parent
662cc1ab83
commit
1186da02b8
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@ -408,4 +408,16 @@ body{
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}
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.dn{
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display: none;
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}
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.w3-agilefireworks{
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top: 0;
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left: 0px;
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width: 100%;
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height: 100%;
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z-index: 999;
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}
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.agilefireworks-bg{
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height: 100vh;
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width: 100%;
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background: rgba(0,0,0,.2);
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}
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17
dancing.html
17
dancing.html
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@ -13,7 +13,7 @@
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<div class="Lighting">
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</div>
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<!--增加 class=" scale-right" 可使用从右向左镜头效果scale-left scale-bottom-left scale-bottom-right -->
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<div class=" scale-bottom-right ground-bg">
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<div class=" ground-bg">
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<!--地面灯光-->
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<div class="ground-light">
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<div class="ground-animate"></div>
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@ -140,9 +140,24 @@
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</div>
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<!--舞池 end-->
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</div>
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</div>
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<!--小纸片氛围js-->
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<script src="js/jquery.js" type="text/javascript" charset="utf-8"></script>
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<!--小纸片氛围js-->
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<!-- fireworks scripts -->
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<!--
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<div class="w3-agilefireworks">
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<div class="agilefireworks-bg">
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</div>
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</div> -->
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<script type="text/javascript" src="js/fireworks.js"></script>
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<script>
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setTimeout(function() {
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$('.w3-agilefireworks').fireworks();
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});
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</script>
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<!-- //fireworks scripts -->
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</body>
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</html>
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@ -0,0 +1,304 @@
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/*
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Adapted from http://jsfiddle.net/dtrooper/AceJJ/
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TODO:
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* Try to get rid of ghosting
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* See if anything can be made more efficient
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* Make the canvas fit in the z-order
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*/
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(function( $ ) {
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var MAX_ROCKETS = 30,
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MAX_PARTICLES = 500;
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var FUNCTIONS = {
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'init': function(element) {
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var jqe = $(element);
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// Check this element isn't already inited
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if (jqe.data('fireworks_data') !== undefined) {
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console.log('Looks like this element is already inited!');
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return;
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}
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// Setup fireworks on this element
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var canvas = document.createElement('canvas'),
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canvas_buffer = document.createElement('canvas'),
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data = {
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'element': element,
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'canvas': canvas,
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'context': canvas.getContext('2d'),
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'canvas_buffer': canvas_buffer,
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'context_buffer': canvas_buffer.getContext('2d'),
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'particles': [],
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'rockets': []
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};
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// Add & position the canvas
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if (jqe.css('position') === 'static') {
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element.style.position = 'fixed';
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}
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element.appendChild(canvas);
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canvas.style.position = 'absolute';
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canvas.style.top = '0px';
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canvas.style.bottom = '0px';
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canvas.style.left = '0px';
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canvas.style.right = '0px';
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// Kickoff the loops
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data.interval = setInterval(loop.bind(this, data), 1000 / 50);
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// Save the data for later
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jqe.data('fireworks_data', data);
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},
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'destroy': function(element) {
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var jqe = $(element);
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// Check this element isn't already inited
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if (jqe.data('fireworks_data') === undefined) {
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console.log('Looks like this element is not yet inited!');
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return;
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}
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var data = jqe.data('fireworks_data');
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jqe.removeData('fireworks_data');
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// Stop the interval
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clearInterval(data.interval);
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// Remove the canvas
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data.canvas.remove();
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// Reset the elements positioning
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data.element.style.position = '';
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}
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};
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$.fn.fireworks = function(action) {
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// Assume no action means we want to init
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if (!action) {
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action = 'init';
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}
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// Process each element
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this.each(function() {
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FUNCTIONS[action](this);
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});
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// Chaining ftw :)
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return this;
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};
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function launch(data) {
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if (data.rockets.length < MAX_ROCKETS) {
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var rocket = new Rocket(data);
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data.rockets.push(rocket);
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}
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}
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function loop(data) {
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// Launch a new rocket
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launch(data);
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// Update screen size
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if (data.canvas_width != data.element.offsetWidth) {
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data.canvas_width = data.canvas.width = data.canvas_buffer.width = data.element.offsetWidth;
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}
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if (data.canvas_height != data.element.offsetHeight) {
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data.canvas_height = data.canvas.height = data.canvas_buffer.height = data.element.offsetHeight;
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}
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// Fade the background out slowly
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data.context_buffer.clearRect(0, 0, data.canvas.width, data.canvas.height);
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data.context_buffer.globalAlpha = 0.9;
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data.context_buffer.drawImage(data.canvas, 0, 0);
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data.context.clearRect(0, 0, data.canvas.width, data.canvas.height);
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data.context.drawImage(data.canvas_buffer, 0, 0);
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// Update the rockets
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var existingRockets = [];
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data.rockets.forEach(function(rocket) {
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// update and render
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rocket.update();
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rocket.render(data.context);
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// random chance of 1% if rockets is above the middle
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var randomChance = rocket.pos.y < (data.canvas.height * 2 / 3) ? (Math.random() * 100 <= 1) : false;
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/* Explosion rules
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- 80% of screen
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- going down
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- close to the mouse
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- 1% chance of random explosion
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*/
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if (rocket.pos.y < data.canvas.height / 5 || rocket.vel.y >= 0 || randomChance) {
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rocket.explode(data);
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} else {
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existingRockets.push(rocket);
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}
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});
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data.rockets = existingRockets;
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// Update the particles
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var existingParticles = [];
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data.particles.forEach(function(particle) {
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particle.update();
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// render and save particles that can be rendered
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if (particle.exists()) {
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particle.render(data.context);
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existingParticles.push(particle);
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}
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});
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data.particles = existingParticles;
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while (data.particles.length > MAX_PARTICLES) {
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data.particles.shift();
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}
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}
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function Particle(pos) {
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this.pos = {
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x: pos ? pos.x : 0,
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y: pos ? pos.y : 0
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};
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this.vel = {
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x: 0,
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y: 0
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};
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this.shrink = .97;
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this.size = 2;
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this.resistance = 1;
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this.gravity = 0;
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this.flick = false;
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this.alpha = 1;
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this.fade = 0;
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this.color = 0;
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}
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Particle.prototype.update = function() {
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// apply resistance
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this.vel.x *= this.resistance;
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this.vel.y *= this.resistance;
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// gravity down
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this.vel.y += this.gravity;
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// update position based on speed
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this.pos.x += this.vel.x;
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this.pos.y += this.vel.y;
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// shrink
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this.size *= this.shrink;
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// fade out
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this.alpha -= this.fade;
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};
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Particle.prototype.render = function(c) {
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if (!this.exists()) {
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return;
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}
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c.save();
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c.globalCompositeOperation = 'lighter';
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var x = this.pos.x,
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y = this.pos.y,
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r = this.size / 2;
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var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
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gradient.addColorStop(0.1, "rgba(255,255,255," + this.alpha + ")");
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gradient.addColorStop(0.8, "hsla(" + this.color + ", 100%, 50%, " + this.alpha + ")");
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gradient.addColorStop(1, "hsla(" + this.color + ", 100%, 50%, 0.1)");
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c.fillStyle = gradient;
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c.beginPath();
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c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size : this.size, 0, Math.PI * 2, true);
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c.closePath();
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c.fill();
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c.restore();
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};
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Particle.prototype.exists = function() {
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return this.alpha >= 0.1 && this.size >= 1;
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};
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function Rocket(data) {
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Particle.apply(
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this,
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[{
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x: Math.random() * data.canvas.width * 2 / 3 + data.canvas.width / 6,
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y: data.canvas.height
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}]
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);
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this.explosionColor = Math.floor(Math.random() * 360 / 10) * 10;
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this.vel.y = Math.random() * -3 - 4;
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this.vel.x = Math.random() * 6 - 3;
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this.size = 2;
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this.shrink = 0.999;
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this.gravity = 0.01;
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}
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Rocket.prototype = new Particle();
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Rocket.prototype.constructor = Rocket;
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Rocket.prototype.explode = function(data) {
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var count = Math.random() * 10 + 80;
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for (var i = 0; i < count; i++) {
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var particle = new Particle(this.pos);
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var angle = Math.random() * Math.PI * 2;
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// emulate 3D effect by using cosine and put more particles in the middle
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var speed = Math.cos(Math.random() * Math.PI / 2) * 15;
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particle.vel.x = Math.cos(angle) * speed;
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particle.vel.y = Math.sin(angle) * speed;
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particle.size = 10;
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particle.gravity = 0.2;
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particle.resistance = 0.92;
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particle.shrink = Math.random() * 0.05 + 0.93;
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particle.flick = true;
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particle.color = this.explosionColor;
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data.particles.push(particle);
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}
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};
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Rocket.prototype.render = function(c) {
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if (!this.exists()) {
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return;
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}
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c.save();
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c.globalCompositeOperation = 'lighter';
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var x = this.pos.x,
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y = this.pos.y,
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r = this.size / 2;
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var gradient = c.createRadialGradient(x, y, 0.1, x, y, r);
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gradient.addColorStop(0.1, "rgba(255, 255, 255 ," + this.alpha + ")");
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gradient.addColorStop(0.2, "rgba(255, 180, 0, " + this.alpha + ")");
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c.fillStyle = gradient;
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c.beginPath();
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c.arc(this.pos.x, this.pos.y, this.flick ? Math.random() * this.size / 2 + this.size / 2 : this.size, 0, Math.PI * 2, true);
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c.closePath();
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c.fill();
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c.restore();
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};
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}(jQuery));
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Loading…
Reference in New Issue