From: Rubén Beltrán del Río Date: Sun, 19 Feb 2017 09:42:55 +0000 (-0600) Subject: Add resize and smooth movement (#1) X-Git-Url: https://git.r.bdr.sh/rbdr/heart/commitdiff_plain/db32a40a558bcc51609d3059079112027507760e?ds=inline;hp=--cc Add resize and smooth movement (#1) * Resize heart on wheel movement * Hide cursor * Add smooth movement and cursor when moving * Add smooth resize for heart --- db32a40a558bcc51609d3059079112027507760e diff --git a/css/app.css b/css/app.css index 5f63708..2a4aa95 100644 --- a/css/app.css +++ b/css/app.css @@ -3,7 +3,16 @@ padding: 0; } +body { + overflow: hidden; +} + #heart-app-entry-point { height: 100vh; width: 100vw; + cursor: none; +} + +#heart-app-entry-point .mouse-moving { + cursor: crosshair; } diff --git a/js/lib/heart_renderer.js b/js/lib/heart_renderer.js index 78ca182..19ff137 100644 --- a/js/lib/heart_renderer.js +++ b/js/lib/heart_renderer.js @@ -3,9 +3,6 @@ ((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 @@ -47,20 +44,64 @@ * @instance * @name heartSize * @type Number - * @default 50 + * @default 40 */ - this.heartSize = 50; + this.heartSize = 40; + /** + * The max size of the heart as a percentage of the canvas smallest dimension + * + * @memberof HeartRenderer + * @instance + * @name maxHeartSize + * @type Number + * @default 75 + */ + this.maxHeartSize = 75; + + /** + * The min size of the heart as a percentage of the canvas smallest dimension + * + * @memberof HeartRenderer + * @instance + * @name minHeartSize + * @type Number + * @default 10 + */ + this.minHeartSize = 10; + + this._ticking = false; // Lock for wheel event. + this._resizeMagnitude = 0.1; // Multiplies the wheel delta to resize the heart + this._resizeSpeed = 1; // How many percent points per frame we'll resize to match target + this._trackingSpeed = 10; // How many pixels per frame will we move to match target this._following = null; // The status of mouse follow. - this._center = null; + this._center = null; // The actual center + this._targetHeartSize = this.heartSize; + this._ + this._targetCenter = { + x: 0, + y: 0 + }; // the target coordinates this._animating = false; // The status of the animation. this._previousFrameTime = Date.now(); // The timestamp of the last frame for fps control + this._cursorTimeout = 500; // Timeout to hide the cursor in milliseconds this._currentColor = { // The current color that will be painted red: 100, blue: 0, green: 50 }; + this._colorSpeed = { + red: 0.1, + blue: 0.2, + green: 0.15 + }; + this._colorDirection = { + red: 1, + blue: 1, + green: 1 + }; + this._detectWheel(); this.startFollowingMouse(); Object.assign(this, config); @@ -77,6 +118,11 @@ render(element) { element.appendChild(this.canvas); + + this._targetCenter = { + x: Math.round(this.canvas.width / 2), + y: Math.round(this.canvas.height / 2) + }; // the target coordinates this.resize(); } @@ -105,7 +151,6 @@ startFollowingMouse() { if (!this._following) { - console.log('Start Following Mouse'); this._following = this._setCenterFromMouse.bind(this); this.canvas.addEventListener('mousemove', this._following); } @@ -121,10 +166,12 @@ stopFollowingMouse() { if (this._following) { - console.log('Stop Following Mouse'); this.canvas.removeEventListener('mouseover', this._following); this._following = null; - this._center = null; + this._targetCenter = { + x: Math.round(this.canvas.width / 2), + y: Math.round(this.canvas.height / 2) + }; // the target coordinates } } @@ -196,9 +243,31 @@ // 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; + const red = this._updateColorComponent('red', delta); + const green = this._updateColorComponent('green', delta); + const blue = this._updateColorComponent('blue', delta); + + console.log(red, green, blue); + + this._currentColor.red = red; + this._currentColor.green = green; + this._currentColor.blue = blue; + } + + // Updates a single color component. + _updateColorComponent(component, delta) { + let color = Math.round(this._currentColor[component] + (delta * this._colorSpeed[component] * this._colorDirection[component])); + if (color >= kColorIteratorLimit) { + this._colorDirection[component] = -1; + color = kColorIteratorLimit; + } + + if (color <= 0) { + this._colorDirection[component] = 1; + color = 0; + } + + return color; } // Draws a heart @@ -209,10 +278,27 @@ const referenceDimension = canvasWidth < canvasHeight ? canvasWidth : canvasHeight; + this.heartSize += Math.sign(this._targetHeartSize - this.heartSize) * this._resizeSpeed; + 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); + + if (!this._center) { + this._center = {}; + this._center.x = Math.round(canvasWidth / 2); + this._center.y = Math.round(canvasHeight / 2); + } + + const deltaY = this._targetCenter.y - this._center.y; + const deltaX = this._targetCenter.x - this._center.x; + const angle = Math.atan2(deltaY, deltaX); + + // Move towards the target + this._center.x += Math.cos(angle) * this._trackingSpeed; + this._center.y += Math.sin(angle) * this._trackingSpeed; + + const canvasCenterX = this._center.x; + const canvasCenterY = this._center.y; const centerX = -radius; const centerY = -radius; @@ -241,13 +327,54 @@ } // Sets the center from mouse - _setCenterFromMouse (event) { - this._center = this._center || {}; + _setCenterFromMouse(event) { + + this._showCursor(); + this._targetCenter.x = event.offsetX; + this._targetCenter.y = event.offsetY; + setTimeout(this._hideCursor.bind(this), this._cursorTimeout); + } + + // Binds the wheel event to resize the heart + _detectWheel() { + + this.canvas.addEventListener('wheel', this._onWheel.bind(this)); + } + + // Handle the mouse wheel movement + _onWheel(event) { - console.log('tracking'); + if (!this._ticking) { + this._ticking = true; + window.requestAnimationFrame(this._resizeHeartFromDelta.bind(this, event.deltaY)); + } + } + + // Use delta to resize the heart + _resizeHeartFromDelta(delta) { + + let heartSize = this.heartSize + (this._resizeMagnitude * delta); + + if (heartSize > this.maxHeartSize) { + heartSize = this.maxHeartSize; + } + + if (heartSize < this.minHeartSize) { + heartSize = this.minHeartSize; + } + + this._targetHeartSize = heartSize; + this._ticking = false; + } + + // Apply a class to show the cursor. + _showCursor() { + this.canvas.classList.add('mouse-moving'); + } - this._center.x = event.offsetX; - this._center.y = event.offsetY; + // Remove class to hide the cursor. + _hideCursor() { + this.canvas.classList.remove('mouse-moving'); } };