Particle Network · How it works & code
Classic network background with edges connecting particles based on distance.
Runtime logic
Visiting `/canvas/network`, DemoHost lazy-loads `demos/kits/kit-canvas.js` (registry `mod: 'kit-canvas'`) and calls `mount(host, { variant: 'network' })`. mount resolves the variant to family `network`; `withControls` builds the control panel (4 presets + sliders). `createCanvasStage` creates the `<canvas>` (HiDPI ≤ 2×, ResizeObserver) and the info panel. The family’s `build(S)` initialises state and returns the per-frame callback. Every `requestAnimationFrame`: read controls, advance a speed-scaled clock (dt ≤ 50 ms), run the frame callback; returned readouts go to the info panel. Changing parameters: colour/speed/size apply live; structural ones remount; leaving the page cancels rAF, removes listeners and frees resources.
Environment
Canvas 2D: 2D canvas drawing; requestAnimationFrame: Display-synced animation loop; ResizeObserver: Canvas follows container size; Pointer Events: Unified mouse/touch/pen events; devicePixelRatio: Crisp HiDPI rendering (capped at 2×) · react 18.3.1, react-router-dom 6.30.6, vite 5.4.21
Dependencies
react 18.3.1
Imported APIs
withControls — Wraps the demo in the shared control panel (presets, sliders, reset); hot-updates or remounts on change; paramsFromSpec — Turns the spec (colour/speed/size/count/extras) into control-panel parameter definitions; createCanvasStage — Shared Canvas 2D stage: canvas + info panel, HiDPI, one rAF loop, pointer state, idle auto-pointer; rng — Seeded deterministic PRNG (same seed, same result); hexRgb — Colour string → [r, g, b]; rgba — Builds an rgba() colour string; clamp — Clamps a value to a range; TAU — Constant 2π; fmt — Number formatting (fixed decimals); F — Formula block HTML; S.clear — Clears with the background colour (translucent = trails); S.get — Reads current control values; S.onFrame — Registers a per-frame callback; its return value feeds the info panel; ctx.beginPath() — Starts a new path; ctx.moveTo() — Moves the pen without drawing; ctx.lineTo() — Adds a straight line to a point; ctx.stroke() — Strokes the current path; ctx.arc() — Adds a circular arc (center, radius, start/end angle); ctx.fill() — Fills the current path
Source code
frontend/src/demos/kits/kit-canvas.js: FAM.network (L22-L69)
Code walkthrough
L24-24: Control definitions (colour/speed/size/count/extras): Line Color, Particle Radius, Particle Count N, Edge Distance d, Pointer Attraction. L25-25: Preset buttons: name → parameter overrides (4). L26-34: Info-panel content: live rows(v), formula, notes, params, steps. L35-68: Init function: sets up state and returns the per-frame callback: draws with Canvas 2D `beginPath`, `moveTo`, `lineTo`, `stroke`, `arc`, `fill`; math via `Math.round`, `Math.cos`, `Math.sin`, `Math.exp`, `Math.hypot`, `Math.abs`; returns readouts `n`, `E`, `deg`, `d`, `near`, `pull` to the info panel.
Principles
Two o'clock r = √((x₁−x₂)² + (y₁−y₂)²) r Average degrees = 2E / N Each particle drifts at a flat speed and encounters a boundary rebound. Every frame check The distance between all particles , Distance less than threshold d Just draw a line, the closer it gets. N Compare a particle N(N−1)/2 That's right. The number of particles doubles the count 4 倍,这就是为什么这种背景一般控制在几百个点以内。 The particles in the vicinity of the pointer are easily sucked through and connected to Volume Pointer.