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); } })();
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Answer
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); }