var aWrapper = document.getElementById("aWrapper");
var canvas = document.getElementById("myCanvas");
//Accesses the 2D rendering context for our canvasdfdf
var ctx = canvas.getContext("2d");
function setCanvasScalingFactor() {
return window.devicePixelRatio || 1;
}
function resizeCanvas() {
//Gets the devicePixelRatio
var pixelRatio = setCanvasScalingFactor();
//The viewport is in portrait mode, so var width should be based off viewport WIDTH
if (window.innerHeight > window.innerWidth) {
//Makes the canvas 100% of the viewport width
var width = Math.round(1.0 * window.innerWidth);
}
//The viewport is in landscape mode, so var width should be based off viewport HEIGHT
else {
//Makes the canvas 100% of the viewport height
var width = Math.round(1.0 * window.innerHeight);
}
//This is done in order to maintain the 1:1 aspect ratio, adjust as needed
var height = width;
//This will be used to downscale the canvas element when devicePixelRatio > 1
aWrapper.style.width = width + "px";
aWrapper.style.height = height + "px";
canvas.width = width * pixelRatio;
canvas.height = height * pixelRatio;
}
var cascadeFactor = 255;
var cascadeCoefficient = 1;
function draw() {
//The number of color block columns and rows
var columns = 5;
var rows = 5;
//The length of each square
var length = Math.round(canvas.width/columns) - 2;
//Increments or decrements cascadeFactor by 1, based on cascadeCoefficient
cascadeFactor += cascadeCoefficient;
//Makes sure the canvas is clean at the beginning of a frame
ctx.clearRect(0, 0, canvas.width, canvas.height);
for (var i = columns; i >= 1; i--) {
for (var j = rows; j >= 1; j--) {
//Where the color magic happens
ctx.fillStyle = "rgba(" + (j*i*(cascadeFactor-110)) + "," + (i*cascadeFactor) + "," + (j*cascadeFactor) + "," + 0.6 + ")";
ctx.fillRect((length*(i-1)) + ((i-1)*2), (length*(j-1)) + ((j-1)*2), length, length);
}
}
if (cascadeFactor > 255 || cascadeFactor < 0) {
//Resets the color cascade
cascadeCoefficient = -cascadeCoefficient;
}
//Continuously calls draw() again until cancelled
var aRequest = window.requestAnimationFrame(draw);
}
window.addEventListener("resize", resizeCanvas, false);
resizeCanvas();
draw();
#aWrapper {
margin: 0 auto;
}
#myCanvas {
display: block;
width: 100%;
height: 100%;
}
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