bambi7-service-fireworx

ESDSA-signed firework A/D service for BambiCTF7 in 2022
git clone https://git.sinitax.com/sinitax/bambi7-service-fireworx
Log | Files | Refs | README | LICENSE | sfeed.txt

firework.js (6508B)


      1/* REF: https://fireworks.js.org/ */
      2
      3window.requestAnimFrame = ( function() {
      4	return window.requestAnimationFrame ||
      5				window.webkitRequestAnimationFrame ||
      6				window.mozRequestAnimationFrame ||
      7				function(callback) {
      8					window.setTimeout(callback, 1000 / 60);
      9				};
     10})();
     11
     12var canvas = document.getElementById('canvas'),
     13ctx = canvas.getContext('2d'),
     14fireworks = [],
     15particles = [],
     16hue = 120,
     17limiterTotal = 5,
     18limiterTick = 0,
     19timerTotal = 80,
     20timerTick = 0,
     21mousedown = false,
     22mx,
     23my;
     24
     25function random( min, max ) {
     26	return Math.random() * ( max - min ) + min;
     27}
     28
     29function calculateDistance( p1x, p1y, p2x, p2y ) {
     30	var xDistance = p1x - p2x,
     31			yDistance = p1y - p2y;
     32	return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) );
     33}
     34
     35function Firework( sx, sy, tx, ty ) {
     36	// actual coordinates
     37	this.x = sx;
     38	this.y = sy;
     39	// starting coordinates
     40	this.sx = sx;
     41	this.sy = sy;
     42	// target coordinates
     43	this.tx = tx;
     44	this.ty = ty;
     45	// distance from starting point to target
     46	this.distanceToTarget = calculateDistance( sx, sy, tx, ty );
     47	this.distanceTraveled = 0;
     48	// track the past coordinates of each firework to create a trail
     49	// effect, increase the coordinate count to create more prominent trails
     50	this.coordinates = [];
     51	this.coordinateCount = 3;
     52	// populate initial coordinate collection with the current coordinates
     53	while( this.coordinateCount-- ) {
     54		this.coordinates.push( [ this.x, this.y ] );
     55	}
     56	this.angle = Math.atan2( ty - sy, tx - sx );
     57	this.speed = 2;
     58	this.acceleration = 1.05;
     59	this.brightness = random( 50, 70 );
     60	// circle target indicator radius
     61	this.targetRadius = 1;
     62}
     63
     64Firework.prototype.update = function( index ) {
     65	// remove last item in coordinates array
     66	this.coordinates.pop();
     67	// add current coordinates to the start of the array
     68	this.coordinates.unshift( [ this.x, this.y ] );
     69
     70	// cycle the circle target indicator radius
     71	if( this.targetRadius < 8 ) {
     72		this.targetRadius += 0.3;
     73	} else {
     74		this.targetRadius = 1;
     75	}
     76
     77	// speed up the firework
     78	this.speed *= this.acceleration;
     79
     80	// get the current velocities based on angle and speed
     81	var vx = Math.cos( this.angle ) * this.speed,
     82			vy = Math.sin( this.angle ) * this.speed;
     83	// how far will the firework have traveled with velocities applied?
     84	this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy );
     85
     86	// if the distance traveled, including velocities, is greater than the
     87	// initial distance to the target, then the target has been reached
     88	if( this.distanceTraveled >= this.distanceToTarget ) {
     89		createParticles( this.tx, this.ty );
     90		// remove the firework, use the index passed into the update function
     91		// to determine which to remove
     92		fireworks.splice( index, 1 );
     93	} else {
     94		// target not reached, keep traveling
     95		this.x += vx;
     96		this.y += vy;
     97	}
     98}
     99
    100Firework.prototype.draw = function() {
    101	ctx.beginPath();
    102	// move to the last tracked coordinate in the set, then draw a line to the current x and y
    103	ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] );
    104	ctx.lineTo( this.x, this.y );
    105	ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)';
    106	ctx.stroke();
    107	
    108	ctx.beginPath();
    109	// draw the target for this firework with a pulsing circle
    110	ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 );
    111	ctx.stroke();
    112}
    113
    114function Particle( x, y ) {
    115	this.x = x;
    116	this.y = y;
    117	// track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails
    118	this.coordinates = [];
    119	this.coordinateCount = 5;
    120	while( this.coordinateCount-- ) {
    121		this.coordinates.push( [ this.x, this.y ] );
    122	}
    123	// set a random angle in all possible directions, in radians
    124	this.angle = random( 0, Math.PI * 2 );
    125	this.speed = random( 1, 10 );
    126	// friction will slow the particle down
    127	this.friction = 0.95;
    128	// gravity will be applied and pull the particle down
    129	this.gravity = 1;
    130	// set the hue to a random number +-50 of the overall hue variable
    131	this.hue = random( hue - 50, hue + 50 );
    132	this.brightness = random( 50, 80 );
    133	this.alpha = 1;
    134	// set how fast the particle fades out
    135	this.decay = random( 0.015, 0.03 );
    136}
    137
    138Particle.prototype.update = function( index ) {
    139	// remove last item in coordinates array
    140	this.coordinates.pop();
    141	// add current coordinates to the start of the array
    142	this.coordinates.unshift( [ this.x, this.y ] );
    143	// slow down the particle
    144	this.speed *= this.friction;
    145	// apply velocity
    146	this.x += Math.cos( this.angle ) * this.speed;
    147	this.y += Math.sin( this.angle ) * this.speed + this.gravity;
    148	// fade out the particle
    149	this.alpha -= this.decay;
    150	
    151	// remove the particle once the alpha is low enough, based on the passed in index
    152	if( this.alpha <= this.decay ) {
    153		particles.splice( index, 1 );
    154	}
    155}
    156
    157Particle.prototype.draw = function() {
    158	ctx. beginPath();
    159	// move to the last tracked coordinates in the set, then draw a line to the current x and y
    160	ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] );
    161	ctx.lineTo( this.x, this.y );
    162	ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')';
    163	ctx.stroke();
    164}
    165
    166function createParticles( x, y ) {
    167	var particleCount = 30;
    168	while( particleCount-- ) {
    169		particles.push( new Particle( x, y ) );
    170	}
    171}
    172
    173function firework_loop() {
    174	requestAnimFrame(firework_loop);
    175
    176	canvas.width = canvas.clientWidth
    177	canvas.height = canvas.clientHeight
    178
    179	hue = random(0, 360 );
    180
    181	// normally, clearRect() would be used to clear the canvas
    182	// we want to create a trailing effect though
    183	// setting the composite operation to destination-out will allow us to
    184	// clear the canvas at a specific opacity, rather than wiping it entirely
    185	ctx.globalCompositeOperation = 'destination-out';
    186	// decrease the alpha property to create more prominent trails
    187	ctx.fillStyle = 'rgba(0, 0, 0, 0.5)';
    188	ctx.fillRect(0, 0, canvas.clientWidth, canvas.clientWidth);
    189	// change the composite operation back to our main mode
    190	// lighter creates bright highlight points as the fireworks and particles overlap each other
    191	ctx.globalCompositeOperation = 'lighter';
    192
    193	// loop over each firework, draw it, update it
    194	var i = fireworks.length;
    195	while( i-- ) {
    196		fireworks[ i ].draw();
    197		fireworks[ i ].update( i );
    198	}
    199
    200	// loop over each particle, draw it, update it
    201	var i = particles.length;
    202	while( i-- ) {
    203		particles[ i ].draw();
    204		particles[ i ].update( i );
    205	}
    206}