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working with header animations - marked/highlightjs fixes
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92
client/assets/js/bubble.js
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92
client/assets/js/bubble.js
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@@ -0,0 +1,92 @@
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var width, height, largeHeader, canvas, ctx, circles, target, animateHeader = true;
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// Main
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export function bubble() {
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initHeader();
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addListeners();
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}
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function initHeader() {
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width = window.innerWidth;
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height = 500;
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target = {
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x: 0,
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y: height
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};
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largeHeader = document.getElementById('header');
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largeHeader.style.height = height + 'px';
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canvas = document.getElementById('canvas');
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canvas.width = width;
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canvas.height = height;
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ctx = canvas.getContext('2d');
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// create particles
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circles = [];
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for (var x = 0; x < width * 0.5; x++) {
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var c = new Circle();
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circles.push(c);
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}
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animate();
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}
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// Event handling
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function addListeners() {
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window.addEventListener('scroll', scrollCheck);
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window.addEventListener('resize', resize);
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}
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function scrollCheck() {
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if (document.body.scrollTop > height) animateHeader = false;
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else animateHeader = true;
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}
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function resize() {
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width = window.innerWidth;
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height = 500;
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largeHeader.style.height = height + 'px';
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canvas.width = width;
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canvas.height = height;
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}
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function animate() {
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if (animateHeader) {
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ctx.clearRect(0, 0, width, height);
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for (var i in circles) {
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circles[i].draw();
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}
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}
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requestAnimationFrame(animate);
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}
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// Canvas manipulation
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function Circle() {
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var _this = this;
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// constructor
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(function() {
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_this.pos = {};
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init();
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})();
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function init() {
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_this.pos.x = Math.random() * width;
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_this.pos.y = height + Math.random() * 100;
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_this.alpha = 0.1 + Math.random() * 0.3;
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_this.scale = 0.1 + Math.random() * 0.3;
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_this.velocity = Math.random();
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}
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this.draw = function() {
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if (_this.alpha <= 0) {
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init();
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}
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_this.pos.y -= _this.velocity;
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_this.alpha -= 0.0005;
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ctx.beginPath();
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ctx.arc(_this.pos.x, _this.pos.y, _this.scale * 10, 0, 2 * Math.PI, false);
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ctx.fillStyle = 'rgba(255,255,255,' + _this.alpha + ')';
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ctx.fill();
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};
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}
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