Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- if(document.getElementsByClassName('zfr3Q')[1].textContent.indexOf("ZIEL ERREICHT!") >= 0){
- var canv = document.createElement("canvas");
- canv.setAttribute('id','canvas');
- canv.setAttribute('style','position:absolute;top:0px');
- document.body.appendChild(canv);
- // 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 = 50,
- timerTick = 0,
- mousedown = false,
- // mouse x coordinate,
- mx,
- // mouse y coordinate
- my;
- // set canvas dimensions
- canvas.width = cw;
- canvas.height = ch;
- loop();
- }
- // 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 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 +-50 of the overall hue variable
- this.hue = random( hue - 50, hue + 50 );
- 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;
- // create random color
- hue= random(0, 360 );
- // 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';
- // 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
- fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );
- 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, mx, my ) );
- limiterTick = 0;
- }
- } else {
- limiterTick++;
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement