After learning JavaScript, we can use it to create some fun effects. This article explains how to create a digital spider in a webpage using pure JavaScript.
Before we start learning how to create a web spider, let's take a look at what this digital spider looks like:
We can see that it moves following our mouse. So, how can we achieve this effect? Let's start the explanation.
HTML Code
Our HTML code is quite simple; it just creates a canvas. All our subsequent operations will be performed on this canvas.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>A digital spider</title>
<!-- Include external JavaScript file -->
<script src="./test.js"></script>
<style>
/* Remove default margin and padding from body */
body {
margin: 0px;
padding: 0px;
position: fixed;
/* Set the webpage background color to black */
background: rgb(0, 0, 0);
}
</style>
</head>
<body>
<!-- Create a canvas for graphic drawing -->
<canvas id="canvas"></canvas>
</body>
</html>
You can see that our HTML code is very simple. Now, let's start performing operations on it!
2. JavaScript Code
Before we start writing the JavaScript code, let's clarify our thoughts:
Overall Process
- Initialize the
canvas
element and the drawing context when the page loads. - Define the tentacle object, with each tentacle composed of multiple segments.
- Listen for mouse movement events to update the mouse position in real-time.
- Use an animation loop to draw the tentacles, which dynamically change based on the mouse position, creating a smooth animation effect.
The general process is as described above, but readers might not fully understand this flow without completing the code themselves. However, that's okay; let's begin writing our little spider for the web.
Note
To help readers better understand the logic of the code, we have added comments to each line of code, hoping that readers can gradually grasp the code with the help of these annotations.
JavaScript Code:
// Define the requestAnimFrame function
window.requestAnimFrame = function () {
// Check if the browser supports requestAnimFrame
return (
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
// If none of these options are available, use setTimeout to call the callback function
function (callback) {
window.setTimeout(callback);
}
);
};
// Initialization function to get the canvas element and return relevant information
function init(elemid) {
// Get the canvas element
let canvas = document.getElementById(elemid);
// Get the 2D drawing context (note the lowercase 'd')
c = canvas.getContext('2d');
// Set the canvas width to the window's inner width and height
w = (canvas.width = window.innerWidth);
h = (canvas.height = window.innerHeight);
// Set the fill style to semi-transparent black
c.fillStyle = "rgba(30,30,30,1)";
// Fill the entire canvas with the fill style
c.fillRect(0, 0, w, h);
// Return the drawing context and canvas element
return { c: c, canvas: canvas };
}
// Execute the function after the page has fully loaded
window.onload = function () {
// Get the drawing context and canvas element
let c = init("canvas").c,
canvas = init("canvas").canvas,
// Set the canvas width to the window's inner width and height
w = (canvas.width = window.innerWidth),
h = (canvas.height = window.innerHeight),
// Initialize the mouse object
mouse = { x: false, y: false },
last_mouse = {};
// Define a function to calculate the distance between two points
function dist(p1x, p1y, p2x, p2y) {
return Math.sqrt(Math.pow(p2x - p1x, 2) + Math.pow(p2y - p1y, 2));
}
// Define the segment class
class segment {
// Constructor to initialize segment objects
constructor(parent, l, a, first) {
// If it's the first segment, position coordinates are at the top of the tentacle
// Otherwise, position coordinates are at the next segment's coordinates
this.first = first;
if (first) {
this.pos = {
x: parent.x,
y: parent.y,
};
} else {
this.pos = {
x: parent.nextPos.x,
y: parent.nextPos.y,
};
}
// Set the segment's length and angle
this.l = l;
this.ang = a;
// Calculate the next segment's coordinates
this.nextPos = {
x: this.pos.x + this.l * Math.cos(this.ang),
y: this.pos.y + this.l * Math.sin(this.ang),
};
}
// Method to update segment position
update(t) {
// Calculate the angle to the target point
this.ang = Math.atan2(t.y - this.pos.y, t.x - this.pos.x);
// Update position coordinates based on the target point and angle
this.pos.x = t.x + this.l * Math.cos(this.ang - Math.PI);
this.pos.y = t.y + this.l * Math.sin(this.ang - Math.PI);
// Update the nextPos coordinates based on the new position
this.nextPos.x = this.pos.x + this.l * Math.cos(this.ang);
this.nextPos.y = this.pos.y + this.l * Math.sin(this.ang);
}
// Method to reset the segment to its initial position
fallback(t) {
// Set position coordinates to the target point's coordinates
this.pos.x = t.x;
this.pos.y = t.y;
this.nextPos.x = this.pos.x + this.l * Math.cos(this.ang);
this.nextPos.y = this.pos.y + this.l * Math.sin(this.ang);
}
show() {
c.lineTo(this.nextPos.x, this.nextPos.y);
}
}
// Define the tentacle class
class tentacle {
// Constructor to initialize tentacle objects
constructor(x, y, l, n, a) {
// Set the top position coordinates of the tentacle
this.x = x;
this.y = y;
// Set the tentacle's length
this.l = l;
// Set the number of segments
this.n = n;
// Initialize the target point object for the tentacle
this.t = {};
// Set a random parameter for the tentacle's movement
this.rand = Math.random();
// Create the first segment of the tentacle
this.segments = [new segment(this, this.l / this.n, 0, true)];
// Create the other segments
for (let i = 1; i < this.n; i++) {
this.segments.push(
new segment(this.segments[i - 1], this.l / this.n, 0, false)
);
}
}
// Method to move the tentacle to the target point
move(last_target, target) {
// Calculate the angle from the top of the tentacle to the target point
this.angle = Math.atan2(target.y - this.y, target.x - this.x);
// Calculate the distance parameter for the tentacle
this.dt = dist(last_target.x, last_target.y, target.x, target.y);
// Calculate the target point coordinates for the tentacle
this.t = {
x: target.x - 0.8 * this.dt * Math.cos(this.angle),
y: target.y - 0.8 * this.dt * Math.sin(this.angle)
};
// If a target point was calculated, update the last segment's position
// Otherwise, update the last segment's position to the target point coordinates
if (this.t.x) {
this.segments[this.n - 1].update(this.t);
} else {
this.segments[this.n - 1].update(target);
}
// Iterate over all segment objects, updating their position
for (let i = this.n - 2; i >= 0; i--) {
this.segments[i].update(this.segments[i + 1].pos);
}
if (
dist(this.x, this.y, target.x, target.y) <=
this.l + dist(last_target.x, last_target.y, target.x, target.y)
) {
this.segments[0].fallback({ x: this.x, y: this.y });
for (let i = 1; i < this.n; i++) {
this.segments[i].fallback(this.segments[i - 1].nextPos);
}
}
}
show(target) {
// If the distance from the tentacle to the target is less than its length, reset the tentacle
if (dist(this.x, this.y, target.x, target.y) <= this.l) {
// Set the global composite operation to 'lighter'
c.globalCompositeOperation = "lighter";
// Begin a new path
c.beginPath();
// Start drawing lines from the tentacle's starting position
c.moveTo(this.x, this.y);
// Iterate over all segment objects and use their show method to draw lines
for (let i = 0; i < this.n; i++) {
this.segments[i].show();
}
// Set the line style
c.strokeStyle = "hsl(" + (this.rand * 60 + 180) +
",100%," + (this.rand * 60 + 25) + "%)";
// Set the line width
c.lineWidth = this.rand * 2;
// Set line cap style
c.lineCap = "round";
// Set line join style
c.lineJoin = "round";
// Draw the lines
c.stroke();
// Set the global composite operation back to 'source-over'
c.globalCompositeOperation = "source-over";
}
}
// Method to draw the circular head of the tentacle
show2(target) {
// Start a new path
c.beginPath();
// If the distance from the tentacle to the target is less than its length, draw a white circle
// Otherwise, draw a dark cyan circle
if (dist(this.x, this.y, target.x, target.y) <= this.l) {
c.arc(this.x, this.y, 2 * this.rand + 1, 0, 2 * Math.PI);
c.fillStyle = "whith";
} else {
c.arc(this.x, this.y, this.rand * 2, 0, 2 * Math.PI);
c.fillStyle = "darkcyan";
}
// Fill the circle
c.fill();
}
}
// Initialize variables
let maxl = 400, // Maximum length of tentacles
minl = 50, // Minimum length of tentacles
n = 30, // Number of segments in each tentacle
numt = 600, // Number of tentacles
tent = [], // Array of tentacles
clicked = false, // Whether the mouse is pressed
target = { x: 0, y: 0 }, // Target point for the tentacles
last_target = {}, // Last target point for the tentacles
t = 0, // Current time
q = 10; // Step size for tentacle movement
// Create tentacle objects
for (let i = 0; i < numt; i++) {
tent.push(
new tentacle(
Math.random() * w, // x-coordinate of the tentacle
Math.random() * h, // y-coordinate of the tentacle
Math.random() * (maxl - minl) + minl, // Length of the tentacle
n, // Number of segments
Math.random() * 2 * Math.PI // Angle of the tentacle
)
);
}
// Method to draw the image
function draw() {
// If the mouse is moving, calculate the offset for the target point
if (mouse.x) {
target.errx = mouse.x - target.x;
target.erry = mouse.y - target.y;
} else {
// Otherwise, calculate the x-coordinate for the target point
target.errx =
w / 2 +
((h / 2 - q) * Math.sqrt(2) * Math.cos(t)) /
(Math.pow(Math.sin(t), 2) + 1) -
target.x;
target.erry =
h / 2 +
((h / 2 - q) * Math.sqrt(2) * Math.cos(t) * Math.sin(t)) /
(Math.pow(Math.sin(t), 2) + 1) -
target.y;
}
// Update the target point coordinates
target.x += target.errx / 10;
target.y += target.erry / 10;
// Update time
t += 0.01;
// Draw the target point for the tentacles
c.beginPath();
c.arc(
target.x,
target.y,
dist(last_target.x, last_target.y, target.x, target.y) + 5,
0,
2 * Math.PI
);
c.fillStyle = "hsl(210,100%,80%)";
c.fill();
// Draw the center points of all the tentacles
for (i = 0; i < numt; i++) {
tent[i].move(last_target, target);
tent[i].show2(target);
}
// Draw all the tentacles
for (i = 0; i < numt; i++) {
tent[i].show(target);
}
// Update the last target point coordinates
last_target.x = target.x;
last_target.y = target.y;
}
// Function to continuously execute the drawing animation
function loop() {
// Use requestAnimFrame to loop the execution
window.requestAnimFrame(loop);
// Clear the canvas
c.clearRect(0, 0, w, h);
// Draw the animation
draw();
}
// Listen for window resize events
window.addEventListener("resize", function () {
// Reset the canvas size
w = canvas.width = window.innerWidth;
h = canvas.height = window.innerHeight;
// Call the loop function to continue the animation
loop();
});
// Call the loop function to start the animation
loop();
// Use setInterval to repeat
setInterval(loop, 1000 / 60);
// Listen for mouse move events
canvas.addEventListener("mousemove", function (e) {
// Record the last mouse position
last_mouse.x = mouse.x;
last_mouse.y = mouse.y;
// Update the current mouse position
mouse.x = e.pageX - this.offsetLeft;
mouse.y = e.pageY - this.offsetTop;
}, false);
// Listen for mouse leave events
canvas.addEventListener("mouseleave", function (e) {
// Set mouse to false
mouse.x = false;
mouse.y = false;
});
};
Here, let’s briefly outline the flow of the code discussed above:
-
Initialization Phase
- init Function: This function is called when the page loads. It retrieves the canvas element and sets its width and height to the size of the window. The obtained 2D drawing context (context) is used for subsequent drawing.
- window.onload: After the page has fully loaded, the canvas and context are initialized, and the initial state of the mouse is set.
-
Definition of Tentacle Object
- Segment Class: This represents a segment of a tentacle. Each segment has a starting point (pos), length (l), and angle (ang), which is used to calculate the position of the next segment (nextPos).
-
Tentacle Class: Represents a complete tentacle, composed of several segments. The starting point of the tentacle is at the center of the screen, and each tentacle contains multiple segments. The main methods of the tentacle include:
- move: Updates the position of each segment based on the mouse position.
- show: Draws the path of the tentacle.
-
Event Listening
- canvas.addEventListener("mousemove", ...): Captures the mouse position when it moves and stores it in the mouse variable. Every time the mouse moves, the coordinates for mouse and last_mouse are updated for subsequent animations.
-
Animation Loop
-
draw Function: This is a recursive function that creates the animation effect.
- First, it fills the canvas with a semi-transparent background on each frame so that previously drawn content gradually fades, creating a trailing effect.
- Then, it iterates over all tentacles, calling their move and show methods to update their positions and draw each frame.
- Finally, it uses
requestAnimFrame(draw)
to continuously recursively call draw, forming an animation loop.
-
draw Function: This is a recursive function that creates the animation effect.
-
Tentacle Behavior
- The motion of the tentacles is achieved through the move function, with the last segment updating its position first, followed by the other segments.
- The tentacles are drawn through the show function, which iterates over all segments and draws lines that are finally displayed on the screen.
— And that’s how we complete the production of our electronic little spider!!!
Finally, let’s take a look at the final effect:
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