firstChild);
      ctx = canvas.getContext('2d');
      styleCanvas();

      // Create particles
      var numParticles = Math.round(canvas.width * canvas.height / options.density);
      for (var i = 0; i < numParticles; i++) {
        var p = new Particle();
        p.setStackPos(i);
        particles.push(p);
      };

      window.addEventListener('resize', function () {
        resizeHandler();
      }, false);

      document.addEventListener('mousemove', function (e) {
        mouseX = e.pageX;
        mouseY = e.pageY;
      }, false);

      if (orientationSupport && !desktop) {
        window.addEventListener('deviceorientation', function () {
          // Contrain tilt range to [-30,30]
          tiltY = Math.min(Math.max(-event.beta, -30), 30);
          tiltX = Math.min(Math.max(-event.gamma, -30), 30);
        }, true);
      }

      draw();
      hook('onInit');
    }

    /**
       * Style the canvas
       */
    function styleCanvas() {
      canvas.width = element.offsetWidth;
      canvas.height = element.offsetHeight;
      ctx.fillStyle = options.dotColor;
      ctx.strokeStyle = options.lineColor;
      ctx.lineWidth = options.lineWidth;
    }

    /**
       * Draw particles
       */
    function draw() {
      if (!canvasSupport) {return;}

      winW = window.innerWidth;
      winH = window.innerHeight;

      // Wipe canvas
      ctx.clearRect(0, 0, canvas.width, canvas.height);

      // Update particle positions
      for (var i = 0; i < particles.length; i++) {
        particles[i].updatePosition();
      };
      // Draw particles
      for (var i = 0; i < particles.length; i++) {
        particles[i].draw();
      };

      // Call this function next time screen is redrawn
      if (!paused) {
        raf = requestAnimationFrame(draw);
      }
    }

    /**
       * Add/remove particles.
       */
    function resizeHandler() {
      // Resize the canvas
      styleCanvas();

      var elWidth = element.offsetWidth;
      var elHeight = element.offsetHeight;

      // Remove particles that are outside the canvas
      for (var i = particles.length - 1; i >= 0; i--) {
        if (particles[i].position.x > elWidth || particles[i].position.y > elHeight) {
          particles.splice(i, 1);
        }
      };

      // Adjust particle density
      var numParticles = Math.round(canvas.width * canvas.height / options.density);
      if (numParticles > particles.length) {
        while (numParticles > particles.length) {
          var p = new Particle();
          particles.push(p);
        }
      } else if (numParticles < particles.length) {
        particles.splice(numParticles);
      }

      // Re-index particles
      for (i = particles.length - 1; i >= 0; i--) {
        particles[i].setStackPos(i);
      };
    }

    /**
       * Pause particle system
       */
    function pause() {
      paused = true;
    }

    /**
       * Start particle system
       */
    function start() {
      paused = false;
      draw();
    }

    /**
       * Particle
       */
    function Particle() {
      this.stackPos;
      this.active = true;
      this.layer = Math.ceil(Math.random() * 3);
      this.parallaxOffsetX = 0;
      this.parallaxOffsetY = 0;
      // Initial particle position
      this.position = {
        x: Math.ceil(Math.random() * canvas.width),
        y: Math.ceil(Math.random() * canvas.height) };

      // Random particle speed, within min and max values
      this.speed = {};
      switch (options.directionX) {
        case 'left':
          this.speed.x = +(-options.maxSpeedX + Math.random() * options.maxSpeedX - options.minSpeedX).toFixed(2);
          break;
        case 'right':
          this.speed.x = +(Math.random() * options.maxSpeedX + options.minSpeedX).toFixed(2);
          break;
        default:
          this.speed.x = +(-options.maxSpeedX / 2 + Math.random() * options.maxSpeedX).toFixed(2);
          this.speed.x += this.speed.x > 0 ? options.minSpeedX : -options.minSpeedX;
          break;}

      switch (options.directionY) {
        case 'up':
          this.speed.y = +(-options.maxSpeedY + Math.random() * options.maxSpeedY - options.minSpeedY).toFixed(2);
          break;
        case 'down':
          this.speed.y = +(Math.random() * options.maxSpeedY + options.minSpeedY).toFixed(2);
          break;
        default:
          this.speed.y = +(-options.maxSpeedY / 2 + Math.random() * options.maxSpeedY).toFixed(2);
          this.speed.x += this.speed.y > 0 ? options.minSpeedY : -options.minSpeedY;
          break;}

    }

    /**
       * Draw particle
       */
    Particle.prototype.draw = function () {
      // Draw circle
      ctx.beginPath();
      ctx.arc(this.position.x + this.parallaxOffsetX, this.position.y + this.parallaxOffsetY, options.particleRadius / 2, 0, Math.PI * 2, true);
      ctx.closePath();
      ctx.fill();

      // Draw lines
      ctx.beginPath();
      // Iterate over all particles which are higher in the stack than this one
      for (var i = particles.length - 1; i > this.stackPos; i--) {
        var p2 = particles[i];

        // Pythagorus theorum to get distance between two points
        var a = this.position.x - p2.position.x;
        var b = this.position.y - p2.position.y;
        var dist = Math.sqrt(a * a + b * b).toFixed(2);

        // If the two particles are in proximity, join them
        if (dist < options.proximity) {
          ctx.moveTo(this.position.x + this.parallaxOffsetX, this.position.y + this.parallaxOffsetY);
          if (options.curvedLines) {
            ctx.quadraticCurveTo(Math.max(p2.position.x, p2.position.x), Math.min(p2.position.y, p2.position.y), p2.position.x + p2.parallaxOffsetX, p2.position.y + p2.parallaxOffsetY);
          } else {
            ctx.lineTo(p2.position.x + p2.parallaxOffsetX, p2.position.y + p2.parallaxOffsetY);
          }
        }
      }
      ctx.stroke();
      ctx.closePath();
    };

    /**
        * update particle position
        */
    Particle.prototype.updatePosition = function () {
      if (options.parallax) {
        if (orientationSupport && !desktop) {
          // Map tiltX range [-30,30] to range [0,winW]
          var ratioX = (winW - 0) / (30 - -30);
          pointerX = (tiltX - -30) * ratioX + 0;
          // Map tiltY range [-30,30] to range [0,winH]
          var ratioY = (winH - 0) / (30 - -30);
          pointerY = (tiltY - -30) * ratioY + 0;
        } else {
          pointerX = mouseX;
          pointerY = mouseY;
        }
        // Calculate parallax offsets
        this.parallaxTargX = (pointerX - winW / 2) / (options.parallaxMultiplier * this.layer);
        this.parallaxOffsetX += (this.parallaxTargX - this.parallaxOffsetX) / 10; // Easing equation
        this.parallaxTargY = (pointerY - winH / 2) / (options.parallaxMultiplier * this.layer);
        this.parallaxOffsetY += (this.parallaxTargY - this.parallaxOffsetY) / 10; // Easing equation
      }

      var elWidth = element.offsetWidth;
      var elHeight = element.offsetHeight;

      switch (options.directionX) {
        case 'left':
          if (this.position.x + this.speed.x + this.parallaxOffsetX < 0) {
            this.position.x = elWidth - this.parallaxOffsetX;
          }
          break;
        case 'right':
          if (this.position.x + this.speed.x + this.parallaxOffsetX > elWidth) {
            this.position.x = 0 - this.parallaxOffsetX;
          }
          break;
        default:
          // If particle has reached edge of canvas, reverse its direction
          if (this.position.x + this.speed.x + this.parallaxOffsetX > elWidth || this.position.x + this.speed.x + this.parallaxOffsetX < 0) {
            this.speed.x = -this.speed.x;
          }
          break;}


      switch (options.directionY) {
        case 'up':
          if (this.position.y + this.speed.y + this.parallaxOffsetY < 0) {
            this.position.y = elHeight - this.parallaxOffsetY;
          }
          break;
        case 'down':
          if (this.position.y + this.speed.y + this.parallaxOffsetY > elHeight) {
            this.position.y = 0 - this.parallaxOffsetY;
          }
          break;
        default:
          // If particle has reached edge of canvas, reverse its direction
          if (this.position.y + this.speed.y + this.parallaxOffsetY > elHeight || this.position.y + this.speed.y + this.parallaxOffsetY < 0) {
            this.speed.y = -this.speed.y;
          }
          break;}


      // Move particle
      this.position.x += this.speed.x;
      this.position.y += this.speed.y;
    };

    /**
        * Setter: particle stacking position
        */
    Particle.prototype.setStackPos = function (i) {
      this.stackPos = i;
    };

    function option(key, val) {
      if (val) {
        options[key] = val;
      } else {
        return options[key];
      }
    }

    function destroy() {
      console.log('destroy');
      canvas.parentNode.removeChild(canvas);
      hook('onDestroy');
      if ($) {
        $(element).removeData('plugin_' + pluginName);
      }
    }

    function hook(hookName) {
      if (options[hookName] !== undefined) {
        options[hookName].call(element);
      }
    }

    init();

    return {
      option: option,
      destroy: destroy,
      start: start,
      pause: pause };

  }

  window[pluginName] = function (elem, options) {
    return new Plugin(elem, options);
  };

  window[pluginName].defaults = {
    minSpeedX: 0.1,
    maxSpeedX: 0.7,
    minSpeedY: 0.1,
    maxSpeedY: 0.7,
    directionX: 'center', // 'center', 'left' or 'right'. 'center' = dots bounce off edges
    directionY: 'center', // 'center', 'up' or 'down'. 'center' = dots bounce off edges
    density: 10000, // How many particles will be generated: one particle every n pixels
    dotColor: '#666666',
    lineColor: '#666666',
    particleRadius: 7, // Dot size
    lineWidth: 1,
    curvedLines: false,
    proximity: 100, // How close two dots need to be before they join
    parallax: true,
    parallaxMultiplier: 5, // The lower the number, the more extreme the parallax effect
    onInit: function () {},
    onDestroy: function () {} };



  if ($) {
    $.fn[pluginName] = function (options) {
      if (typeof arguments[0] === 'string') {
        var methodName = arguments[0];
        var args = Array.prototype.slice.call(arguments, 1);
        var returnVal;
        this.each(function () {
          if ($.data(this, 'plugin_' + pluginName) && typeof $.data(this, 'plugin_' + pluginName)[methodName] === 'function') {
            returnVal = $.data(this, 'plugin_' + pluginName)[methodName].apply(this, args);
          }
        });
        if (returnVal !== undefined) {
          return returnVal;
        } else {
          return this;
        }
      } else if (typeof options === "object" || !options) {
        return this.each(function () {
          if (!$.data(this, 'plugin_' + pluginName)) {
            $.data(this, 'plugin_' + pluginName, new Plugin(this, options));
          }
        });
      }
    };
  }

})(window, document);


(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);
  };
})();

document.addEventListener('DOMContentLoaded', function () {
  particleground(document.getElementById('particles'), {
    dotColor: '#333',
    lineColor: '#333' });

  var intro = document.getElementById('intro');
  intro.style.marginTop = -intro.offsetHeight / 2 + 'px';
}, false);
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