<!DOCTYPE html>
<html>
<head lang="en">
<title>Balloons</title>
<style>
* {
user-select: none;
-webkit-user-select: none;
}
body {
background-color: #303030;
}
</style>
</head>
<body>
<canvas id="canvas2" style="display: none" width="0" height="0"></canvas>
<canvas id="canvas"
style="position: absolute; top: 20px; left: 20px; background-color: #606060; border-radius: 25px;" width="0"
height="0"></canvas>
<script>
// disable pinches: hard to implement resizing
document.addEventListener("touchstart", function (e) {
if (e.touches.length > 1) {
e.preventDefault()
}
}, { passive: false })
document.addEventListener("touchmove", function (e) {
if (e.touches.length > 1) {
e.preventDefault()
}
}, { passive: false })
// disable trackpad zooming
document.addEventListener("wheel", e => {
if (e.ctrlKey) {
e.preventDefault()
}
}, {
passive: false
})
// This is the canvas that shows the result
const canvas = document.getElementById("canvas")
// This canvas is hidden and renders the balloon in the background
const canvas2 = document.getElementById("canvas2")
// Get contexts
const ctx = canvas.getContext("2d")
const ctx2 = canvas2.getContext("2d")
// Scale the graphic, if you want
const scaleX = 1
const scaleY = 1
// Set up parameters
var prevRatio, w, h, trueW, trueH, ratio, redBalloon
function draw() {
for (var i = 0; i < 1000; i++) {
ctx.drawImage(redBalloon, Math.round(Math.random() * w), Math.round(Math.random() * h))
}
requestAnimationFrame(draw)
}
// Updates graphics and canvas.
function updateSvg() {
var pW = trueW
var pH = trueH
trueW = window.innerWidth - 40
trueH = Math.max(window.innerHeight - 40, 0)
ratio = window.devicePixelRatio
w = trueW * ratio
h = trueH * ratio
if (trueW === 0 || trueH === 0) {
canvas.width = 0
canvas.height = 0
canvas.style.width = "0px"
canvas.style.height = "0px"
return
}
if (trueW !== pW || trueH !== pH || ratio !== prevRatio) {
canvas.width = w
canvas.height = h
canvas.style.width = trueW + "px"
canvas.style.height = trueH + "px"
if (prevRatio !== ratio) {
// Update graphic
redBalloon = svgRed()
// Set new ratio
prevRatio = ratio
}
}
}
window.onresize = updateSvg
updateSvg()
draw()
// The vector graphic (you may want to manually tweak the coordinates if they are slightly off (such as changing 25.240999999999997 to 25.241)
function svgRed() {
// Scale the hidden canvas
canvas2.width = Math.round(44 * ratio * scaleX)
canvas2.height = Math.round(65 * ratio * scaleY)
ctx2.scale(ratio * scaleX, ratio * scaleY)
// Draw the graphic
ctx2.save()
ctx2.beginPath()
ctx2.moveTo(0, 0)
ctx2.lineTo(44, 0)
ctx2.lineTo(44, 65)
ctx2.lineTo(0, 65)
ctx2.closePath()
ctx2.clip()
ctx2.strokeStyle = '#0000'
ctx2.lineCap = 'butt'
ctx2.lineJoin = 'miter'
ctx2.miterLimit = 4
ctx2.save()
ctx2.beginPath()
ctx2.moveTo(0, 0)
ctx2.lineTo(44, 0)
ctx2.lineTo(44, 65)
ctx2.lineTo(0, 65)
ctx2.closePath()
ctx2.clip()
ctx2.save()
ctx2.fillStyle = "#e02f2f"
ctx2.beginPath()
ctx2.moveTo(27, 65)
ctx2.lineTo(22.9, 61.9)
ctx2.lineTo(21.9, 61)
ctx2.lineTo(21.1, 61.6)
ctx2.lineTo(17, 65)
ctx2.lineTo(27, 65)
ctx2.closePath()
ctx2.moveTo(21.8, 61)
ctx2.lineTo(21.1, 60.5)
ctx2.bezierCurveTo(13.4, 54.2, 0, 41.5, 0, 28)
ctx2.bezierCurveTo(0, 9.3, 12.1, 0.4, 21.9, 0)
ctx2.bezierCurveTo(33.8, -0.5, 45.1, 10.6, 43.9, 28)
ctx2.bezierCurveTo(43, 40.8, 30.3, 53.6, 22.8, 60.2)
ctx2.lineTo(21.8, 61)
ctx2.fill()
ctx2.stroke()
ctx2.restore()
ctx2.save()
ctx2.fillStyle = "#f59595"
ctx2.beginPath()
ctx2.moveTo(18.5, 7)
ctx2.bezierCurveTo(15.3, 7, 5, 11.5, 5, 26.3)
ctx2.bezierCurveTo(5, 38, 16.9, 50.4, 19, 54)
ctx2.bezierCurveTo(19, 54, 9, 38, 9, 28)
ctx2.bezierCurveTo(9, 17.3, 15.3, 9.2, 18.5, 7)
ctx2.fill()
ctx2.stroke()
ctx2.restore()
ctx2.restore()
ctx2.restore()
// Save the results
var image = new Image()
image.src = canvas2.toDataURL()
return image
}
</script>
</body>
</html>