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script.js
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137 lines (120 loc) · 4.14 KB
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const checkbox = document.getElementById('checkbox');
checkbox.addEventListener('change', () => {
document.body.classList.toggle('dark-mode');
updateParticleColors(); // Update particle colors on theme change
});
/* Interactive Canvas Background */
const canvas = document.getElementById('interactive-canvas');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let particlesArray = [];
const numberOfParticles = 100;
// Define particle colors based on theme
let lightModeParticleColor = 'rgba(0, 123, 255, 0.5)'; // Tech-related color for light mode
let darkModeParticleColor = 'rgba(100, 200, 255, 0.5)'; // Tech-related color for dark mode
let particleColor = lightModeParticleColor; // Initial color
// Function to update particle colors based on the current theme
function updateParticleColors() {
particleColor = document.body.classList.contains('dark-mode') ? darkModeParticleColor : lightModeParticleColor;
init(); // Re-initialize particles with the new color
}
// Get mouse position
let mouse = {
x: null,
y: null,
radius: 150
}
window.addEventListener('mousemove',
function(event) {
mouse.x = event.clientX;
mouse.y = event.clientY;
}
);
window.addEventListener('mouseout', function() {
mouse.x = null;
mouse.y = null;
});
// Create particle
class Particle {
constructor(x, y, directionX, directionY, size, color) {
this.x = x;
this.y = y;
this.directionX = directionX;
this.directionY = directionY;
this.size = size;
this.color = color;
}
// Method to draw individual particle
draw() {
ctx.fillStyle = this.color;
ctx.beginPath();
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
}
// Check particle position/mouse position, move the particle, draw the particle
update() {
// Check if particle is still within canvas
if (this.x > canvas.width || this.x < 0) {
this.directionX = -this.directionX;
}
if (this.y > canvas.height || this.y < 0) {
this.directionY = -this.directionY;
}
// Check mouse position / particle position - collision detection
let dx = mouse.x - this.x;
let dy = mouse.y - this.y;
let distance = Math.sqrt(dx*dx + dy*dy);
if (distance < mouse.radius + this.size) {
if (mouse.x < this.x && this.x < canvas.width - this.size * 10) {
this.x += 10;
}
if (mouse.x > this.x && this.x > this.size * 10) {
this.x -= 10;
}
if (mouse.y < this.y && this.y < canvas.height - this.size * 10) {
this.y += 10;
}
if (mouse.y > this.y && this.y > this.size * 10) {
this.y -= 10;
}
}
// Move particle
this.x += this.directionX;
this.y += this.directionY;
// Draw particle
this.draw();
}
}
// Create particle array
function init() {
particlesArray = [];
for (let i = 0; i < numberOfParticles; i++) {
let size = (Math.random() * 5) + 1;
let x = (Math.random() * ((innerWidth - size * 2) - (size * 2)) + size * 2);
let y = (Math.random() * ((innerHeight - size * 2) - (size * 2)) + size * 2);
let directionX = (Math.random() * 5) - 2.5;
let directionY = (Math.random() * 5) - 2.5;
let color = particleColor;
particlesArray.push(new Particle(x, y, directionX, directionY, size, color));
}
}
// Animation loop
function animate() {
requestAnimationFrame(animate);
ctx.clearRect(0, 0, innerWidth, innerHeight);
for (let i = 0; i < particlesArray.length; i++) {
particlesArray[i].update();
}
}
// Resize event
window.addEventListener('resize', function() {
canvas.width = innerWidth;
canvas.height = innerHeight;
init();
});
// Initialize everything
updateParticleColors();
init();
animate();