chore(ux): allow to create and drag dots in the animation (#3287)

Make the animation more interactive!

Signed-off-by: Ettore Di Giacinto <mudler@localai.io>
This commit is contained in:
Ettore Di Giacinto 2024-08-19 20:40:55 +02:00 committed by GitHub
parent 73c9b3598d
commit 0c84c7b1cc
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@ -1,29 +1,46 @@
const canvas = document.getElementById('networkCanvas');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
let particles = [];
let isDragging = false;
let dragParticle = null;
const maxParticles = 100; // Maximum number of particles
const dragAreaRadius = 10; // Increased area for easier dragging
const particles = [];
const lines = [];
// Function to resize canvas based on aspect ratio
function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = Math.min(window.innerHeight, 400); // Maintain a max height of 400px
}
// Adjust the canvas size when the window resizes
window.addEventListener('resize', resizeCanvas);
// Initialize canvas size
resizeCanvas();
class Particle {
constructor(x, y) {
this.x = x;
this.y = y;
this.radius = 2 + Math.random() * 2;
this.color = `rgba(0, 255, 204, ${Math.random()})`;
this.speed = Math.random() * 2 + 1;
this.angle = Math.random() * Math.PI * 2;
this.radius = 4;
this.color = `rgba(0, 255, 204, 1)`;
this.speedX = (Math.random() - 0.5) * 2; // Random horizontal speed
this.speedY = (Math.random() - 0.5) * 2; // Random vertical speed
}
update() {
this.x += Math.cos(this.angle) * this.speed;
this.y += Math.sin(this.angle) * this.speed;
if (!isDragging || dragParticle !== this) {
this.x += this.speedX;
this.y += this.speedY;
if (this.x < 0 || this.x > canvas.width || this.y < 0 || this.y > canvas.height) {
this.x = Math.random() * canvas.width;
this.y = Math.random() * canvas.height;
// Bounce off the edges of the canvas
if (this.x < 0 || this.x > canvas.width) {
this.speedX *= -1;
}
if (this.y < 0 || this.y > canvas.height) {
this.speedY *= -1;
}
}
}
@ -33,6 +50,11 @@ class Particle {
ctx.fillStyle = this.color;
ctx.fill();
}
isMouseOver(mouseX, mouseY) {
// Increase the draggable area by checking if the mouse is within a larger radius
return Math.hypot(mouseX - this.x, mouseY - this.y) < dragAreaRadius;
}
}
function connectParticles() {
@ -69,5 +91,54 @@ function animate() {
requestAnimationFrame(animate);
}
initParticles(100);
// Handle mouse click to create a new particle
canvas.addEventListener('click', (e) => {
const rect = canvas.getBoundingClientRect();
const mouseX = e.clientX - rect.left;
const mouseY = e.clientY - rect.top;
const newParticle = new Particle(mouseX, mouseY);
particles.push(newParticle);
// Limit the number of particles to the maximum
if (particles.length > maxParticles) {
particles.shift(); // Remove the oldest particle
}
});
// Handle mouse down for dragging
canvas.addEventListener('mousedown', (e) => {
const rect = canvas.getBoundingClientRect();
const mouseX = e.clientX - rect.left;
const mouseY = e.clientY - rect.top;
for (let particle of particles) {
if (particle.isMouseOver(mouseX, mouseY)) {
isDragging = true;
dragParticle = particle;
break;
}
}
});
// Handle mouse move for dragging
canvas.addEventListener('mousemove', (e) => {
if (isDragging && dragParticle) {
const rect = canvas.getBoundingClientRect();
const mouseX = e.clientX - rect.left;
const mouseY = e.clientY - rect.top;
dragParticle.x = mouseX;
dragParticle.y = mouseY;
}
});
// Handle mouse up to stop dragging
canvas.addEventListener('mouseup', () => {
isDragging = false;
dragParticle = null;
});
// Initialize and start the animation
initParticles(maxParticles);
animate();