'use strict'; ((window) => { const kColorIteratorLimit = 256; const kRedSpeed = 0.1; const kGreenSpeed = 0.2; const kBlueSpeed = 0.15; /** * Renders a Heart, has its own canvas, which will be placed in the element * set by calling #render. * * @class HeartRenderer * @param {object} config configuration, extends any member of the renderer */ const HeartRenderer = class HeartRenderer { constructor(config) { /** * The instance of the heart renderer being used * * @memberof HeartRenderer * @instance * @name canvas * @type HTMLCanvasElement * @default A brand new canvas */ this.canvas = window.document.createElement('canvas'); /** * The maximum fps that will be used * * @memberof HeartRenderer * @instance * @name fps * @type Number * @default 60 */ this.fps = 60; /** * The size of the heart as a percentage of the canvas smallest dimension * * @memberof HeartRenderer * @instance * @name heartSize * @type Number * @default 50 */ this.heartSize = 50; this._following = null; // The status of mouse follow. this._center = null; this._animating = false; // The status of the animation. this._previousFrameTime = Date.now(); // The timestamp of the last frame for fps control this._currentColor = { // The current color that will be painted red: 100, blue: 0, green: 50 }; this.startFollowingMouse(); Object.assign(this, config); } /** * Attaches the canvas to an HTML element * * @memberof HeartRenderer * @function render * @instance * @param {HTMLElement} element the element where we will attach our canvas */ render(element) { element.appendChild(this.canvas); this.resize(); } /** * Resizes the canvas * * @memberof HeartRenderer * @function render * @instance */ resize() { if (this.canvas.parentElement) { this.canvas.width = this.canvas.parentElement.offsetWidth; this.canvas.height = this.canvas.parentElement.offsetHeight; } } /** * Follows the mouse * * @memberof HeartRenderer * @function startFollowingMouse * @instance */ startFollowingMouse() { if (!this._following) { console.log('Start Following Mouse'); this._following = this._setCenterFromMouse.bind(this); this.canvas.addEventListener('mousemove', this._following); } } /** * Stop following the mouse * * @memberof HeartRenderer * @function stopFollowingMouse * @instance */ stopFollowingMouse() { if (this._following) { console.log('Stop Following Mouse'); this.canvas.removeEventListener('mouseover', this._following); this._following = null; this._center = null; } } /** * Gets the context from the current canvas and starts the animation process * * @memberof HeartRenderer * @function activate * @instance */ activate() { const context = this.canvas.getContext('2d'); this._startAnimating(context); } /** * Stops the animation process * * @memberof HeartRenderer * @function deactivate * @instance */ deactivate() { this._stopAnimating(); } // Starts the animation loop _startAnimating(context) { this._frameDuration = 1000 / this.fps; this._animating = true; this._animate(context); } // Stops the animation on the next frame. _stopAnimating() { this._animating = false; } // Runs the animation step controlling the FPS _animate(context) { if (!this._animating) { return; } window.requestAnimationFrame(this._animate.bind(this, context)); const currentFrameTime = Date.now(); const delta = currentFrameTime - this._previousFrameTime; if (delta > this._frameDuration) { this._previousFrameTime = Date.now(); this._animateStep(context, delta); } } // The actual animation processing function. _animateStep(context, delta) { this._updateColor(delta); this._drawHeart(context, delta); } // Updates the current color _updateColor(delta) { this._currentColor.red = Math.round(this._currentColor.red + delta * kRedSpeed) % kColorIteratorLimit; this._currentColor.green = Math.round(this._currentColor.green + delta * kGreenSpeed) % kColorIteratorLimit; this._currentColor.blue = Math.round(this._currentColor.blue + delta * kBlueSpeed) % kColorIteratorLimit; } // Draws a heart _drawHeart(context, delta) { const canvasHeight = this.canvas.height; const canvasWidth = this.canvas.width; const referenceDimension = canvasWidth < canvasHeight ? canvasWidth : canvasHeight; const heartSize = Math.round(referenceDimension * this.heartSize * .01); const radius = heartSize / 2; let canvasCenterX = this._center ? this._center.x : Math.round(canvasWidth / 2); let canvasCenterY = this._center ? this._center.y : Math.round(canvasHeight / 2); const centerX = -radius; const centerY = -radius; // translate and rotate, adjusting for weight of the heart. context.translate(canvasCenterX, canvasCenterY + radius / 4); context.rotate(-45 * Math.PI / 180); // Fill the ventricles of the heart context.fillStyle = `rgb(${this._currentColor.red}, ${this._currentColor.green}, ${this._currentColor.blue})`; context.fillRect(centerX, centerY, heartSize, heartSize); // Left atrium context.beginPath(); context.arc(centerX + radius, centerY, radius, 0, 2 * Math.PI, false); context.fill(); context.closePath(); // Right atrium context.beginPath(); context.arc(centerX + heartSize, centerY + radius, radius, 0, 2 * Math.PI, false); context.fill(); context.closePath(); context.setTransform(1, 0, 0, 1, 0, 0); } // Sets the center from mouse _setCenterFromMouse (event) { this._center = this._center || {}; console.log('tracking'); this._center.x = event.offsetX; this._center.y = event.offsetY; } }; window.HeartRenderer = HeartRenderer; })(window);