soulwire/sketch.js

Particle effect not getting affected in header division

Opened this issue · 1 comments

`<!doctype html>

<title>sketch.js » Basic Example</title>
    <link rel = "stylesheet" href  = "https://cdnjs.cloudflare.com/ajax/libs/materialize/0.100.2/css/materialize.css">

     <link href="https://fonts.googleapis.com/icon?family=Material+Icons" rel="stylesheet">

    <style type="text/css">
        html, body {
            background: #222;
        }
    </style>
</head>
<body>
   
    
            <h2 class = "header center cyan-text">Ayushi, many many happy returns of the day! May the almighty give you every happiness that you want and deserve as well. Happy Birthday :') </h2><br><br>
            <center><a class="btn btn-floating btn-large pulse btn blue lighten-3" href = "https://i.imgur.com/acoUTOT.jpg" target="_blank"><i class="material-icons">child_care</i></a>
<script src="../js/sketch.js"></script> <script>
    // ----------------------------------------
    // Particle
    // ----------------------------------------

    function Particle( x, y, radius ) {
        this.init( x, y, radius );
    }

    Particle.prototype = {

        init: function( x, y, radius ) {

            this.alive = true;

            this.radius = radius || 10;
            this.wander = 0.15;
            this.theta = random( TWO_PI );
            this.drag = 0.92;
            this.color = '#fff';

            this.x = x || 0.0;
            this.y = y || 0.0;

            this.vx = 0.0;
            this.vy = 0.0;
        },

        move: function() {

            this.x += this.vx;
            this.y += this.vy;

            this.vx *= this.drag;
            this.vy *= this.drag;

            this.theta += random( -0.5, 0.5 ) * this.wander;
            this.vx += sin( this.theta ) * 0.1;
            this.vy += cos( this.theta ) * 0.1;

            this.radius *= 0.96;
            this.alive = this.radius > 0.5;
        },

        draw: function( ctx ) {

            ctx.beginPath();
            ctx.arc( this.x, this.y, this.radius, 0, TWO_PI );
            ctx.fillStyle = this.color;
            ctx.fill();
        }
    };

    // ----------------------------------------
    // Example
    // ----------------------------------------

    var MAX_PARTICLES = 280;
    var COLOURS = [ '#69D2E7', '#A7DBD8', '#E0E4CC', '#F38630', '#FA6900', '#FF4E50', '#F9D423' ];

    var particles = [];
    var pool = [];

    var demo = Sketch.create({
        container: document.getElementById( 'container' ),
        retina: 'auto'
    });

    demo.setup = function() {

        // Set off some initial particles.
        var i, x, y;

        for ( i = 0; i < 20; i++ ) {
            x = ( demo.width * 0.5 ) + random( -100, 100 );
            y = ( demo.height * 0.5 ) + random( -100, 100 );
            demo.spawn( x, y );
        }
    };

    demo.spawn = function( x, y ) {
        
        var particle, theta, force;

        if ( particles.length >= MAX_PARTICLES )
            pool.push( particles.shift() );

        particle = pool.length ? pool.pop() : new Particle();
        particle.init( x, y, random( 5, 40 ) );

        particle.wander = random( 0.5, 2.0 );
        particle.color = random( COLOURS );
        particle.drag = random( 0.9, 0.99 );

        theta = random( TWO_PI );
        force = random( 2, 8 );

        particle.vx = sin( theta ) * force;
        particle.vy = cos( theta ) * force;

        particles.push( particle );
    };

    demo.update = function() {

        var i, particle;

        for ( i = particles.length - 1; i >= 0; i-- ) {

            particle = particles[i];

            if ( particle.alive ) particle.move();
            else pool.push( particles.splice( i, 1 )[0] );
        }
    };

    demo.draw = function() {

        demo.globalCompositeOperation  = 'lighter';

        for ( var i = particles.length - 1; i >= 0; i-- ) {
            particles[i].draw( demo );
        }
    };

    demo.mousemove = function() {

        var particle, theta, force, touch, max, i, j, n;

        for ( i = 0, n = demo.touches.length; i < n; i++ ) {

            touch = demo.touches[i], max = random( 1, 4 );
            for ( j = 0; j < max; j++ ) {
              demo.spawn( touch.x, touch.y );
            }

        }
    };
    
    </script>
</body>
`

I am using above piece of code but the particle effect is getting started after the header. I want it to start from the top itself.

Hey sayak,
Best not to seek general coding advice by opening an issue. But..

Put your h2 and button in a div, follow it with a div with id 'container', and set both to 'position:absolute' in their css. Then they'll overlap in the window.

So like this:

...
...
<body>
  <div style="position:absolute">
    <h2 class = "header center cyan-text">Ayushi, many many happy returns of the day! May the 
    almighty give you every happiness that you want and deserve as well. Happy Birthday :') </h2>
    <br><br><center><a class="btn btn-floating btn-large pulse btn blue lighten-3" href = 
    "https://i.imgur.com/acoUTOT.jpg" target="_blank"><i class="material-icons">child_care</i>
     </a></center>
  </div>
  <div id="container" style="position:absolute"></div>

<script>
...
...