canvasparticles-js
Version:
In an HTML canvas, a bunch of interactive particles connected with lines when they approach each other.
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text/typescript
// Copyright (c) 2022–2026 Kyle Hoeckman, MIT License
// https://github.com/Khoeckman/canvasparticles-js/blob/main/LICENSE
import type { CanvasParticlesCanvas, Particle, GridPos, ContextColor, LineSegment } from './types'
import type { CanvasParticlesOptions, CanvasParticlesOptionsInput } from './types/options'
const TWO_PI = 2 * Math.PI
/** Extremely fast, simple 32‑bit PRNG */
function Mulberry32(seed: number) {
let state = seed >>> 0
return {
next() {
let t = (state + 0x6d2b79f5) | 0
state = t
t = Math.imul(t ^ (t >>> 15), t | 1)
t ^= t + Math.imul(t ^ (t >>> 7), t | 61)
return ((t ^ (t >>> 14)) >>> 0) / 4294967296
},
}
}
// Mulberry32 is ±392% faster than Math.random()
// Benchmark: https://jsbm.dev/muLCWR9RJCbmy
// Spectral test: /demo/mulberry32.html
const prng = Mulberry32(Math.random() * 2 ** 32).next
declare const __VERSION__: string
export default class CanvasParticles {
static readonly version = __VERSION__
private static readonly MAX_DT = 1000 / 50 // milliseconds between updates @ 50 FPS
private static readonly BASE_DT = 1000 / 60 // milliseconds between updates @ 60 FPS
/** Defines mouse interaction types with the particles */
static readonly interactionType = Object.freeze({
NONE: 0, // No mouse interaction
SHIFT: 1, // Visual displacement only
MOVE: 2, // Actual particle movement (default)
})
/** Defines how the particles are auto-generated */
static readonly generationType = Object.freeze({
MANUAL: 0, // Never auto-generate particles
NEW: 1, // Generate particles from scratch
MATCH: 2, // Add or remove particles to match new count (default)
})
/** Observes canvas elements entering or leaving the viewport to start/stop animation */
static readonly canvasIntersectionObserver = new IntersectionObserver(
(entries) => {
for (let i = 0; i < entries.length; i++) {
const entry = entries[i]
const canvas = entry.target as CanvasParticlesCanvas
const instance = canvas.instance // The CanvasParticles class instance bound to this canvas
if (!instance.options?.animation) return
if ((canvas.inViewbox = entry.isIntersecting))
instance.options.animation?.startOnEnter && instance.start({ auto: true })
else instance.options.animation?.stopOnLeave && instance.stop({ auto: true, clear: false })
}
},
{
rootMargin: '-1px',
}
)
static readonly canvasResizeObserver = new ResizeObserver((entries) => {
// Seperate for loops is very important to prevent huge forced reflow overhead
// First read all canvas rects at once
for (let i = 0; i < entries.length; i++) {
const entry = entries[i]
const canvas = entry.target as CanvasParticlesCanvas
canvas.instance.updateCanvasRect()
}
// Then resize all canvases at once
for (let i = 0; i < entries.length; i++) {
const entry = entries[i]
const canvas = entry.target as CanvasParticlesCanvas
canvas.instance.resizeCanvas()
}
})
/** Helper functions for options parsing */
private static readonly defaultIfNaN = (value: number, defaultValue: number): number =>
isNaN(+value) ? defaultValue : +value
private static readonly parseNumericOption = (
name: string,
value: number | undefined,
defaultValue: number,
clamp?: { min?: number; max?: number }
): number => {
if (value == undefined) return defaultValue
const { min = -Infinity, max = Infinity } = clamp ?? {}
if (isFinite(min) && value < min) {
console.warn(new RangeError(`option.${name} was clamped to ${min} as ${value} is too low`))
} else if (isFinite(max) && value > max) {
console.warn(new RangeError(`option.${name} was clamped to ${max} as ${value} is too high`))
}
return CanvasParticles.defaultIfNaN(Math.min(Math.max(value ?? defaultValue, min), max), defaultValue)
}
canvas: CanvasParticlesCanvas
private ctx: CanvasRenderingContext2D
enableAnimating: boolean = false
isAnimating: boolean = false
private lastAnimationFrame: number = 0
particles: Particle[] = []
private clientX: number = Infinity
private clientY: number = Infinity
mouseX: number = Infinity
mouseY: number = Infinity
width!: number
height!: number
private offX!: number
private offY!: number
option!: CanvasParticlesOptions
color!: ContextColor
/**
* Initialize a CanvasParticles instance
* @param selector - Canvas element or CSS selector
* @param options - Configuration object for particles (https://github.com/Khoeckman/canvasParticles?tab=readme-ov-file#options)
*/
constructor(selector: string | HTMLCanvasElement, options: CanvasParticlesOptionsInput = {}) {
let canvas
// Find the HTMLCanvasElement and assign it to `this.canvas`
if (selector instanceof HTMLCanvasElement) canvas = selector
else {
if (typeof selector !== 'string')
throw new TypeError('selector is not a string and neither a HTMLCanvasElement itself')
canvas = document.querySelector(selector)
if (!(canvas instanceof HTMLCanvasElement)) throw new Error('selector does not point to a canvas')
}
this.canvas = canvas as CanvasParticlesCanvas
this.canvas.instance = this // Circular assignment to find the instance bound to this canvas
this.canvas.inViewbox = true
// Get 2d drawing methods
const ctx = this.canvas.getContext('2d')
if (!ctx) throw new Error('failed to get 2D context from canvas')
this.ctx = ctx
this.options = options // Uses setter
CanvasParticles.canvasIntersectionObserver.observe(this.canvas)
CanvasParticles.canvasResizeObserver.observe(this.canvas)
// Setup event handlers
this.resizeCanvas = this.resizeCanvas.bind(this)
this.handleMouseMove = this.handleMouseMove.bind(this)
this.handleScroll = this.handleScroll.bind(this)
this.updateCanvasRect()
this.resizeCanvas()
window.addEventListener('mousemove', this.handleMouseMove, { passive: true })
window.addEventListener('scroll', this.handleScroll, { passive: true })
}
/* @public Update the canvas bounding rectangle and mouse position relative to it */
updateCanvasRect() {
const { top, left, width, height } = this.canvas.getBoundingClientRect()
this.canvas.rect = { top, left, width, height }
}
handleMouseMove(event: MouseEvent) {
if (!this.enableAnimating) return
this.clientX = event.clientX
this.clientY = event.clientY
if (!this.isAnimating) return
this.updateMousePos()
}
handleScroll() {
if (!this.enableAnimating) return
this.updateCanvasRect()
if (!this.isAnimating) return
this.updateMousePos()
}
/** @public Update mouse coordinates */
updateMousePos() {
const { top, left } = this.canvas.rect
this.mouseX = this.clientX - left
this.mouseY = this.clientY - top
}
/** @public Resize the canvas and update particles accordingly */
resizeCanvas() {
const width = (this.canvas.width = this.canvas.rect.width)
const height = (this.canvas.height = this.canvas.rect.height)
// Hide the mouse when resizing because it must be outside the viewport to do so
this.mouseX = Infinity
this.mouseY = Infinity
this.width = Math.max(width + this.option.particles.connectDist * 2, 1)
this.height = Math.max(height + this.option.particles.connectDist * 2, 1)
this.offX = (width - this.width) / 2
this.offY = (height - this.height) / 2
const generationType = this.option.particles.generationType
if (generationType !== CanvasParticles.generationType.MANUAL) {
if (generationType === CanvasParticles.generationType.NEW || this.particles.length === 0) this.newParticles()
else if (generationType === CanvasParticles.generationType.MATCH) this.matchParticleCount({ updateBounds: true })
}
if (this.isAnimating) this.#render()
}
/** @private Update the target number of particles based on the current canvas size and `options.particles.ppm`, capped at `options.particles.max`. */
#targetParticleCount(): number {
// Amount of particles to be created
let particleCount = Math.round((this.option.particles.ppm * this.width * this.height) / 1_000_000)
particleCount = Math.min(this.option.particles.max, particleCount)
if (!isFinite(particleCount)) throw new RangeError('particleCount must be finite')
return particleCount | 0
}
/** @public Remove existing particles and generate new ones */
newParticles() {
const particleCount = this.#targetParticleCount()
this.particles = []
for (let i = 0; i < particleCount; i++) this.createParticle()
}
/** @public Adjust particle array length to match `options.particles.ppm` */
matchParticleCount({ updateBounds = false }: { updateBounds?: boolean } = {}) {
const particleCount = this.#targetParticleCount()
this.particles = this.particles.slice(0, particleCount)
if (updateBounds) this.particles.forEach((particle) => this.#updateParticleBounds(particle))
while (particleCount > this.particles.length) this.createParticle()
}
/** @public Create a new particle with optional parameters */
createParticle(posX?: number, posY?: number, dir?: number, speed?: number, size?: number) {
posX = typeof posX === 'number' ? posX - this.offX : prng() * this.width
posY = typeof posY === 'number' ? posY - this.offY : prng() * this.height
const particle: Omit<Particle, 'bounds'> = {
posX, // Logical position in pixels
posY, // Logical position in pixels
x: posX, // Visual position in pixels
y: posY, // Visual position in pixels
velX: 0, // Horizonal speed in pixels per update
velY: 0, // Vertical speed in pixels per update
offX: 0, // Horizontal distance from drawn to logical position in pixels
offY: 0, // Vertical distance from drawn to logical position in pixels
dir: dir ?? prng() * TWO_PI, // Direction in radians
speed: speed ?? (0.5 + prng() * 0.5) * this.option.particles.relSpeed, // Velocity in pixels per update
size: size ?? (0.5 + Math.pow(prng(), 5) * 2) * this.option.particles.relSize, // Ray in pixels of the particle
gridPos: { x: 1, y: 1 },
isVisible: false,
}
this.#updateParticleBounds(particle)
this.particles.push(particle as Particle)
}
/** @private Update the visible bounds of a particle */
#updateParticleBounds(particle: Omit<Particle, 'bounds'> & Partial<Pick<Particle, 'bounds'>>) {
// The particle is considered visible within these bounds
particle.bounds = {
top: -particle.size,
right: this.canvas.width + particle.size,
bottom: this.canvas.height + particle.size,
left: -particle.size,
}
}
/* @public Randomize speed and size of all particles based on current options */
updateParticles() {
const particles = this.particles
const len = particles.length
const relSpeed = this.option.particles.relSpeed
const relSize = this.option.particles.relSize
for (let i = 0; i < len; i++) {
const particle = particles[i]
particle.speed = (0.5 + prng() * 0.5) * relSpeed
particle.size = (0.5 + Math.pow(prng(), 5) * 2) * relSize
}
}
/** @private Apply gravity forces between particles */
#updateGravity(step: number) {
const isRepulsiveEnabled = this.option.gravity.repulsive > 0
const isPullingEnabled = this.option.gravity.pulling > 0
if (!isRepulsiveEnabled && !isPullingEnabled) return
const particles = this.particles
const len = particles.length
const connectDist = this.option.particles.connectDist
const gravRepulsiveMult = connectDist * this.option.gravity.repulsive * step
const gravPullingMult = connectDist * this.option.gravity.pulling * step
const maxRepulsiveDist = connectDist / 2
const maxRepulsiveDistSq = maxRepulsiveDist ** 2
const eps = connectDist ** 2 / 256
for (let i = 0; i < len; i++) {
const particleA = particles[i]
for (let j = i + 1; j < len; j++) {
// Code in this scope runs O(n^2) times per frame!
const particleB = particles[j]
const distX = particleA.posX - particleB.posX
const distY = particleA.posY - particleB.posY
const distSq = distX * distX + distY * distY
if (distSq >= maxRepulsiveDistSq && !isPullingEnabled) continue
let angle
let grav
let gravMult
angle = Math.atan2(-distY, -distX)
grav = 1 / (distSq + eps)
const angleX = Math.cos(angle)
const angleY = Math.sin(angle)
if (distSq < maxRepulsiveDistSq) {
gravMult = grav * gravRepulsiveMult
const gravX = angleX * gravMult
const gravY = angleY * gravMult
particleA.velX -= gravX
particleA.velY -= gravY
particleB.velX += gravX
particleB.velY += gravY
}
if (!isPullingEnabled) continue
gravMult = grav * gravPullingMult
const gravX = angleX * gravMult
const gravY = angleY * gravMult
particleA.velX += gravX
particleA.velY += gravY
particleB.velX -= gravX
particleB.velY -= gravY
}
}
}
/** @private Update positions, directions, and visibility of all particles */
#updateParticles(step: number) {
const particles = this.particles
const len = particles.length
const width = this.width
const height = this.height
const offX = this.offX
const offY = this.offY
const mouseX = this.mouseX
const mouseY = this.mouseY
const rotationSpeed = this.option.particles.rotationSpeed * step
const friction = this.option.gravity.friction
const mouseConnectDist = this.option.mouse.connectDist
const mouseDistRatio = this.option.mouse.distRatio
const isMouseInteractionTypeNone = this.option.mouse.interactionType === CanvasParticles.interactionType.NONE
const isMouseInteractionTypeMove = this.option.mouse.interactionType === CanvasParticles.interactionType.MOVE
const easing = 1 - Math.pow(1 - 1 / 4, step)
for (let i = 0; i < len; i++) {
const particle = particles[i]
particle.dir += 2 * (Math.random() - 0.5) * rotationSpeed * step
particle.dir %= TWO_PI
// Constant velocity
const movX = Math.sin(particle.dir) * particle.speed
const movY = Math.cos(particle.dir) * particle.speed
// Apply velocities
particle.posX += (movX + particle.velX) * step
particle.posY += (movY + particle.velY) * step
// Wrap particles around the canvas
particle.posX %= width
if (particle.posX < 0) particle.posX += width
particle.posY %= height
if (particle.posY < 0) particle.posY += height
// Slightly decrease dynamic velocity
particle.velX *= Math.pow(friction, step)
particle.velY *= Math.pow(friction, step)
// Distance from mouse
const distX = particle.posX + offX - mouseX
const distY = particle.posY + offY - mouseY
// Mouse interaction
if (!isMouseInteractionTypeNone) {
const distRatio = mouseConnectDist / Math.hypot(distX, distY)
if (mouseDistRatio < distRatio) {
particle.offX += (distRatio * distX - distX - particle.offX) * easing
particle.offY += (distRatio * distY - distY - particle.offY) * easing
} else {
particle.offX -= particle.offX * easing
particle.offY -= particle.offY * easing
}
}
// Visually displace the particles
particle.x = particle.posX + particle.offX
particle.y = particle.posY + particle.offY
// Move the particles
if (isMouseInteractionTypeMove) {
particle.posX = particle.x
particle.posY = particle.y
}
particle.x += offX
particle.y += offY
this.#gridPos(particle)
particle.isVisible = particle.gridPos.x === 1 && particle.gridPos.y === 1
}
}
/**
* @private Determine a particle's location in a 3x3 canvas grid to assess visibility.
*
* This helps identify whether two particles, even if off-canvas, might have a visible connection.
*
* Grid regions:
* - { x: 0, y: 0 } = top-left
* - { x: 1, y: 0 } = top
* - { x: 2, y: 0 } = top-right
* - { x: 0, y: 1 } = left
* - { x: 1, y: 1 } = center (visible part of the canvas)
* - { x: 2, y: 1 } = right
* - { x: 0, y: 2 } = bottom-left
* - { x: 1, y: 2 } = bottom
* - { x: 2, y: 2 } = bottom-right
*/
#gridPos(particle: Particle): void {
particle.gridPos.x = (+(particle.x >= particle.bounds.left) + +(particle.x > particle.bounds.right)) as GridPos
particle.gridPos.y = (+(particle.y >= particle.bounds.top) + +(particle.y > particle.bounds.bottom)) as GridPos
}
/** @private Determines whether a line between 2 particles crosses through the visible center of the canvas */
#isLineVisible(particleA: Particle, particleB: Particle) {
// Visible if either particle is in the center
if (particleA.isVisible || particleB.isVisible) return true
// Not visible if both particles are in the same vertical or horizontal line but outside the center
return !(
(particleA.gridPos.x === particleB.gridPos.x && particleA.gridPos.x !== 1) ||
(particleA.gridPos.y === particleB.gridPos.y && particleA.gridPos.y !== 1)
)
}
/** @private Draw the particles on the canvas */
#renderParticles() {
const particles = this.particles
const len = particles.length
const ctx = this.ctx
for (let i = 0; i < len; i++) {
const particle = particles[i]
if (!particle.isVisible) continue
// Draw particles smaller than 1px as a square instead of a circle for performance
if (particle.size > 1) {
// Draw circle
ctx.beginPath()
ctx.arc(particle.x, particle.y, particle.size, 0, TWO_PI)
ctx.fill()
ctx.closePath()
} else {
// Draw square (±183% faster)
ctx.fillRect(particle.x - particle.size, particle.y - particle.size, particle.size * 2, particle.size * 2)
}
}
}
/** @private Draw lines between particles if they are close enough */
#renderConnections() {
const particles = this.particles
const len = particles.length
const ctx = this.ctx
const maxDist = this.option.particles.connectDist
const maxDistSq = maxDist ** 2
const halfMaxDist = maxDist / 2
const halfMaxDistSq = halfMaxDist ** 2
const drawAll = maxDist >= Math.min(this.canvas.width, this.canvas.height)
const maxWorkPerParticle = maxDistSq * this.option.particles.maxWork
const alpha = this.color.alpha
const alphaFactor = this.color.alpha * maxDist
/** Batch line segments of max alpha */
const bucket: LineSegment[] = []
for (let i = 0; i < len; i++) {
const particleA = particles[i]
let particleWork = 0
for (let j = i + 1; j < len; j++) {
// Code in this scope runs O(n^2) times per frame!
const particleB = particles[j]
// Don't draw the line if it wouldn't be visible
if (!drawAll && !this.#isLineVisible(particleA, particleB)) continue
const distX = particleA.x - particleB.x
const distY = particleA.y - particleB.y
const distSq = distX * distX + distY * distY
// Don't draw the line if the particles are too far away
if (distSq > maxDistSq) continue
if (distSq > halfMaxDistSq) {
// Calculate line alpha
ctx.globalAlpha = alphaFactor / Math.sqrt(distSq) - alpha
// Draw the line
ctx.beginPath()
ctx.moveTo(particleA.x, particleA.y)
ctx.lineTo(particleB.x, particleB.y)
ctx.stroke()
} else {
bucket.push([particleA.x, particleA.y, particleB.x, particleB.y])
}
// Stop drawing lines from this particle if it has exceeded what's allowed by configuration
if ((particleWork += distSq) >= maxWorkPerParticle) break
}
}
if (!bucket.length) return
// Render all bucketed lines at once
ctx.globalAlpha = alpha
ctx.beginPath()
for (let i = 0; i < bucket.length; i++) {
const line = bucket[i]
ctx.moveTo(line[0], line[1])
ctx.lineTo(line[2], line[3])
}
ctx.stroke()
}
/** @private Clear the canvas and render the particles and their connections onto the canvas */
#render() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
this.ctx.globalAlpha = this.color.alpha
this.ctx.fillStyle = this.color.hex
this.ctx.strokeStyle = this.color.hex
this.ctx.lineWidth = 1
this.#renderParticles()
if (this.options.particles.drawLines) this.#renderConnections()
}
/** @private Main animation loop that updates and renders the particles */
#animation() {
if (!this.isAnimating) return
requestAnimationFrame(() => this.#animation())
const now = performance.now()
// Elapsed time since last frame, clamped to avoid large simulation jumps
const dt = Math.min(now - this.lastAnimationFrame, CanvasParticles.MAX_DT)
// Normalized simulation step:
// - step = 1 → exactly one baseline update (dt === BASE_DT)
// - step > 1 → more time passed (lower FPS), advance further
// - step < 1 → less time passed (higher FPS), advance less
const step = dt / CanvasParticles.BASE_DT
this.#updateGravity(step)
this.#updateParticles(step)
this.#render()
this.lastAnimationFrame = now
}
/** @public Start the particle animation if it was not running before */
start({ auto = false }: { auto?: boolean } = {}): CanvasParticles {
if (!this.isAnimating && (!auto || this.enableAnimating)) {
this.enableAnimating = true
this.isAnimating = true
this.updateCanvasRect()
requestAnimationFrame(() => this.#animation())
}
// Stop animating because it will start automatically once the canvas enters the viewbox
if (!this.canvas.inViewbox && this.option.animation.startOnEnter) this.isAnimating = false
return this
}
/** @public Stops the particle animation and optionally clears the canvas */
stop({ auto = false, clear = true }: { auto?: boolean; clear?: boolean } = {}): boolean {
if (!auto) this.enableAnimating = false
this.isAnimating = false
if (clear !== false) this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height)
return true
}
/** @public Gracefully destroy the instance and remove the canvas element */
destroy() {
this.stop()
CanvasParticles.canvasIntersectionObserver.unobserve(this.canvas)
CanvasParticles.canvasResizeObserver.unobserve(this.canvas)
window.removeEventListener('mousemove', this.handleMouseMove)
window.removeEventListener('scroll', this.handleScroll)
this.canvas?.remove()
Object.keys(this).forEach((key) => delete (this as any)[key]) // Remove references to help GC
}
/** Set and validate options (https://github.com/Khoeckman/canvasParticles?tab=readme-ov-file#options) */
set options(options: CanvasParticlesOptionsInput) {
const pno = CanvasParticles.parseNumericOption
// Format and parse all options
this.option = {
background: options.background ?? false,
animation: {
startOnEnter: !!(options.animation?.startOnEnter ?? true),
stopOnLeave: !!(options.animation?.stopOnLeave ?? true),
},
mouse: {
interactionType: ~~pno(
'mouse.interactionType',
options.mouse?.interactionType,
CanvasParticles.interactionType.MOVE,
{ min: 0, max: 2 }
) as 0 | 1 | 2,
connectDistMult: pno('mouse.connectDistMult', options.mouse?.connectDistMult, 2 / 3, { min: 0 }),
connectDist: 1 /* post processed */,
distRatio: pno('mouse.distRatio', options.mouse?.distRatio, 2 / 3, { min: 0 }),
},
particles: {
generationType: ~~pno(
'particles.generationType',
options.particles?.generationType,
CanvasParticles.generationType.MATCH,
{ min: 0, max: 2 }
) as 0 | 1 | 2,
drawLines: !!(options.particles?.drawLines ?? true),
color: options.particles?.color ?? 'black',
ppm: ~~pno('particles.ppm', options.particles?.ppm, 100),
max: Math.round(pno('particles.max', options.particles?.max, Infinity, { min: 0 })),
maxWork: Math.round(pno('particles.maxWork', options.particles?.maxWork, Infinity, { min: 0 })),
connectDist: ~~pno('particles.connectDistance', options.particles?.connectDistance, 150, { min: 1 }),
relSpeed: pno('particles.relSpeed', options.particles?.relSpeed, 1, { min: 0 }),
relSize: pno('particles.relSize', options.particles?.relSize, 1, { min: 0 }),
rotationSpeed: pno('particles.rotationSpeed', options.particles?.rotationSpeed, 2, { min: 0 }) / 100,
},
gravity: {
repulsive: pno('gravity.repulsive', options.gravity?.repulsive, 0, { min: 0 }),
pulling: pno('gravity.pulling', options.gravity?.pulling, 0, { min: 0 }),
friction: pno('gravity.friction', options.gravity?.friction, 0.8, { min: 0, max: 1 }),
},
}
this.setBackground(this.option.background)
this.setMouseConnectDistMult(this.option.mouse.connectDistMult)
this.setParticleColor(this.option.particles.color)
}
get options(): CanvasParticlesOptions {
return this.option
}
/** @public Sets the canvas background */
setBackground(background: CanvasParticlesOptionsInput['background']) {
if (!background) return
if (typeof background !== 'string') throw new TypeError('background is not a string')
this.canvas.style.background = this.option.background = background
}
/** @public Transform the distance multiplier (float) to absolute distance (px) */
setMouseConnectDistMult(connectDistMult: number) {
const mult = CanvasParticles.parseNumericOption('mouse.connectDistMult', connectDistMult, 2 / 3, { min: 0 })
this.option.mouse.connectDist = this.option.particles.connectDist * mult
}
/** @public Format particle color and opacity */
setParticleColor(color: string | CanvasGradient | CanvasPattern) {
this.ctx.fillStyle = color
// Check if `ctx.fillStyle` is in hex format ("#RRGGBB")
if (String(this.ctx.fillStyle)[0] === '#') {
this.color = {
hex: String(this.ctx.fillStyle),
alpha: 1.0,
}
} else {
// JavaScript's `ctx.fillStyle` causes the color to otherwise end up in in rgba format ("rgba(136, 244, 255, 0.25)")
// Extract the alpha value from the rgba string
let alpha = String(this.ctx.fillStyle).split(',').at(-1) // ' 0.25)'
alpha = alpha?.slice(1, -1) ?? '1' // '0.25'
// Extracts e.g. 136, 244 and 255 from rgba(136, 244, 255, 0.25) and converts it to '#rrggbb'
this.ctx.fillStyle = String(this.ctx.fillStyle).split(',').slice(0, -1).join(',') + ', 1)'
this.color = {
hex: String(this.ctx.fillStyle),
alpha: isNaN(+alpha) ? 1 : +alpha,
} // 0.25 or 1
}
}
}