The code is different, I apologize may I didn't ask the question the right way, you can understand well in principle, When I'm hovering the dots get colours and connect to each other, other dots are invisible, I want that all dots should be visible all time. live example available on codepen, https://codepen.io/tati420/pen/RwBamQo?editors=1111
(function () {
var width,
height,
largeHeader,
canvas,
ctx,
points,
target,
animateHeader = true;
// Main
initHeader();
initAnimation();
addListeners();
function initHeader() {
width = window.innerWidth;
height = window.innerHeight;
target = { x: width / 2, y: height / 2 };
largeHeader = document.getElementById("large-header");
largeHeader.style.height = height "px";
canvas = document.getElementById("demo-canvas");
canvas.width = width;
canvas.height = height;
ctx = canvas.getContext("2d");
// create points
points = [];
for (var x = 0; x < width; x = x width / 20) {
for (var y = 0; y < height; y = y height / 20) {
var px = x (Math.random() * width) / 20;
var py = y (Math.random() * height) / 20;
var p = { x: px, originX: px, y: py, originY: py };
points.push(p);
}
}
// for each point find the 5 closest points
for (var i = 0; i < points.length; i ) {
var closest = [];
var p1 = points[i];
for (var j = 0; j < points.length; j ) {
var p2 = points[j];
if (!(p1 == p2)) {
var placed = false;
for (var k = 0; k < 5; k ) {
if (!placed) {
if (closest[k] == undefined) {
closest[k] = p2;
placed = true;
}
}
}
for (var k = 0; k < 5; k ) {
if (!placed) {
if (getDistance(p1, p2) < getDistance(p1, closest[k])) {
closest[k] = p2;
placed = true;
}
}
}
}
}
p1.closest = closest;
}
// assign a circle to each point
for (var i in points) {
var c = new Circle(
points[i],
2 Math.random() * 2,
"rgba(0,255,255,0.3)"
);
points[i].circle = c;
}
}
// Event handling
function addListeners() {
if (!("ontouchstart" in window)) {
window.addEventListener("mousemove", mouseMove);
}
window.addEventListener("scroll", scrollCheck);
window.addEventListener("resize", resize);
}
function mouseMove(e) {
var posx = (posy = 0);
if (e.pageX || e.pageY) {
posx = e.pageX;
posy = e.pageY;
} else if (e.clientX || e.clientY) {
posx =
e.clientX
document.body.scrollLeft
document.documentElement.scrollLeft;
posy =
e.clientY
document.body.scrollTop
document.documentElement.scrollTop;
}
target.x = posx;
target.y = posy;
}
function scrollCheck() {
if (document.body.scrollTop > height) animateHeader = false;
else animateHeader = true;
}
function resize() {
width = window.innerWidth;
height = window.innerHeight;
largeHeader.style.height = height "px";
canvas.width = width;
canvas.height = height;
}
// animation
function initAnimation() {
animate();
for (var i in points) {
shiftPoint(points[i]);
}
}
function animate() {
if (animateHeader) {
ctx.clearRect(0, 0, width, height);
for (var i in points) {
// detect points in range
if (Math.abs(getDistance(target, points[i])) < 4000) {
points[i].active = 0.3;
points[i].circle.active = 0.6;
} else if (Math.abs(getDistance(target, points[i])) < 20000) {
points[i].active = 0.1;
points[i].circle.active = 0.3;
} else if (Math.abs(getDistance(target, points[i])) < 40000) {
points[i].active = 0.02;
points[i].circle.active = 0.1;
} else {
points[i].active = 0;
points[i].circle.active = 0;
}
drawLines(points[i]);
points[i].circle.draw();
}
}
requestAnimationFrame(animate);
}
function shiftPoint(p) {
TweenLite.to(p, 1 1 * Math.random(), {
x: p.originX - 50 Math.random() * 100,
y: p.originY - 50 Math.random() * 100,
ease: Circ.easeInOut,
onComplete: function () {
shiftPoint(p);
},
});
}
ctx.strokeStyle = "rgba(255,0,0," p.active ")";
// Canvas manipulation
function drawLines(p) {
if (!p.active) return;
for (var i in p.closest) {
ctx.beginPath();
ctx.moveTo(p.x, p.y);
ctx.lineTo(p.closest[i].x, p.closest[i].y);
ctx.strokeStyle = "rgba(0,255,255," p.active ")";
ctx.stroke();
}
}
function Circle(pos, rad, color) {
var _this = this;
// constructor
(function () {
_this.pos = pos || null;
_this.radius = rad || null;
_this.color = color || null;
})();
this.draw = function () {
if (!_this.active) return;
ctx.beginPath();
ctx.arc(_this.pos.x, _this.pos.y, _this.radius, 0, 2 * Math.PI, false);
ctx.fillStyle = "rgba(0,255,0," _this.active ")";
ctx.fill();
};
}
// Util
function getDistance(p1, p2) {
return Math.pow(p1.x - p2.x, 2) Math.pow(p1.y - p2.y, 2);
}
})();
CodePudding user response:
If I understand your question correctly, you just want to make sure that every point.active = 1
and point.circle.active = 1
:
function animate() {
if (animateHeader) {
ctx.clearRect(0, 0, width, height);
for (var i in points) {
points[i].active = 1;
points[i].circle.active = 1;
drawLines(points[i]);
points[i].circle.draw();
}
}
requestAnimationFrame(animate);
}