1012 lines
26 KiB
JavaScript
1012 lines
26 KiB
JavaScript
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/**
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* Defines a new instance of the rainyday.js.
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* @param options options element with script parameters
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* @param canvas to be used (if not defined a new one will be created)
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*/
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function RainyDay(options, canvas) {
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if (this === window) { //if *this* is the window object, start over with a *new* object
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return new RainyDay(options);
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}
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this.img = options.image;
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var defaults = {
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opacity: 1,
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blur: 10,
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crop: [0, 0, this.img.naturalWidth, this.img.naturalHeight],
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enableSizeChange: true,
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parentElement: document.getElementsByTagName('body')[0],
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fps: 30,
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fillStyle: '#8ED6FF',
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enableCollisions: true,
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gravityThreshold: 3,
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gravityAngle: Math.PI / 2,
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gravityAngleVariance: 0,
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reflectionScaledownFactor: 5,
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reflectionDropMappingWidth: 200,
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reflectionDropMappingHeight: 200,
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width: this.img.clientWidth,
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height: this.img.clientHeight,
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position: 'absolute',
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top: 0,
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left: 0
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};
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// add the defaults to options
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for (var option in defaults) {
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if (typeof options[option] === 'undefined') {
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options[option] = defaults[option];
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}
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}
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this.options = options;
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this.drops = [];
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// prepare canvas elements
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this.canvas = canvas || this.prepareCanvas();
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this.prepareBackground();
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this.prepareGlass();
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// assume defaults
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this.reflection = this.REFLECTION_MINIATURE;
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this.trail = this.TRAIL_DROPS;
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this.gravity = this.GRAVITY_NON_LINEAR;
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this.collision = this.COLLISION_SIMPLE;
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// set polyfill of requestAnimationFrame
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this.setRequestAnimFrame();
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}
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/**
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* Create the main canvas over a given element
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* @returns HTMLElement the canvas
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*/
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RainyDay.prototype.prepareCanvas = function() {
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var canvas = document.createElement('canvas');
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canvas.style.position = this.options.position;
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canvas.style.top = this.options.top;
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canvas.style.left = this.options.left;
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canvas.width = this.options.width;
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canvas.height = this.options.height;
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this.options.parentElement.appendChild(canvas);
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if (this.options.enableSizeChange) {
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this.setResizeHandler();
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}
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return canvas;
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};
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RainyDay.prototype.setResizeHandler = function() {
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// use setInterval if oneresize event already use by other.
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if (window.onresize !== null) {
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window.setInterval(this.checkSize.bind(this), 100);
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} else {
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window.onresize = this.checkSize.bind(this);
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window.onorientationchange = this.checkSize.bind(this);
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}
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};
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/**
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* Periodically check the size of the underlying element
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*/
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RainyDay.prototype.checkSize = function() {
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var clientWidth = this.img.clientWidth;
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var clientHeight = this.img.clientHeight;
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var clientOffsetLeft = this.img.offsetLeft;
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var clientOffsetTop = this.img.offsetTop;
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var canvasWidth = this.canvas.width;
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var canvasHeight = this.canvas.height;
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var canvasOffsetLeft = this.canvas.offsetLeft;
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var canvasOffsetTop = this.canvas.offsetTop;
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if (canvasWidth !== clientWidth || canvasHeight !== clientHeight) {
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this.canvas.width = clientWidth;
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this.canvas.height = clientHeight;
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this.prepareBackground();
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this.glass.width = this.canvas.width;
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this.glass.height = this.canvas.height;
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this.prepareReflections();
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}
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if (canvasOffsetLeft !== clientOffsetLeft || canvasOffsetTop !== clientOffsetTop) {
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this.canvas.offsetLeft = clientOffsetLeft;
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this.canvas.offsetTop = clientOffsetTop;
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}
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};
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/**
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* Start animation loop
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*/
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RainyDay.prototype.animateDrops = function() {
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if (this.addDropCallback) {
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this.addDropCallback();
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}
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// |this.drops| array may be changed as we iterate over drops
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var dropsClone = this.drops.slice();
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var newDrops = [];
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for (var i = 0; i < dropsClone.length; ++i) {
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if (dropsClone[i].animate()) {
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newDrops.push(dropsClone[i]);
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}
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}
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this.drops = newDrops;
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window.requestAnimFrame(this.animateDrops.bind(this));
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};
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/**
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* Polyfill for requestAnimationFrame
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*/
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RainyDay.prototype.setRequestAnimFrame = function() {
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var fps = this.options.fps;
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window.requestAnimFrame = (function() {
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return window.requestAnimationFrame ||
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window.webkitRequestAnimationFrame ||
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window.mozRequestAnimationFrame ||
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function(callback) {
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window.setTimeout(callback, 1000 / fps);
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};
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})();
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};
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/**
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* Create the helper canvas for rendering raindrop reflections.
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*/
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RainyDay.prototype.prepareReflections = function() {
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this.reflected = document.createElement('canvas');
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this.reflected.width = this.canvas.width / this.options.reflectionScaledownFactor;
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this.reflected.height = this.canvas.height / this.options.reflectionScaledownFactor;
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var ctx = this.reflected.getContext('2d');
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ctx.drawImage(this.img, this.options.crop[0], this.options.crop[1], this.options.crop[2], this.options.crop[3], 0, 0, this.reflected.width, this.reflected.height);
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};
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/**
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* Create the glass canvas.
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*/
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RainyDay.prototype.prepareGlass = function() {
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this.glass = document.createElement('canvas');
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this.glass.width = this.canvas.width;
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this.glass.height = this.canvas.height;
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this.context = this.glass.getContext('2d');
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};
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/**
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* Main function for starting rain rendering.
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* @param presets list of presets to be applied
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* @param speed speed of the animation (if not provided or 0 static image will be generated)
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*/
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RainyDay.prototype.rain = function(presets, speed) {
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// prepare canvas for drop reflections
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if (this.reflection !== this.REFLECTION_NONE) {
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this.prepareReflections();
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}
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this.animateDrops();
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// animation
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this.presets = presets;
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this.PRIVATE_GRAVITY_FORCE_FACTOR_Y = (this.options.fps * 0.001) / 25;
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this.PRIVATE_GRAVITY_FORCE_FACTOR_X = ((Math.PI / 2) - this.options.gravityAngle) * (this.options.fps * 0.001) / 50;
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// prepare gravity matrix
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if (this.options.enableCollisions) {
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// calculate max radius of a drop to establish gravity matrix resolution
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var maxDropRadius = 0;
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for (var i = 0; i < presets.length; i++) {
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if (presets[i][0] + presets[i][1] > maxDropRadius) {
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maxDropRadius = Math.floor(presets[i][0] + presets[i][1]);
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}
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}
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if (maxDropRadius > 0) {
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// initialize the gravity matrix
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var mwi = Math.ceil(this.canvas.width / maxDropRadius);
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var mhi = Math.ceil(this.canvas.height / maxDropRadius);
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this.matrix = new CollisionMatrix(mwi, mhi, maxDropRadius);
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} else {
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this.options.enableCollisions = false;
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}
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}
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for (var i = 0; i < presets.length; i++) {
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if (!presets[i][3]) {
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presets[i][3] = -1;
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}
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}
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var lastExecutionTime = 0;
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this.addDropCallback = function() {
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var timestamp = new Date().getTime();
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if (timestamp - lastExecutionTime < speed) {
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return;
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}
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lastExecutionTime = timestamp;
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var context = this.canvas.getContext('2d');
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context.clearRect(0, 0, this.canvas.width, this.canvas.height);
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context.drawImage(this.background, 0, 0, this.canvas.width, this.canvas.height);
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// select matching preset
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var preset;
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for (var i = 0; i < presets.length; i++) {
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if (presets[i][2] > 1 || presets[i][3] === -1) {
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if (presets[i][3] !== 0) {
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presets[i][3]--;
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for (var y = 0; y < presets[i][2]; ++y) {
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this.putDrop(new Drop(this, Math.random() * this.canvas.width, Math.random() * this.canvas.height, presets[i][0], presets[i][1]));
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}
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}
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} else if (Math.random() < presets[i][2]) {
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preset = presets[i];
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break;
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}
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}
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if (preset) {
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this.putDrop(new Drop(this, Math.random() * this.canvas.width, Math.random() * this.canvas.height, preset[0], preset[1]));
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}
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context.save();
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context.globalAlpha = this.options.opacity;
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context.drawImage(this.glass, 0, 0, this.canvas.width, this.canvas.height);
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context.restore();
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}
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.bind(this);
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};
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/**
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* Adds a new raindrop to the animation.
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* @param drop drop object to be added to the animation
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*/
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RainyDay.prototype.putDrop = function(drop) {
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drop.draw();
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if (this.gravity && drop.r > this.options.gravityThreshold) {
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if (this.options.enableCollisions) {
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this.matrix.update(drop);
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}
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this.drops.push(drop);
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}
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};
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/**
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* Clear the drop and remove from the list if applicable.
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* @drop to be cleared
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* @force force removal from the list
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* result if true animation of this drop should be stopped
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*/
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RainyDay.prototype.clearDrop = function(drop, force) {
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var result = drop.clear(force);
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if (result) {
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var index = this.drops.indexOf(drop);
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if (index >= 0) {
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this.drops.splice(index, 1);
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}
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}
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return result;
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};
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/**
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* Defines a new raindrop object.
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* @param rainyday reference to the parent object
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* @param centerX x position of the center of this drop
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* @param centerY y position of the center of this drop
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* @param min minimum size of a drop
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* @param base base value for randomizing drop size
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*/
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function Drop(rainyday, centerX, centerY, min, base) {
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this.x = Math.floor(centerX);
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this.y = Math.floor(centerY);
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this.r = (Math.random() * base) + min;
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this.rainyday = rainyday;
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this.context = rainyday.context;
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this.reflection = rainyday.reflected;
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}
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/**
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* Draws a raindrop on canvas at the current position.
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*/
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Drop.prototype.draw = function() {
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this.context.save();
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this.context.beginPath();
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var orgR = this.r;
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this.r = 0.95 * this.r;
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if (this.r < 3) {
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this.context.arc(this.x, this.y, this.r, 0, Math.PI * 2, true);
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this.context.closePath();
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} else if (this.colliding || this.yspeed > 2) {
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if (this.colliding) {
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var collider = this.colliding;
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this.r = 1.001 * (this.r > collider.r ? this.r : collider.r);
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this.x += (collider.x - this.x);
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this.colliding = null;
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}
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var yr = 1 + 0.1 * this.yspeed;
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this.context.moveTo(this.x - this.r / yr, this.y);
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this.context.bezierCurveTo(this.x - this.r, this.y - this.r * 2, this.x + this.r, this.y - this.r * 2, this.x + this.r / yr, this.y);
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this.context.bezierCurveTo(this.x + this.r, this.y + yr * this.r, this.x - this.r, this.y + yr * this.r, this.x - this.r / yr, this.y);
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} else {
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this.context.arc(this.x, this.y, this.r * 0.9, 0, Math.PI * 2, true);
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this.context.closePath();
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}
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this.context.clip();
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this.r = orgR;
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if (this.rainyday.reflection) {
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this.rainyday.reflection(this);
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}
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this.context.restore();
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};
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/**
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* Clears the raindrop region.
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* @param force force stop
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* @returns Boolean true if the animation is stopped
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*/
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Drop.prototype.clear = function(force) {
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this.context.clearRect(this.x - this.r - 1, this.y - this.r - 2, 2 * this.r + 2, 2 * this.r + 2);
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if (force) {
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this.terminate = true;
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return true;
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}
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if ((this.y - this.r > this.rainyday.canvas.height) || (this.x - this.r > this.rainyday.canvas.width) || (this.x + this.r < 0)) {
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// over edge so stop this drop
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return true;
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}
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return false;
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};
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/**
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* Moves the raindrop to a new position according to the gravity.
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*/
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Drop.prototype.animate = function() {
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if (this.terminate) {
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return false;
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}
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var stopped = this.rainyday.gravity(this);
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if (!stopped && this.rainyday.trail) {
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this.rainyday.trail(this);
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}
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if (this.rainyday.options.enableCollisions) {
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var collisions = this.rainyday.matrix.update(this, stopped);
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if (collisions) {
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this.rainyday.collision(this, collisions);
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}
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}
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return !stopped || this.terminate;
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};
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/**
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* TRAIL function: no trail at all
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*/
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RainyDay.prototype.TRAIL_NONE = function() {
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// nothing going on here
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};
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/**
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* TRAIL function: trail of small drops (default)
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* @param drop raindrop object
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*/
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RainyDay.prototype.TRAIL_DROPS = function(drop) {
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if (!drop.trailY || drop.y - drop.trailY >= Math.random() * 100 * drop.r) {
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drop.trailY = drop.y;
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this.putDrop(new Drop(this, drop.x + (Math.random() * 2 - 1) * Math.random(), drop.y - drop.r - 5, Math.ceil(drop.r / 5), 0));
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}
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};
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/**
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* TRAIL function: trail of unblurred image
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* @param drop raindrop object
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*/
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RainyDay.prototype.TRAIL_SMUDGE = function(drop) {
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var y = drop.y - drop.r - 3;
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var x = drop.x - drop.r / 2 + (Math.random() * 2);
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if (y < 0 || x < 0) {
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return;
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}
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this.context.drawImage(this.clearbackground, x, y, drop.r, 2, x, y, drop.r, 2);
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};
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/**
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* GRAVITY function: no gravity at all
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* @returns Boolean true if the animation is stopped
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*/
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RainyDay.prototype.GRAVITY_NONE = function() {
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return true;
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};
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/**
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* GRAVITY function: linear gravity
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* @param drop raindrop object
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* @returns Boolean true if the animation is stopped
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*/
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RainyDay.prototype.GRAVITY_LINEAR = function(drop) {
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if (this.clearDrop(drop)) {
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return true;
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||
|
}
|
||
|
|
||
|
if (drop.yspeed) {
|
||
|
drop.yspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_Y * Math.floor(drop.r);
|
||
|
drop.xspeed += this.PRIVATE_GRAVITY_FORCE_FACTOR_X * Math.floor(drop.r);
|
||
|
} else {
|
||
|
drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y;
|
||
|
drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X;
|
||
|
}
|
||
|
|
||
|
drop.y += drop.yspeed;
|
||
|
drop.draw();
|
||
|
return false;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* GRAVITY function: non-linear gravity (default)
|
||
|
* @param drop raindrop object
|
||
|
* @returns Boolean true if the animation is stopped
|
||
|
*/
|
||
|
RainyDay.prototype.GRAVITY_NON_LINEAR = function(drop) {
|
||
|
if (this.clearDrop(drop)) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
if (drop.collided) {
|
||
|
drop.collided = false;
|
||
|
drop.seed = Math.floor(drop.r * Math.random() * this.options.fps);
|
||
|
drop.skipping = false;
|
||
|
drop.slowing = false;
|
||
|
} else if (!drop.seed || drop.seed < 0) {
|
||
|
drop.seed = Math.floor(drop.r * Math.random() * this.options.fps);
|
||
|
drop.skipping = drop.skipping === false ? true : false;
|
||
|
drop.slowing = true;
|
||
|
}
|
||
|
|
||
|
drop.seed--;
|
||
|
|
||
|
if (drop.yspeed) {
|
||
|
if (drop.slowing) {
|
||
|
drop.yspeed /= 1.1;
|
||
|
drop.xspeed /= 1.1;
|
||
|
if (drop.yspeed < this.PRIVATE_GRAVITY_FORCE_FACTOR_Y) {
|
||
|
drop.slowing = false;
|
||
|
}
|
||
|
|
||
|
} else if (drop.skipping) {
|
||
|
drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y;
|
||
|
drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X;
|
||
|
} else {
|
||
|
drop.yspeed += 1 * this.PRIVATE_GRAVITY_FORCE_FACTOR_Y * Math.floor(drop.r);
|
||
|
drop.xspeed += 1 * this.PRIVATE_GRAVITY_FORCE_FACTOR_X * Math.floor(drop.r);
|
||
|
}
|
||
|
} else {
|
||
|
drop.yspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_Y;
|
||
|
drop.xspeed = this.PRIVATE_GRAVITY_FORCE_FACTOR_X;
|
||
|
}
|
||
|
|
||
|
if (this.options.gravityAngleVariance !== 0) {
|
||
|
drop.xspeed += ((Math.random() * 2 - 1) * drop.yspeed * this.options.gravityAngleVariance);
|
||
|
}
|
||
|
|
||
|
drop.y += drop.yspeed;
|
||
|
drop.x += drop.xspeed;
|
||
|
|
||
|
drop.draw();
|
||
|
return false;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Utility function to return positive min value
|
||
|
* @param val1 first number
|
||
|
* @param val2 second number
|
||
|
*/
|
||
|
RainyDay.prototype.positiveMin = function(val1, val2) {
|
||
|
var result = 0;
|
||
|
if (val1 < val2) {
|
||
|
if (val1 <= 0) {
|
||
|
result = val2;
|
||
|
} else {
|
||
|
result = val1;
|
||
|
}
|
||
|
} else {
|
||
|
if (val2 <= 0) {
|
||
|
result = val1;
|
||
|
} else {
|
||
|
result = val2;
|
||
|
}
|
||
|
}
|
||
|
return result <= 0 ? 1 : result;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* REFLECTION function: no reflection at all
|
||
|
*/
|
||
|
RainyDay.prototype.REFLECTION_NONE = function() {
|
||
|
this.context.fillStyle = this.options.fillStyle;
|
||
|
this.context.fill();
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* REFLECTION function: miniature reflection (default)
|
||
|
* @param drop raindrop object
|
||
|
*/
|
||
|
RainyDay.prototype.REFLECTION_MINIATURE = function(drop) {
|
||
|
var sx = Math.max((drop.x - this.options.reflectionDropMappingWidth) / this.options.reflectionScaledownFactor, 0);
|
||
|
var sy = Math.max((drop.y - this.options.reflectionDropMappingHeight) / this.options.reflectionScaledownFactor, 0);
|
||
|
var sw = this.positiveMin(this.options.reflectionDropMappingWidth * 2 / this.options.reflectionScaledownFactor, this.reflected.width - sx);
|
||
|
var sh = this.positiveMin(this.options.reflectionDropMappingHeight * 2 / this.options.reflectionScaledownFactor, this.reflected.height - sy);
|
||
|
var dx = Math.max(drop.x - 1.1 * drop.r, 0);
|
||
|
var dy = Math.max(drop.y - 1.1 * drop.r, 0);
|
||
|
this.context.drawImage(this.reflected, sx, sy, sw, sh, dx, dy, drop.r * 2, drop.r * 2);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* COLLISION function: default collision implementation
|
||
|
* @param drop one of the drops colliding
|
||
|
* @param collisions list of potential collisions
|
||
|
*/
|
||
|
RainyDay.prototype.COLLISION_SIMPLE = function(drop, collisions) {
|
||
|
var item = collisions;
|
||
|
var drop2;
|
||
|
while (item != null) {
|
||
|
var p = item.drop;
|
||
|
if (Math.sqrt(Math.pow(drop.x - p.x, 2) + Math.pow(drop.y - p.y, 2)) < (drop.r + p.r)) {
|
||
|
drop2 = p;
|
||
|
break;
|
||
|
}
|
||
|
item = item.next;
|
||
|
}
|
||
|
|
||
|
if (!drop2) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// rename so that we're dealing with low/high drops
|
||
|
var higher,
|
||
|
lower;
|
||
|
if (drop.y > drop2.y) {
|
||
|
higher = drop;
|
||
|
lower = drop2;
|
||
|
} else {
|
||
|
higher = drop2;
|
||
|
lower = drop;
|
||
|
}
|
||
|
|
||
|
this.clearDrop(lower);
|
||
|
// force stopping the second drop
|
||
|
this.clearDrop(higher, true);
|
||
|
this.matrix.remove(higher);
|
||
|
lower.draw();
|
||
|
|
||
|
lower.colliding = higher;
|
||
|
lower.collided = true;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Resizes canvas, draws original image and applies blurring algorithm.
|
||
|
*/
|
||
|
RainyDay.prototype.prepareBackground = function() {
|
||
|
this.background = document.createElement('canvas');
|
||
|
this.background.width = this.canvas.width;
|
||
|
this.background.height = this.canvas.height;
|
||
|
|
||
|
this.clearbackground = document.createElement('canvas');
|
||
|
this.clearbackground.width = this.canvas.width;
|
||
|
this.clearbackground.height = this.canvas.height;
|
||
|
|
||
|
var context = this.background.getContext('2d');
|
||
|
context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||
|
|
||
|
context.drawImage(this.img, this.options.crop[0], this.options.crop[1], this.options.crop[2], this.options.crop[3], 0, 0, this.canvas.width, this.canvas.height);
|
||
|
|
||
|
context = this.clearbackground.getContext('2d');
|
||
|
context.clearRect(0, 0, this.canvas.width, this.canvas.height);
|
||
|
context.drawImage(this.img, this.options.crop[0], this.options.crop[1], this.options.crop[2], this.options.crop[3], 0, 0, this.canvas.width, this.canvas.height);
|
||
|
|
||
|
if (!isNaN(this.options.blur) && this.options.blur >= 1) {
|
||
|
this.stackBlurCanvasRGB(this.canvas.width, this.canvas.height, this.options.blur);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Implements the Stack Blur Algorithm (@see http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html).
|
||
|
* @param width width of the canvas
|
||
|
* @param height height of the canvas
|
||
|
* @param radius blur radius
|
||
|
*/
|
||
|
RainyDay.prototype.stackBlurCanvasRGB = function(width, height, radius) {
|
||
|
|
||
|
var shgTable = [
|
||
|
[0, 9],
|
||
|
[1, 11],
|
||
|
[2, 12],
|
||
|
[3, 13],
|
||
|
[5, 14],
|
||
|
[7, 15],
|
||
|
[11, 16],
|
||
|
[15, 17],
|
||
|
[22, 18],
|
||
|
[31, 19],
|
||
|
[45, 20],
|
||
|
[63, 21],
|
||
|
[90, 22],
|
||
|
[127, 23],
|
||
|
[181, 24]
|
||
|
];
|
||
|
|
||
|
var mulTable = [
|
||
|
512, 512, 456, 512, 328, 456, 335, 512, 405, 328, 271, 456, 388, 335, 292, 512,
|
||
|
454, 405, 364, 328, 298, 271, 496, 456, 420, 388, 360, 335, 312, 292, 273, 512,
|
||
|
482, 454, 428, 405, 383, 364, 345, 328, 312, 298, 284, 271, 259, 496, 475, 456,
|
||
|
437, 420, 404, 388, 374, 360, 347, 335, 323, 312, 302, 292, 282, 273, 265, 512,
|
||
|
497, 482, 468, 454, 441, 428, 417, 405, 394, 383, 373, 364, 354, 345, 337, 328,
|
||
|
320, 312, 305, 298, 291, 284, 278, 271, 265, 259, 507, 496, 485, 475, 465, 456,
|
||
|
446, 437, 428, 420, 412, 404, 396, 388, 381, 374, 367, 360, 354, 347, 341, 335,
|
||
|
329, 323, 318, 312, 307, 302, 297, 292, 287, 282, 278, 273, 269, 265, 261, 512,
|
||
|
505, 497, 489, 482, 475, 468, 461, 454, 447, 441, 435, 428, 422, 417, 411, 405,
|
||
|
399, 394, 389, 383, 378, 373, 368, 364, 359, 354, 350, 345, 341, 337, 332, 328,
|
||
|
324, 320, 316, 312, 309, 305, 301, 298, 294, 291, 287, 284, 281, 278, 274, 271,
|
||
|
268, 265, 262, 259, 257, 507, 501, 496, 491, 485, 480, 475, 470, 465, 460, 456,
|
||
|
451, 446, 442, 437, 433, 428, 424, 420, 416, 412, 408, 404, 400, 396, 392, 388,
|
||
|
385, 381, 377, 374, 370, 367, 363, 360, 357, 354, 350, 347, 344, 341, 338, 335,
|
||
|
332, 329, 326, 323, 320, 318, 315, 312, 310, 307, 304, 302, 299, 297, 294, 292,
|
||
|
289, 287, 285, 282, 280, 278, 275, 273, 271, 269, 267, 265, 263, 261, 259
|
||
|
];
|
||
|
|
||
|
radius |= 0;
|
||
|
|
||
|
var context = this.background.getContext('2d');
|
||
|
var imageData = context.getImageData(0, 0, width, height);
|
||
|
var pixels = imageData.data;
|
||
|
var x,
|
||
|
y,
|
||
|
i,
|
||
|
p,
|
||
|
yp,
|
||
|
yi,
|
||
|
yw,
|
||
|
rSum,
|
||
|
gSum,
|
||
|
bSum,
|
||
|
rOutSum,
|
||
|
gOutSum,
|
||
|
bOutSum,
|
||
|
rInSum,
|
||
|
gInSum,
|
||
|
bInSum,
|
||
|
pr,
|
||
|
pg,
|
||
|
pb,
|
||
|
rbs;
|
||
|
var radiusPlus1 = radius + 1;
|
||
|
var sumFactor = radiusPlus1 * (radiusPlus1 + 1) / 2;
|
||
|
|
||
|
var stackStart = new BlurStack();
|
||
|
var stackEnd = new BlurStack();
|
||
|
var stack = stackStart;
|
||
|
for (i = 1; i < 2 * radius + 1; i++) {
|
||
|
stack = stack.next = new BlurStack();
|
||
|
if (i === radiusPlus1) {
|
||
|
stackEnd = stack;
|
||
|
}
|
||
|
}
|
||
|
stack.next = stackStart;
|
||
|
var stackIn = null;
|
||
|
var stackOut = null;
|
||
|
|
||
|
yw = yi = 0;
|
||
|
|
||
|
var mulSum = mulTable[radius];
|
||
|
var shgSum;
|
||
|
for (var ssi = 0; ssi < shgTable.length; ++ssi) {
|
||
|
if (radius <= shgTable[ssi][0]) {
|
||
|
shgSum = shgTable[ssi - 1][1];
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (y = 0; y < height; y++) {
|
||
|
rInSum = gInSum = bInSum = rSum = gSum = bSum = 0;
|
||
|
|
||
|
rOutSum = radiusPlus1 * (pr = pixels[yi]);
|
||
|
gOutSum = radiusPlus1 * (pg = pixels[yi + 1]);
|
||
|
bOutSum = radiusPlus1 * (pb = pixels[yi + 2]);
|
||
|
|
||
|
rSum += sumFactor * pr;
|
||
|
gSum += sumFactor * pg;
|
||
|
bSum += sumFactor * pb;
|
||
|
|
||
|
stack = stackStart;
|
||
|
|
||
|
for (i = 0; i < radiusPlus1; i++) {
|
||
|
stack.r = pr;
|
||
|
stack.g = pg;
|
||
|
stack.b = pb;
|
||
|
stack = stack.next;
|
||
|
}
|
||
|
|
||
|
for (i = 1; i < radiusPlus1; i++) {
|
||
|
p = yi + ((width - 1 < i ? width - 1 : i) << 2);
|
||
|
rSum += (stack.r = (pr = pixels[p])) * (rbs = radiusPlus1 - i);
|
||
|
gSum += (stack.g = (pg = pixels[p + 1])) * rbs;
|
||
|
bSum += (stack.b = (pb = pixels[p + 2])) * rbs;
|
||
|
|
||
|
rInSum += pr;
|
||
|
gInSum += pg;
|
||
|
bInSum += pb;
|
||
|
|
||
|
stack = stack.next;
|
||
|
}
|
||
|
|
||
|
stackIn = stackStart;
|
||
|
stackOut = stackEnd;
|
||
|
for (x = 0; x < width; x++) {
|
||
|
pixels[yi] = (rSum * mulSum) >> shgSum;
|
||
|
pixels[yi + 1] = (gSum * mulSum) >> shgSum;
|
||
|
pixels[yi + 2] = (bSum * mulSum) >> shgSum;
|
||
|
|
||
|
rSum -= rOutSum;
|
||
|
gSum -= gOutSum;
|
||
|
bSum -= bOutSum;
|
||
|
|
||
|
rOutSum -= stackIn.r;
|
||
|
gOutSum -= stackIn.g;
|
||
|
bOutSum -= stackIn.b;
|
||
|
|
||
|
p = (yw + ((p = x + radius + 1) < (width - 1) ? p : (width - 1))) << 2;
|
||
|
|
||
|
rInSum += (stackIn.r = pixels[p]);
|
||
|
gInSum += (stackIn.g = pixels[p + 1]);
|
||
|
bInSum += (stackIn.b = pixels[p + 2]);
|
||
|
|
||
|
rSum += rInSum;
|
||
|
gSum += gInSum;
|
||
|
bSum += bInSum;
|
||
|
|
||
|
stackIn = stackIn.next;
|
||
|
|
||
|
rOutSum += (pr = stackOut.r);
|
||
|
gOutSum += (pg = stackOut.g);
|
||
|
bOutSum += (pb = stackOut.b);
|
||
|
|
||
|
rInSum -= pr;
|
||
|
gInSum -= pg;
|
||
|
bInSum -= pb;
|
||
|
|
||
|
stackOut = stackOut.next;
|
||
|
|
||
|
yi += 4;
|
||
|
}
|
||
|
yw += width;
|
||
|
}
|
||
|
|
||
|
for (x = 0; x < width; x++) {
|
||
|
gInSum = bInSum = rInSum = gSum = bSum = rSum = 0;
|
||
|
|
||
|
yi = x << 2;
|
||
|
rOutSum = radiusPlus1 * (pr = pixels[yi]);
|
||
|
gOutSum = radiusPlus1 * (pg = pixels[yi + 1]);
|
||
|
bOutSum = radiusPlus1 * (pb = pixels[yi + 2]);
|
||
|
|
||
|
rSum += sumFactor * pr;
|
||
|
gSum += sumFactor * pg;
|
||
|
bSum += sumFactor * pb;
|
||
|
|
||
|
stack = stackStart;
|
||
|
|
||
|
for (i = 0; i < radiusPlus1; i++) {
|
||
|
stack.r = pr;
|
||
|
stack.g = pg;
|
||
|
stack.b = pb;
|
||
|
stack = stack.next;
|
||
|
}
|
||
|
|
||
|
yp = width;
|
||
|
|
||
|
for (i = 1; i < radiusPlus1; i++) {
|
||
|
yi = (yp + x) << 2;
|
||
|
|
||
|
rSum += (stack.r = (pr = pixels[yi])) * (rbs = radiusPlus1 - i);
|
||
|
gSum += (stack.g = (pg = pixels[yi + 1])) * rbs;
|
||
|
bSum += (stack.b = (pb = pixels[yi + 2])) * rbs;
|
||
|
|
||
|
rInSum += pr;
|
||
|
gInSum += pg;
|
||
|
bInSum += pb;
|
||
|
|
||
|
stack = stack.next;
|
||
|
|
||
|
if (i < (height - 1)) {
|
||
|
yp += width;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
yi = x;
|
||
|
stackIn = stackStart;
|
||
|
stackOut = stackEnd;
|
||
|
for (y = 0; y < height; y++) {
|
||
|
p = yi << 2;
|
||
|
pixels[p] = (rSum * mulSum) >> shgSum;
|
||
|
pixels[p + 1] = (gSum * mulSum) >> shgSum;
|
||
|
pixels[p + 2] = (bSum * mulSum) >> shgSum;
|
||
|
|
||
|
rSum -= rOutSum;
|
||
|
gSum -= gOutSum;
|
||
|
bSum -= bOutSum;
|
||
|
|
||
|
rOutSum -= stackIn.r;
|
||
|
gOutSum -= stackIn.g;
|
||
|
bOutSum -= stackIn.b;
|
||
|
|
||
|
p = (x + (((p = y + radiusPlus1) < (height - 1) ? p : (height - 1)) * width)) << 2;
|
||
|
|
||
|
rSum += (rInSum += (stackIn.r = pixels[p]));
|
||
|
gSum += (gInSum += (stackIn.g = pixels[p + 1]));
|
||
|
bSum += (bInSum += (stackIn.b = pixels[p + 2]));
|
||
|
|
||
|
stackIn = stackIn.next;
|
||
|
|
||
|
rOutSum += (pr = stackOut.r);
|
||
|
gOutSum += (pg = stackOut.g);
|
||
|
bOutSum += (pb = stackOut.b);
|
||
|
|
||
|
rInSum -= pr;
|
||
|
gInSum -= pg;
|
||
|
bInSum -= pb;
|
||
|
|
||
|
stackOut = stackOut.next;
|
||
|
|
||
|
yi += width;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
context.putImageData(imageData, 0, 0);
|
||
|
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Defines a new helper object for Stack Blur Algorithm.
|
||
|
*/
|
||
|
function BlurStack() {
|
||
|
this.r = 0;
|
||
|
this.g = 0;
|
||
|
this.b = 0;
|
||
|
this.next = null;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Defines a gravity matrix object which handles collision detection.
|
||
|
* @param x number of columns in the matrix
|
||
|
* @param y number of rows in the matrix
|
||
|
* @param r grid size
|
||
|
*/
|
||
|
function CollisionMatrix(x, y, r) {
|
||
|
this.resolution = r;
|
||
|
this.xc = x;
|
||
|
this.yc = y;
|
||
|
this.matrix = new Array(x);
|
||
|
for (var i = 0; i <= (x + 5); i++) {
|
||
|
this.matrix[i] = new Array(y);
|
||
|
for (var j = 0; j <= (y + 5); ++j) {
|
||
|
this.matrix[i][j] = new DropItem(null);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Updates position of the given drop on the collision matrix.
|
||
|
* @param drop raindrop to be positioned/repositioned
|
||
|
* @param forceDelete if true the raindrop will be removed from the matrix
|
||
|
* @returns collisions if any
|
||
|
*/
|
||
|
CollisionMatrix.prototype.update = function(drop, forceDelete) {
|
||
|
if (drop.gid) {
|
||
|
if (!this.matrix[drop.gmx] || !this.matrix[drop.gmx][drop.gmy]) {
|
||
|
return null;
|
||
|
}
|
||
|
this.matrix[drop.gmx][drop.gmy].remove(drop);
|
||
|
if (forceDelete) {
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
drop.gmx = Math.floor(drop.x / this.resolution);
|
||
|
drop.gmy = Math.floor(drop.y / this.resolution);
|
||
|
if (!this.matrix[drop.gmx] || !this.matrix[drop.gmx][drop.gmy]) {
|
||
|
return null;
|
||
|
}
|
||
|
this.matrix[drop.gmx][drop.gmy].add(drop);
|
||
|
|
||
|
var collisions = this.collisions(drop);
|
||
|
if (collisions && collisions.next != null) {
|
||
|
return collisions.next;
|
||
|
}
|
||
|
} else {
|
||
|
drop.gid = Math.random().toString(36).substr(2, 9);
|
||
|
drop.gmx = Math.floor(drop.x / this.resolution);
|
||
|
drop.gmy = Math.floor(drop.y / this.resolution);
|
||
|
if (!this.matrix[drop.gmx] || !this.matrix[drop.gmx][drop.gmy]) {
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
this.matrix[drop.gmx][drop.gmy].add(drop);
|
||
|
}
|
||
|
return null;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Looks for collisions with the given raindrop.
|
||
|
* @param drop raindrop to be checked
|
||
|
* @returns DropItem list of drops that collide with it
|
||
|
*/
|
||
|
CollisionMatrix.prototype.collisions = function(drop) {
|
||
|
var item = new DropItem(null);
|
||
|
var first = item;
|
||
|
|
||
|
item = this.addAll(item, drop.gmx - 1, drop.gmy + 1);
|
||
|
item = this.addAll(item, drop.gmx, drop.gmy + 1);
|
||
|
item = this.addAll(item, drop.gmx + 1, drop.gmy + 1);
|
||
|
|
||
|
return first;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Appends all found drop at a given location to the given item.
|
||
|
* @param to item to which the results will be appended to
|
||
|
* @param x x position in the matrix
|
||
|
* @param y y position in the matrix
|
||
|
* @returns last discovered item on the list
|
||
|
*/
|
||
|
CollisionMatrix.prototype.addAll = function(to, x, y) {
|
||
|
if (x > 0 && y > 0 && x < this.xc && y < this.yc) {
|
||
|
var items = this.matrix[x][y];
|
||
|
while (items.next != null) {
|
||
|
items = items.next;
|
||
|
to.next = new DropItem(items.drop);
|
||
|
to = to.next;
|
||
|
}
|
||
|
}
|
||
|
return to;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Removed the drop from its current position
|
||
|
* @param drop to be removed
|
||
|
*/
|
||
|
CollisionMatrix.prototype.remove = function(drop) {
|
||
|
this.matrix[drop.gmx][drop.gmy].remove(drop);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Defines a linked list item.
|
||
|
*/
|
||
|
function DropItem(drop) {
|
||
|
this.drop = drop;
|
||
|
this.next = null;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds the raindrop to the end of the list.
|
||
|
* @param drop raindrop to be added
|
||
|
*/
|
||
|
DropItem.prototype.add = function(drop) {
|
||
|
var item = this;
|
||
|
while (item.next != null) {
|
||
|
item = item.next;
|
||
|
}
|
||
|
item.next = new DropItem(drop);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Removes the raindrop from the list.
|
||
|
* @param drop raindrop to be removed
|
||
|
*/
|
||
|
DropItem.prototype.remove = function(drop) {
|
||
|
var item = this;
|
||
|
var prevItem = null;
|
||
|
while (item.next != null) {
|
||
|
prevItem = item;
|
||
|
item = item.next;
|
||
|
if (item.drop.gid === drop.gid) {
|
||
|
prevItem.next = item.next;
|
||
|
}
|
||
|
}
|
||
|
};
|