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Easily create highly customizable particle animations and use them as animated backgrounds for your website. Ready to use components available also for React, Vue.js (2.x and 3.x), Angular, Svelte, jQuery, Preact, Riot.js, Inferno.

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import { Circle, Constants, Rectangle, Utils } from "../../Utils"; import { DivMode, DivType, HoverMode } from "../../Enums"; import { Vector } from "../../Core/Particle/Vector"; export class Bouncer { constructor(container) { this.container = container; } isEnabled() { const container = this.container; const options = container.actualOptions; const mouse = container.interactivity.mouse; const events = options.interactivity.events; const divs = events.onDiv; return ((mouse.position && events.onHover.enable && Utils.isInArray(HoverMode.bounce, events.onHover.mode)) || Utils.isDivModeEnabled(DivMode.bounce, divs)); } interact() { const container = this.container; const options = container.actualOptions; const events = options.interactivity.events; const mouseMoveStatus = container.interactivity.status === Constants.mouseMoveEvent; const hoverEnabled = events.onHover.enable; const hoverMode = events.onHover.mode; const divs = events.onDiv; if (mouseMoveStatus && hoverEnabled && Utils.isInArray(HoverMode.bounce, hoverMode)) { this.processMouseBounce(); } else { Utils.divModeExecute(DivMode.bounce, divs, (selector, div) => this.singleSelectorBounce(selector, div)); } } reset() { } processMouseBounce() { const container = this.container; const pxRatio = container.retina.pixelRatio; const tolerance = 10 * pxRatio; const mousePos = container.interactivity.mouse.position; const radius = container.retina.bounceModeDistance; if (mousePos) { this.processBounce(mousePos, radius, new Circle(mousePos.x, mousePos.y, radius + tolerance)); } } singleSelectorBounce(selector, div) { const container = this.container; const query = document.querySelectorAll(selector); if (!query.length) { return; } query.forEach((item) => { const elem = item; const pxRatio = container.retina.pixelRatio; const pos = { x: (elem.offsetLeft + elem.offsetWidth / 2) * pxRatio, y: (elem.offsetTop + elem.offsetHeight / 2) * pxRatio, }; const radius = (elem.offsetWidth / 2) * pxRatio; const tolerance = 10 * pxRatio; const area = div.type === DivType.circle ? new Circle(pos.x, pos.y, radius + tolerance) : new Rectangle(elem.offsetLeft * pxRatio - tolerance, elem.offsetTop * pxRatio - tolerance, elem.offsetWidth * pxRatio + tolerance * 2, elem.offsetHeight * pxRatio + tolerance * 2); this.processBounce(pos, radius, area); }); } processBounce(position, radius, area) { const query = this.container.particles.quadTree.query(area); for (const particle of query) { if (area instanceof Circle) { Utils.circleBounce(Utils.circleBounceDataFromParticle(particle), { position, radius, mass: (Math.pow(radius, 2) * Math.PI) / 2, velocity: Vector.create(0, 0), factor: { horizontal: 0, vertical: 0, }, }); } else if (area instanceof Rectangle) { Utils.rectBounce(particle, Utils.calculateBounds(position, radius)); } } } }