I've been trying to make a pixel rain for base64 images with javascript's context.getImageData(). It already creates a lot of particles moving from left to right with changing speeds depending on the brightness of the image and a color based on their position.
I want to make the particles move in a spiral from the canvas borders to the center and then return to the borders once again.
The code snippet can't be runned because of myImage.src, it has to be a base64 image, but these are to long for presenting here (you can use this page to create the source preferably with a small image, https://onlinepngtools.com/convert-png-to-base64).
const myImage = new Image();
myImage.src = 'base64 image'
myImage.addEventListener('load', function() {
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
canvas.width = 600;
canvas.height = 714;
ctx.drawImage(myImage, 0, 0, canvas.width, canvas.height);
const pixels = ctx.getImageData(0, 0, canvas.width, canvas.height);
// ctx.clearRect(0, 0, canvas.width, canvas.height);
let particlesArray = [];
const ParticlesAmount = 7000;
let mappedImage = [];
for (let y = 0; y < canvas.height; y++) {
let row = [];
for (let x = 0; x < canvas.width; x++) {
const red = pixels.data[(y * 4 *pixels.width) + (x *4)];
const green = pixels.data[(y * 4 *pixels.width) + (x *4 + 1)];
const blue = pixels.data[(y * 4 *pixels.width) + (x *4 + 2)];
const alpha = pixels.data[(y * 4 *pixels.width) + (x *4 + 3)];
const brightness = calculateRelativeBrightness(red, green, blue);
const cell = [
cellBrightness = brightness,
cellColor = 'rgb(' + red + ', ' + green + ', ' + blue + ', ' + alpha + ')'
]
row.push(cell);
}
mappedImage.push(row);
}
// For the human's eye perception.
function calculateRelativeBrightness(red, green, blue) {
return Math.sqrt(
(red * red) * 0.299 +
(green* green) * 0.587 +
(blue * blue) * 0.114
);
}
class Particle {
constructor() {
this.y = Math.random() * canvas.height;
this.x = 0;
this.speed = 0;
this.velocity = Math.random() * 5;
this.size = Math.random() * 1.5 + 1;
this.position1 = Math.floor(this.y);
this.position2 = Math.floor(this.x);
}
update() {
this.position1 = Math.floor(this.y);
this.position2 = Math.floor(this.x);
let movement = this.velocity * 5;
if (
this.position1 >= 0 &&
this.position1 < mappedImage.length &&
this.position2 >= 0 &&
this.position2 < mappedImage[0].length
) {
this.speed = mappedImage[this.position1][this.position2][0];
let movement = (2.5 - this.speed) + this.velocity;
this.x += this.velocity;
if (this.x >= canvas.width) {
this.x = 0;
this.y = Math.random() * canvas.width;
}
}
}
draw() {
ctx.beginPath();
if (
this.position1 >= 0 &&
this.position1 < mappedImage.length &&
this.position2 >= 0 &&
this.position2 < mappedImage[0].length
) {
ctx.fillStyle = mappedImage[this.position1][this.position2];
} else {ctx.fillStyle = 'white'}
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.fill();
}
}
function init() {
for (let i=0; i < ParticlesAmount; i++) {
particlesArray.push(new Particle());
}
}
init();
function animate() {
ctx.globalAlpha = 0.05;
ctx.fillStyle = 'rgb(0, 0, 0)';
ctx.fillRect(0, 0, canvas.width, canvas.height);
for (let i=0; i < particlesArray.length; i++) {
particlesArray[i].update();
particlesArray[i].draw();
}
requestAnimationFrame(animate);
}
animate();
})
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
background-color: #222;
}
#canvas {
border: 2px solid #f5f5f5;
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 660px;
height: 714px;
}
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="style.css">
<title>Pixel flow</title>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="script.js"></script>
</body>
</html>