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index.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>
is doebi still fighting?
</title>
<meta content='width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no' name='viewport'>
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.5/css/bootstrap.min.css">
<!--[if lt IE 9]>
<script src="https://oss.maxcdn.com/libs/html5shiv/3.7.0/html5shiv.js"></script>
<script src="https://oss.maxcdn.com/libs/respond.js/1.4.2/respond.min.js"></script>
<![endif]-->
<style type="text/css" media="all">
html,body
{
height:100%;
}
body
{
background-color: #000;
font-weight:200;
font: 13px/1.5 Lato, "Century Gothic", "Trebuchet MS", Helvetica, sans-serif;
-webkit-font-smoothing:antialiased;
}
.jasm-text-center
{
text-align:center;
}
.wrapper
{
width:100%;
height:auto;
position:relative;
top:50%;
}
.jasm-title {
margin-top: 20%;
}
.jasm-title h1 {
font-size: 7.5em;
font-weight: 300;
color: #fff;
margin: 0;
word-wrap: break-word;
}
.jasm-title span {
color: #fff;
font-weight: 700;
}
.jasm-countdown {
color: #fff;
margin-top: 40px;
text-align: center;
}
.jasm-countdown > * {
text-align: center;
}
.jasm-countdown div {
display: inline-block;
}
.jasm-countdown div span {
width: 150px;
display: block;
}
.jasm-countdown div span:first-child {
height: 64px;
font-family: Lato, "Century Gothic", "Trebuchet MS", Helvetica, sans-serif;
font-weight: 300;
font-size: 4em;
line-height: 64px;
}
.jasm-countdown div span:last-child {
height: 20px;
font-family: Lato, "Century Gothic", "Trebuchet MS", Helvetica, sans-serif;
font-weight: 300;
font-size: 1em;
line-height: 20px;
}
.jasm-scroll-down {
width: 40px;
height: 40px;
margin-left: -20px;
position: absolute;
bottom: 10px;
left: 50%;
}
/* basic styles for black background and crosshair cursor */
body {
background: #000;
margin: 0;
}
canvas {
cursor: crosshair;
display: block;
}
</style>
</head>
<body>
<!-- HEADER STARTS HERE -->
<header style="position: absolute; width: 100%">
<div class="container">
<div class="wrapper">
<!-- TITLE STARTS HERE -->
<div class="row">
<div class="col-xs-12 jasm-title" data-scroll-reveal="wait 0.5s, then enter left and move 40px over 1s">
<h1 class="jasm-text-center">YES</h1>
</div>
</div>
<!-- /TITLE ENDS HERE-->
<!-- COUNTDOWN STARTS HERE-->
<div class="row">
<div class="col-sm-12 jasm-countdown" data-scroll-reveal="wait 1.25s, then enter bottom and move 40px over 1s">
<div class="row">
</div>
</div>
</div>
<!-- /COUNTDOWN ENDS HERE-->
</div>
</div>
</header>
<!-- setup our canvas element -->
<canvas id="canvas">Canvas is not supported in your browser.</canvas>
<!-- /HEADER ENDS HERE-->
<a href="https://github.com/devlol/isdoebistillfighting.com"><img style="position: absolute; top: 0; left: 0; border: 0;" src="https://camo.githubusercontent.com/82b228a3648bf44fc1163ef44c62fcc60081495e/68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f6769746875622f726962626f6e732f666f726b6d655f6c6566745f7265645f6161303030302e706e67" alt="Fork me on GitHub" data-canonical-src="https://s3.amazonaws.com/github/ribbons/forkme_left_red_aa0000.png"></a>
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
<script src="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.5/js/bootstrap.min.js"></script>
<script type="text/javascript" charset="utf-8">
// Generated by CoffeeScript 1.4.0
/*
countdown is a simple jquery plugin for countdowns
Dual licensed under the MIT (http://www.opensource.org/licenses/mit-license.php)
and GPL-3.0 (http://opensource.org/licenses/GPL-3.0) licenses.
@source: http://github.com/rendro/countdown/
@autor: Robert Fleischmann
@version: 1.0.1
*/
(function() {
(function($) {
$("#canvas").hide();
$.countdown = function(el, options) {
var getDateData,
_this = this;
this.el = el;
this.$el = $(el);
this.$el.data("countdown", this);
this.init = function() {
_this.options = $.extend({}, $.countdown.defaultOptions, options);
if (_this.options.refresh) {
_this.interval = setInterval(function() {
return _this.render();
}, _this.options.refresh);
}
_this.render();
return _this;
};
getDateData = function(endDate) {
var dateData, diff;
endDate = new Date('April 5, 2016');
// endDate = new Date('December 3, 2015');
diff = (endDate - Date.parse(new Date)) / 1000;
if (diff <= 0) {
diff = 0;
if (_this.interval) {
_this.stop();
}
_this.options.onEnd.apply(_this);
$(".jasm-countdown").hide();
$("#canvas").show();
$(".jasm-text-center").html("NOPE");
}
dateData = {
years: 0,
days: 0,
hours: 0,
min: 0,
sec: 0,
millisec: 0
};
if (diff >= (365.25 * 86400)) {
dateData.years = Math.floor(diff / (365.25 * 86400));
diff -= dateData.years * 365.25 * 86400;
}
if (diff >= 86400) {
dateData.days = Math.floor(diff / 86400);
diff -= dateData.days * 86400;
}
if (diff >= 3600) {
dateData.hours = Math.floor(diff / 3600);
diff -= dateData.hours * 3600;
}
if (diff >= 60) {
dateData.min = Math.floor(diff / 60);
diff -= dateData.min * 60;
}
dateData.sec = diff;
return dateData;
};
this.leadingZeros = function(num, length) {
if (length == null) {
length = 2;
}
num = String(num);
while (num.length < length) {
num = "0" + num;
}
return num;
};
this.update = function(newDate) {
_this.options.date = newDate;
return _this;
};
this.render = function() {
_this.options.render.apply(_this, [getDateData(_this.options.date)]);
return _this;
};
this.stop = function() {
if (_this.interval) {
clearInterval(_this.interval);
}
_this.interval = null;
return _this;
};
this.start = function(refresh) {
if (refresh == null) {
refresh = _this.options.refresh || $.countdown.defaultOptions.refresh;
}
if (_this.interval) {
clearInterval(_this.interval);
}
_this.render();
_this.options.refresh = refresh;
_this.interval = setInterval(function() {
return _this.render();
}, _this.options.refresh);
return _this;
};
return this.init();
};
$.countdown.defaultOptions = {
date: "June 7, 2087 15:03:25",
refresh: 1000,
onEnd: $.noop,
render: function(date) {
return $(this.el).html("" + date.years + " years, " + date.days + " days, " + (this.leadingZeros(date.hours)) + " hours, " + (this.leadingZeros(date.min)) + " min and " + (this.leadingZeros(date.sec)) + " sec");
}
};
$.fn.countdown = function(options) {
return $.each(this, function(i, el) {
var $el;
$el = $(el);
if (!$el.data('countdown')) {
return $el.data('countdown', new $.countdown(el, options));
}
});
};
return void 0;
})(jQuery);
}).call(this);
</script>
<script>
/*
Author:Vijayan PP
Template: JASM-Coming Soon Website Template
Version: 1.0
*/
(function($) {
"use strict";
$(document).ready(function (){
'use strict';
// Countdown
// To change date, simply edit: var Datetoend = "Nov 26, 2015 20:39:00";
$(function() {
var Datetoend = "Nov2 , 2015 20:39:00";
$('.jasm-countdown .row').countdown({
date: Datetoend,
render: function(data) {
$(this.el).html('<div><div><span>' + (parseInt(this.leadingZeros(data.years, 2)*365) + parseInt(this.leadingZeros(data.days, 2))) + '</span><span>days</span></div><div><span>' + this.leadingZeros(data.hours, 2) + '</span><span>hours</span></div></div><div class="lj-countdown-ms"><div><span>' + this.leadingZeros(data.min, 2) + '</span><span>minutes</span></div><div><span>' + this.leadingZeros(data.sec, 2) + '</span><span>seconds</span></div></div>');
}
});
});
});
})(jQuery);
</script>
<script type="text/javascript" charset="utf-8">
// when animating on canvas, it is best to use requestAnimationFrame instead of setTimeout or setInterval
// not supported in all browsers though and sometimes needs a prefix, so we need a shim
window.requestAnimFrame = ( function() {
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
function( callback ) {
window.setTimeout( callback, 1000 / 60 );
};
})();
// now we will setup our basic variables for the demo
var canvas = document.getElementById( 'canvas' ),
ctx = canvas.getContext( '2d' ),
// full screen dimensions
cw = window.innerWidth,
ch = window.innerHeight,
// firework collection
fireworks = [],
// particle collection
particles = [],
// starting hue
hue = 120,
// when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks
limiterTotal = 5,
limiterTick = 0,
// this will time the auto launches of fireworks, one launch per 80 loop ticks
timerTotal = 80,
timerTick = 0,
mousedown = false,
// mouse x coordinate,
mx,
// mouse y coordinate
my;
// set canvas dimensions
canvas.width = cw;
canvas.height = ch;
// now we are going to setup our function placeholders for the entire demo
// get a random number within a range
function random( min, max ) {
return Math.random() * ( max - min ) + min;
}
// calculate the distance between two points
function calculateDistance( p1x, p1y, p2x, p2y ) {
var xDistance = p1x - p2x,
yDistance = p1y - p2y;
return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
}
// create firework
function Firework( sx, sy, tx, ty ) {
// actual coordinates
this.x = sx;
this.y = sy;
// starting coordinates
this.sx = sx;
this.sy = sy;
// target coordinates
this.tx = tx;
this.ty = ty;
// distance from starting point to target
this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
this.distanceTraveled = 0;
// track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails
this.coordinates = [];
this.coordinateCount = 3;
// populate initial coordinate collection with the current coordinates
while( this.coordinateCount-- ) {
this.coordinates.push( [ this.x, this.y ] );
}
this.angle = Math.atan2( ty - sy, tx - sx );
this.speed = 2;
this.acceleration = 1.05;
this.brightness = random( 50, 70 );
// circle target indicator radius
this.targetRadius = 1;
}
// update firework
Firework.prototype.update = function( index ) {
// remove last item in coordinates array
this.coordinates.pop();
// add current coordinates to the start of the array
this.coordinates.unshift( [ this.x, this.y ] );
// cycle the circle target indicator radius
if( this.targetRadius < 8 ) {
this.targetRadius += 0.3;
} else {
this.targetRadius = 1;
}
// speed up the firework
this.speed *= this.acceleration;
// get the current velocities based on angle and speed
var vx = Math.cos( this.angle ) * this.speed,
vy = Math.sin( this.angle ) * this.speed;
// how far will the firework have traveled with velocities applied?
this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );
// if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached
if( this.distanceTraveled >= this.distanceToTarget ) {
createParticles( this.tx, this.ty );
// remove the firework, use the index passed into the update function to determine which to remove
fireworks.splice( index, 1 );
} else {
// target not reached, keep traveling
this.x += vx;
this.y += vy;
}
}
// draw firework
Firework.prototype.draw = function() {
ctx.beginPath();
// move to the last tracked coordinate in the set, then draw a line to the current x and y
ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
ctx.lineTo( this.x, this.y );
ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
ctx.stroke();
ctx.beginPath();
// draw the target for this firework with a pulsing circle
ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
ctx.stroke();
}
// create particle
function Particle( x, y ) {
this.x = x;
this.y = y;
// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
this.coordinates = [];
this.coordinateCount = 5;
while( this.coordinateCount-- ) {
this.coordinates.push( [ this.x, this.y ] );
}
// set a random angle in all possible directions, in radians
this.angle = random( 0, Math.PI * 2 );
this.speed = random( 1, 10 );
// friction will slow the particle down
this.friction = 0.95;
// gravity will be applied and pull the particle down
this.gravity = 1;
// set the hue to a random number +-50 of the overall hue variable
this.hue = random( hue - 50, hue + 50 );
this.brightness = random( 50, 80 );
this.alpha = 1;
// set how fast the particle fades out
this.decay = random( 0.015, 0.03 );
}
// update particle
Particle.prototype.update = function( index ) {
// remove last item in coordinates array
this.coordinates.pop();
// add current coordinates to the start of the array
this.coordinates.unshift( [ this.x, this.y ] );
// slow down the particle
this.speed *= this.friction;
// apply velocity
this.x += Math.cos( this.angle ) * this.speed;
this.y += Math.sin( this.angle ) * this.speed + this.gravity;
// fade out the particle
this.alpha -= this.decay;
// remove the particle once the alpha is low enough, based on the passed in index
if( this.alpha <= this.decay ) {
particles.splice( index, 1 );
}
}
// draw particle
Particle.prototype.draw = function() {
ctx. beginPath();
// move to the last tracked coordinates in the set, then draw a line to the current x and y
ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
ctx.lineTo( this.x, this.y );
ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
ctx.stroke();
}
// create particle group/explosion
function createParticles( x, y ) {
// increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though
var particleCount = 30;
while( particleCount-- ) {
particles.push( new Particle( x, y ) );
}
}
// main demo loop
function loop() {
// this function will run endlessly with requestAnimationFrame
requestAnimFrame( loop );
// increase the hue to get different colored fireworks over time
//hue += 0.5;
// create random color
hue= random(0, 360 );
// normally, clearRect() would be used to clear the canvas
// we want to create a trailing effect though
// setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely
ctx.globalCompositeOperation = 'destination-out';
// decrease the alpha property to create more prominent trails
ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
ctx.fillRect( 0, 0, cw, ch );
// change the composite operation back to our main mode
// lighter creates bright highlight points as the fireworks and particles overlap each other
ctx.globalCompositeOperation = 'lighter';
// loop over each firework, draw it, update it
var i = fireworks.length;
while( i-- ) {
fireworks[ i ].draw();
fireworks[ i ].update( i );
}
// loop over each particle, draw it, update it
var i = particles.length;
while( i-- ) {
particles[ i ].draw();
particles[ i ].update( i );
}
// launch fireworks automatically to random coordinates, when the mouse isn't down
if( timerTick >= timerTotal ) {
if( !mousedown ) {
// start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen
fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) );
timerTick = 0;
}
} else {
timerTick++;
}
// limit the rate at which fireworks get launched when mouse is down
if( limiterTick >= limiterTotal ) {
if( mousedown ) {
// start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target
fireworks.push( new Firework( cw / 2, ch, mx, my ) );
limiterTick = 0;
}
} else {
limiterTick++;
}
}
// mouse event bindings
// update the mouse coordinates on mousemove
canvas.addEventListener( 'mousemove', function( e ) {
mx = e.pageX - canvas.offsetLeft;
my = e.pageY - canvas.offsetTop;
});
// toggle mousedown state and prevent canvas from being selected
canvas.addEventListener( 'mousedown', function( e ) {
e.preventDefault();
mousedown = true;
});
canvas.addEventListener( 'mouseup', function( e ) {
e.preventDefault();
mousedown = false;
});
// once the window loads, we are ready for some fireworks!
window.onload = loop;
</script>
</body>
</html>