I’m a begginer in bable js. I found the problem is in babel js. But don’t know how to change it. I’m trying new things in babel js. Please help me. I want the animation to start with full window height and width. Thanks in advance. The canvas initially starts with height=”0″, width=”0″. That’s why when I reload I can’t see the animation. If I resize the window then the animation shows. The code is given below:
**HTML**
<div class="crowd">
<canvas id="crowd-simulator"></canvas>
</div>
**CSS**
.crowd{
height: 100%;
z-index: -999;
}
#crowd-simulator {
width: 100vw;
height: 100vh;
position: absolute;
z-index: -999;
}
**Babel Js**
const config = {
src: 'https://s3-us-west-2.amazonaws.com/s.cdpn.io/175711/open-peeps-sheet.png',
rows: 15,
cols: 7
}
// UTILS
const randomRange = (min, max) => min + Math.random() * (max - min)
const randomIndex = (array) => randomRange(0, array.length) | 0
const removeFromArray = (array, i) => array.splice(i, 1)[0]
const removeItemFromArray = (array, item) => removeFromArray(array, array.indexOf(item))
const removeRandomFromArray = (array) => removeFromArray(array, randomIndex(array))
const getRandomFromArray = (array) => (
array[randomIndex(array) | 0]
)
// TWEEN FACTORIES
const resetPeep = ({ stage, peep }) => {
const direction = Math.random() > 0.5 ? 1 : -1
// using an ease function to skew random to lower values to help hide that peeps have no legs
const offsetY = 100 - 250 * gsap.parseEase('power2.in')(Math.random())
const startY = stage.height - peep.height + offsetY
let startX
let endX
if (direction === 1) {
startX = -peep.width
endX = stage.width
peep.scaleX = 1
} else {
startX = stage.width + peep.width
endX = 0
peep.scaleX = -1
}
peep.x = startX
peep.y = startY
peep.anchorY = startY
return {
startX,
startY,
endX
}
}
const normalWalk = ({ peep, props }) => {
const {
startX,
startY,
endX
} = props
const xDuration = 10
const yDuration = 0.25
const tl = gsap.timeline()
tl.timeScale(randomRange(0.5, 1.5))
tl.to(peep, {
duration: xDuration,
x: endX,
ease: 'none'
}, 0)
tl.to(peep, {
duration: yDuration,
repeat: xDuration / yDuration,
yoyo: true,
y: startY - 10
}, 0)
return tl
}
const walks = [
normalWalk,
]
// CLASSES
class Peep {
constructor({
image,
rect,
}) {
this.image = image
this.setRect(rect)
this.x = 0
this.y = 0
this.anchorY = 0
this.scaleX = 1
this.walk = null
}
setRect(rect) {
this.rect = rect
this.width = rect[2]
this.height = rect[3]
this.drawArgs = [
this.image,
...rect,
0, 0, this.width, this.height
]
}
render(ctx) {
ctx.save()
ctx.translate(this.x, this.y)
ctx.scale(this.scaleX, 1)
ctx.drawImage(...this.drawArgs)
ctx.restore()
}
}
// MAIN
const img = document.createElement('img')
img.onload = init
img.src = config.src
const canvas = document.querySelector('#crowd-simulator')
const ctx = canvas.getContext('2d')
const stage = {
width: 0,
height: 0,
}
const allPeeps = []
const availablePeeps = []
const crowd = []
function init() {
createPeeps()
// resize also (re)populates the stage
resize()
gsap.ticker.add(render)
window.addEventListener('resize', resize)
}
function createPeeps() {
const {
rows,
cols
} = config
const {
naturalWidth: width,
naturalHeight: height
} = img
const total = rows * cols
const rectWidth = width / rows
const rectHeight = height / cols
for (let i = 0; i < total; i++) {
allPeeps.push(new Peep({
image: img,
rect: [
(i % rows) * rectWidth,
(i / rows | 0) * rectHeight,
rectWidth,
rectHeight,
]
}))
}
}
function resize() {
stage.width = canvas.clientWidth
stage.height = canvas.clientHeight
canvas.width = stage.width * devicePixelRatio
canvas.height = stage.height * devicePixelRatio
crowd.forEach((peep) => {
peep.walk.kill()
})
crowd.length = 0
availablePeeps.length = 0
availablePeeps.push(...allPeeps)
initCrowd()
}
function initCrowd() {
while (availablePeeps.length) {
// setting random tween progress spreads the peeps out
addPeepToCrowd().walk.progress(Math.random())
}
}
function addPeepToCrowd() {
const peep = removeRandomFromArray(availablePeeps)
const walk = getRandomFromArray(walks)({
peep,
props: resetPeep({
peep,
stage,
})
}).eventCallback('onComplete', () => {
removePeepFromCrowd(peep)
addPeepToCrowd()
})
peep.walk = walk
crowd.push(peep)
crowd.sort((a, b) => a.anchorY - b.anchorY)
return peep
}
function removePeepFromCrowd(peep) {
removeItemFromArray(crowd, peep)
availablePeeps.push(peep)
}
function render() {
canvas.width = canvas.width
ctx.save()
ctx.scale(devicePixelRatio, devicePixelRatio)
crowd.forEach((peep) => {
peep.render(ctx)
})
ctx.restore()
}