mirror of
https://github.com/timmypidashev/web.git
synced 2026-04-14 11:03:50 +00:00
Add shuffle, pipes engines; lots of polish
This commit is contained in:
@@ -8,17 +8,17 @@ import { ANIMATION_LABELS } from "@/lib/animations";
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export default function AnimationSwitcher() {
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const [hovering, setHovering] = useState(false);
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const [nextLabel, setNextLabel] = useState("");
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const [currentLabel, setCurrentLabel] = useState("");
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const committedRef = useRef("");
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useEffect(() => {
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committedRef.current = getStoredAnimationId();
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setNextLabel(ANIMATION_LABELS[getNextAnimation(committedRef.current)]);
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setCurrentLabel(ANIMATION_LABELS[committedRef.current]);
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const handleSwap = () => {
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const id = getStoredAnimationId();
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committedRef.current = id;
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setNextLabel(ANIMATION_LABELS[getNextAnimation(id)]);
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setCurrentLabel(ANIMATION_LABELS[id]);
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};
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document.addEventListener("astro:after-swap", handleSwap);
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@@ -33,7 +33,7 @@ export default function AnimationSwitcher() {
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);
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saveAnimation(nextId);
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committedRef.current = nextId;
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setNextLabel(ANIMATION_LABELS[getNextAnimation(nextId)]);
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setCurrentLabel(ANIMATION_LABELS[nextId]);
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document.dispatchEvent(
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new CustomEvent("animation-changed", { detail: { id: nextId } })
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);
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@@ -51,7 +51,7 @@ export default function AnimationSwitcher() {
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className="text-foreground font-bold text-sm select-none transition-opacity duration-200"
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style={{ opacity: hovering ? 0.8 : 0.15 }}
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>
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{nextLabel}
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{currentLabel}
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</span>
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</div>
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);
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574
src/src/components/background/engines/asciiquarium.ts
Normal file
574
src/src/components/background/engines/asciiquarium.ts
Normal file
@@ -0,0 +1,574 @@
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import type { AnimationEngine } from "@/lib/animations/types";
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// --- ASCII Art ---
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interface AsciiPattern {
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lines: string[];
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width: number;
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height: number;
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}
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function pat(lines: string[]): AsciiPattern {
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return {
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lines,
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width: Math.max(...lines.map((l) => l.length)),
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height: lines.length,
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};
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}
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const FISH_DEFS: {
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size: "small" | "medium";
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weight: number;
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right: AsciiPattern;
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left: AsciiPattern;
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}[] = [
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{ size: "small", weight: 30, right: pat(["><>"]), left: pat(["<><"]) },
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{
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size: "small",
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weight: 30,
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right: pat(["><(('>"]),
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left: pat(["<'))><"]),
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},
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{
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size: "medium",
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weight: 20,
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right: pat(["><((o>"]),
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left: pat(["<o))><"]),
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},
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{
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size: "medium",
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weight: 10,
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right: pat(["><((('>"]),
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left: pat(["<')))><"]),
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},
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];
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const TOTAL_FISH_WEIGHT = FISH_DEFS.reduce((s, d) => s + d.weight, 0);
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const BUBBLE_CHARS = [".", "o", "O"];
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// --- Entity Interfaces ---
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interface FishEntity {
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kind: "fish";
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x: number;
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y: number;
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vx: number;
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pattern: AsciiPattern;
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size: "small" | "medium";
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color: [number, number, number];
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baseColor: [number, number, number];
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opacity: number;
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elevation: number;
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targetElevation: number;
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staggerDelay: number;
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}
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interface BubbleEntity {
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kind: "bubble";
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x: number;
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y: number;
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vy: number;
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wobblePhase: number;
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wobbleAmplitude: number;
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char: string;
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color: [number, number, number];
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baseColor: [number, number, number];
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opacity: number;
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elevation: number;
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targetElevation: number;
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staggerDelay: number;
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burst: boolean;
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}
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type AquariumEntity = FishEntity | BubbleEntity;
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// --- Constants ---
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const BASE_AREA = 1920 * 1080;
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const BASE_FISH = 16;
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const BASE_BUBBLES = 12;
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const TARGET_FPS = 60;
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const FONT_SIZE_MIN = 24;
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const FONT_SIZE_MAX = 36;
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const FONT_SIZE_REF_WIDTH = 1920;
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const LINE_HEIGHT_RATIO = 1.15;
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const STAGGER_INTERVAL = 15;
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const PI_2 = Math.PI * 2;
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const MOUSE_INFLUENCE_RADIUS = 150;
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const ELEVATION_FACTOR = 6;
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const ELEVATION_LERP_SPEED = 0.05;
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const COLOR_SHIFT_AMOUNT = 30;
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const SHADOW_OFFSET_RATIO = 1.1;
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const FISH_SPEED: Record<string, { min: number; max: number }> = {
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small: { min: 0.8, max: 1.4 },
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medium: { min: 0.5, max: 0.9 },
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};
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const BUBBLE_SPEED_MIN = 0.3;
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const BUBBLE_SPEED_MAX = 0.7;
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const BUBBLE_WOBBLE_MIN = 0.3;
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const BUBBLE_WOBBLE_MAX = 1.0;
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const BURST_BUBBLE_COUNT = 10;
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// --- Helpers ---
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function range(a: number, b: number): number {
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return (b - a) * Math.random() + a;
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}
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function pickFishDef() {
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let r = Math.random() * TOTAL_FISH_WEIGHT;
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for (const def of FISH_DEFS) {
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r -= def.weight;
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if (r <= 0) return def;
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}
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return FISH_DEFS[0];
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}
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// --- Engine ---
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export class AsciiquariumEngine implements AnimationEngine {
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id = "asciiquarium";
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name = "Asciiquarium";
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private fish: FishEntity[] = [];
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private bubbles: BubbleEntity[] = [];
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private exiting = false;
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private palette: [number, number, number][] = [];
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private width = 0;
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private height = 0;
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private mouseX = -1000;
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private mouseY = -1000;
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private elapsed = 0;
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private charWidth = 0;
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private fontSize = FONT_SIZE_MAX;
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private lineHeight = FONT_SIZE_MAX * LINE_HEIGHT_RATIO;
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private font = `bold ${FONT_SIZE_MAX}px monospace`;
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private computeFont(width: number): void {
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const t = Math.sqrt(Math.min(1, width / FONT_SIZE_REF_WIDTH));
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this.fontSize = Math.round(FONT_SIZE_MIN + (FONT_SIZE_MAX - FONT_SIZE_MIN) * t);
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this.lineHeight = Math.round(this.fontSize * LINE_HEIGHT_RATIO);
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this.font = `bold ${this.fontSize}px monospace`;
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this.charWidth = 0;
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}
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init(
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width: number,
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height: number,
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palette: [number, number, number][],
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_bgColor: string
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): void {
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this.width = width;
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this.height = height;
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this.palette = palette;
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this.elapsed = 0;
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this.computeFont(width);
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this.initEntities();
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}
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beginExit(): void {
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if (this.exiting) return;
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this.exiting = true;
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// Stagger fade-out over 3 seconds
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for (const f of this.fish) {
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const delay = Math.random() * 3000;
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setTimeout(() => {
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f.staggerDelay = -2; // signal: fading out
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}, delay);
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}
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for (const b of this.bubbles) {
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const delay = Math.random() * 3000;
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setTimeout(() => {
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b.staggerDelay = -2;
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}, delay);
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}
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}
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isExitComplete(): boolean {
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if (!this.exiting) return false;
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for (const f of this.fish) {
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if (f.opacity > 0.01) return false;
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}
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for (const b of this.bubbles) {
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if (b.opacity > 0.01) return false;
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}
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return true;
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}
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cleanup(): void {
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this.fish = [];
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this.bubbles = [];
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}
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private randomColor(): [number, number, number] {
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return this.palette[Math.floor(Math.random() * this.palette.length)];
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}
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private getCounts(): { fish: number; bubbles: number } {
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const ratio = (this.width * this.height) / BASE_AREA;
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return {
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fish: Math.max(5, Math.round(BASE_FISH * ratio)),
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bubbles: Math.max(5, Math.round(BASE_BUBBLES * ratio)),
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};
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}
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private initEntities(): void {
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this.fish = [];
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this.bubbles = [];
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const counts = this.getCounts();
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let idx = 0;
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for (let i = 0; i < counts.fish; i++) {
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this.fish.push(this.spawnFish(idx++));
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}
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for (let i = 0; i < counts.bubbles; i++) {
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this.bubbles.push(this.spawnBubble(idx++, false));
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}
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}
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private spawnFish(staggerIdx: number): FishEntity {
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const def = pickFishDef();
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const goRight = Math.random() > 0.5;
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const speed = range(FISH_SPEED[def.size].min, FISH_SPEED[def.size].max);
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const pattern = goRight ? def.right : def.left;
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const baseColor = this.randomColor();
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const cw = this.charWidth || 9.6;
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const pw = pattern.width * cw;
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// Start off-screen on the side they swim from
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const startX = goRight
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? -pw - range(0, this.width * 0.5)
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: this.width + range(0, this.width * 0.5);
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return {
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kind: "fish",
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x: startX,
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y: range(this.height * 0.05, this.height * 0.9),
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vx: goRight ? speed : -speed,
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pattern,
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size: def.size,
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color: [...baseColor],
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baseColor,
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opacity: 1,
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elevation: 0,
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targetElevation: 0,
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staggerDelay: -1,
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};
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}
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private spawnBubble(staggerIdx: number, burst: boolean): BubbleEntity {
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const baseColor = this.randomColor();
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return {
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kind: "bubble",
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x: range(0, this.width),
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y: burst ? 0 : this.height + range(10, this.height * 0.5),
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vy: -range(BUBBLE_SPEED_MIN, BUBBLE_SPEED_MAX),
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wobblePhase: range(0, PI_2),
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wobbleAmplitude: range(BUBBLE_WOBBLE_MIN, BUBBLE_WOBBLE_MAX),
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char: BUBBLE_CHARS[Math.floor(Math.random() * BUBBLE_CHARS.length)],
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color: [...baseColor],
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baseColor,
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opacity: 1,
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elevation: 0,
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targetElevation: 0,
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staggerDelay: -1,
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burst,
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};
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}
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// --- Update ---
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update(deltaTime: number): void {
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const dt = deltaTime / (1000 / TARGET_FPS);
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this.elapsed += deltaTime;
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const mouseX = this.mouseX;
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const mouseY = this.mouseY;
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const cw = this.charWidth || 9.6;
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// Fish
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for (let i = this.fish.length - 1; i >= 0; i--) {
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const f = this.fish[i];
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if (f.staggerDelay >= 0) {
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if (this.elapsed >= f.staggerDelay) f.staggerDelay = -1;
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else continue;
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}
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// Fade out during exit
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if (f.staggerDelay === -2) {
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f.opacity -= 0.02 * dt;
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if (f.opacity <= 0) { f.opacity = 0; continue; }
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} else if (f.opacity < 1) {
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f.opacity = Math.min(1, f.opacity + 0.03 * dt);
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}
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f.x += f.vx * dt;
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const pw = f.pattern.width * cw;
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if (f.vx > 0 && f.x > this.width + pw) {
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f.x = -pw;
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} else if (f.vx < 0 && f.x < -pw) {
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f.x = this.width + pw;
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}
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const cx = f.x + (f.pattern.width * cw) / 2;
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const cy = f.y + (f.pattern.height * this.lineHeight) / 2;
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this.applyMouseInfluence(f, cx, cy, mouseX, mouseY, dt);
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}
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// Bubbles (reverse iteration for safe splice)
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for (let i = this.bubbles.length - 1; i >= 0; i--) {
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const b = this.bubbles[i];
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if (b.staggerDelay >= 0) {
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if (this.elapsed >= b.staggerDelay) b.staggerDelay = -1;
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else continue;
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}
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// Fade out during exit
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if (b.staggerDelay === -2) {
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b.opacity -= 0.02 * dt;
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if (b.opacity <= 0) { b.opacity = 0; continue; }
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} else if (b.opacity < 1) {
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b.opacity = Math.min(1, b.opacity + 0.03 * dt);
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}
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b.y += b.vy * dt;
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b.x +=
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Math.sin(this.elapsed * 0.003 + b.wobblePhase) *
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b.wobbleAmplitude *
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dt;
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if (b.y < -20) {
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if (b.burst) {
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this.bubbles.splice(i, 1);
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continue;
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} else {
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b.y = this.height + range(10, 40);
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b.x = range(0, this.width);
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}
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}
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this.applyMouseInfluence(b, b.x, b.y, mouseX, mouseY, dt);
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}
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}
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private applyMouseInfluence(
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entity: AquariumEntity,
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cx: number,
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cy: number,
|
||||
mouseX: number,
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||||
mouseY: number,
|
||||
dt: number
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): void {
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const dx = cx - mouseX;
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const dy = cy - mouseY;
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const dist = Math.sqrt(dx * dx + dy * dy);
|
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|
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if (dist < MOUSE_INFLUENCE_RADIUS && entity.opacity > 0.1) {
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||||
const inf = Math.cos((dist / MOUSE_INFLUENCE_RADIUS) * (Math.PI / 2));
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||||
entity.targetElevation = ELEVATION_FACTOR * inf * inf;
|
||||
|
||||
const shift = inf * COLOR_SHIFT_AMOUNT * 0.5;
|
||||
entity.color = [
|
||||
Math.min(255, Math.max(0, entity.baseColor[0] + shift)),
|
||||
Math.min(255, Math.max(0, entity.baseColor[1] + shift)),
|
||||
Math.min(255, Math.max(0, entity.baseColor[2] + shift)),
|
||||
];
|
||||
} else {
|
||||
entity.targetElevation = 0;
|
||||
entity.color[0] += (entity.baseColor[0] - entity.color[0]) * 0.1;
|
||||
entity.color[1] += (entity.baseColor[1] - entity.color[1]) * 0.1;
|
||||
entity.color[2] += (entity.baseColor[2] - entity.color[2]) * 0.1;
|
||||
}
|
||||
|
||||
entity.elevation +=
|
||||
(entity.targetElevation - entity.elevation) * ELEVATION_LERP_SPEED * dt;
|
||||
}
|
||||
|
||||
// --- Render ---
|
||||
|
||||
render(
|
||||
ctx: CanvasRenderingContext2D,
|
||||
_width: number,
|
||||
_height: number
|
||||
): void {
|
||||
if (!this.charWidth) {
|
||||
ctx.font = this.font;
|
||||
this.charWidth = ctx.measureText("M").width;
|
||||
}
|
||||
|
||||
ctx.font = this.font;
|
||||
ctx.textBaseline = "top";
|
||||
|
||||
// Fish
|
||||
for (const f of this.fish) {
|
||||
if (f.opacity <= 0.01 || f.staggerDelay >= 0) continue;
|
||||
this.renderPattern(
|
||||
ctx,
|
||||
f.pattern,
|
||||
f.x,
|
||||
f.y,
|
||||
f.color,
|
||||
f.opacity,
|
||||
f.elevation
|
||||
);
|
||||
}
|
||||
|
||||
// Bubbles
|
||||
for (const b of this.bubbles) {
|
||||
if (b.opacity <= 0.01 || b.staggerDelay >= 0) continue;
|
||||
this.renderChar(ctx, b.char, b.x, b.y, b.color, b.opacity, b.elevation);
|
||||
}
|
||||
|
||||
ctx.globalAlpha = 1;
|
||||
}
|
||||
|
||||
private renderPattern(
|
||||
ctx: CanvasRenderingContext2D,
|
||||
pattern: AsciiPattern,
|
||||
x: number,
|
||||
y: number,
|
||||
color: [number, number, number],
|
||||
opacity: number,
|
||||
elevation: number
|
||||
): void {
|
||||
const drawY = y - elevation;
|
||||
const [r, g, b] = color;
|
||||
|
||||
// Shadow
|
||||
if (elevation > 0.5) {
|
||||
const shadowAlpha = 0.2 * (elevation / ELEVATION_FACTOR) * opacity;
|
||||
ctx.globalAlpha = shadowAlpha;
|
||||
ctx.fillStyle = "rgb(0,0,0)";
|
||||
for (let line = 0; line < pattern.height; line++) {
|
||||
ctx.fillText(
|
||||
pattern.lines[line],
|
||||
x,
|
||||
drawY + line * this.lineHeight + elevation * SHADOW_OFFSET_RATIO
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Main text
|
||||
ctx.globalAlpha = opacity;
|
||||
ctx.fillStyle = `rgb(${r},${g},${b})`;
|
||||
for (let line = 0; line < pattern.height; line++) {
|
||||
ctx.fillText(pattern.lines[line], x, drawY + line * this.lineHeight);
|
||||
}
|
||||
|
||||
// Highlight (top half of lines)
|
||||
if (elevation > 0.5) {
|
||||
const highlightAlpha = 0.1 * (elevation / ELEVATION_FACTOR) * opacity;
|
||||
ctx.globalAlpha = highlightAlpha;
|
||||
ctx.fillStyle = "rgb(255,255,255)";
|
||||
const topLines = Math.ceil(pattern.height / 2);
|
||||
for (let line = 0; line < topLines; line++) {
|
||||
ctx.fillText(pattern.lines[line], x, drawY + line * this.lineHeight);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private renderChar(
|
||||
ctx: CanvasRenderingContext2D,
|
||||
char: string,
|
||||
x: number,
|
||||
y: number,
|
||||
color: [number, number, number],
|
||||
opacity: number,
|
||||
elevation: number
|
||||
): void {
|
||||
const drawY = y - elevation;
|
||||
const [r, g, b] = color;
|
||||
|
||||
// Shadow
|
||||
if (elevation > 0.5) {
|
||||
const shadowAlpha = 0.2 * (elevation / ELEVATION_FACTOR) * opacity;
|
||||
ctx.globalAlpha = shadowAlpha;
|
||||
ctx.fillStyle = "rgb(0,0,0)";
|
||||
ctx.fillText(char, x, drawY + elevation * SHADOW_OFFSET_RATIO);
|
||||
}
|
||||
|
||||
// Main
|
||||
ctx.globalAlpha = opacity;
|
||||
ctx.fillStyle = `rgb(${r},${g},${b})`;
|
||||
ctx.fillText(char, x, drawY);
|
||||
|
||||
// Highlight
|
||||
if (elevation > 0.5) {
|
||||
const highlightAlpha = 0.1 * (elevation / ELEVATION_FACTOR) * opacity;
|
||||
ctx.globalAlpha = highlightAlpha;
|
||||
ctx.fillStyle = "rgb(255,255,255)";
|
||||
ctx.fillText(char, x, drawY);
|
||||
}
|
||||
}
|
||||
|
||||
// --- Events ---
|
||||
|
||||
handleResize(width: number, height: number): void {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.elapsed = 0;
|
||||
this.exiting = false;
|
||||
this.computeFont(width);
|
||||
this.initEntities();
|
||||
}
|
||||
|
||||
handleMouseMove(x: number, y: number, _isDown: boolean): void {
|
||||
this.mouseX = x;
|
||||
this.mouseY = y;
|
||||
}
|
||||
|
||||
handleMouseDown(x: number, y: number): void {
|
||||
for (let i = 0; i < BURST_BUBBLE_COUNT; i++) {
|
||||
const baseColor = this.randomColor();
|
||||
const angle = (i / BURST_BUBBLE_COUNT) * PI_2 + range(-0.3, 0.3);
|
||||
const speed = range(0.3, 1.0);
|
||||
this.bubbles.push({
|
||||
kind: "bubble",
|
||||
x,
|
||||
y,
|
||||
vy: -Math.abs(Math.sin(angle) * speed) - 0.3,
|
||||
wobblePhase: range(0, PI_2),
|
||||
wobbleAmplitude: Math.cos(angle) * speed * 0.5,
|
||||
char: BUBBLE_CHARS[Math.floor(Math.random() * BUBBLE_CHARS.length)],
|
||||
color: [...baseColor],
|
||||
baseColor,
|
||||
opacity: 1,
|
||||
elevation: 0,
|
||||
targetElevation: 0,
|
||||
staggerDelay: this.exiting ? -2 : -1,
|
||||
burst: true,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
handleMouseUp(): void {}
|
||||
|
||||
handleMouseLeave(): void {
|
||||
this.mouseX = -1000;
|
||||
this.mouseY = -1000;
|
||||
}
|
||||
|
||||
updatePalette(
|
||||
palette: [number, number, number][],
|
||||
_bgColor: string
|
||||
): void {
|
||||
this.palette = palette;
|
||||
for (let i = 0; i < this.fish.length; i++) {
|
||||
this.fish[i].baseColor = palette[i % palette.length];
|
||||
}
|
||||
for (let i = 0; i < this.bubbles.length; i++) {
|
||||
this.bubbles[i].baseColor = palette[i % palette.length];
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -16,7 +16,7 @@ interface ConfettiParticle {
|
||||
burst: boolean;
|
||||
}
|
||||
|
||||
const BASE_CONFETTI = 350;
|
||||
const BASE_CONFETTI = 385;
|
||||
const BASE_AREA = 1920 * 1080;
|
||||
const PI_2 = 2 * Math.PI;
|
||||
const TARGET_FPS = 60;
|
||||
@@ -45,6 +45,7 @@ export class ConfettiEngine implements AnimationEngine {
|
||||
private mouseY = -1000;
|
||||
private mouseXNorm = 0.5;
|
||||
private elapsed = 0;
|
||||
private exiting = false;
|
||||
|
||||
init(
|
||||
width: number,
|
||||
@@ -60,6 +61,30 @@ export class ConfettiEngine implements AnimationEngine {
|
||||
this.initParticles();
|
||||
}
|
||||
|
||||
beginExit(): void {
|
||||
if (this.exiting) return;
|
||||
this.exiting = true;
|
||||
|
||||
// Stagger fade-out over 3 seconds
|
||||
for (let i = 0; i < this.particles.length; i++) {
|
||||
const p = this.particles[i];
|
||||
p.staggerDelay = -1; // ensure visible
|
||||
// Random delay before fade starts, stored as negative dop
|
||||
const delay = Math.random() * 3000;
|
||||
setTimeout(() => {
|
||||
p.dop = -0.02;
|
||||
}, delay);
|
||||
}
|
||||
}
|
||||
|
||||
isExitComplete(): boolean {
|
||||
if (!this.exiting) return false;
|
||||
for (let i = 0; i < this.particles.length; i++) {
|
||||
if (this.particles[i].opacity > 0.01) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
cleanup(): void {
|
||||
this.particles = [];
|
||||
}
|
||||
@@ -140,15 +165,18 @@ export class ConfettiEngine implements AnimationEngine {
|
||||
p.x += p.vx * dt;
|
||||
p.y += p.vy * dt;
|
||||
|
||||
// Fade in only (no fade-out cycle)
|
||||
if (p.opacity < 1) {
|
||||
// Fade in, or fade out during exit
|
||||
if (this.exiting && p.dop < 0) {
|
||||
p.opacity += p.dop * dt;
|
||||
if (p.opacity < 0) p.opacity = 0;
|
||||
} else if (p.opacity < 1) {
|
||||
p.opacity += Math.abs(p.dop) * dt;
|
||||
if (p.opacity > 1) p.opacity = 1;
|
||||
}
|
||||
|
||||
// Past the bottom: burst particles get removed, base particles recycle
|
||||
// Past the bottom: burst particles removed, base particles recycle (or remove during exit)
|
||||
if (p.y > this.height + p.r) {
|
||||
if (p.burst) {
|
||||
if (p.burst || this.exiting) {
|
||||
this.particles.splice(i, 1);
|
||||
i--;
|
||||
} else {
|
||||
@@ -230,7 +258,7 @@ export class ConfettiEngine implements AnimationEngine {
|
||||
}
|
||||
|
||||
// Main circle
|
||||
ctx.globalAlpha = p.opacity * 0.9;
|
||||
ctx.globalAlpha = p.opacity;
|
||||
ctx.fillStyle = `rgb(${r},${g},${b})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(drawX, drawY, p.r, 0, PI_2);
|
||||
@@ -254,29 +282,8 @@ export class ConfettiEngine implements AnimationEngine {
|
||||
handleResize(width: number, height: number): void {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
const target = this.getParticleCount();
|
||||
while (this.particles.length < target) {
|
||||
const baseColor = this.randomColor();
|
||||
const r = ~~range(3, 8);
|
||||
this.particles.push({
|
||||
x: range(-r * 2, width - r * 2),
|
||||
y: range(-20, height - r * 2),
|
||||
vx: (range(0, 2) + 8 * 0.5 - 5) * SPEED_FACTOR,
|
||||
vy: (0.7 * r + range(-1, 1)) * SPEED_FACTOR,
|
||||
r,
|
||||
color: [...baseColor],
|
||||
baseColor,
|
||||
opacity: 0,
|
||||
dop: 0.03 * range(1, 4) * SPEED_FACTOR,
|
||||
elevation: 0,
|
||||
targetElevation: 0,
|
||||
staggerDelay: -1,
|
||||
burst: false,
|
||||
});
|
||||
}
|
||||
if (this.particles.length > target) {
|
||||
this.particles.length = target;
|
||||
}
|
||||
this.elapsed = 0;
|
||||
this.initParticles();
|
||||
}
|
||||
|
||||
handleMouseMove(x: number, y: number, _isDown: boolean): void {
|
||||
@@ -303,7 +310,7 @@ export class ConfettiEngine implements AnimationEngine {
|
||||
color: [...baseColor],
|
||||
baseColor,
|
||||
opacity: 1,
|
||||
dop: 0,
|
||||
dop: this.exiting ? -0.02 : 0,
|
||||
elevation: 0,
|
||||
targetElevation: 0,
|
||||
staggerDelay: -1,
|
||||
@@ -322,8 +329,8 @@ export class ConfettiEngine implements AnimationEngine {
|
||||
|
||||
updatePalette(palette: [number, number, number][], _bgColor: string): void {
|
||||
this.palette = palette;
|
||||
for (const p of this.particles) {
|
||||
p.baseColor = palette[Math.floor(Math.random() * palette.length)];
|
||||
for (let i = 0; i < this.particles.length; i++) {
|
||||
this.particles[i].baseColor = palette[i % palette.length];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -59,6 +59,7 @@ export class GameOfLifeEngine implements AnimationEngine {
|
||||
private pendingTimeouts: ReturnType<typeof setTimeout>[] = [];
|
||||
private canvasWidth = 0;
|
||||
private canvasHeight = 0;
|
||||
private exiting = false;
|
||||
|
||||
init(
|
||||
width: number,
|
||||
@@ -278,13 +279,60 @@ export class GameOfLifeEngine implements AnimationEngine {
|
||||
}
|
||||
}
|
||||
|
||||
beginExit(): void {
|
||||
if (this.exiting || !this.grid) return;
|
||||
this.exiting = true;
|
||||
|
||||
// Cancel all pending GOL transitions so they don't revive cells
|
||||
for (const id of this.pendingTimeouts) {
|
||||
clearTimeout(id);
|
||||
}
|
||||
this.pendingTimeouts = [];
|
||||
|
||||
const grid = this.grid;
|
||||
for (let i = 0; i < grid.cols; i++) {
|
||||
for (let j = 0; j < grid.rows; j++) {
|
||||
const cell = grid.cells[i][j];
|
||||
// Force cell into dying state, clear any pending transition
|
||||
cell.next = false;
|
||||
cell.transitioning = false;
|
||||
cell.transitionComplete = false;
|
||||
|
||||
if (cell.opacity > 0.01) {
|
||||
const delay = Math.random() * 3000;
|
||||
const tid = setTimeout(() => {
|
||||
cell.targetOpacity = 0;
|
||||
cell.targetScale = 0;
|
||||
cell.targetElevation = 0;
|
||||
}, delay);
|
||||
this.pendingTimeouts.push(tid);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isExitComplete(): boolean {
|
||||
if (!this.exiting) return false;
|
||||
if (!this.grid) return true;
|
||||
|
||||
const grid = this.grid;
|
||||
for (let i = 0; i < grid.cols; i++) {
|
||||
for (let j = 0; j < grid.rows; j++) {
|
||||
if (grid.cells[i][j].opacity > 0.01) return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
update(deltaTime: number): void {
|
||||
if (!this.grid) return;
|
||||
|
||||
this.timeAccumulator += deltaTime;
|
||||
if (this.timeAccumulator >= CYCLE_TIME) {
|
||||
this.computeNextState(this.grid);
|
||||
this.timeAccumulator -= CYCLE_TIME;
|
||||
if (!this.exiting) {
|
||||
this.timeAccumulator += deltaTime;
|
||||
if (this.timeAccumulator >= CYCLE_TIME) {
|
||||
this.computeNextState(this.grid);
|
||||
this.timeAccumulator -= CYCLE_TIME;
|
||||
}
|
||||
}
|
||||
|
||||
this.updateCellAnimations(this.grid, deltaTime);
|
||||
@@ -335,7 +383,15 @@ export class GameOfLifeEngine implements AnimationEngine {
|
||||
cell.targetElevation = 0;
|
||||
}
|
||||
|
||||
if (cell.transitioning) {
|
||||
// During exit: snap to zero once close enough
|
||||
if (this.exiting) {
|
||||
if (cell.opacity < 0.05) {
|
||||
cell.opacity = 0;
|
||||
cell.scale = 0;
|
||||
cell.elevation = 0;
|
||||
cell.alive = false;
|
||||
}
|
||||
} else if (cell.transitioning) {
|
||||
if (!cell.next && cell.opacity < 0.01 && cell.scale < 0.01) {
|
||||
cell.alive = false;
|
||||
cell.transitioning = false;
|
||||
@@ -532,7 +588,7 @@ export class GameOfLifeEngine implements AnimationEngine {
|
||||
this.mouseY = y;
|
||||
this.mouseIsDown = isDown;
|
||||
|
||||
if (isDown && this.grid) {
|
||||
if (isDown && this.grid && !this.exiting) {
|
||||
const grid = this.grid;
|
||||
const cellSize = this.getCellSize();
|
||||
const cellX = Math.floor((x - grid.offsetX) / cellSize);
|
||||
@@ -560,7 +616,7 @@ export class GameOfLifeEngine implements AnimationEngine {
|
||||
handleMouseDown(x: number, y: number): void {
|
||||
this.mouseIsDown = true;
|
||||
|
||||
if (!this.grid) return;
|
||||
if (!this.grid || this.exiting) return;
|
||||
const grid = this.grid;
|
||||
const cellSize = this.getCellSize();
|
||||
|
||||
@@ -605,8 +661,7 @@ export class GameOfLifeEngine implements AnimationEngine {
|
||||
for (let j = 0; j < grid.rows; j++) {
|
||||
const cell = grid.cells[i][j];
|
||||
if (cell.alive && cell.opacity > 0.01) {
|
||||
cell.baseColor =
|
||||
palette[Math.floor(Math.random() * palette.length)];
|
||||
cell.baseColor = palette[(i * grid.rows + j) % palette.length];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -53,6 +53,7 @@ export class LavaLampEngine implements AnimationEngine {
|
||||
private shadowCtx: CanvasRenderingContext2D | null = null;
|
||||
private elapsed = 0;
|
||||
private nextCycleTime = 0;
|
||||
private exiting = false;
|
||||
|
||||
// Pre-allocated typed arrays for the inner render loop (avoid per-frame GC)
|
||||
private blobX: Float64Array = new Float64Array(0);
|
||||
@@ -170,6 +171,27 @@ export class LavaLampEngine implements AnimationEngine {
|
||||
});
|
||||
}
|
||||
|
||||
beginExit(): void {
|
||||
if (this.exiting) return;
|
||||
this.exiting = true;
|
||||
|
||||
for (let i = 0; i < this.blobs.length; i++) {
|
||||
const blob = this.blobs[i];
|
||||
if (blob.staggerDelay >= 0) {
|
||||
blob.staggerDelay = -1;
|
||||
}
|
||||
// Stagger the shrink over ~2 seconds
|
||||
setTimeout(() => {
|
||||
blob.targetRadiusScale = 0;
|
||||
}, Math.random() * 2000);
|
||||
}
|
||||
}
|
||||
|
||||
isExitComplete(): boolean {
|
||||
if (!this.exiting) return false;
|
||||
return this.blobs.length === 0;
|
||||
}
|
||||
|
||||
cleanup(): void {
|
||||
this.blobs = [];
|
||||
this.offCanvas = null;
|
||||
@@ -279,7 +301,7 @@ export class LavaLampEngine implements AnimationEngine {
|
||||
}
|
||||
|
||||
// Natural spawn/despawn cycle — keeps the scene alive
|
||||
if (this.elapsed >= this.nextCycleTime) {
|
||||
if (!this.exiting && this.elapsed >= this.nextCycleTime) {
|
||||
// Pick a random visible blob to fade out (skip ones still staggering in)
|
||||
const visible = [];
|
||||
for (let i = 0; i < this.blobs.length; i++) {
|
||||
@@ -433,12 +455,11 @@ export class LavaLampEngine implements AnimationEngine {
|
||||
handleResize(width: number, height: number): void {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.elapsed = 0;
|
||||
this.exiting = false;
|
||||
this.nextCycleTime = CYCLE_MIN_MS + Math.random() * (CYCLE_MAX_MS - CYCLE_MIN_MS);
|
||||
this.initBlobs();
|
||||
this.initOffscreenCanvas();
|
||||
|
||||
const { min, max } = this.getRadiusRange();
|
||||
for (const blob of this.blobs) {
|
||||
blob.baseRadius = min + Math.random() * (max - min);
|
||||
}
|
||||
}
|
||||
|
||||
private sampleColorAt(x: number, y: number): [number, number, number] | null {
|
||||
@@ -475,6 +496,7 @@ export class LavaLampEngine implements AnimationEngine {
|
||||
}
|
||||
|
||||
handleMouseDown(x: number, y: number): void {
|
||||
if (this.exiting) return;
|
||||
this.spawnAt(x, y);
|
||||
}
|
||||
|
||||
|
||||
480
src/src/components/background/engines/pipes.ts
Normal file
480
src/src/components/background/engines/pipes.ts
Normal file
@@ -0,0 +1,480 @@
|
||||
import type { AnimationEngine } from "@/lib/animations/types";
|
||||
|
||||
// --- Directions ---
|
||||
|
||||
type Dir = 0 | 1 | 2 | 3; // up, right, down, left
|
||||
const DX = [0, 1, 0, -1];
|
||||
const DY = [-1, 0, 1, 0];
|
||||
|
||||
// Box-drawing characters
|
||||
const HORIZONTAL = "\u2501"; // ━
|
||||
const VERTICAL = "\u2503"; // ┃
|
||||
// Corner pieces: [oldDir]-[newDir]
|
||||
// oldDir determines entry side (opposite), newDir determines exit side
|
||||
// ┏ = RIGHT+BOTTOM, ┓ = LEFT+BOTTOM, ┗ = RIGHT+TOP, ┛ = LEFT+TOP
|
||||
const CORNER: Record<string, string> = {
|
||||
"0-1": "\u250F", // ┏ enter BOTTOM, exit RIGHT
|
||||
"0-3": "\u2513", // ┓ enter BOTTOM, exit LEFT
|
||||
"1-0": "\u251B", // ┛ enter LEFT, exit TOP
|
||||
"1-2": "\u2513", // ┓ enter LEFT, exit BOTTOM
|
||||
"2-1": "\u2517", // ┗ enter TOP, exit RIGHT
|
||||
"2-3": "\u251B", // ┛ enter TOP, exit LEFT
|
||||
"3-0": "\u2517", // ┗ enter RIGHT, exit TOP
|
||||
"3-2": "\u250F", // ┏ enter RIGHT, exit BOTTOM
|
||||
};
|
||||
|
||||
function getStraightChar(dir: Dir): string {
|
||||
return dir === 0 || dir === 2 ? VERTICAL : HORIZONTAL;
|
||||
}
|
||||
|
||||
function getCornerChar(fromDir: Dir, toDir: Dir): string {
|
||||
return CORNER[`${fromDir}-${toDir}`] || HORIZONTAL;
|
||||
}
|
||||
|
||||
// --- Grid Cell ---
|
||||
|
||||
interface PipeCell {
|
||||
char: string;
|
||||
pipeId: number;
|
||||
placedAt: number;
|
||||
color: [number, number, number];
|
||||
baseColor: [number, number, number];
|
||||
opacity: number;
|
||||
elevation: number;
|
||||
targetElevation: number;
|
||||
fadeOut: boolean;
|
||||
}
|
||||
|
||||
// --- Active Pipe ---
|
||||
|
||||
interface ActivePipe {
|
||||
id: number;
|
||||
x: number;
|
||||
y: number;
|
||||
dir: Dir;
|
||||
color: [number, number, number];
|
||||
spawnDelay: number;
|
||||
}
|
||||
|
||||
// --- Constants ---
|
||||
|
||||
const CELL_SIZE_DESKTOP = 20;
|
||||
const CELL_SIZE_MOBILE = 14;
|
||||
const MAX_ACTIVE_PIPES = 4;
|
||||
const GROW_INTERVAL = 80;
|
||||
const TURN_CHANCE = 0.3;
|
||||
const TARGET_FPS = 60;
|
||||
const PIPE_LIFETIME = 12_000; // ms before a pipe's segments start fading
|
||||
const FADE_IN_SPEED = 0.06;
|
||||
const FADE_OUT_SPEED = 0.02;
|
||||
|
||||
const MOUSE_INFLUENCE_RADIUS = 150;
|
||||
const ELEVATION_FACTOR = 6;
|
||||
const ELEVATION_LERP_SPEED = 0.05;
|
||||
const COLOR_SHIFT_AMOUNT = 30;
|
||||
const SHADOW_OFFSET_RATIO = 1.1;
|
||||
|
||||
const BURST_PIPE_COUNT = 4;
|
||||
|
||||
// --- Helpers ---
|
||||
|
||||
function range(a: number, b: number): number {
|
||||
return (b - a) * Math.random() + a;
|
||||
}
|
||||
|
||||
// --- Engine ---
|
||||
|
||||
export class PipesEngine implements AnimationEngine {
|
||||
id = "pipes";
|
||||
name = "Pipes";
|
||||
|
||||
private grid: (PipeCell | null)[][] = [];
|
||||
private cols = 0;
|
||||
private rows = 0;
|
||||
private activePipes: ActivePipe[] = [];
|
||||
private palette: [number, number, number][] = [];
|
||||
private width = 0;
|
||||
private height = 0;
|
||||
private cellSize = CELL_SIZE_DESKTOP;
|
||||
private fontSize = CELL_SIZE_DESKTOP;
|
||||
private font = `bold ${CELL_SIZE_DESKTOP}px monospace`;
|
||||
private mouseX = -1000;
|
||||
private mouseY = -1000;
|
||||
private elapsed = 0;
|
||||
private growTimer = 0;
|
||||
private exiting = false;
|
||||
private nextPipeId = 0;
|
||||
private offsetX = 0;
|
||||
private offsetY = 0;
|
||||
|
||||
init(
|
||||
width: number,
|
||||
height: number,
|
||||
palette: [number, number, number][],
|
||||
_bgColor: string
|
||||
): void {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.palette = palette;
|
||||
this.elapsed = 0;
|
||||
this.growTimer = 0;
|
||||
this.exiting = false;
|
||||
this.computeGrid();
|
||||
this.spawnInitialPipes();
|
||||
}
|
||||
|
||||
private computeGrid(): void {
|
||||
this.cellSize = this.width <= 768 ? CELL_SIZE_MOBILE : CELL_SIZE_DESKTOP;
|
||||
this.fontSize = this.cellSize;
|
||||
this.font = `bold ${this.fontSize}px monospace`;
|
||||
this.cols = Math.floor(this.width / this.cellSize);
|
||||
this.rows = Math.floor(this.height / this.cellSize);
|
||||
this.offsetX = Math.floor((this.width - this.cols * this.cellSize) / 2);
|
||||
this.offsetY = Math.floor((this.height - this.rows * this.cellSize) / 2);
|
||||
this.grid = Array.from({ length: this.cols }, () =>
|
||||
Array.from({ length: this.rows }, () => null)
|
||||
);
|
||||
}
|
||||
|
||||
private randomColor(): [number, number, number] {
|
||||
// Prefer bright variants (second half of palette) if available
|
||||
const brightStart = Math.floor(this.palette.length / 2);
|
||||
if (brightStart > 0 && this.palette.length > brightStart) {
|
||||
return this.palette[brightStart + Math.floor(Math.random() * (this.palette.length - brightStart))];
|
||||
}
|
||||
return this.palette[Math.floor(Math.random() * this.palette.length)];
|
||||
}
|
||||
|
||||
private spawnInitialPipes(): void {
|
||||
this.activePipes = [];
|
||||
for (let i = 0; i < MAX_ACTIVE_PIPES; i++) {
|
||||
this.activePipes.push(this.makeEdgePipe(i * 400));
|
||||
}
|
||||
}
|
||||
|
||||
private makeEdgePipe(delay: number): ActivePipe {
|
||||
const color = this.randomColor();
|
||||
// Pick a random edge and inward-facing direction
|
||||
const edge = Math.floor(Math.random() * 4) as Dir;
|
||||
let x: number, y: number, dir: Dir;
|
||||
|
||||
switch (edge) {
|
||||
case 0: // top edge, face down
|
||||
x = Math.floor(Math.random() * this.cols);
|
||||
y = 0;
|
||||
dir = 2;
|
||||
break;
|
||||
case 1: // right edge, face left
|
||||
x = this.cols - 1;
|
||||
y = Math.floor(Math.random() * this.rows);
|
||||
dir = 3;
|
||||
break;
|
||||
case 2: // bottom edge, face up
|
||||
x = Math.floor(Math.random() * this.cols);
|
||||
y = this.rows - 1;
|
||||
dir = 0;
|
||||
break;
|
||||
default: // left edge, face right
|
||||
x = 0;
|
||||
y = Math.floor(Math.random() * this.rows);
|
||||
dir = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
return { id: this.nextPipeId++, x, y, dir, color: [...color], spawnDelay: delay };
|
||||
}
|
||||
|
||||
private placeSegment(x: number, y: number, char: string, color: [number, number, number], pipeId: number): void {
|
||||
if (x < 0 || x >= this.cols || y < 0 || y >= this.rows) return;
|
||||
this.grid[x][y] = {
|
||||
char,
|
||||
pipeId,
|
||||
placedAt: this.elapsed,
|
||||
color: [...color],
|
||||
baseColor: [...color],
|
||||
opacity: 0,
|
||||
elevation: 0,
|
||||
targetElevation: 0,
|
||||
fadeOut: false,
|
||||
};
|
||||
}
|
||||
|
||||
private isOccupied(x: number, y: number): boolean {
|
||||
if (x < 0 || x >= this.cols || y < 0 || y >= this.rows) return true;
|
||||
return this.grid[x][y] !== null;
|
||||
}
|
||||
|
||||
private pickTurn(currentDir: Dir): Dir {
|
||||
// Turn left or right relative to current direction
|
||||
const leftDir = ((currentDir + 3) % 4) as Dir;
|
||||
const rightDir = ((currentDir + 1) % 4) as Dir;
|
||||
return Math.random() < 0.5 ? leftDir : rightDir;
|
||||
}
|
||||
|
||||
private growPipe(pipe: ActivePipe): boolean {
|
||||
// Decide direction
|
||||
let newDir = pipe.dir;
|
||||
let turned = false;
|
||||
if (Math.random() < TURN_CHANCE) {
|
||||
newDir = this.pickTurn(pipe.dir);
|
||||
turned = true;
|
||||
}
|
||||
|
||||
const nx = pipe.x + DX[newDir];
|
||||
const ny = pipe.y + DY[newDir];
|
||||
|
||||
// Check if destination is valid
|
||||
if (this.isOccupied(nx, ny)) {
|
||||
// If we tried to turn, try going straight instead
|
||||
if (turned) {
|
||||
const sx = pipe.x + DX[pipe.dir];
|
||||
const sy = pipe.y + DY[pipe.dir];
|
||||
if (!this.isOccupied(sx, sy)) {
|
||||
// Continue straight — place straight piece at destination
|
||||
this.placeSegment(sx, sy, getStraightChar(pipe.dir), pipe.color, pipe.id);
|
||||
pipe.x = sx;
|
||||
pipe.y = sy;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false; // dead end
|
||||
}
|
||||
|
||||
if (turned) {
|
||||
// Replace current head cell with corner piece (turn happens HERE)
|
||||
const cell = this.grid[pipe.x]?.[pipe.y];
|
||||
if (cell) {
|
||||
cell.char = getCornerChar(pipe.dir, newDir);
|
||||
}
|
||||
}
|
||||
|
||||
// Place straight piece at destination
|
||||
this.placeSegment(nx, ny, getStraightChar(newDir), pipe.color, pipe.id);
|
||||
pipe.dir = newDir;
|
||||
pipe.x = nx;
|
||||
pipe.y = ny;
|
||||
return true;
|
||||
}
|
||||
|
||||
// --- Interface Methods ---
|
||||
|
||||
beginExit(): void {
|
||||
if (this.exiting) return;
|
||||
this.exiting = true;
|
||||
|
||||
for (let i = 0; i < this.cols; i++) {
|
||||
for (let j = 0; j < this.rows; j++) {
|
||||
const cell = this.grid[i][j];
|
||||
if (cell) {
|
||||
setTimeout(() => {
|
||||
cell.fadeOut = true;
|
||||
}, Math.random() * 3000);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
isExitComplete(): boolean {
|
||||
if (!this.exiting) return false;
|
||||
for (let i = 0; i < this.cols; i++) {
|
||||
for (let j = 0; j < this.rows; j++) {
|
||||
const cell = this.grid[i][j];
|
||||
if (cell && cell.opacity > 0.01) return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
cleanup(): void {
|
||||
this.grid = [];
|
||||
this.activePipes = [];
|
||||
}
|
||||
|
||||
update(deltaTime: number): void {
|
||||
const dt = deltaTime / (1000 / TARGET_FPS);
|
||||
this.elapsed += deltaTime;
|
||||
|
||||
// Grow pipes
|
||||
if (!this.exiting) {
|
||||
this.growTimer += deltaTime;
|
||||
while (this.growTimer >= GROW_INTERVAL) {
|
||||
this.growTimer -= GROW_INTERVAL;
|
||||
|
||||
for (let i = this.activePipes.length - 1; i >= 0; i--) {
|
||||
const pipe = this.activePipes[i];
|
||||
|
||||
if (pipe.spawnDelay > 0) {
|
||||
pipe.spawnDelay -= GROW_INTERVAL;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Place starting segment if this is the first step
|
||||
if (!this.isOccupied(pipe.x, pipe.y)) {
|
||||
this.placeSegment(pipe.x, pipe.y, getStraightChar(pipe.dir), pipe.color, pipe.id);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!this.growPipe(pipe)) {
|
||||
// Pipe is dead, replace it
|
||||
this.activePipes[i] = this.makeEdgePipe(0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update cells: fade in/out, mouse influence
|
||||
const mouseX = this.mouseX;
|
||||
const mouseY = this.mouseY;
|
||||
|
||||
for (let i = 0; i < this.cols; i++) {
|
||||
for (let j = 0; j < this.rows; j++) {
|
||||
const cell = this.grid[i][j];
|
||||
if (!cell) continue;
|
||||
|
||||
// Age-based fade: old segments start dissolving
|
||||
if (!cell.fadeOut && !this.exiting && this.elapsed - cell.placedAt > PIPE_LIFETIME) {
|
||||
cell.fadeOut = true;
|
||||
}
|
||||
|
||||
// Fade in/out
|
||||
if (cell.fadeOut) {
|
||||
cell.opacity -= FADE_OUT_SPEED * dt;
|
||||
if (cell.opacity <= 0) {
|
||||
cell.opacity = 0;
|
||||
this.grid[i][j] = null; // free the cell for new pipes
|
||||
continue;
|
||||
}
|
||||
} else if (cell.opacity < 1) {
|
||||
cell.opacity = Math.min(1, cell.opacity + FADE_IN_SPEED * dt);
|
||||
}
|
||||
|
||||
// Mouse influence
|
||||
const cx = this.offsetX + i * this.cellSize + this.cellSize / 2;
|
||||
const cy = this.offsetY + j * this.cellSize + this.cellSize / 2;
|
||||
const dx = cx - mouseX;
|
||||
const dy = cy - mouseY;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (dist < MOUSE_INFLUENCE_RADIUS && cell.opacity > 0.1) {
|
||||
const inf = Math.cos((dist / MOUSE_INFLUENCE_RADIUS) * (Math.PI / 2));
|
||||
cell.targetElevation = ELEVATION_FACTOR * inf * inf;
|
||||
|
||||
const shift = inf * COLOR_SHIFT_AMOUNT * 0.5;
|
||||
cell.color = [
|
||||
Math.min(255, Math.max(0, cell.baseColor[0] + shift)),
|
||||
Math.min(255, Math.max(0, cell.baseColor[1] + shift)),
|
||||
Math.min(255, Math.max(0, cell.baseColor[2] + shift)),
|
||||
];
|
||||
} else {
|
||||
cell.targetElevation = 0;
|
||||
cell.color[0] += (cell.baseColor[0] - cell.color[0]) * 0.1;
|
||||
cell.color[1] += (cell.baseColor[1] - cell.color[1]) * 0.1;
|
||||
cell.color[2] += (cell.baseColor[2] - cell.color[2]) * 0.1;
|
||||
}
|
||||
|
||||
cell.elevation +=
|
||||
(cell.targetElevation - cell.elevation) * ELEVATION_LERP_SPEED * dt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
render(
|
||||
ctx: CanvasRenderingContext2D,
|
||||
_width: number,
|
||||
_height: number
|
||||
): void {
|
||||
ctx.font = this.font;
|
||||
ctx.textBaseline = "top";
|
||||
|
||||
for (let i = 0; i < this.cols; i++) {
|
||||
for (let j = 0; j < this.rows; j++) {
|
||||
const cell = this.grid[i][j];
|
||||
if (!cell || cell.opacity <= 0.01) continue;
|
||||
|
||||
const x = this.offsetX + i * this.cellSize;
|
||||
const y = this.offsetY + j * this.cellSize - cell.elevation;
|
||||
const [r, g, b] = cell.color;
|
||||
|
||||
// Shadow
|
||||
if (cell.elevation > 0.5) {
|
||||
const shadowAlpha = 0.2 * (cell.elevation / ELEVATION_FACTOR) * cell.opacity;
|
||||
ctx.globalAlpha = shadowAlpha;
|
||||
ctx.fillStyle = "rgb(0,0,0)";
|
||||
ctx.fillText(cell.char, x, y + cell.elevation * SHADOW_OFFSET_RATIO);
|
||||
}
|
||||
|
||||
// Main
|
||||
ctx.globalAlpha = cell.opacity;
|
||||
ctx.fillStyle = `rgb(${r},${g},${b})`;
|
||||
ctx.fillText(cell.char, x, y);
|
||||
|
||||
// Highlight
|
||||
if (cell.elevation > 0.5) {
|
||||
const highlightAlpha = 0.1 * (cell.elevation / ELEVATION_FACTOR) * cell.opacity;
|
||||
ctx.globalAlpha = highlightAlpha;
|
||||
ctx.fillStyle = "rgb(255,255,255)";
|
||||
ctx.fillText(cell.char, x, y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ctx.globalAlpha = 1;
|
||||
}
|
||||
|
||||
handleResize(width: number, height: number): void {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.elapsed = 0;
|
||||
this.growTimer = 0;
|
||||
this.exiting = false;
|
||||
this.computeGrid();
|
||||
this.spawnInitialPipes();
|
||||
}
|
||||
|
||||
handleMouseMove(x: number, y: number, _isDown: boolean): void {
|
||||
this.mouseX = x;
|
||||
this.mouseY = y;
|
||||
}
|
||||
|
||||
handleMouseDown(x: number, y: number): void {
|
||||
if (this.exiting) return;
|
||||
|
||||
// Convert to grid coords
|
||||
const gx = Math.floor((x - this.offsetX) / this.cellSize);
|
||||
const gy = Math.floor((y - this.offsetY) / this.cellSize);
|
||||
|
||||
// Spawn pipes in all 4 directions from click point
|
||||
for (let d = 0; d < BURST_PIPE_COUNT; d++) {
|
||||
const dir = d as Dir;
|
||||
const color = this.randomColor();
|
||||
this.activePipes.push({
|
||||
id: this.nextPipeId++,
|
||||
x: gx,
|
||||
y: gy,
|
||||
dir,
|
||||
color: [...color],
|
||||
spawnDelay: 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
handleMouseUp(): void {}
|
||||
|
||||
handleMouseLeave(): void {
|
||||
this.mouseX = -1000;
|
||||
this.mouseY = -1000;
|
||||
}
|
||||
|
||||
updatePalette(palette: [number, number, number][], _bgColor: string): void {
|
||||
this.palette = palette;
|
||||
// Assign by pipeId so all segments of the same pipe get the same color
|
||||
for (let i = 0; i < this.cols; i++) {
|
||||
for (let j = 0; j < this.rows; j++) {
|
||||
const cell = this.grid[i][j];
|
||||
if (cell) {
|
||||
cell.baseColor = palette[cell.pipeId % palette.length];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
207
src/src/components/background/engines/shuffle.ts
Normal file
207
src/src/components/background/engines/shuffle.ts
Normal file
@@ -0,0 +1,207 @@
|
||||
import type { AnimationEngine } from "@/lib/animations/types";
|
||||
import { GameOfLifeEngine } from "./game-of-life";
|
||||
import { LavaLampEngine } from "./lava-lamp";
|
||||
import { ConfettiEngine } from "./confetti";
|
||||
import { AsciiquariumEngine } from "./asciiquarium";
|
||||
import { PipesEngine } from "./pipes";
|
||||
|
||||
type ChildId = "game-of-life" | "lava-lamp" | "confetti" | "asciiquarium" | "pipes";
|
||||
|
||||
const CHILD_IDS: ChildId[] = [
|
||||
"game-of-life",
|
||||
"lava-lamp",
|
||||
"confetti",
|
||||
"asciiquarium",
|
||||
"pipes",
|
||||
];
|
||||
|
||||
const PLAY_DURATION = 30_000;
|
||||
const STATE_KEY = "shuffle-state";
|
||||
|
||||
interface StoredState {
|
||||
childId: ChildId;
|
||||
startedAt: number;
|
||||
}
|
||||
|
||||
function createChild(id: ChildId): AnimationEngine {
|
||||
switch (id) {
|
||||
case "game-of-life":
|
||||
return new GameOfLifeEngine();
|
||||
case "lava-lamp":
|
||||
return new LavaLampEngine();
|
||||
case "confetti":
|
||||
return new ConfettiEngine();
|
||||
case "asciiquarium":
|
||||
return new AsciiquariumEngine();
|
||||
case "pipes":
|
||||
return new PipesEngine();
|
||||
}
|
||||
}
|
||||
|
||||
function pickDifferent(current: ChildId | null): ChildId {
|
||||
const others = current
|
||||
? CHILD_IDS.filter((id) => id !== current)
|
||||
: CHILD_IDS;
|
||||
return others[Math.floor(Math.random() * others.length)];
|
||||
}
|
||||
|
||||
function save(state: StoredState): void {
|
||||
try {
|
||||
localStorage.setItem(STATE_KEY, JSON.stringify(state));
|
||||
} catch {}
|
||||
}
|
||||
|
||||
function load(): StoredState | null {
|
||||
try {
|
||||
const raw = localStorage.getItem(STATE_KEY);
|
||||
if (!raw) return null;
|
||||
const state = JSON.parse(raw) as StoredState;
|
||||
if (CHILD_IDS.includes(state.childId)) return state;
|
||||
return null;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
export class ShuffleEngine implements AnimationEngine {
|
||||
id = "shuffle";
|
||||
name = "Shuffle";
|
||||
|
||||
private child: AnimationEngine | null = null;
|
||||
private currentChildId: ChildId | null = null;
|
||||
private startedAt = 0;
|
||||
private phase: "playing" | "exiting" = "playing";
|
||||
|
||||
private width = 0;
|
||||
private height = 0;
|
||||
private palette: [number, number, number][] = [];
|
||||
private bgColor = "";
|
||||
|
||||
init(
|
||||
width: number,
|
||||
height: number,
|
||||
palette: [number, number, number][],
|
||||
bgColor: string
|
||||
): void {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
this.palette = palette;
|
||||
this.bgColor = bgColor;
|
||||
|
||||
const stored = load();
|
||||
|
||||
if (stored && Date.now() - stored.startedAt < PLAY_DURATION) {
|
||||
// Animation still within its play window — continue it
|
||||
// Covers: Astro nav, sidebar mount, layout switch, quick refresh
|
||||
this.currentChildId = stored.childId;
|
||||
} else {
|
||||
// No recent state (first visit, hard refresh after timer expired) — game-of-life
|
||||
this.currentChildId = "game-of-life";
|
||||
}
|
||||
|
||||
this.startedAt = Date.now();
|
||||
|
||||
this.phase = "playing";
|
||||
this.child = createChild(this.currentChildId);
|
||||
this.child.init(this.width, this.height, this.palette, this.bgColor);
|
||||
save({ childId: this.currentChildId, startedAt: this.startedAt });
|
||||
}
|
||||
|
||||
private switchTo(childId: ChildId, startedAt: number): void {
|
||||
if (this.child) this.child.cleanup();
|
||||
this.currentChildId = childId;
|
||||
this.startedAt = startedAt;
|
||||
this.phase = "playing";
|
||||
this.child = createChild(childId);
|
||||
this.child.init(this.width, this.height, this.palette, this.bgColor);
|
||||
}
|
||||
|
||||
private advance(): void {
|
||||
// Check if another instance already advanced
|
||||
const stored = load();
|
||||
if (stored && stored.childId !== this.currentChildId) {
|
||||
this.switchTo(stored.childId, stored.startedAt);
|
||||
} else {
|
||||
const next = pickDifferent(this.currentChildId);
|
||||
const now = Date.now();
|
||||
save({ childId: next, startedAt: now });
|
||||
this.switchTo(next, now);
|
||||
}
|
||||
}
|
||||
|
||||
update(deltaTime: number): void {
|
||||
if (!this.child) return;
|
||||
|
||||
// Sync: if another instance (sidebar, tab) switched, follow
|
||||
const stored = load();
|
||||
if (stored && stored.childId !== this.currentChildId) {
|
||||
this.switchTo(stored.childId, stored.startedAt);
|
||||
return;
|
||||
}
|
||||
|
||||
this.child.update(deltaTime);
|
||||
|
||||
const elapsed = Date.now() - this.startedAt;
|
||||
|
||||
if (this.phase === "playing" && elapsed >= PLAY_DURATION) {
|
||||
this.child.beginExit();
|
||||
this.phase = "exiting";
|
||||
}
|
||||
|
||||
if (this.phase === "exiting" && this.child.isExitComplete()) {
|
||||
this.child.cleanup();
|
||||
this.advance();
|
||||
}
|
||||
}
|
||||
|
||||
render(
|
||||
ctx: CanvasRenderingContext2D,
|
||||
width: number,
|
||||
height: number
|
||||
): void {
|
||||
if (this.child) this.child.render(ctx, width, height);
|
||||
}
|
||||
|
||||
handleResize(width: number, height: number): void {
|
||||
this.width = width;
|
||||
this.height = height;
|
||||
if (this.child) this.child.handleResize(width, height);
|
||||
}
|
||||
|
||||
handleMouseMove(x: number, y: number, isDown: boolean): void {
|
||||
if (this.child) this.child.handleMouseMove(x, y, isDown);
|
||||
}
|
||||
|
||||
handleMouseDown(x: number, y: number): void {
|
||||
if (this.child) this.child.handleMouseDown(x, y);
|
||||
}
|
||||
|
||||
handleMouseUp(): void {
|
||||
if (this.child) this.child.handleMouseUp();
|
||||
}
|
||||
|
||||
handleMouseLeave(): void {
|
||||
if (this.child) this.child.handleMouseLeave();
|
||||
}
|
||||
|
||||
updatePalette(palette: [number, number, number][], bgColor: string): void {
|
||||
this.palette = palette;
|
||||
this.bgColor = bgColor;
|
||||
if (this.child) this.child.updatePalette(palette, bgColor);
|
||||
}
|
||||
|
||||
beginExit(): void {
|
||||
if (this.child) this.child.beginExit();
|
||||
}
|
||||
|
||||
isExitComplete(): boolean {
|
||||
return this.child ? this.child.isExitComplete() : true;
|
||||
}
|
||||
|
||||
cleanup(): void {
|
||||
if (this.child) {
|
||||
this.child.cleanup();
|
||||
this.child = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,6 +2,9 @@ import { useEffect, useRef } from "react";
|
||||
import { GameOfLifeEngine } from "./engines/game-of-life";
|
||||
import { LavaLampEngine } from "./engines/lava-lamp";
|
||||
import { ConfettiEngine } from "./engines/confetti";
|
||||
import { AsciiquariumEngine } from "./engines/asciiquarium";
|
||||
import { PipesEngine } from "./engines/pipes";
|
||||
import { ShuffleEngine } from "./engines/shuffle";
|
||||
import { getStoredAnimationId } from "@/lib/animations/engine";
|
||||
import type { AnimationEngine } from "@/lib/animations/types";
|
||||
import type { AnimationId } from "@/lib/animations";
|
||||
@@ -11,6 +14,8 @@ const SIDEBAR_WIDTH = 240;
|
||||
const FALLBACK_PALETTE: [number, number, number][] = [
|
||||
[204, 36, 29], [152, 151, 26], [215, 153, 33],
|
||||
[69, 133, 136], [177, 98, 134], [104, 157, 106],
|
||||
[251, 73, 52], [184, 187, 38], [250, 189, 47],
|
||||
[131, 165, 152], [211, 134, 155], [142, 192, 124],
|
||||
];
|
||||
|
||||
function createEngine(id: AnimationId): AnimationEngine {
|
||||
@@ -19,6 +24,12 @@ function createEngine(id: AnimationId): AnimationEngine {
|
||||
return new LavaLampEngine();
|
||||
case "confetti":
|
||||
return new ConfettiEngine();
|
||||
case "asciiquarium":
|
||||
return new AsciiquariumEngine();
|
||||
case "pipes":
|
||||
return new PipesEngine();
|
||||
case "shuffle":
|
||||
return new ShuffleEngine();
|
||||
case "game-of-life":
|
||||
default:
|
||||
return new GameOfLifeEngine();
|
||||
@@ -31,6 +42,8 @@ function readPaletteFromCSS(): [number, number, number][] {
|
||||
const keys = [
|
||||
"--color-red", "--color-green", "--color-yellow",
|
||||
"--color-blue", "--color-purple", "--color-aqua",
|
||||
"--color-red-bright", "--color-green-bright", "--color-yellow-bright",
|
||||
"--color-blue-bright", "--color-purple-bright", "--color-aqua-bright",
|
||||
];
|
||||
const palette: [number, number, number][] = [];
|
||||
for (const key of keys) {
|
||||
@@ -140,11 +153,21 @@ const Background: React.FC<BackgroundProps> = ({
|
||||
signal,
|
||||
});
|
||||
|
||||
// Handle theme changes
|
||||
// Handle theme changes — only update if palette actually changed
|
||||
let currentPalette = palette;
|
||||
const handleThemeChanged = () => {
|
||||
const newPalette = readPaletteFromCSS();
|
||||
const newBg = readBgFromCSS();
|
||||
if (engineRef.current) {
|
||||
const same =
|
||||
newPalette.length === currentPalette.length &&
|
||||
newPalette.every(
|
||||
(c, i) =>
|
||||
c[0] === currentPalette[i][0] &&
|
||||
c[1] === currentPalette[i][1] &&
|
||||
c[2] === currentPalette[i][2]
|
||||
);
|
||||
if (!same && engineRef.current) {
|
||||
currentPalette = newPalette;
|
||||
engineRef.current.updatePalette(newPalette, newBg);
|
||||
}
|
||||
};
|
||||
@@ -183,7 +206,7 @@ const Background: React.FC<BackgroundProps> = ({
|
||||
|
||||
// Don't spawn when clicking interactive elements
|
||||
const target = e.target as HTMLElement;
|
||||
if (target.closest("a, button, [role='button'], input, select, textarea, [onclick]")) return;
|
||||
if (target.closest("a, button, [role='button'], input, select, textarea, label, [onclick], [tabindex]")) return;
|
||||
|
||||
const rect = canvas.getBoundingClientRect();
|
||||
const mouseX = e.clientX - rect.left;
|
||||
@@ -324,6 +347,8 @@ const Background: React.FC<BackgroundProps> = ({
|
||||
style={{ cursor: "default" }}
|
||||
/>
|
||||
<div className="absolute inset-0 bg-background/30 backdrop-blur-sm pointer-events-none" />
|
||||
<div className="crt-scanlines absolute inset-0 pointer-events-none" />
|
||||
<div className="crt-bloom absolute inset-0 pointer-events-none" />
|
||||
</div>
|
||||
);
|
||||
};
|
||||
|
||||
@@ -11,7 +11,7 @@ const LABELS: Record<string, string> = {
|
||||
|
||||
export default function ThemeSwitcher() {
|
||||
const [hovering, setHovering] = useState(false);
|
||||
const [nextLabel, setNextLabel] = useState("");
|
||||
const [currentLabel, setCurrentLabel] = useState("");
|
||||
|
||||
const maskRef = useRef<HTMLDivElement>(null);
|
||||
const animatingRef = useRef(false);
|
||||
@@ -19,13 +19,13 @@ export default function ThemeSwitcher() {
|
||||
|
||||
useEffect(() => {
|
||||
committedRef.current = getStoredThemeId();
|
||||
setNextLabel(LABELS[getNextTheme(committedRef.current).id] ?? "");
|
||||
setCurrentLabel(LABELS[committedRef.current] ?? "");
|
||||
|
||||
const handleSwap = () => {
|
||||
const id = getStoredThemeId();
|
||||
applyTheme(id);
|
||||
committedRef.current = id;
|
||||
setNextLabel(LABELS[getNextTheme(id).id] ?? "");
|
||||
setCurrentLabel(LABELS[id] ?? "");
|
||||
};
|
||||
|
||||
document.addEventListener("astro:after-swap", handleSwap);
|
||||
@@ -54,7 +54,7 @@ export default function ThemeSwitcher() {
|
||||
const next = getNextTheme(committedRef.current);
|
||||
applyTheme(next.id);
|
||||
committedRef.current = next.id;
|
||||
setNextLabel(LABELS[getNextTheme(next.id).id] ?? "");
|
||||
setCurrentLabel(LABELS[next.id] ?? "");
|
||||
|
||||
mask.offsetHeight;
|
||||
|
||||
@@ -84,7 +84,7 @@ export default function ThemeSwitcher() {
|
||||
className="text-foreground font-bold text-sm select-none transition-opacity duration-200"
|
||||
style={{ opacity: hovering ? 0.8 : 0.15 }}
|
||||
>
|
||||
{nextLabel}
|
||||
{currentLabel}
|
||||
</span>
|
||||
</div>
|
||||
|
||||
|
||||
@@ -1,9 +1,12 @@
|
||||
export const ANIMATION_IDS = ["game-of-life", "lava-lamp", "confetti"] as const;
|
||||
export const ANIMATION_IDS = ["shuffle", "game-of-life", "lava-lamp", "confetti", "asciiquarium", "pipes"] as const;
|
||||
export type AnimationId = (typeof ANIMATION_IDS)[number];
|
||||
export const DEFAULT_ANIMATION_ID: AnimationId = "game-of-life";
|
||||
export const DEFAULT_ANIMATION_ID: AnimationId = "shuffle";
|
||||
|
||||
export const ANIMATION_LABELS: Record<AnimationId, string> = {
|
||||
"shuffle": "shuffle",
|
||||
"game-of-life": "life",
|
||||
"lava-lamp": "lava",
|
||||
"confetti": "confetti",
|
||||
"asciiquarium": "aquarium",
|
||||
"pipes": "pipes",
|
||||
};
|
||||
|
||||
@@ -29,5 +29,9 @@ export interface AnimationEngine {
|
||||
|
||||
updatePalette(palette: [number, number, number][], bgColor: string): void;
|
||||
|
||||
beginExit(): void;
|
||||
|
||||
isExitComplete(): boolean;
|
||||
|
||||
cleanup(): void;
|
||||
}
|
||||
|
||||
@@ -27,6 +27,7 @@ export function previewTheme(id: string): void {
|
||||
root.style.setProperty(prop, theme.colors[key]);
|
||||
}
|
||||
|
||||
|
||||
document.dispatchEvent(new CustomEvent("theme-changed", { detail: { id } }));
|
||||
}
|
||||
|
||||
@@ -55,5 +56,6 @@ export function applyTheme(id: string): void {
|
||||
el.textContent = css;
|
||||
|
||||
saveTheme(id);
|
||||
|
||||
document.dispatchEvent(new CustomEvent("theme-changed", { detail: { id } }));
|
||||
}
|
||||
|
||||
@@ -37,6 +37,37 @@
|
||||
@apply bg-purple/50
|
||||
}
|
||||
}
|
||||
/* CRT overlay — canvas only */
|
||||
.crt-scanlines {
|
||||
background: repeating-linear-gradient(
|
||||
to bottom,
|
||||
transparent 0px,
|
||||
transparent 2px,
|
||||
rgba(0, 0, 0, 0.12) 2px,
|
||||
rgba(0, 0, 0, 0.12) 4px
|
||||
);
|
||||
animation: crt-scroll 12s linear infinite;
|
||||
z-index: 1;
|
||||
}
|
||||
|
||||
.crt-bloom {
|
||||
box-shadow: inset 0 0 100px 30px rgba(0, 0, 0, 0.3);
|
||||
background: radial-gradient(
|
||||
ellipse at center,
|
||||
transparent 50%,
|
||||
rgba(0, 0, 0, 0.25) 100%
|
||||
);
|
||||
z-index: 2;
|
||||
}
|
||||
|
||||
@keyframes crt-scroll {
|
||||
0% {
|
||||
background-position: 0 0;
|
||||
}
|
||||
100% {
|
||||
background-position: 0 200px;
|
||||
}
|
||||
}
|
||||
|
||||
/* Regular */
|
||||
@font-face {
|
||||
|
||||
Reference in New Issue
Block a user