Membuat screen saver dengan javascript dan CSS.

Tutorial javascript. Pada kesempatan kali ini saya ingin share pada sahabat mengenai membuat screen saver dengan menggunakan javascript, trick javascript kali ini tidak begitu sulit kerena hanya dengan menggunakan beberapa kode yang menurut saya ini sangat simpel namun tak pernah terfikirkan oleh kita semua bangaimana cara membuatnya, screensaver ini dibuat oleh Yash Bhardwaj salah seorang blogger yang berasal dari mumbai, india, script membuat screen saver ini saya ambil dari portfolionya di codepen, sreeen saver ini sangat menarik dan saya rasa sangat bagus untuk saya share di blog ini untuk kita pelajari bersama, baiklah berikut screen shot, demo, beserta kode yang akan kita gunakan.

Membuat screen saver dengan javascript  dan CSS.

Demo

HTML :
<canvas id='world'></canvas>
CSS :
body{
    padding: 0;
    margin: 0;
}
#world{
    display: block;
    background-color: #000000;
   
}
Javascript :
!+-+-+!+-+-+!+-+-+!+-+-+!+-+-+!+-+-+!+-+-+!+-+-+!
function(d, w){
    var FPS = 30;//FPS
    var F = 300;//焦点距離
    var N = 3;//軌跡の本数
    var VERTEX_MAX = 10;//軌跡の長さ
    var TRAIL_QUALITY = 4000;//軌跡のクオリティ
    var mu = 0.5;//前のアンカーポイントへの依存具合
    var bmRandom = function(mu, sigma){
        var x, y, r, tmp=null, tmp2;
        return function(){
            if(tmp !== null){
                tmp2 = tmp;
                tmp = null;
                return y*tmp2+mu;
            }
            do{
                x = Math.random()*2-1;
                y = Math.random()*2-1;
                r = x*x+y*y;
            }while(r>=1);
            tmp = sigma*Math.sqrt(-2*Math.log(r)/r);
            return x*tmp+mu;
        };
    };
    pointCopy = function(src, dst){
        dst.x = src.x;
        dst.y = src.y;
        dst.z = src.z;
        return dst;
    };
    Trail = function(pos, t, color_f){
        this.pos={x:0,y:0,z:0};
        this.start={x:0,y:0,z:0};
        this.goal={x:0,y:0,z:0};
        this.anchor_1={x:0,y:0,z:0};
        this.anchor_2={x:0,y:0,z:0};
        this.start_time = 0;
        this.take_time = 1;
        this.vertexes = [];
        this.anchors_1 = [];
        this.anchors_2 = [];
        this.color_f = color_f;
        pointCopy(pos, this.pos);
        pointCopy(pos, this.start);
        pointCopy(pos, this.goal);
        this.setNextGoal(t);
    };
    Trail.prototype.setNextGoal = function(t, target){
        pointCopy(this.goal, this.start);
        this.anchor_1.x = this.start.x+(this.start.x-this.anchor_2.x)*mu;
        this.anchor_1.y = this.start.y+(this.start.y-this.anchor_2.y)*mu;
        this.anchor_1.z = this.start.z+(this.start.z-this.anchor_2.z)*mu;
        if(target){
            this.anchor_2.x = (this.anchor_1.x+target.x)/2+myrand();
            this.anchor_2.y = (this.anchor_1.y+target.y)/2+myrand();
            this.anchor_2.z = (this.anchor_1.z+target.z)/2+myrand();
            this.goal.x = target.x;
            this.goal.y = target.y;
            this.goal.z = target.z;
        }else{
            this.anchor_2.x = this.anchor_1.x+myrand();
            this.anchor_2.y = this.anchor_1.y+myrand();
            this.anchor_2.z = this.anchor_1.z+myrand();
            this.goal.x = this.anchor_2.x+myrand();
            this.goal.y = this.anchor_2.y+myrand();
            this.goal.z = this.anchor_2.z+myrand();
        }
        this.start_time = t;
        this.take_time = 200+Math.random()*200;
        this.vertexes.push(pointCopy(this.start, {x:0,y:0,z:0}));
        this.anchors_1.push(pointCopy(this.anchor_1, {x:0,y:0,z:0}));
        this.anchors_2.push(pointCopy(this.anchor_2, {x:0,y:0,z:0}));
        if(this.vertexes.length > VERTEX_MAX){
            this.vertexes.splice(0,this.vertexes.length-VERTEX_MAX);
            this.anchors_1.splice(0,this.anchors_1.length-VERTEX_MAX);
            this.anchors_2.splice(0,this.anchors_2.length-VERTEX_MAX);
        }
    };
    Trail.prototype.update = function(t, target){
        bezier3(
            t-this.start_time,
            this.start,
            this.anchor_1,
            this.anchor_2,
            this.goal,
            this.take_time,
            this.pos
            );
        if(t-this.start_time > this.take_time){
            this.setNextGoal(this.start_time+this.take_time, target);
            this.update(t, target);
        }
    };
    Trail.prototype.draw = function(ctx, camera, t){
        var i, dz, dt, ddt, rt, a, v={x:0, y:0, z:0};
        var ps = {x:0, y:0};
        ctx.beginPath();
        if(perspective(this.vertexes[0], camera, ps)){
            ctx.moveTo(ps.x, ps.y);
        }
        var x0 = ps.x;
        rt = (t-this.start_time)/this.take_time;
        for(i=1; i<this.vertexes.length; i++){
            ddt = 0.01;
            for(dt=0; dt<1; dt+=ddt){
                bezier3(dt,
                        this.vertexes[i-1],
                        this.anchors_1[i-1],
                        this.anchors_2[i-1],
                        this.vertexes[i],
                        1,
                        v);
                if(perspective(v, camera, ps)){
                    dz = v.z-camera.z;
                    a = 1-(this.vertexes.length-i+1-dt+rt)/VERTEX_MAX;
                    this.color_f(ctx, a, dz);
                    ctx.lineTo(ps.x, ps.y);
                    ctx.stroke();
                    ctx.beginPath();
                    ctx.moveTo(ps.x, ps.y);
                    ddt = dz/TRAIL_QUALITY+0.01;
                }
            }
        }
        ddt = 0.01;
        for(dt=0; dt<rt; dt+=ddt){
            bezier3(dt,
                    this.start,
                    this.anchor_1,
                    this.anchor_2,
                    this.goal,
                    1,
                    v);
            if(perspective(v, camera, ps)){
                dz = v.z-camera.z;
                a = 1-(1-dt+rt)/VERTEX_MAX;
                this.color_f(ctx, a, dz);
                ctx.lineTo(ps.x, ps.y);
                ctx.stroke();
                ctx.beginPath();
                ctx.moveTo(ps.x, ps.y);
                ddt = dz/TRAIL_QUALITY+0.01;
            }
        }
        if(perspective(this.pos, camera, ps)){
            dz = this.pos.z-camera.z;
            a = 1-1/VERTEX_MAX;
            this.color_f(ctx, a, dz);
            ctx.lineTo(ps.x, ps.y);
            ctx.stroke();
        }
    };
    bezier3 = function(t, a, b, c, d, e, dst){
        t /= e;
        dst.x =
            a.x*(1-t)*(1-t)*(1-t)+
            b.x*3*t*(1-t)*(1-t)+
            c.x*3*t*t*(1-t)+
            d.x*t*t*t;
        dst.y =
            a.y*(1-t)*(1-t)*(1-t)+
            b.y*3*t*(1-t)*(1-t)+
            c.y*3*t*t*(1-t)+
            d.y*t*t*t;
        dst.z =
            a.z*(1-t)*(1-t)*(1-t)+
            b.z*3*t*(1-t)*(1-t)+
            c.z*3*t*t*(1-t)+
            d.z*t*t*t;
    };
    perspective = function(point, camera, dst){
        var dx = point.x-camera.x;
        var dy = point.y-camera.y;
        var dz = point.z-camera.z;
        if(dz > 0){
            dst.x = F*dx/dz;
            dst.y = F*dy/dz;
            return true;
        }
        return false;
    };
    updateScene = function(ctx){
        var i, goal;
        time_now = new Date().getTime();
        var time_d = time_now-time_pre;
        trails[0].update(time_now);
        for(i=1; i<trails.length; i++){
            trails[i].update(time_now, trails[i-1].pos);
        }
        camera.x += (trails[0].pos.x-camera.x)*0.0005*time_d;
        camera.y += (trails[0].pos.y-camera.y)*0.0005*time_d;
        camera.z += (trails[0].pos.z-camera.z-100)*0.0005*time_d;
        time_pre = time_now;
    };
    drawScene = function(ctx){
        var i;
        ctx.clearRect(-canvas.width/2, -canvas.height/2, canvas.width, canvas.height);
        for(i=0; i<trails.length; i++){
            trails[i].draw(ctx, camera, time_now);
        }
    };
    var myrand = bmRandom(0,20);
    var canvas = d.getElementById("world");
    var ctx = canvas.getContext("2d");
    var trails = [];
    var i;
    var time_now = new Date().getTime();
    var time_pre = time_now;
    var camera = {x:0, y:0, z:-200};
    for(i=0; i<N; i++){
        trails.push(new Trail({x:myrand(), y:myrand(), z:myrand()},
                              time_now,
                              function(a,z){return "#FFFFFF";}));
    }
    for(i=0; i<N; i++){
        switch(i%3){
            case 0:
                trails[i].color_f=function(ctx, a, dz){
                    var b = dz<10?0:a*F/dz;
                    b = (b>1?1:b)*(dz<30?(dz-10)/20:1);
                    ctx.strokeStyle = "rgba(255,"+Math.floor(255*a)+",0,"+b+")";
                    ctx.lineWidth = F/dz;
                    ctx.lineCap = b>0.8?"round":"butt";
                };
                break;
            case 1:
                trails[i].color_f=function(ctx, a, dz){
                    var b = dz<10?0:a*F/dz;
                    b = (b>1?1:b)*(dz<30?(dz-10)/20:1);
                    ctx.strokeStyle = "rgba(0, 255,"+Math.floor(255*a)+","+b+")";
                    ctx.lineWidth = F/dz;
                    ctx.lineCap = b>0.8?"round":"butt";
                };
                break;
            default:
                trails[i].color_f=function(ctx, a, dz){
                    var b = dz<10?0:a*F/dz;
                    b = (b>1?1:b)*(dz<30?(dz-10)/20:1);
                    ctx.strokeStyle = "rgba("+Math.floor(255*a)+",0,255,"+b+")";
                    ctx.lineWidth = F/dz;
                    ctx.lineCap = b>0.8?"round":"butt";
                };
                break;
        }
    }
    canvas.width = w.innerWidth;
    canvas.height = w.innerHeight;
    ctx.translate(canvas.width/2, canvas.height/2);
    setInterval(function(){
        updateScene();
        drawScene(ctx);
    }, 1000/FPS);
}(document, window);
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