In an HTML canvas, a bunch of floating particles connected with lines when they approach each other. Creating a fun and interactive background. Colors, interaction and gravity can be customized!
Showcase
Implementation
Class instantiation
Options
One pager example
If you dont like reading documentation this website is for you:
https://khoeckman.github.io/canvasparticles-js/
Particles will be drawn onto a <canvas> element.
<canvas id="my-canvas"></canvas>npm install canvasparticles-js
# or
pnpm add canvasparticles-js
# or
yarn add canvasparticles-jsAdd a <script> element in the <head> to import initParticles.js.
<head>
<script src="./initParticles.js" type="module"></script>
</head>Inside initParticles.js:
import CanvasParticles from 'canvasparticles-js'
const selector = '#my-canvas' // Query Selector for the canvas
const options = { ... } // See #options
new CanvasParticles(selector, options).start()Add a <script> element in the <head> to import CanvasParticles.
<head>
<script src="https://cdn.jsdelivr.net/npm/canvasparticles-js/dist/index.umd.js" defer></script>
</head>Be aware that using ES modules is only possible when running the application on a (local) server.
Same Origin Policy
Add a <script> element in the <head> to import initParticles.js.
<head>
<script src="./initParticles.js" type="module"></script>
</head>Inside initParticles.js:
import CanvasParticles from './dist/index.mjs'
const selector = '#my-canvas' // Query Selector for the canvas
const options = { ... } // See #options
new CanvasParticles(selector, options).start()Add a <script> element in the <head> to import the dist/index.umd.js file.
<head>
<script src="./index.umd.js" defer></script>
</head>Add an inline <script> element at the very bottom of the <body>.
<body>
...
<script>
const initParticles = () => {
const selector = '#my-canvas' // Query Selector for the canvas
const options = { ... } // See #options
new CanvasParticles(selector, options).start()
}
document.addEventListener('DOMContentLoaded', initParticles)
</script>
</body>const selector = '#my-canvas' // Query Selector for the canvas
const options = { ... } // See #options
new CanvasParticles(selector, options).start()const particles = new CanvasParticles(selector, options)
particles.start()
particles.stop()To keep the last frame visible when stopping the animation:
particles.stop({ clear: false }) // Default: trueGracefully destroy the instance and remove the canvas element.
particles.destroy()
delete particles // Optionalconst selector = '#my-canvas'
const options = {}
const canvasElement = document.querySelector(selector)
let instance, canvas
// Basic instantiation
instance = new CanvasParticles(selector)
instance = new CanvasParticles(canvasElement)
// Instantiation with custom options
instance = new CanvasParticles(selector, options)
instance = new CanvasParticles(canvasElement, options)You can chain .start() for a cleaner syntax:
instance = new CanvasParticles(selector).start()
// Access the canvas directly
canvas = new CanvasParticles(selector).canvas
canvas = new CanvasParticles(selector).start().canvasIf you prefer not to chain methods, you can instantiate first and start later:
instance = new CanvasParticles(selector)
instance.start()
canvas = instance.canvasThe following will not return the expected value because CanvasParticles only supports method chaining for .start():
instance = new CanvasParticles(selector).anyOtherMethod()
canvas = new CanvasParticles(selector).anyOtherMethod().canvasConfiguration options for the particles and their behavior.
Play around with these values: Sandbox
The default value will be used when an option is assigned an invalid value.
Your screen resolution and refresh rate will directly impact perfomance!
const options = {
/** @param {string} [options.background=false] - Background of the canvas. Can be any CSS supported value for the background property.
* @note No background will be set if background is not a string.
*/
background: 'linear-gradient(115deg, #354089, black)',
/** @param {integer} [options.framesPerUpdate=1] - How many times the same frame will be shown before an update happens.
* @example 60 fps / 2 framesPerUpdate = 30 updates/s
* @example 144 fps / 3 framesPerUpdate = 48 updates/s
*/
framesPerUpdate: 1, // recommended: 1 - 3
/** @param {Object} [options.animation] - Animation settings. */
animation: {
/** @param {boolean} [options.animation.startOnEnter=true] - Whether to start the animation when the canvas enters the viewport. */
startOnEnter: true,
/** @param {boolean} [options.animation.stopOnLeave=true] - Whether to stop the animation when the canvas leaves the viewport. */
stopOnLeave: true,
},
/** @param {Object} [options.mouse] - Mouse interaction settings. */
mouse: {
/** @param {0|1|2} [options.mouse.interactionType=1] - The type of interaction the mouse will have with particles.
*
* CanvasParticles.interactionType.NONE = 0 = No interaction.
* CanvasParticles.interactionType.SHIFT = 1 = The mouse can visually shift the particles.
* CanvasParticles.interactionType.MOVE = 2 = The mouse can move the particles.
* @note mouse.distRatio should be less than 1 to allow dragging, closer to 0 is easier to drag
*/
interactionType: 2,
/** @param {float} [options.mouse.connectDistMult=2÷3] - The maximum distance for the mouse to interact with the particles.
* The value is multiplied by particles.connectDistance
* @example 0.8 connectDistMult * 150 particles.connectDistance = 120 pixels
*/
connectDistMult: 0.8,
/** @param {number} [options.mouse.distRatio=2÷3] - All particles within set radius from the mouse will be drawn to mouse.connectDistance pixels from the mouse.
* @example radius = 150 connectDistance / 0.4 distRatio = 375 pixels
* @note Keep this value above mouse.connectDistMult
*/
distRatio: 1, // recommended: 0.2 - 1
},
/** @param {Object} [options.particles] - Particle settings. */
particles: {
/** param {string} [options.particles.color='black'] - The color of the particles and their connections. Can be any CSS supported color format. */
color: '#88c8ffa0',
/** @param {number} [options.particles.ppm=100] - Particles per million (ppm).
* This determines how many particles are created per million pixels of the canvas.
* @example FHD on Chrome = 1920 width * 937 height = 1799040 pixels; 1799040 pixels * 100 ppm / 1_000_000 = 179.904 = 179 particles
* @important The amount of particles exponentially reduces performance.
* People with large screens will have a bad experience with high values.
* One solution is to increase particles.connectDistance and decrease this value.
*/
ppm: 100, // recommended: < 120
/** @param {number} [options.particles.max=500] - The maximum number of particles allowed. */
max: 200, // recommended: < 500
/** @param {number} [options.particles.maxWork=Infinity] - The maximum "work" a particle can perform before its connections are no longer drawn.
* @example 10 maxWork = 10 * 150 connectDistance = max 1500 pixels of lines drawn per particle
* @important Low values will stabilize performance at the cost of creating an ugly effect where connections may flicker.
*/
maxWork: 10,
/** @param {number} [options.particles.connectDistance=150] - The maximum distance for a connection between 2 particles.
* @note Heavily affects performance. */
connectDistance: 150,
/** @param {number} [options.particles.relSpeed=1] - The relative moving speed of the particles.
* The moving speed is a random value between 0.5 and 1 pixels per update multiplied by this value.
*/
relSpeed: 0.8,
/** @param {number} [options.particles.relSize=1] - The relative size of the particles.
* The ray is a random value between 0.5 and 2.5 pixels multiplied by this value.
*/
relSize: 1.1,
/** @param {number} [options.particles.rotationSpeed=2] - The speed at which the particles randomly changes direction.
* @example 1 rotationSpeed = max direction change of 0.01 radians per update
*/
rotationSpeed: 1, // recommended: < 10
/** @param {boolean} [options.particles.regenerateOnResize=false] - Create new particles when the canvas gets resized.
* @note If false, will instead add or remove a few particles to match particles.ppm
*/
regenerateOnResize: false,
},
/** @param {Object} [options.gravity] - Gravitational force settings.
* @important Heavily reduces performance if gravity.repulsive or gravity.pulling is not equal to 0
*/
gravity: {
/** @param {number} [options.gravity.repulsive=0] - The repulsive force between particles. */
repulsive: 2, // recommended: 0.50 - 5.00
/** @param {number} [options.gravity.pulling=0] - The attractive force pulling particles together. Works poorly if `gravity.repulsive` is too low.
* @note gravity.repulsive should be great enough to prevent forming a singularity.
*/
pulling: 0.0, // recommended: 0.01 - 0.10
/** @param {number} [options.gravity.friction=0.9] - The smoothness of the gravitational forces.
* The force gets multiplied by the fricion every update.
* @example force after x updates = force * friction ** x
*/
friction: 0.8, // recommended: 0.500 - 0.999
},
}Note: The new option values are not validated, except for the options with a set...() function. Assigning invalid values will lead to unexpected behavior.
These options require dedicated setters to ensure proper integration.
- options.background
- options.mouse.connectDistMult
- options.particles.color
const instance = new CanvasParticles(selector, options)
// Use the setters to update these specific options
instance.setBackground('red')
instance.setMouseConnectDistMult(0.8)
instance.setParticleColor('hsl(149, 100%, 50%)')After updating the following options, the number of particles is not automatically adjusted:
- option.particles.ppm
- option.particles.max
// Note: the backing field is called `option` not `options`!
instance.option.particles.ppm = 100
instance.option.particles.max = 300
// Apply the changes using one of these methods:
instance.newParticles() // Remove all particles and create the correct amount of new ones
instance.matchParticleCount() // Add or remove some particles to match the countAll other options can be updated by modifying the option internal field properties, with changes taking immediate effect.
// Note: the backing field is called `option` not `options`!
instance.option.mouse.interactionType = 0
instance.option.particles.connectDist = 200
instance.option.gravity.repulsive = 1To reinitialize all options, pass a new options object to the options setter.
const options = { ... }
instance.options = options<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<style>
#canvas-particles {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
z-index: -1; /* Place behind other elements to act as background */
}
</style>
</head>
<body>
<canvas id="canvas-particles"></canvas>
<script src="https://cdn.jsdelivr.net/npm/canvasparticles-js/dist/index.umd.js"></script>
<script>
const selector = '#canvas-particles'
const options = {
background: 'hsl(125, 42%, 35%)',
mouse: {
interactionType: CanvasParticles.interactionType.MOVE, // MOVE === 2
},
particles: {
color: 'rgba(150, 255, 105, 0.95)',
max: 200,
},
}
new CanvasParticles(selector, options).start()
</script>
</body>
</html>