Difference between revisions of "Team:AHUT China/home"

Line 89: Line 89:
 
             </div>
 
             </div>
 
         </header>
 
         </header>
 +
 +
        <section class="breadcrumb_area">
 +
            <div class="overlay bg-parallax" data-stellar-ratio="0.8" data-stellar-vertical-offset="0" data-background=""></div>
 +
            <div class="page-cover text-center">
 +
 
 +
                <canvas id="canvas"></canvas></ol>
 +
                </div>
 +
           
 +
            </div>
 +
       
 +
        </section>
 
         <!--================Header Area =================-->
 
         <!--================Header Area =================-->
 
       <img style="position:absolute;top:0px;left:0px;width:100%" src="https://static.igem.org/mediawiki/2018/1/10/T--AHUT_China--_bgshengwu.jpg" width="1100" height="3550" alt=""/></div>
 
       <img style="position:absolute;top:0px;left:0px;width:100%" src="https://static.igem.org/mediawiki/2018/1/10/T--AHUT_China--_bgshengwu.jpg" width="1100" height="3550" alt=""/></div>
Line 130: Line 141:
 
       <script src="https://2018.igem.org/Team:AHUT_China/contact_js?action=raw&ctype=text/javascript" type="text/javascript" ></script>
 
       <script src="https://2018.igem.org/Team:AHUT_China/contact_js?action=raw&ctype=text/javascript" type="text/javascript" ></script>
 
       <script src="https://2018.igem.org/Team:AHUT_China/custom_js?action=raw&ctype=text/javascript" type="text/javascript" ></script>
 
       <script src="https://2018.igem.org/Team:AHUT_China/custom_js?action=raw&ctype=text/javascript" type="text/javascript" ></script>
 +
      <script>
 +
// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
 +
// not supported in all browsers though and sometimes needs a prefix, so we need a shim
 +
window.requestAnimFrame = ( function() {
 +
return window.requestAnimationFrame ||
 +
window.webkitRequestAnimationFrame ||
 +
window.mozRequestAnimationFrame ||
 +
function( callback ) {
 +
window.setTimeout( callback, 1000 / 60 );
 +
};
 +
})();
 +
 +
// now we will setup our basic variables for the demo
 +
var canvas = document.getElementById( 'canvas' ),
 +
ctx = canvas.getContext( '2d' ),
 +
// full screen dimensions
 +
cw = window.innerWidth,
 +
ch = window.innerHeight,
 +
// firework collection
 +
fireworks = [],
 +
// particle collection
 +
particles = [],
 +
// starting hue
 +
hue = 120,
 +
// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
 +
limiterTotal = 5,
 +
limiterTick = 0,
 +
// this will time the auto launches of fireworks, one launch per 80 loop ticks
 +
timerTotal = 80,
 +
timerTick = 0,
 +
mousedown = false,
 +
// mouse x coordinate,
 +
mx,
 +
// mouse y coordinate
 +
my;
 +
 +
// set canvas dimensions
 +
canvas.width = cw;
 +
canvas.height = ch;
 +
 +
// now we are going to setup our function placeholders for the entire demo
 +
 +
// get a random number within a range
 +
function random( min, max ) {
 +
return Math.random() * ( max - min ) + min;
 +
}
 +
 +
// calculate the distance between two points
 +
function calculateDistance( p1x, p1y, p2x, p2y ) {
 +
var xDistance = p1x - p2x,
 +
yDistance = p1y - p2y;
 +
return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
 +
}
 +
 +
// create firework
 +
function Firework( sx, sy, tx, ty ) {
 +
// actual coordinates
 +
this.x = sx;
 +
this.y = sy;
 +
// starting coordinates
 +
this.sx = sx;
 +
this.sy = sy;
 +
// target coordinates
 +
this.tx = tx;
 +
this.ty = ty;
 +
// distance from starting point to target
 +
this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
 +
this.distanceTraveled = 0;
 +
// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
 +
this.coordinates = [];
 +
this.coordinateCount = 3;
 +
// populate initial coordinate collection with the current coordinates
 +
while( this.coordinateCount-- ) {
 +
this.coordinates.push( [ this.x, this.y ] );
 +
}
 +
this.angle = Math.atan2( ty - sy, tx - sx );
 +
this.speed = 2;
 +
this.acceleration = 1.05;
 +
this.brightness = random( 50, 70 );
 +
// circle target indicator radius
 +
this.targetRadius = 1;
 +
}
 +
 +
// update firework
 +
Firework.prototype.update = function( index ) {
 +
// remove last item in coordinates array
 +
this.coordinates.pop();
 +
// add current coordinates to the start of the array
 +
this.coordinates.unshift( [ this.x, this.y ] );
 +
 +
// cycle the circle target indicator radius
 +
if( this.targetRadius < 8 ) {
 +
this.targetRadius += 0.3;
 +
} else {
 +
this.targetRadius = 1;
 +
}
 +
 +
// speed up the firework
 +
this.speed *= this.acceleration;
 +
 +
// get the current velocities based on angle and speed
 +
var vx = Math.cos( this.angle ) * this.speed,
 +
vy = Math.sin( this.angle ) * this.speed;
 +
// how far will the firework have traveled with velocities applied?
 +
this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );
 +
 +
// if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
 +
if( this.distanceTraveled >= this.distanceToTarget ) {
 +
createParticles( this.tx, this.ty );
 +
// remove the firework, use the index passed into the update function to determine which to remove
 +
fireworks.splice( index, 1 );
 +
} else {
 +
// target not reached, keep traveling
 +
this.x += vx;
 +
this.y += vy;
 +
}
 +
}
 +
 +
// draw firework
 +
Firework.prototype.draw = function() {
 +
ctx.beginPath();
 +
// move to the last tracked coordinate in the set, then draw a line to the current x and y
 +
ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
 +
ctx.lineTo( this.x, this.y );
 +
ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
 +
ctx.stroke();
 +
 +
ctx.beginPath();
 +
// draw the target for this firework with a pulsing circle
 +
ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
 +
ctx.stroke();
 +
}
 +
 +
// create particle
 +
function Particle( x, y ) {
 +
this.x = x;
 +
this.y = y;
 +
// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
 +
this.coordinates = [];
 +
this.coordinateCount = 5;
 +
while( this.coordinateCount-- ) {
 +
this.coordinates.push( [ this.x, this.y ] );
 +
}
 +
// set a random angle in all possible directions, in radians
 +
this.angle = random( 0, Math.PI * 2 );
 +
this.speed = random( 1, 10 );
 +
// friction will slow the particle down
 +
this.friction = 0.95;
 +
// gravity will be applied and pull the particle down
 +
this.gravity = 1;
 +
// set the hue to a random number +-20 of the overall hue variable
 +
this.hue = random( hue - 20, hue + 20 );
 +
this.brightness = random( 50, 80 );
 +
this.alpha = 1;
 +
// set how fast the particle fades out
 +
this.decay = random( 0.015, 0.03 );
 +
}
 +
 +
// update particle
 +
Particle.prototype.update = function( index ) {
 +
// remove last item in coordinates array
 +
this.coordinates.pop();
 +
// add current coordinates to the start of the array
 +
this.coordinates.unshift( [ this.x, this.y ] );
 +
// slow down the particle
 +
this.speed *= this.friction;
 +
// apply velocity
 +
this.x += Math.cos( this.angle ) * this.speed;
 +
this.y += Math.sin( this.angle ) * this.speed + this.gravity;
 +
// fade out the particle
 +
this.alpha -= this.decay;
 +
 +
// remove the particle once the alpha is low enough, based on the passed in index
 +
if( this.alpha <= this.decay ) {
 +
particles.splice( index, 1 );
 +
}
 +
}
 +
 +
 +
 +
// draw particle
 +
Particle.prototype.draw = function() {
 +
 
 +
  ctx. beginPath();
 +
// move to the last tracked coordinates in the set, then draw a line to the current x and y
 +
ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
 +
ctx.lineTo( this.x, this.y );
 +
ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
 +
ctx.stroke();
 +
 
 +
 
 +
}
 +
 +
// create particle group/explosion
 +
function createParticles( x, y ) {
 +
// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
 +
var particleCount = 30;
 +
while( particleCount-- ) {
 +
particles.push( new Particle( x, y ) );
 +
}
 +
}
 +
 +
// main demo loop
 +
function loop() {
 +
// this function will run endlessly with requestAnimationFrame
 +
requestAnimFrame( loop );
 +
 +
// increase the hue to get different colored fireworks over time
 +
hue += 0.5;
 +
 +
// normally, clearRect() would be used to clear the canvas
 +
// we want to create a trailing effect though
 +
// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
 +
ctx.globalCompositeOperation = 'destination-out';
 +
// decrease the alpha property to create more prominent trails
 +
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
 +
ctx.fillRect( 0, 0, cw, ch );
 +
// change the composite operation back to our main mode
 +
// lighter creates bright highlight points as the fireworks and particles overlap each other
 +
ctx.globalCompositeOperation = 'lighter';
 +
 +
    var text = "Welcom to our pages"; 
 +
  ctx.font = "50px sans-serif";
 +
  var textData = ctx.measureText(text);
 +
  ctx.fillStyle = "rgba("+parseInt(random(0,255))+","+parseInt(random(0,255))+","+parseInt(random(0,255))+",0.3)";
 +
  ctx.fillText(text,cw /2-textData.width/2,ch/2);
 +
 
 +
// loop over each firework, draw it, update it
 +
var i = fireworks.length;
 +
while( i-- ) {
 +
fireworks[ i ].draw();
 +
fireworks[ i ].update( i );
 +
}
 +
 +
// loop over each particle, draw it, update it
 +
var i = particles.length;
 +
while( i-- ) {
 +
particles[ i ].draw();
 +
particles[ i ].update( i );
 +
}
 +
 +
// launch fireworks automatically to random coordinates, when the mouse isn't down
 +
if( timerTick >= timerTotal ) {
 +
if( !mousedown ) {
 +
// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
 +
     
 +
      for(var h=0;h<50;h++)
 +
      {
 +
          fireworks.push( new Firework( cw / 2, ch/2, random( 0, cw ), random( 0, ch  ) ) );
 +
      }
 +
     
 +
     
 +
timerTick = 0;
 +
}
 +
} else {
 +
timerTick++;
 +
}
 +
 +
// limit the rate at which fireworks get launched when mouse is down
 +
if( limiterTick >= limiterTotal ) {
 +
if( mousedown ) {
 +
// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
 +
fireworks.push( new Firework( cw / 2, ch/2, mx, my ) );
 +
limiterTick = 0;
 +
}
 +
} else {
 +
limiterTick++;
 +
}
 +
}
 +
 +
// mouse event bindings
 +
// update the mouse coordinates on mousemove
 +
canvas.addEventListener( 'mousemove', function( e ) {
 +
mx = e.pageX - canvas.offsetLeft;
 +
my = e.pageY - canvas.offsetTop;
 +
});
 +
 +
// toggle mousedown state and prevent canvas from being selected
 +
canvas.addEventListener( 'mousedown', function( e ) {
 +
e.preventDefault();
 +
mousedown = true;
 +
});
 +
 +
canvas.addEventListener( 'mouseup', function( e ) {
 +
e.preventDefault();
 +
mousedown = false;
 +
});
 +
 +
// once the window loads, we are ready for some fireworks!
 +
window.onload = loop;
 +
 +
</script>
 
</html>
 
</html>

Revision as of 02:17, 7 October 2018

Royal Hotel Royal Hotel