Rengga Dev – Math.random()
is an API in JavaScript. It is a function that gives you a random number. The number returned will be between 0 (inclusive, as in, it’s possible for an actual 0 to be returned) and 1 (exclusive, as in, it’s not possible for an actual 1 to be returned).
To spawn an object and animate it, we use Math.random
. The neon lines form spontaneous hexagons but randomization is also in its generative sparks.
var w = c.width = window.innerWidth, h = c.height = window.innerHeight, ctx = c.getContext( '2d' ), opts = { len: 20, count: 50, baseTime: 10, addedTime: 10, dieChance: .05, spawnChance: 1, sparkChance: .1, sparkDist: 10, sparkSize: 2, color: 'hsl(hue,100%,light%)', baseLight: 50, addedLight: 10, // [50-10,50+10] shadowToTimePropMult: 6, baseLightInputMultiplier: .01, addedLightInputMultiplier: .02, cx: w / 2, cy: h / 2, repaintAlpha: .04, hueChange: .1 }, tick = 0, lines = [], dieX = w / 2 / opts.len, dieY = h / 2 / opts.len, baseRad = Math.PI * 2 / 6; ctx.fillStyle = 'black'; ctx.fillRect( 0, 0, w, h ); function loop() { window.requestAnimationFrame( loop ); ++tick; ctx.globalCompositeOperation = 'source-over'; ctx.shadowBlur = 0; ctx.fillStyle = 'rgba(0,0,0,alp)'.replace( 'alp', opts.repaintAlpha ); ctx.fillRect( 0, 0, w, h ); ctx.globalCompositeOperation = 'lighter'; if( lines.length < opts.count && Math.random() < opts.spawnChance ) lines.push( new Line ); lines.map( function( line ){ line.step(); } ); } function Line(){ this.reset(); } Line.prototype.reset = function(){ this.x = 0; this.y = 0; this.addedX = 0; this.addedY = 0; this.rad = 0; this.lightInputMultiplier = opts.baseLightInputMultiplier + opts.addedLightInputMultiplier * Math.random(); this.color = opts.color.replace( 'hue', tick * opts.hueChange ); this.cumulativeTime = 0; this.beginPhase(); } Line.prototype.beginPhase = function(){ this.x += this.addedX; this.y += this.addedY; this.time = 0; this.targetTime = ( opts.baseTime + opts.addedTime * Math.random() ) |0; this.rad += baseRad * ( Math.random() < .5 ? 1 : -1 ); this.addedX = Math.cos( this.rad ); this.addedY = Math.sin( this.rad ); if( Math.random() < opts.dieChance || this.x > dieX || this.x < -dieX || this.y > dieY || this.y < -dieY ) this.reset(); } Line.prototype.step = function(){ ++this.time; ++this.cumulativeTime; if( this.time >= this.targetTime ) this.beginPhase(); var prop = this.time / this.targetTime, wave = Math.sin( prop * Math.PI / 2 ), x = this.addedX * wave, y = this.addedY * wave; ctx.shadowBlur = prop * opts.shadowToTimePropMult; ctx.fillStyle = ctx.shadowColor = this.color.replace( 'light', opts.baseLight + opts.addedLight * Math.sin( this.cumulativeTime * this.lightInputMultiplier ) ); ctx.fillRect( opts.cx + ( this.x + x ) * opts.len, opts.cy + ( this.y + y ) * opts.len, 2, 2 ); if( Math.random() < opts.sparkChance ) ctx.fillRect( opts.cx + ( this.x + x ) * opts.len + Math.random() * opts.sparkDist * ( Math.random() < .5 ? 1 : -1 ) - opts.sparkSize / 2, opts.cy + ( this.y + y ) * opts.len + Math.random() * opts.sparkDist * ( Math.random() < .5 ? 1 : -1 ) - opts.sparkSize / 2, opts.sparkSize, opts.sparkSize ) } loop(); window.addEventListener( 'resize', function(){ w = c.width = window.innerWidth; h = c.height = window.innerHeight; ctx.fillStyle = 'black'; ctx.fillRect( 0, 0, w, h ); opts.cx = w / 2; opts.cy = h / 2; dieX = w / 2 / opts.len; dieY = h / 2 / opts.len; });