Chức năng: Rê chuột vào chữ Google bạn sẽ thấy những quả bóng chạy quanh logo. Khi đưa chuột ra khỏi thì nó sẽ tập hợp lại.
 
Demo:
 
HTML:
<canvas id="myCanvas" width="578" height="200"></canvas>
Javascript:
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window.requestAnimFrame = (function(callback){
    return window.requestAnimationFrame ||
    window.webkitRequestAnimationFrame ||
    window.mozRequestAnimationFrame ||
    window.oRequestAnimationFrame ||
    window.msRequestAnimationFrame ||
    function(callback){
        window.setTimeout(callback, 1000 / 60);
    };
})();
 
function initBalls(){
    balls = [];
 
    var blue = "#3A5BCD";
    var red = "#EF2B36";
    var yellow = "#FFC636";
    var green = "#02A817";
 
    // G
    balls.push(new Ball(173, 63, 0, 0, blue));
    balls.push(new Ball(158, 53, 0, 0, blue));
    balls.push(new Ball(143, 52, 0, 0, blue));
    balls.push(new Ball(130, 53, 0, 0, blue));
    balls.push(new Ball(117, 58, 0, 0, blue));
    balls.push(new Ball(110, 70, 0, 0, blue));
    balls.push(new Ball(102, 82, 0, 0, blue));
    balls.push(new Ball(104, 96, 0, 0, blue));
    balls.push(new Ball(105, 107, 0, 0, blue));
    balls.push(new Ball(110, 120, 0, 0, blue));
    balls.push(new Ball(124, 130, 0, 0, blue));
    balls.push(new Ball(139, 136, 0, 0, blue));
    balls.push(new Ball(152, 136, 0, 0, blue));
    balls.push(new Ball(166, 136, 0, 0, blue));
    balls.push(new Ball(174, 127, 0, 0, blue));
    balls.push(new Ball(179, 110, 0, 0, blue));
    balls.push(new Ball(166, 109, 0, 0, blue));
    balls.push(new Ball(156, 110, 0, 0, blue));
 
    // O
    balls.push(new Ball(210, 81, 0, 0, red));
    balls.push(new Ball(197, 91, 0, 0, red));
    balls.push(new Ball(196, 103, 0, 0, red));
    balls.push(new Ball(200, 116, 0, 0, red));
    balls.push(new Ball(209, 127, 0, 0, red));
    balls.push(new Ball(223, 130, 0, 0, red));
    balls.push(new Ball(237, 127, 0, 0, red));
    balls.push(new Ball(244, 114, 0, 0, red));
    balls.push(new Ball(242, 98, 0, 0, red));
    balls.push(new Ball(237, 86, 0, 0, red));
    balls.push(new Ball(225, 81, 0, 0, red));
 
    // O
    var oOffset = 67;
    balls.push(new Ball(oOffset + 210, 81, 0, 0, yellow));
    balls.push(new Ball(oOffset + 197, 91, 0, 0, yellow));
    balls.push(new Ball(oOffset + 196, 103, 0, 0, yellow));
    balls.push(new Ball(oOffset + 200, 116, 0, 0, yellow));
    balls.push(new Ball(oOffset + 209, 127, 0, 0, yellow));
    balls.push(new Ball(oOffset + 223, 130, 0, 0, yellow));
    balls.push(new Ball(oOffset + 237, 127, 0, 0, yellow));
    balls.push(new Ball(oOffset + 244, 114, 0, 0, yellow));
    balls.push(new Ball(oOffset + 242, 98, 0, 0, yellow));
    balls.push(new Ball(oOffset + 237, 86, 0, 0, yellow));
    balls.push(new Ball(oOffset + 225, 81, 0, 0, yellow));
 
    // G
    balls.push(new Ball(370, 80, 0, 0, blue));
    balls.push(new Ball(358, 79, 0, 0, blue));
    balls.push(new Ball(346, 79, 0, 0, blue));
    balls.push(new Ball(335, 84, 0, 0, blue));
    balls.push(new Ball(330, 98, 0, 0, blue));
    balls.push(new Ball(334, 111, 0, 0, blue));
    balls.push(new Ball(348, 116, 0, 0, blue));
    balls.push(new Ball(362, 109, 0, 0, blue));
    balls.push(new Ball(362, 94, 0, 0, blue));
    balls.push(new Ball(355, 128, 0, 0, blue));
    balls.push(new Ball(340, 135, 0, 0, blue));
    balls.push(new Ball(327, 142, 0, 0, blue));
    balls.push(new Ball(325, 155, 0, 0, blue));
    balls.push(new Ball(339, 165, 0, 0, blue));
    balls.push(new Ball(352, 166, 0, 0, blue));
    balls.push(new Ball(367, 161, 0, 0, blue));
    balls.push(new Ball(371, 149, 0, 0, blue));
    balls.push(new Ball(366, 137, 0, 0, blue));
 
    // L
    balls.push(new Ball(394, 49, 0, 0, green));
    balls.push(new Ball(381, 50, 0, 0, green));
    balls.push(new Ball(391, 61, 0, 0, green));
    balls.push(new Ball(390, 73, 0, 0, green));
    balls.push(new Ball(392, 89, 0, 0, green));
    balls.push(new Ball(390, 105, 0, 0, green));
    balls.push(new Ball(390, 118, 0, 0, green));
    balls.push(new Ball(388, 128, 0, 0, green));
    balls.push(new Ball(400, 128, 0, 0, green));
 
    // E
    balls.push(new Ball(426, 101, 0, 0, red));
    balls.push(new Ball(436, 98, 0, 0, red));
    balls.push(new Ball(451, 95, 0, 0, red));
    balls.push(new Ball(449, 83, 0, 0, red));
    balls.push(new Ball(443, 78, 0, 0, red));
    balls.push(new Ball(430, 77, 0, 0, red));
    balls.push(new Ball(418, 82, 0, 0, red));
    balls.push(new Ball(414, 93, 0, 0, red));
    balls.push(new Ball(412, 108, 0, 0, red));
    balls.push(new Ball(420, 120, 0, 0, red));
    balls.push(new Ball(430, 127, 0, 0, red));
    balls.push(new Ball(442, 130, 0, 0, red));
    balls.push(new Ball(450, 125, 0, 0, red));
 
    return balls;
}
 
function getMousePos(canvas, evt){
    // get canvas position
    var obj = canvas;
    var top = 0;
    var left = 0;
    while (obj.tagName != 'BODY') {
        top += obj.offsetTop;
        left += obj.offsetLeft;
        obj = obj.offsetParent;
    }
 
    // return relative mouse position
    var mouseX = evt.clientX - left + window.pageXOffset;
    var mouseY = evt.clientY - top + window.pageYOffset;
    return {
        x: mouseX,
        y: mouseY
    };
}
 
function updateBalls(canvas, balls, timeDiff, mousePos){
    var context = canvas.getContext("2d");
    var collisionDamper = 0.3;
    var floorFriction = 0.0005 * timeDiff;
    var mouseForceMultiplier = 1 * timeDiff;
    var restoreForce = 0.002 * timeDiff;
 
    for (var n = 0; n < balls.length; n++) {
        var ball = balls[n];
        // set ball position based on velocity
        ball.y += ball.vy;
        ball.x += ball.vx;
 
        // restore forces
        if (ball.x > ball.origX) {
            ball.vx -= restoreForce;
        }
        else {
            ball.vx += restoreForce;
        }
        if (ball.y > ball.origY) {
            ball.vy -= restoreForce;
        }
        else {
            ball.vy += restoreForce;
        }
 
        // mouse forces
        var mouseX = mousePos.x;
        var mouseY = mousePos.y;
 
        var distX = ball.x - mouseX;
        var distY = ball.y - mouseY;
 
        var radius = Math.sqrt(Math.pow(distX, 2) +
        Math.pow(distY, 2));
 
        var totalDist = Math.abs(distX) + Math.abs(distY);
 
        var forceX = (Math.abs(distX) / totalDist) *
        (1 / radius) *
        mouseForceMultiplier;
        var forceY = (Math.abs(distY) / totalDist) *
        (1 / radius) *
        mouseForceMultiplier;
 
        if (distX > 0) { // mouse is left of ball
            ball.vx += forceX;
        }
        else {
            ball.vx -= forceX;
        }
        if (distY > 0) { // mouse is on top of ball
            ball.vy += forceY;
        }
        else {
            ball.vy -= forceY;
        }
 
        // floor friction
        if (ball.vx > 0) {
            ball.vx -= floorFriction;
        }
        else if (ball.vx < 0) {
            ball.vx += floorFriction;
        }
        if (ball.vy > 0) {
            ball.vy -= floorFriction;
        }
        else if (ball.vy < 0) {
            ball.vy += floorFriction;
        }
 
        // floor condition
        if (ball.y > (canvas.height - ball.radius)) {
            ball.y = canvas.height - ball.radius - 2;
            ball.vy *= -1;
            ball.vy *= (1 - collisionDamper);
        }
 
        // ceiling condition
        if (ball.y < (ball.radius)) {
            ball.y = ball.radius + 2;
            ball.vy *= -1;
            ball.vy *= (1 - collisionDamper);
        }
 
        // right wall condition
        if (ball.x > (canvas.width - ball.radius)) {
            ball.x = canvas.width - ball.radius - 2;
            ball.vx *= -1;
            ball.vx *= (1 - collisionDamper);
        }
 
        // left wall condition
        if (ball.x < (ball.radius)) {
            ball.x = ball.radius + 2;
            ball.vx *= -1;
            ball.vx *= (1 - collisionDamper);
        }
    }
}
 
function Ball(x, y, vx, vy, color){
    this.x = x;
    this.y = y;
    this.vx = vx;
    this.vy = vy;
    this.color = color;
    this.origX = x;
    this.origY = y;
    this.radius = 10;
}
 
function animate(canvas, balls, lastTime, mousePos){
    var context = canvas.getContext("2d");
 
    // update
    var date = new Date();
    var time = date.getTime();
    var timeDiff = time - lastTime;
    updateBalls(canvas, balls, timeDiff, mousePos);
    lastTime = time;
 
    // clear
    context.clearRect(0, 0, canvas.width, canvas.height);
 
    // render
    for (var n = 0; n < balls.length; n++) {
        var ball = balls[n];
        context.beginPath();
        context.arc(ball.x, ball.y, ball.radius, 0, 2 * Math.PI, false);
        context.fillStyle = ball.color;
        context.fill();
    }
 
    // request new frame
    requestAnimFrame(function(){
        animate(canvas, balls, lastTime, mousePos);
    });
}
 
window.onload = function(){
    var canvas = document.getElementById("myCanvas");
    var balls = initBalls();
    var date = new Date();
    var time = date.getTime();
    /*      * set mouse position really far away      * so the mouse forces are nearly obsolete      */
    var mousePos = {
        x: 9999,
        y: 9999
    };
 
    canvas.addEventListener("mousemove", function(evt){
        var pos = getMousePos(canvas, evt);
        mousePos.x = pos.x;
        mousePos.y = pos.y;
    });
 
    canvas.addEventListener("mouseout", function(evt){
        mousePos.x = 9999;
        mousePos.y = 9999;
    });
 
    animate(canvas, balls, time, mousePos);
};