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Merge pull request #2 from adriennek/master
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jungledre committed Dec 18, 2015
2 parents b9f66ca + d34ea1e commit daf62fa
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Showing 3 changed files with 103 additions and 96 deletions.
6 changes: 1 addition & 5 deletions index.js
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@@ -1,7 +1,3 @@
import React from 'react';
import ReactDOM from 'react-dom';
import Snow from './src/snow';

ReactDOM.render(<Snow />, document.getElementById('react-snow-effect'));

exports = Snow;
exports = Snow;
14 changes: 13 additions & 1 deletion package.json
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Expand Up @@ -16,5 +16,17 @@
"react-snow"
],
"author": "Adrienne Kerr <adrie.k@gmail.com>",
"license": "MIT"
"license": "MIT",
"dependencies": {
"react": "^0.14.3"
},
"devDependencies": {
"babel-core": "^6.3.21",
"babel-loader": "^6.2.0",
"babel-preset-es2015": "^6.3.13",
"babel-preset-react": "^6.3.13",
"react-dom": "^0.14.3",
"webpack": "^1.12.9",
"webpack-dev-server": "^1.14.0"
}
}
179 changes: 89 additions & 90 deletions src/snow.jsx
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@@ -1,103 +1,102 @@
import React from 'react';
import ReactDOM from 'react-dom';
var React = require('react');

export default React.createClass({

componentDidMount: function () {
//canvas init
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
componentDidMount: function () {
//canvas init
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");

//canvas dimensions
var W = document.innerWidth || 1600;
var H = document.innerHeight || 500;
canvas.width = W;
canvas.height = H;
//canvas dimensions
var W = document.innerWidth || 1600;
var H = document.innerHeight || 500;
canvas.width = W;
canvas.height = H;

//snowflake particles
var mp = 25; //max particles
var particles = [];
for(var i = 0; i < mp; i++)
{
particles.push({
x: Math.random()*W, //x-coordinate
y: Math.random()*H, //y-coordinate
r: Math.random()*4+1, //radius
d: Math.random()*mp //density
})
}
//snowflake particles
var mp = 25; //max particles
var particles = [];
for(var i = 0; i < mp; i++)
{
particles.push({
x: Math.random()*W, //x-coordinate
y: Math.random()*H, //y-coordinate
r: Math.random()*4+1, //radius
d: Math.random()*mp //density
})
}

//Lets draw the flakes
function draw()
{
ctx.clearRect(0, 0, W, H);
//Lets draw the flakes
function draw()
{
ctx.clearRect(0, 0, W, H);

ctx.fillStyle = "rgba(255, 255, 255, 0.8)";
ctx.beginPath();
for(var i = 0; i < mp; i++)
{
var p = particles[i];
ctx.moveTo(p.x, p.y);
ctx.arc(p.x, p.y, p.r, 0, Math.PI*2, true);
}
ctx.fill();
update();
}
ctx.fillStyle = "rgba(255, 255, 255, 0.8)";
ctx.beginPath();
for(var i = 0; i < mp; i++)
{
var p = particles[i];
ctx.moveTo(p.x, p.y);
ctx.arc(p.x, p.y, p.r, 0, Math.PI*2, true);
}
ctx.fill();
update();
}

//Function to move the snowflakes
//angle will be an ongoing incremental flag. Sin and Cos functions will be applied to it to create vertical and horizontal movements of the flakes
var angle = 0;
function update()
{
angle += 0.01;
for(var i = 0; i < mp; i++)
{
var p = particles[i];
//Updating X and Y coordinates
//We will add 1 to the cos function to prevent negative values which will lead flakes to move upwards
//Every particle has its own density which can be used to make the downward movement different for each flake
//Lets make it more random by adding in the radius
p.y += Math.cos(angle+p.d) + 1 + p.r/2;
p.x += Math.sin(angle) * 2;
//Function to move the snowflakes
//angle will be an ongoing incremental flag. Sin and Cos functions will be applied to it to create vertical and horizontal movements of the flakes
var angle = 0;
function update()
{
angle += 0.01;
for(var i = 0; i < mp; i++)
{
var p = particles[i];
//Updating X and Y coordinates
//We will add 1 to the cos function to prevent negative values which will lead flakes to move upwards
//Every particle has its own density which can be used to make the downward movement different for each flake
//Lets make it more random by adding in the radius
p.y += Math.cos(angle+p.d) + 1 + p.r/2;
p.x += Math.sin(angle) * 2;

//Sending flakes back from the top when it exits
//Lets make it a bit more organic and let flakes enter from the left and right also.
if(p.x > W+5 || p.x < -5 || p.y > H)
{
if(i%3 > 0) //66.67% of the flakes
{
particles[i] = {x: Math.random()*W, y: -10, r: p.r, d: p.d};
}
else
{
//If the flake is exitting from the right
if(Math.sin(angle) > 0)
{
//Enter from the left
particles[i] = {x: -5, y: Math.random()*H, r: p.r, d: p.d};
}
else
{
//Enter from the right
particles[i] = {x: W+5, y: Math.random()*H, r: p.r, d: p.d};
}
}
}
}
}
//Sending flakes back from the top when it exits
//Lets make it a bit more organic and let flakes enter from the left and right also.
if(p.x > W+5 || p.x < -5 || p.y > H)
{
if(i%3 > 0) //66.67% of the flakes
{
particles[i] = {x: Math.random()*W, y: -10, r: p.r, d: p.d};
}
else
{
//If the flake is exitting from the right
if(Math.sin(angle) > 0)
{
//Enter from the left
particles[i] = {x: -5, y: Math.random()*H, r: p.r, d: p.d};
}
else
{
//Enter from the right
particles[i] = {x: W+5, y: Math.random()*H, r: p.r, d: p.d};
}
}
}
}
}

//animation loop
setInterval(draw, 33);
},
//animation loop
setInterval(draw, 33);
},

render: function() {
var snowStyles = {
position: 'absolute',
top: 0
}
return (
<canvas id="canvas" style={snowStyles}></canvas>
)
}
render: function() {
var snowStyles = {
position: 'absolute',
top: 0
}
return (
<canvas id="canvas" style={snowStyles}></canvas>
)
}

});

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