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183 lines (152 loc) · 6.06 KB
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/**
* Instant Snowstorm, rev 2
* (c) Copyright 2012 DWUser.com. All rights reserved.
* by Nathan Rohler
* Released under MIT License
*/
(function() {
// Only supported in IE8+
if ($.browser.msie && parseInt($.browser.version) < 8) return;
// -------------------------------
// --- Configuration variables ---
// -------------------------------
// How many frames per second? More => smoother but more processor intensive
var fps = 30;
// How often should flakes be added? Every 10 frames by default. Greater => fewer flakes
var addNewFlakesEveryNFrames = 10;
// How many flakes should be added each time? Greater => more flakes, more processor intensive
var newFlakesToAdd = 3;
// Controls the speed; 0.7 provides a nice speed
var speedControl = 0.7;
// -------------------------------
// -------------------------------
// -------------------------------
// Holder variables
var flakes = [];
var additionCounter = 0;
// The flake creator function
function createFlake(curX, curY) {
// How unique should each flake be? These values specify max unique speed and wiggle/drift
var maxSpeedOffset = 2;
var maxWiggleOffset = 10;
// How big should the flakes be?
var minSize = 5;
var maxSize = 15;
// How much drifting/wiggling should be allowed in the downward path?
var minWiggle = 10;
var maxWiggle = 40;
var sizePercent = Math.random();
var size = Math.floor(sizePercent * (maxSize - minSize) + minSize);
var opacity = 0.3 + Math.random() * 0.7;
if ($.browser.msie && parseInt($.browser.version) < 10) //disable transparency on old IE to make rendering easier
opacity = undefined;
var color = '#9CF';
// Create a unique speed offset, so each flake falls at a unique rate
var speedOffset = Math.floor(Math.random() * maxSpeedOffset);
// Create a unique wiggle amount based on size (bigger = more wiggle/drift)
var wiggle = minWiggle + (maxWiggleOffset * Math.random()) + (maxWiggle - minWiggle) * sizePercent;
var flake = $('<div>').text(' ').css({
position: 'fixed',
left: curX,
top: curY,
zIndex: 1000000,
width: size,
height: size,
opacity: opacity,
borderRadius: size / 2,
'-moz-border-radius': size / 2,
'-webkit-border-radius': size / 2,
backgroundColor: color
}).appendTo('body');
var flakeObj = {
size: size,
sizePercent: sizePercent,
homeX: curX,
curX: curX,
curY: curY,
flake: flake,
uniqueSpeedOffset: speedOffset,
wiggle: wiggle,
wiggleCounter: Math.floor(100 * Math.random())
};
flakes.push(flakeObj);
return flakeObj;
}
// Create the sin table to save processing power later
var sinTable = [];
for (var i = 0; i < 100; i++) {
var sin = Math.sin((i / 100) * Math.PI * 2);
sinTable.push(sin);
}
// Track where the mouse is, so we can move flakes away from it
var mouseX = -200;
var mouseY = -200;
var $w = $(window);
$(document).mousemove(function(e) {
mouseX = e.pageX - $w.scrollLeft();
mouseY = e.pageY - $w.scrollTop();
});
function onEnterFrame() {
// Update existing flakes
var winH = $w.height();
for (var i = flakes.length - 1; i > -1; i--) {
var flakeObj = flakes[i];
var flake = flakeObj.flake;
var speed = 2 + (1 - flakeObj.sizePercent) * 5 + flakeObj.uniqueSpeedOffset; // bigger = slower to fall
speed *= speedControl; // apply the speed control
var curY = flakeObj.curY;
var newY = curY + speed;
var wiggleCounter = flakeObj.wiggleCounter = (++flakeObj.wiggleCounter % 100);
var sin = sinTable[wiggleCounter];
var wiggle = flakeObj.wiggle * sin;
var newX = flakeObj.homeX + wiggle;
// If we're close to the mouse, force out of the way
var mouseXDist = Math.abs(mouseX - newX);
var mouseYDist = Math.abs(mouseY - newY);
var influenceArea = 150;
if (mouseXDist < influenceArea && mouseYDist < influenceArea) {
var maxForce = 10;
var dist = Math.sqrt(mouseXDist * mouseXDist + mouseYDist * mouseYDist);
if (dist < influenceArea) {
var influence = maxForce * (1 - (dist / influenceArea));
if (mouseY > newY) {
newY -= influence;
if (mouseX < newX) flakeObj.homeX += influence;
else flakeObj.homeX -= influence;
}
else newY += influence;
}
}
flakeObj.curY = newY;
flakeObj.curX = newX;
flake.css({
top: newY,
left: newX
});
// Destroy flake if it has gone out of view by 100
if (newY > winH + 100) {
flake.remove();
flakeObj.flake = null;
flakes.splice(i, 1);
}
}
// Add any new flakes
if (++additionCounter % addNewFlakesEveryNFrames == 0) {
additionCounter = 0;
var minX = -100;
var maxX = $(window).width() + 100;
var homeY = -100;
for (var i = 0; i < newFlakesToAdd; i++) {
var curX = minX + Math.floor(Math.random() * (maxX - minX));
var curY = homeY + Math.floor(100 * Math.random());
createFlake(curX, curY);
}
}
}
// Start the animation based on the requested frames per second
setInterval(onEnterFrame, 1000 / fps);
// Add easy support for a toggle button
$('#toggleSnow').click(function(){
newFlakesToAdd = (newFlakesToAdd==0) ? 3 : 0;
});
})();