I am having trouble trying to set the canvas to fill the whole window. It is currently set to 500x500.. I am new to coding and would really appreciate any help! Thank you.
Here is the code:
<!DOCTYPE html> <html> <head> <title>Starfield effect done in HTML 5</title> <script> window.onload = function() { /* --- config start --- */ var starfieldCanvasId = "starfieldCanvas", // id of the canvas to use framerate = 60, // frames per second this animation runs at (this is not exact) numberOfStarsModifier = 0.15, // Number of stars, higher numbers have performance impact flightSpeed = 0.003; // speed of the flight, the higher this number the faster /* ---- config end ---- */ var canvas = document.getElementById(starfieldCanvasId), context = canvas.getContext("2d"), width = canvas.width, height = canvas.height, numberOfStars = width * height / 1000 * numberOfStarsModifier, dirX = width / 2, dirY = height / 2, stars = [], TWO_PI = Math.PI * 2; // initialize starfield for(var x = 0; x < numberOfStars; x++) { stars[x] = { x: range(0, width), y: range(0, height), size: range(0, 1) }; } // when mouse moves over canvas change middle point of animation canvas.onmousemove = function(event) { dirX = event.offsetX, dirY = event.offsetY; } // start tick at specified fps window.setInterval(tick, Math.floor(1000 / framerate)); // main routine function tick() { var oldX, oldY; // reset canvas for next frame context.clearRect(0, 0, width, height); for(var x = 0; x < numberOfStars; x++) { // save old status oldX = stars[x].x; oldY = stars[x].y; // calculate changes to star stars[x].x += (stars[x].x - dirX) * stars[x].size * flightSpeed; stars[x].y += (stars[x].y - dirY) * stars[x].size * flightSpeed; stars[x].size += flightSpeed; // if star is out of bounds, reset if(stars[x].x < 0 || stars[x].x > width || stars[x].y < 0 || stars[x].y > height) { stars[x] = { x: range(0, width), y: range(0, height), size: 0 }; } // draw star context.strokeStyle = "rgba(255, 255, 255, " + Math.min(stars[x].size, 1) + ")"; context.lineWidth = stars[x].size; context.beginPath(); context.moveTo(oldX, oldY); context.lineTo(stars[x].x, stars[x].y); context.stroke(); } } // get a random number inside a range function range(start, end) { return Math.random() * (end - start) + start; } }; </script> </head> <body style="background:#000;"> <canvas width="500" height="500" id="starfieldCanvas"></canvas> </body> </html>
Original code and credit to: https://www.timewasters-place.com/starfield-animation-done-in-html-5/
I assume you mean that you want your script to determine the screen size automatically, and then to set the canvas to be the full screen instead of the hardcoded 500 x 500 currently.
You can determine the viewport size programatically using the following where the width and height are as follows respectively. (Source) :
var width = window.innerWidth
|| document.documentElement.clientWidth
|| document.body.clientWidth;
var height = window.innerHeight
|| document.documentElement.clientHeight
|| document.body.clientHeight;
Then you can set the dimensions of your canvas as follows:
canvas.width = width;
canvas.height = height;
So, this would be the full code in your case:
<!DOCTYPE html>
<html>
<head>
<title>Starfield effect done in HTML 5</title>
<script>
window.onload = function() {
/* --- config start --- */
var starfieldCanvasId = "starfieldCanvas", // id of the canvas to use
framerate = 60, // frames per second this animation runs at (this is not exact)
numberOfStarsModifier = 0.15, // Number of stars, higher numbers have performance impact
flightSpeed = 0.003; // speed of the flight, the higher this number the faster
var width = window.innerWidth
|| document.documentElement.clientWidth
|| document.body.clientWidth;
var height = window.innerHeight
|| document.documentElement.clientHeight
|| document.body.clientHeight;
/* ---- config end ---- */
var canvas = document.getElementById(starfieldCanvasId),
context = canvas.getContext("2d"),
stars = [],
TWO_PI = Math.PI * 2;
canvas.width = width;
canvas.height = height;
numberOfStars = width * height / 1000 * numberOfStarsModifier;
dirX = width / 2;
dirY = height / 2;
// initialize starfield
for(var x = 0; x < numberOfStars; x++) {
stars[x] = {
x: range(0, width),
y: range(0, height),
size: range(0, 1)
};
}
// when mouse moves over canvas change middle point of animation
canvas.onmousemove = function(event) {
dirX = event.offsetX,
dirY = event.offsetY;
}
// start tick at specified fps
window.setInterval(tick, Math.floor(1000 / framerate));
// main routine
function tick() {
var oldX,
oldY;
// reset canvas for next frame
context.clearRect(0, 0, width, height);
for(var x = 0; x < numberOfStars; x++) {
// save old status
oldX = stars[x].x;
oldY = stars[x].y;
// calculate changes to star
stars[x].x += (stars[x].x - dirX) * stars[x].size * flightSpeed;
stars[x].y += (stars[x].y - dirY) * stars[x].size * flightSpeed;
stars[x].size += flightSpeed;
// if star is out of bounds, reset
if(stars[x].x < 0 || stars[x].x > width || stars[x].y < 0 || stars[x].y > height) {
stars[x] = {
x: range(0, width),
y: range(0, height),
size: 0
};
}
// draw star
context.strokeStyle = "rgba(255, 255, 255, " + Math.min(stars[x].size, 1) + ")";
context.lineWidth = stars[x].size;
context.beginPath();
context.moveTo(oldX, oldY);
context.lineTo(stars[x].x, stars[x].y);
context.stroke();
}
}
// get a random number inside a range
function range(start, end) {
return Math.random() * (end - start) + start;
}
};
</script>
</head>
<body style="background:#000;">
<canvas id="starfieldCanvas"></canvas>
</body>
</html>
I also tested this on Fiddle. Here's the link: Fiddle
Hope this helps! Let me know if it works.
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