Reputation: 2579
Alright, I was really intrigued with how i-remember.fr made their circle out of particles on their homepage. Not the fact that they made a circle, but how there seems to be thousands of the particles, all while there is no performance issue. So I went about trying to replicate this circle, trying to get the same performance - without any luck thus far.
I can seem to get about 3000 particles in there before everything starts to get choppy, but I'm not getting anywhere near as many particles as they have. I am using RequestAnimationFrame to help out with performance, and everything else I can think of... Can I get some help to get more particles in there?
Javascript
$('.blackhole').click(function() {
$(this).toggleClass('open_blackhole');
$(this).toggleClass('close_blackhole');
});
// Define Apparatus Variables.
var cw = window.innerWidth,
ch = window.innerHeight,
blackhole_entities = {},
blackhole_entitiesIndex = 0,
blackhole_entitieAmount = 3000, //6000
canvas = $('<canvas/>').attr({
width: cw,
height: ch,
id: "apparatus"
}).appendTo('body'),
context = canvas.get(0).getContext("2d");
var requestframe = window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.msRequestAnimationFrame ||
window.oRequestAnimationFrame ||
// IE Fallback, you can even fallback to onscroll
function(callback) {
window.setTimeout(callback, 1000 / 60)
};
// Default Entity "Class"
apparatus.blackhole = function(orbit) {
blackhole_entitiesIndex++;
this.id = blackhole_entitiesIndex;
blackhole_entities[blackhole_entitiesIndex] = this;
this.width = 1;
this.height = 1;
this.orbit = orbit;
this.velocity = Math.floor((Math.random() * 3200) + 3000);
this.angle = (Math.PI * 2 / this.width) * Math.floor((Math.random() * cw*4) + 10);;
var choice = Math.random() * 5;
var rands = [];
rands.push(Math.random() * 100 + 1);
rands.push(Math.random() * 10 + 241);
var choice2 = Math.random() * 4;
var rands2 = [];
rands2.push(Math.random() * 100 + 1);
rands2.push(Math.random() * 180 + 211);
this.distance = (rands.reduce(function(p, c) {
return p + c;
}, 0) / rands.length);
this.distance2 = (rands2.reduce(function(p, c) {
return p + c;
}, 0) / rands2.length);
this.increase = Math.PI * 2 / this.width;
this.distancefix = this.distance;
this.distance2fix = this.distance2;
this.color = "255,255,255";
this.alpha = 0.6
this.bx = Math.random() * 20 + 1;
this.by = Math.random() * 20 + 1;
this.inplace = true;
}
apparatus.blackhole.prototype.draw = function() {
if (this.orbit >= 2) {
this.x = this.bx + this.distance * Math.cos(this.angle / this.velocity) + cw / 2;
this.y = this.by + this.distance * Math.sin(this.angle / this.velocity) + ch / 2;
this.alpha = 0.6;
} else {
this.x = this.bx + this.distance2 * Math.cos(this.angle / this.velocity) + cw / 2;
this.y = this.by + this.distance2 * Math.sin(this.angle / this.velocity) + ch / 2;
this.alpha = 0.4;
}
if ($('.blackhole').hasClass('open_blackhole')) {
$('.blackhole').removeClass('close_blackhole');
if (this.distance >= 171) {
this.distance = this.distance - 4;
} else if (this.distance <= 161) {
this.distance= this.distance + 8;
}
if (this.distance2 >= 201) {
this.distance2 = this.distance2 - 6;
} else if (this.distance2 <= 161) {
this.distance2 = this.distance2 + 6;
}
}
if($('.blackhole').hasClass('close_blackhole')){
if (this.distance >= this.distancefix + 4) {
this.distance = this.distance - 4;
} else if (this.distance <= this.distancefix - 5) {
this.distance= this.distance + 5;
}
if (this.distance2 >= this.distance2fix + 10) {
this.distance2 = this.distance2 - 4;
} else if (this.distance2 <= this.distance2fix - 10) {
this.distance2 = this.distance2 + 4;
}
}
this.angle += this.increase;
context.fillStyle = "rgba(" + this.color + "," + this.alpha + ")";
context.fillRect(this.x, this.y, this.width, this.height);
}
apparatus.start = function() {
apparatus('true');
}
apparatus.stop = function() {
apparatus('false');
}
for (var i = 0; i < blackhole_entitieAmount; i++) {
new apparatus.blackhole((Math.random() * 4));
}
var mode;
apparatus.spawn_blackhole = function(){
for (i in blackhole_entities) {
blackhole_entities[i].draw();
}
}
function apparatus(mode) {
if (mode == 'true') {
var i;
requestframe(function() {
context.clearRect(0, 0, cw, ch);
apparatus.spawn_blackhole();
apparatus('true');
});
}
}
apparatus.start();
HTML
<div class="blackhole button closed_blackhole">
BLACKHOLE
</div>
Hopefully this isn't a duplicate, I've been searching for quite a while.
Here is a CodePen link to my current engine. ( If you change the blackhole_entitieamount
variable to, lets say 6000, you'll see it get VERY laggy.)
Upvotes: 0
Views: 88
Reputation: 7510
I think one of the biggest drawbacks is using jQuery inside the draw function. Things like that $('.blackhole').hasClass('close_blackhole')
are terribly slowing you down in your case, when you do this thousands of times per frame. You're doing it three times for a whole, which means 9000 times per frame.. Either cache $('.blackhole')
so that you get it down to blackhole_entitieAmount
or best - remove it and think of some inner way to store it.
First try putting var blackhole = $('.blackhole');
at the very beginning of your code, and replace the later usages, then test again :)
Upvotes: 1