/* jshint unused: false */ /* global console */ (function( Base, Vector, Logo, Chainable ){ var sqrt, pow, Engine; if (!window.requestAnimationFrame) { window.requestAnimationFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function( callback ){ window.setTimeout(callback, 1000 / 60); }; })(); } sqrt = Math.sqrt; pow = Math.pow; Engine = Base.extend({ scale: window.devicePixelRatio || 1, // scale:1, shapes : [], particles : [], _deferredParticles: [], _deferredShapes: [], constructor: function(canvas, image){ if (typeof canvas === 'string') { this.canvas = document.getElementById(canvas); } else { this.canvas = canvas; } if (!this.canvas.getContext) { return; } this.context = this.canvas.getContext('2d'); this.resize = this.resize.bind(this); this.resize(); window.addEventListener('resize', this.resize, false); this.setupStarfield(); this.setupTessellation(); this.last = Date.now() / 1000; this.start = this.last; this.render = this.render.bind(this); this.render(); this.canvas.style.opacity = 1; this.cssAnimations( document.getElementById(image) ); }, cssAnimations: function(image){ var parent = this.canvas.parentNode; image.style.webkitTransform = 'translate3d(0,0,0) scale(1)'; image.style.opacity = 1; new Chainable() .wait(3000) .then(function(){ parent.className += ' state-one'; }) .wait(150) .then(function(){ parent.className += ' state-two'; }) .wait(150) .then(function(){ parent.className += ' state-three'; }) .wait(500) .then(function(){ parent.className += ' state-four'; }) .wait(100) .then(function(){ this.showShapes = true; }, this); }, setupStarfield: function(){ this.particles = []; this.generateParticles(50, true); this.generateParticles(200); }, setupTessellation: function(canvas){ this.shapes = []; this.logo = new Engine.Shape( -(180), -(180), 360, 360, Logo.Points, Logo.Polygons ); }, render: function(){ var scale = this.scale; if (window.scrollY > 700) { window.requestAnimationFrame(this.render); return; } this.context.clearRect( -(this.width / 2) * scale, -(this.height / 2) * scale, this.width * scale, this.height * scale ); this.now = Date.now() / 1000; this.tick = Math.min(this.now - this.last, 0.017); this.renderStarfield(this.now); if (this.showShapes) { this.renderTessellation(this.now); } this.last = this.now; window.requestAnimationFrame(this.render); }, renderTessellation: function(){ var scale = this.scale, p, index; for (p = 0; p < this.shapes.length; p++) { this.shapes[p].update(this); this.shapes[p].draw(this.context, scale); } this.logo.update(this); this.logo.draw(this.context, scale); // Remove destroyed shapes for (p = 0; p < this._deferredShapes.length; p++) { index = this.shapes.indexOf(this._deferredShapes.pop()); if (index >= 0) { this.shapes.splice(index, 1); } } }, generateParticles: function(num, fixed){ var p; for (p = 0; p < num; p++) { if (fixed) { this.particles.push(new Engine.Particle.Fixed(this.width, this.height)); } else { this.particles.push(new Engine.Particle(this.width, this.height)); } } }, resize: function(){ var scale = this.scale; this.width = window.innerWidth; this.height = 700; this.canvas.width = this.width * scale; this.canvas.height = this.height * scale; this.context.translate( this.width / 2 * scale >> 0, this.height / 2 * scale >> 0 ); }, renderStarfield: function(){ var scale = this.scale, p, index; // Update all particles... may need to be optimized for (p = 0; p < this.particles.length; p++) { this.particles[p] .update(this) .draw(this.context, scale); } // Remove destroyed particles for (p = 0; p < this._deferredParticles.length; p++) { index = this.particles.indexOf(this._deferredParticles.pop()); if (index >= 0) { this.particles.splice(index, 1); } } this.generateParticles(200 * this.tick >> 0); } }); Engine.map = function(val, istart, istop, ostart, ostop) { return ostart + (ostop - ostart) * ((val - istart) / (istop - istart)); }; Engine.getRandomFloat = function(min, max) { return Math.random() * (max - min) + min; }; Engine.getRandomInt = function(min, max) { return Math.floor(Math.random() * (max - min + 1) + min); }; Engine.clone = function(ref) { var clone = {}, key; for (key in ref) { clone[key] = ref[key]; } return clone; }; window.Engine = Engine; })( window.Base, window.Vector, window.Logo, window.Chainable );