I'm creating a web app which has an interactive background with particles bouncing around. At all times there are about 200 circular particles on the screen and at most around 800 particles. Some of the collisions and effects that are being run for the particles are the following prototypes. I wonder if I could improve the performance by using web workers to do these calculations?
/**
* Particles
*/
Jarvis.prototype.genForegroundParticles = function(options, count){
count = count || this.logoParticlesNum;
for (var i = 0; i < count; i++) {
this.logoParticles.push(new Particle());
}
}
Jarvis.prototype.genBackgroundParticles = function(options, count){
count = count || this.backgroundParticlesNum;
for (var i = 0; i < count; i++) {
this.backgroundParticles.push(new Particle(options));
}
}
Jarvis.prototype.motion = {
linear : function(particle, pIndex, particles){
particle.x += particle.vx
particle.y += particle.vy
},
normalizeVelocity : function(particle, pIndex, particles){
if (particle.vx - particle.vxInitial > 1) {
particle.vx -= 0.05;
} else if (particle.vx - particle.vxInitial < -1) {
particle.vx += 0.05;
}
if (particle.vy - particle.vyInitial > 1) {
particle.vy -= 0.05;
} else if (particle.vx - particle.vxInitial < -1) {
particle.vy += 0.05;
}
},
explode : function(particle, pIndex, particles) {
if (particle.isBottomOut()) {
particles.splice(pIndex, 1);
} else {
particle.x += particle.vx;
particle.y += particle.vy;
particle.vy += 0.1;
}
if (particles.length === 0){
particles.motion.removeMotion("explode");
this.allowMenu = true;
}
}
}
Jarvis.prototype.collision = {
boundingBox: function(particle, pIndex, particles){
if (particle.y > (this.HEIGHT - particle.radius) || particle.y < particle.radius) {
particle.vy *= -1;
}
if(particle.x > (this.WIDTH - particle.radius) || particle.x < particle.radius) {
particle.vx *= -1;
}
},
boundingBoxGravity: function(particle, pIndex, particles){
// TODO: FIX GRAVITY TO WORK PROPERLY IN COMBINATION WITH FX AND MOTION
if (particle.y > (this.HEIGHT - particle.radius) || particle.y < particle.radius) {
particle.vy *= -1;
particle.vy += 5;
}
if(particle.x > (this.WIDTH - particle.radius) || particle.x < particle.radius) {
particle.vx *= -1;
particle.vx += 5;
}
},
infinity: function(particle, pIndex, particles){
if (particle.x > this.WIDTH){
particle.x = 0;
}
if (particle.x < 0){
particle.x = this.WIDTH;
}
if (particle.y > this.HEIGHT){
particle.y = 0;
}
if (particle.y < 0) {
particle.y = this.HEIGHT;
}
}
}
Jarvis.prototype.fx = {
link : function(particle, pIndex, particles){
for(var j = pIndex + 1; j < particles.length; j++) {
var p1 = particle;
var p2 = particles[j];
var particleDistance = getDistance(p1, p2);
if (particleDistance <= this.particleMinLinkDistance) {
this.backgroundCtx.beginPath();
this.backgroundCtx.strokeStyle = "rgba("+p1.red+", "+p1.green+", "+p1.blue+","+ (p1.opacity - particleDistance / this.particleMinLinkDistance) +")";
this.backgroundCtx.moveTo(p1.x, p1.y);
this.backgroundCtx.lineTo(p2.x, p2.y);
this.backgroundCtx.stroke();
this.backgroundCtx.closePath();
}
}
},
shake : function(particle, pIndex, particles){
if (particle.xInitial - particle.x >= this.shakeAreaThreshold){
particle.xOper = (randBtwn(this.shakeFactorMin, this.shakeFactorMax) * 2) % (this.WIDTH);
} else if (particle.xInitial - particle.x <= -this.shakeAreaThreshold) {
particle.xOper = (randBtwn(-this.shakeFactorMax, this.shakeFactorMin) * 2) % (this.WIDTH);
}
if (particle.yInitial - particle.y >= this.shakeAreaThreshold){
particle.yOper = (randBtwn(this.shakeFactorMin, this.shakeFactorMax) * 2) % (this.HEIGHT);
} else if (particle.yInitial - particle.y <= -this.shakeAreaThreshold) {
particle.yOper = (randBtwn(-this.shakeFactorMax, this.shakeFactorMin) * 2) % (this.HEIGHT);
}
particle.x += particle.xOper;
particle.y += particle.yOper;
},
radialWave : function(particle, pIndex, particles){
var distance = getDistance(particle, this.center);
if (particle.radius >= (this.dim * 0.0085)) {
particle.radiusOper = -0.02;
} else if (particle.radius <= 1) {
particle.radiusOper = 0.02;
}
particle.radius += particle.radiusOper * particle.radius;
},
responsive : function(particle, pIndex, particles){
var newPosX = (this.logoParticles.logoOffsetX + this.logoParticles.particleRadius) + (this.logoParticles.particleDistance + this.logoParticles.particleRadius) * particle.arrPos.x;
var newPosY = (this.logoParticles.logoOffsetY + this.logoParticles.particleRadius) + (this.logoParticles.particleDistance + this.logoParticles.particleRadius) * particle.arrPos.y;
if (particle.xInitial !== newPosX || particle.yInitial !== newPosY){
particle.xInitial = newPosX;
particle.yInitial = newPosY;
particle.x = particle.xInitial;
particle.y = particle.yInitial;
}
},
motionDetect : function(particle, pIndex, particles){
var isClose = false;
var distance = null;
for (var i = 0; i < this.touches.length; i++) {
var t = this.touches[i];
var point = {
x : t.clientX,
y : t.clientY
}
var d = getDistance(point, particle);
if (d <= this.blackhole) {
isClose = true;
if (d <= distance || distance === null) {
distance = d;
}
}
}
if (isClose){
if (particle.radius < (this.dim * 0.0085)) {
particle.radius += 0.25;
}
if (particle.green >= 0 && particle.blue >= 0) {
particle.green -= 10;
particle.blue -= 10;
}
} else {
if (particle.radius > particle.initialRadius) {
particle.radius -= 0.25;
}
if (particle.green <= 255 && particle.blue <= 255) {
particle.green += 10;
particle.blue += 10;
}
}
},
reverseBlackhole : function(particle, pIndex, particles){
for (var i = 0; i < this.touches.length; i++) {
var t = this.touches[i];
var point = {
x : t.clientX,
y : t.clientY
}
var distance = getDistance(point, particle);
if (distance <= this.blackhole){
var diff = getPointsDifference(point, particle);
particle.vx += -diff.x / distance;
particle.vy += -diff.y / distance;
}
}
}
}
Furthermore in case anyone wonders I have 3 canvas layers & I'll add the particles rendering function and the clear function for all canvas layers
Background which draws a full screen radial gradient & particles
Menu canvas
Menu button overlay selectors (show which menu is active etc)
Jarvis.prototype.backgroundDraw = function() {
// particles
var that = this;
this.logoParticles.forEach(function(particle, i){
particle.draw(that.backgroundCtx);
that.logoParticles.motion.forEach(function(motionType, motionIndex){
that.motion[motionType].call(that, particle, i, that.logoParticles, "foregroundParticles");
});
that.logoParticles.fx.forEach(function(fxType, fxIndex){
that.fx[fxType].call(that, particle, i, that.logoParticles, "foregroundParticles");
});
that.logoParticles.collision.forEach(function(collisionType, collisionIndex){
that.collision[collisionType].call(that, particle, i, that.logoParticles, "foregroundParticles");
});
});
this.backgroundParticles.forEach(function(particle, i){
particle.draw(that.backgroundCtx);
that.backgroundParticles.motion.forEach(function(motionType, motionIndex){
that.motion[motionType].call(that, particle, i, that.backgroundParticles, "backgroundParticles");
});
that.backgroundParticles.fx.forEach(function(fxType, fxIndex){
that.fx[fxType].call(that, particle, i, that.backgroundParticles, "backgroundParticles");
});
that.backgroundParticles.collision.forEach(function(collisionType, collisionIndex){
that.collision[collisionType].call(that, particle, i, that.backgroundParticles, "backgroundParticles");
});
});
}
Jarvis.prototype.clearCanvas = function() {
switch(this.background.type){
case "radial_gradient":
this.setBackgroundRadialGradient(this.background.color1, this.background.color2);
break;
case "plane_color":
this.setBackgroundColor(this.background.red, this.background.green, this.background.blue, this.background.opacity);
break;
default:
this.setBackgroundColor(142, 214, 255, 1);
}
this.foregroundCtx.clearRect(this.clearStartX, this.clearStartY, this.clearDistance, this.clearDistance);
this.middlegroundCtx.clearRect(this.clearStartX, this.clearStartY, this.clearDistance, this.clearDistance);
}
Jarvis.prototype.mainLoop = function() {
this.clearCanvas();
this.backgroundDraw();
this.drawMenu();
window.requestAnimFrame(this.mainLoop.bind(this));
}
Any other optimization tips will be greatly appreciated. I've read a couple of articles but I'm not sure how to optimize this code further.