S.Shape = (function () { var dots = [], width = 0, height = 0, cx = 0, cy = 0; function compensate() { var a = S.Drawing.getArea(); cx = a.w / 2 - width / 2; cy = a.h / 2 - height / 2; } return { shuffleIdle: function () { var a = S.Drawing.getArea(); for (var d = 0; d < dots.length; d++) { if (!dots[d].s) { dots[d].move({ x: Math.random() * a.w, y: Math.random() * a.h }); } } }, switchShape: function (n, fast) { var size, a = S.Drawing.getArea(), d = 0, i = 0; width = n.w; height = n.h; compensate(); if (n.dots.length > dots.length) { size = n.dots.length - dots.length; for (d = 1; d <= size; d++) { dots.push(new S.Dot(a.w / 2, a.h / 2)); } } d = 0; while (n.dots.length > 0) { i = Math.floor(Math.random() * n.dots.length); dots[d].e = fast ? 0.25 : (dots[d].s ? 0.14 : 0.11); if (dots[d].s) { dots[d].move(new S.Point({ z: Math.random() * 20 + 10, a: Math.random(), h: 18 })); } else { dots[d].move(new S.Point({ z: Math.random() * 5 + 5, h: fast ? 18 : 30 })); } dots[d].s = true; dots[d].move(new S.Point({ x: n.dots[i].x + cx, y: n.dots[i].y + cy, a: 1, z: 5, h: 0 })); n.dots = n.dots.slice(0, i).concat(n.dots.slice(i + 1)); d++; } for (i = d; i < dots.length; i++) { if (dots[i].s) { dots[i].move(new S.Point({ z: Math.random() * 20 + 10, a: Math.random(), h: 20 })); dots[i].s = false; dots[i].e = 0.04; dots[i].move(new S.Point({ x: Math.random() * a.w, y: Math.random() * a.h, a: 0.3, //.4 z: Math.random() * 4, h: 0 })); } } }, render: function () { for (var d = 0; d < dots.length; d++) { dots[d].render(); } } }; }());