Add lavalamp animation

This commit is contained in:
2026-03-30 17:57:32 -07:00
parent 16902f00f4
commit f6f9c15e0c
11 changed files with 1439 additions and 627 deletions

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import { useState, useEffect, useRef } from "react";
import {
getStoredAnimationId,
getNextAnimation,
saveAnimation,
} from "@/lib/animations/engine";
import { ANIMATION_LABELS } from "@/lib/animations";
export default function AnimationSwitcher() {
const [hovering, setHovering] = useState(false);
const [nextLabel, setNextLabel] = useState("");
const committedRef = useRef("");
useEffect(() => {
committedRef.current = getStoredAnimationId();
setNextLabel(ANIMATION_LABELS[getNextAnimation(committedRef.current)]);
const handleSwap = () => {
const id = getStoredAnimationId();
committedRef.current = id;
setNextLabel(ANIMATION_LABELS[getNextAnimation(id)]);
};
document.addEventListener("astro:after-swap", handleSwap);
return () => {
document.removeEventListener("astro:after-swap", handleSwap);
};
}, []);
const handleClick = () => {
const nextId = getNextAnimation(
committedRef.current as Parameters<typeof getNextAnimation>[0]
);
saveAnimation(nextId);
committedRef.current = nextId;
setNextLabel(ANIMATION_LABELS[getNextAnimation(nextId)]);
document.dispatchEvent(
new CustomEvent("animation-changed", { detail: { id: nextId } })
);
};
return (
<div
className="fixed bottom-4 left-4 z-[101] pointer-events-auto hidden md:block"
onMouseEnter={() => setHovering(true)}
onMouseLeave={() => setHovering(false)}
onClick={handleClick}
style={{ cursor: "pointer" }}
>
<span
className="text-foreground font-bold text-sm select-none transition-opacity duration-200"
style={{ opacity: hovering ? 0.8 : 0.15 }}
>
{nextLabel}
</span>
</div>
);
}

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import type { AnimationEngine } from "@/lib/animations/types";
interface Cell {
alive: boolean;
next: boolean;
color: [number, number, number];
baseColor: [number, number, number];
currentX: number;
currentY: number;
targetX: number;
targetY: number;
opacity: number;
targetOpacity: number;
scale: number;
targetScale: number;
elevation: number;
targetElevation: number;
transitioning: boolean;
transitionComplete: boolean;
rippleEffect: number;
rippleStartTime: number;
rippleDistance: number;
}
interface Grid {
cells: Cell[][];
cols: number;
rows: number;
offsetX: number;
offsetY: number;
}
const CELL_SIZE_MOBILE = 15;
const CELL_SIZE_DESKTOP = 25;
const TARGET_FPS = 60;
const CYCLE_TIME = 3000;
const TRANSITION_SPEED = 0.05;
const SCALE_SPEED = 0.05;
const INITIAL_DENSITY = 0.15;
const MOUSE_INFLUENCE_RADIUS = 150;
const COLOR_SHIFT_AMOUNT = 30;
const RIPPLE_ELEVATION_FACTOR = 4;
const ELEVATION_FACTOR = 8;
export class GameOfLifeEngine implements AnimationEngine {
id = "game-of-life";
name = "Game of Life";
private grid: Grid | null = null;
private palette: [number, number, number][] = [];
private bgColor = "rgb(0, 0, 0)";
private mouseX = -1000;
private mouseY = -1000;
private mouseIsDown = false;
private mouseCellX = -1;
private mouseCellY = -1;
private lastCycleTime = 0;
private timeAccumulator = 0;
private pendingTimeouts: ReturnType<typeof setTimeout>[] = [];
private canvasWidth = 0;
private canvasHeight = 0;
init(
width: number,
height: number,
palette: [number, number, number][],
bgColor: string
): void {
this.palette = palette;
this.bgColor = bgColor;
this.canvasWidth = width;
this.canvasHeight = height;
this.lastCycleTime = 0;
this.timeAccumulator = 0;
this.grid = this.initGrid(width, height);
}
cleanup(): void {
for (const id of this.pendingTimeouts) {
clearTimeout(id);
}
this.pendingTimeouts = [];
this.grid = null;
}
private getCellSize(): number {
return this.canvasWidth <= 768 ? CELL_SIZE_MOBILE : CELL_SIZE_DESKTOP;
}
private randomColor(): [number, number, number] {
return this.palette[Math.floor(Math.random() * this.palette.length)];
}
private initGrid(width: number, height: number): Grid {
const cellSize = this.getCellSize();
const cols = Math.floor(width / cellSize);
const rows = Math.floor(height / cellSize);
const offsetX = Math.floor((width - cols * cellSize) / 2);
const offsetY = Math.floor((height - rows * cellSize) / 2);
const cells = Array(cols)
.fill(0)
.map((_, i) =>
Array(rows)
.fill(0)
.map((_, j) => {
const baseColor = this.randomColor();
return {
alive: Math.random() < INITIAL_DENSITY,
next: false,
color: [...baseColor] as [number, number, number],
baseColor,
currentX: i,
currentY: j,
targetX: i,
targetY: j,
opacity: 0,
targetOpacity: 0,
scale: 0,
targetScale: 0,
elevation: 0,
targetElevation: 0,
transitioning: false,
transitionComplete: false,
rippleEffect: 0,
rippleStartTime: 0,
rippleDistance: 0,
};
})
);
const grid = { cells, cols, rows, offsetX, offsetY };
this.computeNextState(grid);
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
const cell = cells[i][j];
if (cell.next) {
cell.alive = true;
const tid = setTimeout(() => {
cell.targetOpacity = 1;
cell.targetScale = 1;
}, Math.random() * 1000);
this.pendingTimeouts.push(tid);
} else {
cell.alive = false;
}
}
}
return grid;
}
private countNeighbors(
grid: Grid,
x: number,
y: number
): { count: number; colors: [number, number, number][] } {
const neighbors = { count: 0, colors: [] as [number, number, number][] };
for (let i = -1; i <= 1; i++) {
for (let j = -1; j <= 1; j++) {
if (i === 0 && j === 0) continue;
const col = (x + i + grid.cols) % grid.cols;
const row = (y + j + grid.rows) % grid.rows;
if (grid.cells[col][row].alive) {
neighbors.count++;
neighbors.colors.push(grid.cells[col][row].baseColor);
}
}
}
return neighbors;
}
private averageColors(
colors: [number, number, number][]
): [number, number, number] {
if (colors.length === 0) return [0, 0, 0];
const sum = colors.reduce(
(acc, color) => [acc[0] + color[0], acc[1] + color[1], acc[2] + color[2]],
[0, 0, 0]
);
return [
Math.round(sum[0] / colors.length),
Math.round(sum[1] / colors.length),
Math.round(sum[2] / colors.length),
];
}
private computeNextState(grid: Grid): void {
for (let i = 0; i < grid.cols; i++) {
for (let j = 0; j < grid.rows; j++) {
const cell = grid.cells[i][j];
const { count, colors } = this.countNeighbors(grid, i, j);
if (cell.alive) {
cell.next = count === 2 || count === 3;
} else {
cell.next = count === 3;
if (cell.next) {
cell.baseColor = this.averageColors(colors);
cell.color = [...cell.baseColor];
}
}
}
}
for (let i = 0; i < grid.cols; i++) {
for (let j = 0; j < grid.rows; j++) {
const cell = grid.cells[i][j];
if (cell.alive !== cell.next && !cell.transitioning) {
cell.transitioning = true;
cell.transitionComplete = false;
const delay = Math.random() * 800;
const tid = setTimeout(() => {
if (!cell.next) {
cell.targetScale = 0;
cell.targetOpacity = 0;
cell.targetElevation = 0;
} else {
cell.targetScale = 1;
cell.targetOpacity = 1;
cell.targetElevation = 0;
}
}, delay);
this.pendingTimeouts.push(tid);
}
}
}
}
private createRippleEffect(
grid: Grid,
centerX: number,
centerY: number
): void {
const currentTime = Date.now();
for (let i = 0; i < grid.cols; i++) {
for (let j = 0; j < grid.rows; j++) {
const cell = grid.cells[i][j];
const dx = i - centerX;
const dy = j - centerY;
const distance = Math.sqrt(dx * dx + dy * dy);
if (cell.opacity > 0.1) {
cell.rippleStartTime = currentTime + distance * 100;
cell.rippleDistance = distance;
cell.rippleEffect = 0;
}
}
}
}
private spawnCellAtPosition(grid: Grid, x: number, y: number): void {
if (x >= 0 && x < grid.cols && y >= 0 && y < grid.rows) {
const cell = grid.cells[x][y];
if (!cell.alive && !cell.transitioning) {
cell.alive = true;
cell.next = true;
cell.transitioning = true;
cell.transitionComplete = false;
cell.baseColor = this.randomColor();
cell.color = [...cell.baseColor];
cell.targetScale = 1;
cell.targetOpacity = 1;
cell.targetElevation = 0;
this.createRippleEffect(grid, x, y);
}
}
}
update(deltaTime: number): void {
if (!this.grid) return;
this.timeAccumulator += deltaTime;
if (this.timeAccumulator >= CYCLE_TIME) {
this.computeNextState(this.grid);
this.timeAccumulator -= CYCLE_TIME;
}
this.updateCellAnimations(this.grid, deltaTime);
}
private updateCellAnimations(grid: Grid, deltaTime: number): void {
const mouseX = this.mouseX;
const mouseY = this.mouseY;
const cellSize = this.getCellSize();
const transitionFactor =
TRANSITION_SPEED * (deltaTime / (1000 / TARGET_FPS));
const scaleFactor = SCALE_SPEED * (deltaTime / (1000 / TARGET_FPS));
for (let i = 0; i < grid.cols; i++) {
for (let j = 0; j < grid.rows; j++) {
const cell = grid.cells[i][j];
cell.opacity += (cell.targetOpacity - cell.opacity) * transitionFactor;
cell.scale += (cell.targetScale - cell.scale) * scaleFactor;
cell.elevation +=
(cell.targetElevation - cell.elevation) * scaleFactor;
const cellCenterX = grid.offsetX + i * cellSize + cellSize / 2;
const cellCenterY = grid.offsetY + j * cellSize + cellSize / 2;
const dx = cellCenterX - mouseX;
const dy = cellCenterY - mouseY;
const distanceToMouse = Math.sqrt(dx * dx + dy * dy);
if (distanceToMouse < MOUSE_INFLUENCE_RADIUS && cell.opacity > 0.1) {
const influenceFactor = Math.cos(
(distanceToMouse / MOUSE_INFLUENCE_RADIUS) * (Math.PI / 2)
);
cell.targetElevation =
ELEVATION_FACTOR * influenceFactor * influenceFactor;
const colorShift = influenceFactor * COLOR_SHIFT_AMOUNT * 0.5;
cell.color = [
Math.min(255, Math.max(0, cell.baseColor[0] + colorShift)),
Math.min(255, Math.max(0, cell.baseColor[1] + colorShift)),
Math.min(255, Math.max(0, cell.baseColor[2] + colorShift)),
] as [number, number, number];
} else {
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.targetElevation = 0;
}
if (cell.transitioning) {
if (!cell.next && cell.opacity < 0.01 && cell.scale < 0.01) {
cell.alive = false;
cell.transitioning = false;
cell.transitionComplete = true;
cell.opacity = 0;
cell.scale = 0;
cell.elevation = 0;
} else if (cell.next && !cell.alive && !cell.transitionComplete) {
cell.alive = true;
cell.transitioning = false;
cell.transitionComplete = true;
}
}
if (cell.rippleStartTime > 0) {
const elapsedTime = Date.now() - cell.rippleStartTime;
if (elapsedTime > 0) {
const rippleProgress = elapsedTime / 1000;
if (rippleProgress < 1) {
const wavePhase = rippleProgress * Math.PI * 2;
const waveHeight =
Math.sin(wavePhase) * Math.exp(-rippleProgress * 4);
if (distanceToMouse >= MOUSE_INFLUENCE_RADIUS) {
cell.rippleEffect = waveHeight;
cell.targetElevation = RIPPLE_ELEVATION_FACTOR * waveHeight;
} else {
cell.rippleEffect = waveHeight * 0.3;
}
} else {
cell.rippleEffect = 0;
cell.rippleStartTime = 0;
if (distanceToMouse >= MOUSE_INFLUENCE_RADIUS) {
cell.targetElevation = 0;
}
}
}
}
}
}
}
render(
ctx: CanvasRenderingContext2D,
width: number,
height: number
): void {
if (!this.grid) return;
const grid = this.grid;
const cellSize = this.getCellSize();
const displayCellSize = cellSize * 0.8;
const roundness = displayCellSize * 0.2;
for (let i = 0; i < grid.cols; i++) {
for (let j = 0; j < grid.rows; j++) {
const cell = grid.cells[i][j];
if (
(cell.alive || cell.targetOpacity > 0) &&
cell.opacity > 0.01
) {
const [r, g, b] = cell.color;
ctx.globalAlpha = cell.opacity * 0.9;
const scaledSize = displayCellSize * cell.scale;
const xOffset = (displayCellSize - scaledSize) / 2;
const yOffset = (displayCellSize - scaledSize) / 2;
const elevationOffset = cell.elevation;
const x =
grid.offsetX +
i * cellSize +
(cellSize - displayCellSize) / 2 +
xOffset;
const y =
grid.offsetY +
j * cellSize +
(cellSize - displayCellSize) / 2 +
yOffset -
elevationOffset;
const scaledRoundness = roundness * cell.scale;
// Shadow for 3D effect
if (elevationOffset > 0.5) {
ctx.fillStyle = `rgba(0, 0, 0, ${0.2 * (elevationOffset / ELEVATION_FACTOR)})`;
ctx.beginPath();
ctx.moveTo(x + scaledRoundness, y + elevationOffset * 1.1);
ctx.lineTo(
x + scaledSize - scaledRoundness,
y + elevationOffset * 1.1
);
ctx.quadraticCurveTo(
x + scaledSize,
y + elevationOffset * 1.1,
x + scaledSize,
y + elevationOffset * 1.1 + scaledRoundness
);
ctx.lineTo(
x + scaledSize,
y + elevationOffset * 1.1 + scaledSize - scaledRoundness
);
ctx.quadraticCurveTo(
x + scaledSize,
y + elevationOffset * 1.1 + scaledSize,
x + scaledSize - scaledRoundness,
y + elevationOffset * 1.1 + scaledSize
);
ctx.lineTo(
x + scaledRoundness,
y + elevationOffset * 1.1 + scaledSize
);
ctx.quadraticCurveTo(
x,
y + elevationOffset * 1.1 + scaledSize,
x,
y + elevationOffset * 1.1 + scaledSize - scaledRoundness
);
ctx.lineTo(x, y + elevationOffset * 1.1 + scaledRoundness);
ctx.quadraticCurveTo(
x,
y + elevationOffset * 1.1,
x + scaledRoundness,
y + elevationOffset * 1.1
);
ctx.fill();
}
// Main cell
ctx.fillStyle = `rgb(${r},${g},${b})`;
ctx.beginPath();
ctx.moveTo(x + scaledRoundness, y);
ctx.lineTo(x + scaledSize - scaledRoundness, y);
ctx.quadraticCurveTo(x + scaledSize, y, x + scaledSize, y + scaledRoundness);
ctx.lineTo(x + scaledSize, y + scaledSize - scaledRoundness);
ctx.quadraticCurveTo(
x + scaledSize,
y + scaledSize,
x + scaledSize - scaledRoundness,
y + scaledSize
);
ctx.lineTo(x + scaledRoundness, y + scaledSize);
ctx.quadraticCurveTo(x, y + scaledSize, x, y + scaledSize - scaledRoundness);
ctx.lineTo(x, y + scaledRoundness);
ctx.quadraticCurveTo(x, y, x + scaledRoundness, y);
ctx.fill();
// Highlight on elevated cells
if (elevationOffset > 0.5) {
ctx.fillStyle = `rgba(255, 255, 255, ${0.1 * (elevationOffset / ELEVATION_FACTOR)})`;
ctx.beginPath();
ctx.moveTo(x + scaledRoundness, y);
ctx.lineTo(x + scaledSize - scaledRoundness, y);
ctx.quadraticCurveTo(
x + scaledSize,
y,
x + scaledSize,
y + scaledRoundness
);
ctx.lineTo(x + scaledSize, y + scaledSize / 3);
ctx.lineTo(x, y + scaledSize / 3);
ctx.lineTo(x, y + scaledRoundness);
ctx.quadraticCurveTo(x, y, x + scaledRoundness, y);
ctx.fill();
}
}
}
}
ctx.globalAlpha = 1;
}
handleResize(width: number, height: number): void {
this.canvasWidth = width;
this.canvasHeight = height;
const cellSize = this.getCellSize();
if (
!this.grid ||
this.grid.cols !== Math.floor(width / cellSize) ||
this.grid.rows !== Math.floor(height / cellSize)
) {
for (const id of this.pendingTimeouts) {
clearTimeout(id);
}
this.pendingTimeouts = [];
this.grid = this.initGrid(width, height);
}
}
handleMouseMove(x: number, y: number, isDown: boolean): void {
this.mouseX = x;
this.mouseY = y;
this.mouseIsDown = isDown;
if (isDown && this.grid) {
const grid = this.grid;
const cellSize = this.getCellSize();
const cellX = Math.floor((x - grid.offsetX) / cellSize);
const cellY = Math.floor((y - grid.offsetY) / cellSize);
if (cellX !== this.mouseCellX || cellY !== this.mouseCellY) {
this.mouseCellX = cellX;
this.mouseCellY = cellY;
if (
cellX >= 0 &&
cellX < grid.cols &&
cellY >= 0 &&
cellY < grid.rows
) {
const cell = grid.cells[cellX][cellY];
if (!cell.alive && !cell.transitioning) {
this.spawnCellAtPosition(grid, cellX, cellY);
}
}
}
}
}
handleMouseDown(x: number, y: number): void {
this.mouseIsDown = true;
if (!this.grid) return;
const grid = this.grid;
const cellSize = this.getCellSize();
const cellX = Math.floor((x - grid.offsetX) / cellSize);
const cellY = Math.floor((y - grid.offsetY) / cellSize);
if (
cellX >= 0 &&
cellX < grid.cols &&
cellY >= 0 &&
cellY < grid.rows
) {
this.mouseCellX = cellX;
this.mouseCellY = cellY;
const cell = grid.cells[cellX][cellY];
if (cell.alive) {
this.createRippleEffect(grid, cellX, cellY);
} else {
this.spawnCellAtPosition(grid, cellX, cellY);
}
}
}
handleMouseUp(): void {
this.mouseIsDown = false;
}
handleMouseLeave(): void {
this.mouseIsDown = false;
this.mouseX = -1000;
this.mouseY = -1000;
}
updatePalette(palette: [number, number, number][], bgColor: string): void {
this.palette = palette;
this.bgColor = bgColor;
if (this.grid) {
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];
if (cell.alive && cell.opacity > 0.01) {
cell.baseColor =
palette[Math.floor(Math.random() * palette.length)];
}
}
}
}
}
}

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import type { AnimationEngine } from "@/lib/animations/types";
interface Blob {
x: number;
y: number;
vx: number;
vy: number;
baseRadius: number;
radiusScale: number;
targetRadiusScale: number;
color: [number, number, number];
targetColor: [number, number, number];
phase: number;
phaseSpeed: number;
staggerDelay: number; // -1 means already revealed
}
const BLOB_COUNT = 26;
const BASE_MAX_BLOBS = 80; // at 1080p; scales with canvas area
const MIN_SPEED = 0.1;
const MAX_SPEED = 0.35;
const RESOLUTION_SCALE = 5; // render at 1/5 resolution (was 1/4)
const FIELD_THRESHOLD = 1.0;
const SMOOTHSTEP_RANGE = 0.25;
const MOUSE_REPEL_RADIUS = 150;
const MOUSE_REPEL_FORCE = 0.2;
const COLOR_LERP_SPEED = 0.02;
const DRIFT_AMPLITUDE = 0.2;
const RADIUS_LERP_SPEED = 0.06;
const STAGGER_INTERVAL = 60;
const CYCLE_MIN_MS = 2000; // min time between natural spawn/despawn
const CYCLE_MAX_MS = 5000; // max time
function smoothstep(edge0: number, edge1: number, x: number): number {
const t = Math.max(0, Math.min(1, (x - edge0) / (edge1 - edge0)));
return t * t * (3 - 2 * t);
}
export class LavaLampEngine implements AnimationEngine {
id = "lava-lamp";
name = "Lava Lamp";
private blobs: Blob[] = [];
private palette: [number, number, number][] = [];
private bgRgb: [number, number, number] = [0, 0, 0];
private width = 0;
private height = 0;
private mouseX = -1000;
private mouseY = -1000;
private offCanvas: HTMLCanvasElement | null = null;
private offCtx: CanvasRenderingContext2D | null = null;
private shadowCanvas: HTMLCanvasElement | null = null;
private shadowCtx: CanvasRenderingContext2D | null = null;
private elapsed = 0;
private nextCycleTime = 0;
// Pre-allocated typed arrays for the inner render loop (avoid per-frame GC)
private blobX: Float64Array = new Float64Array(0);
private blobY: Float64Array = new Float64Array(0);
private blobR: Float64Array = new Float64Array(0);
private blobCR: Float64Array = new Float64Array(0);
private blobCG: Float64Array = new Float64Array(0);
private blobCB: Float64Array = new Float64Array(0);
private activeBlobCount = 0;
init(
width: number,
height: number,
palette: [number, number, number][],
bgColor: string
): void {
this.width = width;
this.height = height;
this.palette = palette;
this.parseBgColor(bgColor);
this.elapsed = 0;
this.nextCycleTime = CYCLE_MIN_MS + Math.random() * (CYCLE_MAX_MS - CYCLE_MIN_MS);
this.initBlobs();
this.initOffscreenCanvas();
}
private parseBgColor(bgColor: string): void {
const match = bgColor.match(/(\d+)/g);
if (match && match.length >= 3) {
this.bgRgb = [parseInt(match[0]), parseInt(match[1]), parseInt(match[2])];
}
}
private getMaxBlobs(): number {
const area = this.width * this.height;
const scale = area / 2_073_600; // normalize to 1080p
return Math.max(BASE_MAX_BLOBS, Math.round(BASE_MAX_BLOBS * scale));
}
private getRadiusRange(): { min: number; max: number } {
const area = this.width * this.height;
const scale = Math.sqrt(area / 2_073_600);
const min = Math.max(8, Math.round(25 * scale));
const max = Math.max(15, Math.round(65 * scale));
return { min, max };
}
private makeBlob(x: number, y: number, radiusOverride?: number): Blob {
const { min, max } = this.getRadiusRange();
const color = this.palette[
Math.floor(Math.random() * this.palette.length)
] || [128, 128, 128];
return {
x,
y,
vx: (Math.random() - 0.5) * 2 * MAX_SPEED,
vy: (Math.random() - 0.5) * 2 * MAX_SPEED,
baseRadius: radiusOverride ?? (min + Math.random() * (max - min)),
radiusScale: 0,
targetRadiusScale: 1,
color: [...color],
targetColor: [...color],
phase: Math.random() * Math.PI * 2,
phaseSpeed: 0.0005 + Math.random() * 0.001,
staggerDelay: -1,
};
}
private initBlobs(): void {
this.blobs = [];
const { max } = this.getRadiusRange();
const minDist = max * 2.5; // minimum distance between blob centers
for (let i = 0; i < BLOB_COUNT; i++) {
let x: number, y: number;
let attempts = 0;
// Try to find a position that doesn't overlap existing blobs
do {
x = Math.random() * this.width;
y = Math.random() * this.height;
attempts++;
} while (attempts < 50 && this.tooCloseToExisting(x, y, minDist));
const blob = this.makeBlob(x, y);
blob.targetRadiusScale = 0;
blob.staggerDelay = i * STAGGER_INTERVAL + Math.random() * STAGGER_INTERVAL;
this.blobs.push(blob);
}
}
private tooCloseToExisting(x: number, y: number, minDist: number): boolean {
for (const blob of this.blobs) {
const dx = blob.x - x;
const dy = blob.y - y;
if (dx * dx + dy * dy < minDist * minDist) return true;
}
return false;
}
private initOffscreenCanvas(): void {
const rw = Math.ceil(this.width / RESOLUTION_SCALE);
const rh = Math.ceil(this.height / RESOLUTION_SCALE);
this.offCanvas = document.createElement("canvas");
this.offCanvas.width = rw;
this.offCanvas.height = rh;
this.offCtx = this.offCanvas.getContext("2d", { willReadFrequently: true });
this.shadowCanvas = document.createElement("canvas");
this.shadowCanvas.width = rw;
this.shadowCanvas.height = rh;
this.shadowCtx = this.shadowCanvas.getContext("2d", {
willReadFrequently: true,
});
}
cleanup(): void {
this.blobs = [];
this.offCanvas = null;
this.offCtx = null;
this.shadowCanvas = null;
this.shadowCtx = null;
}
/** Snapshot active blob data into flat typed arrays for fast inner-loop access */
private syncBlobArrays(): void {
const blobs = this.blobs;
const n = blobs.length;
// Grow arrays if needed
if (this.blobX.length < n) {
const cap = n + 32;
this.blobX = new Float64Array(cap);
this.blobY = new Float64Array(cap);
this.blobR = new Float64Array(cap);
this.blobCR = new Float64Array(cap);
this.blobCG = new Float64Array(cap);
this.blobCB = new Float64Array(cap);
}
let count = 0;
for (let i = 0; i < n; i++) {
const b = blobs[i];
const r = b.baseRadius * b.radiusScale;
if (r < 1) continue; // skip invisible blobs entirely
this.blobX[count] = b.x;
this.blobY[count] = b.y;
this.blobR[count] = r;
this.blobCR[count] = b.color[0];
this.blobCG[count] = b.color[1];
this.blobCB[count] = b.color[2];
count++;
}
this.activeBlobCount = count;
}
update(deltaTime: number): void {
const dt = deltaTime / (1000 / 60);
this.elapsed += deltaTime;
for (const blob of this.blobs) {
// Staggered load-in
if (blob.staggerDelay >= 0) {
if (this.elapsed >= blob.staggerDelay) {
blob.targetRadiusScale = 1;
blob.staggerDelay = -1;
}
}
blob.radiusScale +=
(blob.targetRadiusScale - blob.radiusScale) * RADIUS_LERP_SPEED * dt;
blob.phase += blob.phaseSpeed * deltaTime;
const driftX = Math.sin(blob.phase) * DRIFT_AMPLITUDE;
const driftY = Math.cos(blob.phase * 0.7) * DRIFT_AMPLITUDE;
blob.vx += driftX * dt * 0.01;
blob.vy += driftY * dt * 0.01;
blob.vx += (Math.random() - 0.5) * 0.008 * dt;
blob.vy += (Math.random() - 0.5) * 0.008 * dt;
const speed = Math.sqrt(blob.vx * blob.vx + blob.vy * blob.vy);
if (speed > MAX_SPEED) {
blob.vx = (blob.vx / speed) * MAX_SPEED;
blob.vy = (blob.vy / speed) * MAX_SPEED;
}
if (speed < MIN_SPEED) {
const angle = Math.atan2(blob.vy, blob.vx);
blob.vx = Math.cos(angle) * MIN_SPEED;
blob.vy = Math.sin(angle) * MIN_SPEED;
}
blob.x += blob.vx * dt;
blob.y += blob.vy * dt;
const pad = blob.baseRadius * 0.3;
if (blob.x < -pad) { blob.x = -pad; blob.vx = Math.abs(blob.vx) * 0.8; }
if (blob.x > this.width + pad) { blob.x = this.width + pad; blob.vx = -Math.abs(blob.vx) * 0.8; }
if (blob.y < -pad) { blob.y = -pad; blob.vy = Math.abs(blob.vy) * 0.8; }
if (blob.y > this.height + pad) { blob.y = this.height + pad; blob.vy = -Math.abs(blob.vy) * 0.8; }
// Mouse repulsion
const dx = blob.x - this.mouseX;
const dy = blob.y - this.mouseY;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < MOUSE_REPEL_RADIUS && dist > 0) {
const force = (1 - dist / MOUSE_REPEL_RADIUS) * MOUSE_REPEL_FORCE * dt;
blob.vx += (dx / dist) * force;
blob.vy += (dy / dist) * force;
}
for (let c = 0; c < 3; c++) {
blob.color[c] += (blob.targetColor[c] - blob.color[c]) * COLOR_LERP_SPEED * dt;
}
}
// Remove blobs that have fully shrunk away (but not ones still waiting to stagger in)
for (let i = this.blobs.length - 1; i >= 0; i--) {
const b = this.blobs[i];
if (b.targetRadiusScale === 0 && b.radiusScale < 0.01 && b.staggerDelay < 0) {
this.blobs.splice(i, 1);
}
}
// Natural spawn/despawn cycle — keeps the scene alive
if (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++) {
if (this.blobs[i].radiusScale > 0.5 && this.blobs[i].staggerDelay < 0) {
visible.push(i);
}
}
if (visible.length > 0) {
const killIdx = visible[Math.floor(Math.random() * visible.length)];
this.blobs[killIdx].targetRadiusScale = 0;
}
// Spawn a fresh one at a random position
const blob = this.makeBlob(
Math.random() * this.width,
Math.random() * this.height
);
this.blobs.push(blob);
// Schedule next cycle
this.nextCycleTime = this.elapsed + CYCLE_MIN_MS + Math.random() * (CYCLE_MAX_MS - CYCLE_MIN_MS);
}
// Prune excess blobs (keep the initial set, drop oldest user-spawned ones)
const maxBlobs = this.getMaxBlobs();
if (this.blobs.length > maxBlobs) {
this.blobs.splice(BLOB_COUNT, this.blobs.length - maxBlobs);
}
}
render(
ctx: CanvasRenderingContext2D,
width: number,
height: number
): void {
if (!this.offCtx || !this.offCanvas || !this.shadowCtx || !this.shadowCanvas)
return;
// Snapshot blob positions/radii into typed arrays for fast pixel loop
this.syncBlobArrays();
const rw = this.offCanvas.width;
const rh = this.offCanvas.height;
// Render shadow layer
const shadowData = this.shadowCtx.createImageData(rw, rh);
this.renderField(shadowData, rw, rh, true);
this.shadowCtx.putImageData(shadowData, 0, 0);
// Render main layer
const imageData = this.offCtx.createImageData(rw, rh);
this.renderField(imageData, rw, rh, false);
this.offCtx.putImageData(imageData, 0, 0);
ctx.imageSmoothingEnabled = true;
ctx.imageSmoothingQuality = "medium";
ctx.globalAlpha = 0.2;
ctx.drawImage(this.shadowCanvas, 0, 4, width, height);
ctx.globalAlpha = 1;
ctx.drawImage(this.offCanvas, 0, 0, width, height);
}
private renderField(
imageData: ImageData,
rw: number,
rh: number,
isShadow: boolean
): void {
const data = imageData.data;
const threshold = isShadow ? FIELD_THRESHOLD * 0.75 : FIELD_THRESHOLD;
const bgR = this.bgRgb[0];
const bgG = this.bgRgb[1];
const bgB = this.bgRgb[2];
const scale = RESOLUTION_SCALE;
const n = this.activeBlobCount;
const bx = this.blobX;
const by = this.blobY;
const br = this.blobR;
const bcr = this.blobCR;
const bcg = this.blobCG;
const bcb = this.blobCB;
const threshLow = threshold - SMOOTHSTEP_RANGE;
for (let py = 0; py < rh; py++) {
const wy = py * scale;
for (let px = 0; px < rw; px++) {
const wx = px * scale;
let fieldSum = 0;
let weightedR = 0;
let weightedG = 0;
let weightedB = 0;
for (let i = 0; i < n; i++) {
const dx = wx - bx[i];
const dy = wy - by[i];
const distSq = dx * dx + dy * dy;
const ri = br[i];
const rSq = ri * ri;
// Raw metaball field
const raw = rSq / (distSq + rSq * 0.1);
// Cap per-blob contribution so color stays flat inside the blob
const contribution = raw > 2 ? 2 : raw;
fieldSum += contribution;
if (contribution > 0.01) {
weightedR += bcr[i] * contribution;
weightedG += bcg[i] * contribution;
weightedB += bcb[i] * contribution;
}
}
const idx = (py * rw + px) << 2;
if (fieldSum > threshLow) {
const alpha = smoothstep(threshLow, threshold, fieldSum);
if (isShadow) {
data[idx] = 0;
data[idx + 1] = 0;
data[idx + 2] = 0;
data[idx + 3] = (alpha * 150) | 0;
} else {
const invField = 1 / fieldSum;
const r = Math.min(255, (weightedR * invField) | 0);
const g = Math.min(255, (weightedG * invField) | 0);
const b = Math.min(255, (weightedB * invField) | 0);
data[idx] = bgR + (r - bgR) * alpha;
data[idx + 1] = bgG + (g - bgG) * alpha;
data[idx + 2] = bgB + (b - bgB) * alpha;
data[idx + 3] = 255;
}
} else {
if (isShadow) {
// data stays 0 (already zeroed by createImageData)
} else {
data[idx] = bgR;
data[idx + 1] = bgG;
data[idx + 2] = bgB;
data[idx + 3] = 255;
}
}
}
}
}
handleResize(width: number, height: number): void {
this.width = width;
this.height = height;
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 {
let closest: Blob | null = null;
let closestDist = Infinity;
for (const blob of this.blobs) {
const dx = blob.x - x;
const dy = blob.y - y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < blob.baseRadius * 1.5 && dist < closestDist) {
closestDist = dist;
closest = blob;
}
}
return closest ? ([...closest.color] as [number, number, number]) : null;
}
private spawnAt(x: number, y: number): void {
const { max } = this.getRadiusRange();
const blob = this.makeBlob(x, y, max * (0.8 + Math.random() * 0.4));
const nearby = this.sampleColorAt(x, y);
if (nearby) {
blob.color = nearby;
blob.targetColor = [...nearby];
}
this.blobs.push(blob);
}
handleMouseMove(x: number, y: number, _isDown: boolean): void {
this.mouseX = x;
this.mouseY = y;
}
handleMouseDown(x: number, y: number): void {
this.spawnAt(x, y);
}
handleMouseUp(): void {}
handleMouseLeave(): void {
this.mouseX = -1000;
this.mouseY = -1000;
}
updatePalette(palette: [number, number, number][], bgColor: string): void {
this.palette = palette;
this.parseBgColor(bgColor);
for (let i = 0; i < this.blobs.length; i++) {
this.blobs[i].targetColor = [
...palette[i % palette.length],
] as [number, number, number];
}
}
}

View File

@@ -1,74 +1,34 @@
import { useEffect, useRef } from "react"; import { useEffect, useRef } from "react";
import { GameOfLifeEngine } from "./engines/game-of-life";
import { LavaLampEngine } from "./engines/lava-lamp";
import { getStoredAnimationId } from "@/lib/animations/engine";
import type { AnimationEngine } from "@/lib/animations/types";
import type { AnimationId } from "@/lib/animations";
interface Cell {
alive: boolean;
next: boolean;
color: [number, number, number];
baseColor: [number, number, number]; // Original color
currentX: number;
currentY: number;
targetX: number;
targetY: number;
opacity: number;
targetOpacity: number;
scale: number;
targetScale: number;
elevation: number; // For 3D effect
targetElevation: number;
transitioning: boolean;
transitionComplete: boolean;
rippleEffect: number; // For ripple animation
rippleStartTime: number; // When ripple started
rippleDistance: number; // Distance from ripple center
}
interface Grid {
cells: Cell[][];
cols: number;
rows: number;
offsetX: number;
offsetY: number;
}
interface MousePosition {
x: number;
y: number;
isDown: boolean;
lastClickTime: number;
cellX: number;
cellY: number;
}
interface BackgroundProps {
layout?: 'index' | 'sidebar';
position?: 'left' | 'right';
}
const CELL_SIZE_MOBILE = 15;
const CELL_SIZE_DESKTOP = 25;
const TARGET_FPS = 60; // Target frame rate
const CYCLE_TIME = 3000; // 3 seconds per full cycle, regardless of FPS
const TRANSITION_SPEED = 0.05;
const SCALE_SPEED = 0.05;
const INITIAL_DENSITY = 0.15;
const SIDEBAR_WIDTH = 240; const SIDEBAR_WIDTH = 240;
const MOUSE_INFLUENCE_RADIUS = 150; // Radius of mouse influence in pixels
const COLOR_SHIFT_AMOUNT = 30; // Maximum color shift amount
const RIPPLE_SPEED = 0.02; // Speed of ripple propagation
const RIPPLE_ELEVATION_FACTOR = 4; // Height of ripple wave
const ELEVATION_FACTOR = 8; // Max height for 3D effect - reduced for more subtle effect
const FALLBACK_PALETTE: [number, number, number][] = [ const FALLBACK_PALETTE: [number, number, number][] = [
[204, 36, 29], [152, 151, 26], [215, 153, 33], [204, 36, 29], [152, 151, 26], [215, 153, 33],
[69, 133, 136], [177, 98, 134], [104, 157, 106] [69, 133, 136], [177, 98, 134], [104, 157, 106],
]; ];
// Read palette from current CSS variables function createEngine(id: AnimationId): AnimationEngine {
switch (id) {
case "lava-lamp":
return new LavaLampEngine();
case "game-of-life":
default:
return new GameOfLifeEngine();
}
}
function readPaletteFromCSS(): [number, number, number][] { function readPaletteFromCSS(): [number, number, number][] {
try { try {
const style = getComputedStyle(document.documentElement); const style = getComputedStyle(document.documentElement);
const keys = ["--color-red", "--color-green", "--color-yellow", "--color-blue", "--color-purple", "--color-aqua"]; const keys = [
"--color-red", "--color-green", "--color-yellow",
"--color-blue", "--color-purple", "--color-aqua",
];
const palette: [number, number, number][] = []; const palette: [number, number, number][] = [];
for (const key of keys) { for (const key of keys) {
const val = style.getPropertyValue(key).trim(); const val = style.getPropertyValue(key).trim();
@@ -87,7 +47,9 @@ function readPaletteFromCSS(): [number, number, number][] {
function readBgFromCSS(): string { function readBgFromCSS(): string {
try { try {
const val = getComputedStyle(document.documentElement).getPropertyValue("--color-background").trim(); const val = getComputedStyle(document.documentElement)
.getPropertyValue("--color-background")
.trim();
if (val) { if (val) {
const [r, g, b] = val.split(" "); const [r, g, b] = val.split(" ");
return `rgb(${r}, ${g}, ${b})`; return `rgb(${r}, ${g}, ${b})`;
@@ -96,421 +58,38 @@ function readBgFromCSS(): string {
return "rgb(0, 0, 0)"; return "rgb(0, 0, 0)";
} }
interface BackgroundProps {
layout?: "index" | "sidebar" | "content";
position?: "left" | "right";
}
const Background: React.FC<BackgroundProps> = ({ const Background: React.FC<BackgroundProps> = ({
layout = 'index', layout = "index",
position = 'left' position = "left",
}) => { }) => {
const canvasRef = useRef<HTMLCanvasElement>(null); const canvasRef = useRef<HTMLCanvasElement>(null);
const gridRef = useRef<Grid>(); const engineRef = useRef<AnimationEngine | null>(null);
const animationFrameRef = useRef<number>(); const animationFrameRef = useRef<number>();
const lastUpdateTimeRef = useRef<number>(0); const lastUpdateTimeRef = useRef<number>(0);
const lastCycleTimeRef = useRef<number>(0);
const resizeTimeoutRef = useRef<NodeJS.Timeout>(); const resizeTimeoutRef = useRef<NodeJS.Timeout>();
const paletteRef = useRef<[number, number, number][]>(FALLBACK_PALETTE); const dimensionsRef = useRef({ width: 0, height: 0 });
const bgColorRef = useRef<string>("rgb(0, 0, 0)");
const mouseRef = useRef<MousePosition>({
x: -1000,
y: -1000,
isDown: false,
lastClickTime: 0,
cellX: -1,
cellY: -1
});
const randomColor = (): [number, number, number] => { const setupCanvas = (
const palette = paletteRef.current; canvas: HTMLCanvasElement,
return palette[Math.floor(Math.random() * palette.length)]; width: number,
}; height: number
) => {
const getCellSize = () => { const ctx = canvas.getContext("2d");
// Check if we're on mobile based on screen width
const isMobile = window.innerWidth <= 768;
return isMobile ? CELL_SIZE_MOBILE : CELL_SIZE_DESKTOP;
};
const calculateGridDimensions = (width: number, height: number) => {
const cellSize = getCellSize();
const cols = Math.floor(width / cellSize);
const rows = Math.floor(height / cellSize);
const offsetX = Math.floor((width - (cols * cellSize)) / 2);
const offsetY = Math.floor((height - (rows * cellSize)) / 2);
return { cols, rows, offsetX, offsetY };
};
const initGrid = (width: number, height: number): Grid => {
const { cols, rows, offsetX, offsetY } = calculateGridDimensions(width, height);
const cells = Array(cols).fill(0).map((_, i) =>
Array(rows).fill(0).map((_, j) => {
const baseColor = randomColor();
return {
alive: Math.random() < INITIAL_DENSITY,
next: false,
color: [...baseColor] as [number, number, number],
baseColor: baseColor,
currentX: i,
currentY: j,
targetX: i,
targetY: j,
opacity: 0,
targetOpacity: 0,
scale: 0,
targetScale: 0,
elevation: 0,
targetElevation: 0,
transitioning: false,
transitionComplete: false,
rippleEffect: 0,
rippleStartTime: 0,
rippleDistance: 0
};
})
);
const grid = { cells, cols, rows, offsetX, offsetY };
computeNextState(grid);
// Initialize cells with staggered animation
for (let i = 0; i < cols; i++) {
for (let j = 0; j < rows; j++) {
const cell = cells[i][j];
if (cell.next) {
cell.alive = true;
setTimeout(() => {
cell.targetOpacity = 1;
cell.targetScale = 1;
}, Math.random() * 1000);
} else {
cell.alive = false;
}
}
}
return grid;
};
const countNeighbors = (grid: Grid, x: number, y: number): { count: number, colors: [number, number, number][] } => {
const neighbors = { count: 0, colors: [] as [number, number, number][] };
for (let i = -1; i <= 1; i++) {
for (let j = -1; j <= 1; j++) {
if (i === 0 && j === 0) continue;
const col = (x + i + grid.cols) % grid.cols;
const row = (y + j + grid.rows) % grid.rows;
if (grid.cells[col][row].alive) {
neighbors.count++;
neighbors.colors.push(grid.cells[col][row].baseColor);
}
}
}
return neighbors;
};
const averageColors = (colors: [number, number, number][]): [number, number, number] => {
if (colors.length === 0) return [0, 0, 0];
const sum = colors.reduce((acc, color) => [
acc[0] + color[0],
acc[1] + color[1],
acc[2] + color[2]
], [0, 0, 0]);
return [
Math.round(sum[0] / colors.length),
Math.round(sum[1] / colors.length),
Math.round(sum[2] / colors.length)
];
};
const computeNextState = (grid: Grid) => {
// First, calculate the next state for all cells based on standard rules
for (let i = 0; i < grid.cols; i++) {
for (let j = 0; j < grid.rows; j++) {
const cell = grid.cells[i][j];
const { count, colors } = countNeighbors(grid, i, j);
// Standard Conway's Game of Life rules
if (cell.alive) {
cell.next = count === 2 || count === 3;
} else {
cell.next = count === 3;
if (cell.next) {
cell.baseColor = averageColors(colors);
cell.color = [...cell.baseColor];
}
}
}
}
// Then, set up animations for cells that need to change state
for (let i = 0; i < grid.cols; i++) {
for (let j = 0; j < grid.rows; j++) {
const cell = grid.cells[i][j];
if (cell.alive !== cell.next && !cell.transitioning) {
cell.transitioning = true;
cell.transitionComplete = false;
// Random delay for staggered animation effect
const delay = Math.random() * 800;
setTimeout(() => {
if (!cell.next) {
cell.targetScale = 0;
cell.targetOpacity = 0;
cell.targetElevation = 0;
} else {
cell.targetScale = 1;
cell.targetOpacity = 1;
cell.targetElevation = 0;
}
}, delay);
}
}
}
};
const createRippleEffect = (grid: Grid, centerX: number, centerY: number) => {
const currentTime = Date.now();
for (let i = 0; i < grid.cols; i++) {
for (let j = 0; j < grid.rows; j++) {
const cell = grid.cells[i][j];
// Calculate distance from cell to ripple center
const dx = i - centerX;
const dy = j - centerY;
const distance = Math.sqrt(dx * dx + dy * dy);
// Only apply ripple to visible cells
if (cell.opacity > 0.1) {
cell.rippleStartTime = currentTime + distance * 100; // Delayed start based on distance
cell.rippleDistance = distance;
cell.rippleEffect = 0;
}
}
}
};
const spawnCellAtPosition = (grid: Grid, x: number, y: number) => {
if (x >= 0 && x < grid.cols && y >= 0 && y < grid.rows) {
const cell = grid.cells[x][y];
if (!cell.alive && !cell.transitioning) {
cell.alive = true;
cell.next = true;
cell.transitioning = true;
cell.transitionComplete = false;
cell.baseColor = randomColor();
cell.color = [...cell.baseColor];
cell.targetScale = 1;
cell.targetOpacity = 1;
cell.targetElevation = 0;
// Create a small ripple from the new cell
createRippleEffect(grid, x, y);
}
}
};
const updateCellAnimations = (grid: Grid, deltaTime: number) => {
const mouseX = mouseRef.current.x;
const mouseY = mouseRef.current.y;
const cellSize = getCellSize();
// Adjust transition speeds based on time
const transitionFactor = TRANSITION_SPEED * (deltaTime / (1000 / TARGET_FPS));
const scaleFactor = SCALE_SPEED * (deltaTime / (1000 / TARGET_FPS));
for (let i = 0; i < grid.cols; i++) {
for (let j = 0; j < grid.rows; j++) {
const cell = grid.cells[i][j];
// Smooth transitions
cell.opacity += (cell.targetOpacity - cell.opacity) * transitionFactor;
cell.scale += (cell.targetScale - cell.scale) * scaleFactor;
cell.elevation += (cell.targetElevation - cell.elevation) * scaleFactor;
// Apply mouse interaction
const cellCenterX = grid.offsetX + i * cellSize + cellSize / 2;
const cellCenterY = grid.offsetY + j * cellSize + cellSize / 2;
const dx = cellCenterX - mouseX;
const dy = cellCenterY - mouseY;
const distanceToMouse = Math.sqrt(dx * dx + dy * dy);
// 3D hill effect based on mouse position
if (distanceToMouse < MOUSE_INFLUENCE_RADIUS && cell.opacity > 0.1) {
// Calculate height based on distance - peak at center, gradually decreasing
const influenceFactor = Math.cos((distanceToMouse / MOUSE_INFLUENCE_RADIUS) * Math.PI / 2);
// Only positive elevation (growing upward)
cell.targetElevation = ELEVATION_FACTOR * influenceFactor * influenceFactor; // squared for more pronounced effect
// Slight color shift as cells rise
const colorShift = influenceFactor * COLOR_SHIFT_AMOUNT * 0.5;
cell.color = [
Math.min(255, Math.max(0, cell.baseColor[0] + colorShift)),
Math.min(255, Math.max(0, cell.baseColor[1] + colorShift)),
Math.min(255, Math.max(0, cell.baseColor[2] + colorShift))
] as [number, number, number];
} else {
// Gradually return to base color and zero elevation when mouse is away
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.targetElevation = 0;
}
// Handle cell state transitions
if (cell.transitioning) {
// When a cell is completely faded out, update its alive state
if (!cell.next && cell.opacity < 0.01 && cell.scale < 0.01) {
cell.alive = false;
cell.transitioning = false;
cell.transitionComplete = true;
cell.opacity = 0;
cell.scale = 0;
cell.elevation = 0;
}
// When a new cell is born
else if (cell.next && !cell.alive && !cell.transitionComplete) {
cell.alive = true;
cell.transitioning = false;
cell.transitionComplete = true;
}
}
// Handle ripple animation
if (cell.rippleStartTime > 0) {
const elapsedTime = Date.now() - cell.rippleStartTime;
if (elapsedTime > 0) {
// Calculate ripple progress (0 to 1)
const rippleProgress = elapsedTime / 1000; // 1 second for full animation
if (rippleProgress < 1) {
// Create a smooth wave effect
const wavePhase = rippleProgress * Math.PI * 2;
const waveHeight = Math.sin(wavePhase) * Math.exp(-rippleProgress * 4);
// Apply wave height to cell elevation only if it's not being overridden by mouse
if (distanceToMouse >= MOUSE_INFLUENCE_RADIUS) {
cell.rippleEffect = waveHeight;
cell.targetElevation = RIPPLE_ELEVATION_FACTOR * waveHeight;
} else {
cell.rippleEffect = waveHeight * 0.3; // Reduced effect when mouse is influencing
}
} else {
// Reset ripple effects
cell.rippleEffect = 0;
cell.rippleStartTime = 0;
if (distanceToMouse >= MOUSE_INFLUENCE_RADIUS) {
cell.targetElevation = 0;
}
}
}
}
}
}
};
const handleMouseDown = (e: MouseEvent) => {
if (!gridRef.current || !canvasRef.current) return;
const canvas = canvasRef.current;
const rect = canvas.getBoundingClientRect();
const mouseX = e.clientX - rect.left;
const mouseY = e.clientY - rect.top;
// Ignore clicks outside the canvas bounds
if (mouseX < 0 || mouseX > rect.width || mouseY < 0 || mouseY > rect.height) return;
// Prevent text selection when interacting with the canvas
e.preventDefault();
const cellSize = getCellSize();
mouseRef.current.isDown = true;
mouseRef.current.lastClickTime = Date.now();
const grid = gridRef.current;
// Calculate which cell was clicked
const cellX = Math.floor((mouseX - grid.offsetX) / cellSize);
const cellY = Math.floor((mouseY - grid.offsetY) / cellSize);
if (cellX >= 0 && cellX < grid.cols && cellY >= 0 && cellY < grid.rows) {
mouseRef.current.cellX = cellX;
mouseRef.current.cellY = cellY;
const cell = grid.cells[cellX][cellY];
if (cell.alive) {
// Create ripple effect from existing cell
createRippleEffect(grid, cellX, cellY);
} else {
// Spawn new cell at empty position
spawnCellAtPosition(grid, cellX, cellY);
}
}
};
const handleMouseMove = (e: MouseEvent) => {
if (!canvasRef.current || !gridRef.current) return;
const canvas = canvasRef.current;
const rect = canvas.getBoundingClientRect();
const cellSize = getCellSize();
mouseRef.current.x = e.clientX - rect.left;
mouseRef.current.y = e.clientY - rect.top;
// Drawing functionality - place cells while dragging
if (mouseRef.current.isDown) {
const grid = gridRef.current;
// Calculate which cell the mouse is over
const cellX = Math.floor((mouseRef.current.x - grid.offsetX) / cellSize);
const cellY = Math.floor((mouseRef.current.y - grid.offsetY) / cellSize);
// Only draw if we're on a new cell
if (cellX !== mouseRef.current.cellX || cellY !== mouseRef.current.cellY) {
mouseRef.current.cellX = cellX;
mouseRef.current.cellY = cellY;
// Spawn cell at this position if it's empty
if (cellX >= 0 && cellX < grid.cols && cellY >= 0 && cellY < grid.rows) {
const cell = grid.cells[cellX][cellY];
if (!cell.alive && !cell.transitioning) {
spawnCellAtPosition(grid, cellX, cellY);
}
}
}
}
};
const handleMouseUp = () => {
mouseRef.current.isDown = false;
};
const handleMouseLeave = () => {
mouseRef.current.isDown = false;
mouseRef.current.x = -1000;
mouseRef.current.y = -1000;
};
const setupCanvas = (canvas: HTMLCanvasElement, width: number, height: number) => {
const ctx = canvas.getContext('2d');
if (!ctx) return; if (!ctx) return;
const dpr = window.devicePixelRatio || 1; const dpr = window.devicePixelRatio || 1;
canvas.width = width * dpr; canvas.width = width * dpr;
canvas.height = height * dpr; canvas.height = height * dpr;
ctx.scale(dpr, dpr); ctx.scale(dpr, dpr);
canvas.style.width = `${width}px`; canvas.style.width = `${width}px`;
canvas.style.height = `${height}px`; canvas.style.height = `${height}px`;
return ctx; return ctx;
}; };
@@ -518,223 +97,184 @@ const Background: React.FC<BackgroundProps> = ({
const canvas = canvasRef.current; const canvas = canvasRef.current;
if (!canvas) return; if (!canvas) return;
// Create an AbortController for cleanup
const controller = new AbortController(); const controller = new AbortController();
const signal = controller.signal; const signal = controller.signal;
const displayWidth =
layout === "index" ? window.innerWidth : SIDEBAR_WIDTH;
const displayHeight = window.innerHeight;
dimensionsRef.current = { width: displayWidth, height: displayHeight };
const ctx = setupCanvas(canvas, displayWidth, displayHeight);
if (!ctx) return;
const palette = readPaletteFromCSS();
const bgColor = readBgFromCSS();
// Initialize engine
if (!engineRef.current) {
const animId = getStoredAnimationId();
engineRef.current = createEngine(animId);
engineRef.current.init(displayWidth, displayHeight, palette, bgColor);
}
// Handle animation switching
const handleAnimationChanged = (e: Event) => {
const detail = (e as CustomEvent).detail;
if (!detail?.id) return;
if (engineRef.current) {
engineRef.current.cleanup();
}
const w = layout === "index" ? window.innerWidth : SIDEBAR_WIDTH;
const h = window.innerHeight;
engineRef.current = createEngine(detail.id);
engineRef.current.init(w, h, readPaletteFromCSS(), readBgFromCSS());
};
document.addEventListener("animation-changed", handleAnimationChanged, {
signal,
});
// Handle theme changes
const handleThemeChanged = () => {
const newPalette = readPaletteFromCSS();
const newBg = readBgFromCSS();
if (engineRef.current) {
engineRef.current.updatePalette(newPalette, newBg);
}
};
document.addEventListener("theme-changed", handleThemeChanged, { signal });
// Handle resize
const handleResize = () => { const handleResize = () => {
if (signal.aborted) return; if (signal.aborted) return;
if (resizeTimeoutRef.current) { if (resizeTimeoutRef.current) {
clearTimeout(resizeTimeoutRef.current); clearTimeout(resizeTimeoutRef.current);
} }
resizeTimeoutRef.current = setTimeout(() => { resizeTimeoutRef.current = setTimeout(() => {
if (signal.aborted) return; if (signal.aborted) return;
const displayWidth = layout === 'index' ? window.innerWidth : SIDEBAR_WIDTH;
const displayHeight = window.innerHeight;
const ctx = setupCanvas(canvas, displayWidth, displayHeight); const w = layout === "index" ? window.innerWidth : SIDEBAR_WIDTH;
if (!ctx) return; const h = window.innerHeight;
const newCtx = setupCanvas(canvas, w, h);
if (!newCtx) return;
lastUpdateTimeRef.current = 0; lastUpdateTimeRef.current = 0;
lastCycleTimeRef.current = 0; dimensionsRef.current = { width: w, height: h };
const cellSize = getCellSize(); if (engineRef.current) {
engineRef.current.handleResize(w, h);
// Only initialize new grid if one doesn't exist or dimensions changed }
if (!gridRef.current ||
gridRef.current.cols !== Math.floor(displayWidth / cellSize) ||
gridRef.current.rows !== Math.floor(displayHeight / cellSize)) {
gridRef.current = initGrid(displayWidth, displayHeight);
}
}, 250); }, 250);
}; };
const displayWidth = layout === 'index' ? window.innerWidth : SIDEBAR_WIDTH; // Mouse events
const displayHeight = window.innerHeight; const handleMouseDown = (e: MouseEvent) => {
if (!engineRef.current || !canvas) return;
const ctx = setupCanvas(canvas, displayWidth, displayHeight);
if (!ctx) return;
// Only initialize grid if it doesn't exist // Don't spawn when clicking interactive elements
if (!gridRef.current) { const target = e.target as HTMLElement;
gridRef.current = initGrid(displayWidth, displayHeight); if (target.closest("a, button, [role='button'], input, select, textarea, [onclick]")) return;
}
// Bind to window so mouse events work even when content overlays the canvas const rect = canvas.getBoundingClientRect();
window.addEventListener('mousedown', handleMouseDown, { signal }); const mouseX = e.clientX - rect.left;
window.addEventListener('mousemove', handleMouseMove, { signal }); const mouseY = e.clientY - rect.top;
window.addEventListener('mouseup', handleMouseUp, { signal });
// Read theme colors from CSS variables if (
paletteRef.current = readPaletteFromCSS(); mouseX < 0 ||
bgColorRef.current = readBgFromCSS(); mouseX > rect.width ||
mouseY < 0 ||
mouseY > rect.height
)
return;
// Listen for theme changes and update colors e.preventDefault();
const handleThemeChanged = () => { engineRef.current.handleMouseDown(mouseX, mouseY);
paletteRef.current = readPaletteFromCSS(); };
bgColorRef.current = readBgFromCSS();
if (gridRef.current) { const handleMouseMove = (e: MouseEvent) => {
const grid = gridRef.current; if (!engineRef.current || !canvas) return;
const palette = paletteRef.current;
for (let i = 0; i < grid.cols; i++) { const rect = canvas.getBoundingClientRect();
for (let j = 0; j < grid.rows; j++) { const mouseX = e.clientX - rect.left;
const cell = grid.cells[i][j]; const mouseY = e.clientY - rect.top;
if (cell.alive && cell.opacity > 0.01) {
cell.baseColor = palette[Math.floor(Math.random() * palette.length)]; engineRef.current.handleMouseMove(mouseX, mouseY, e.buttons === 1);
} };
}
} const handleMouseUp = () => {
if (engineRef.current) {
engineRef.current.handleMouseUp();
} }
}; };
document.addEventListener("theme-changed", handleThemeChanged, { signal }); const handleMouseLeave = () => {
if (engineRef.current) {
engineRef.current.handleMouseLeave();
}
};
window.addEventListener("mousedown", handleMouseDown, { signal });
window.addEventListener("mousemove", handleMouseMove, { signal });
window.addEventListener("mouseup", handleMouseUp, { signal });
// Visibility change
const handleVisibilityChange = () => { const handleVisibilityChange = () => {
if (document.hidden) { if (document.hidden) {
// Tab is hidden
if (animationFrameRef.current) { if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current); cancelAnimationFrame(animationFrameRef.current);
animationFrameRef.current = undefined; animationFrameRef.current = undefined;
} }
} else { } else {
// Tab is visible again
if (!animationFrameRef.current) { if (!animationFrameRef.current) {
// Reset timing references to prevent catching up
lastUpdateTimeRef.current = performance.now(); lastUpdateTimeRef.current = performance.now();
lastCycleTimeRef.current = performance.now();
animationFrameRef.current = requestAnimationFrame(animate); animationFrameRef.current = requestAnimationFrame(animate);
} }
} }
}; };
// Animation loop
const animate = (currentTime: number) => { const animate = (currentTime: number) => {
if (signal.aborted) return; if (signal.aborted) return;
// Initialize timing if first frame
if (!lastUpdateTimeRef.current) { if (!lastUpdateTimeRef.current) {
lastUpdateTimeRef.current = currentTime; lastUpdateTimeRef.current = currentTime;
lastCycleTimeRef.current = currentTime;
} }
// Calculate time since last frame
const deltaTime = currentTime - lastUpdateTimeRef.current; const deltaTime = currentTime - lastUpdateTimeRef.current;
// Limit delta time to prevent large jumps when tab becomes active again
const clampedDeltaTime = Math.min(deltaTime, 100); const clampedDeltaTime = Math.min(deltaTime, 100);
lastUpdateTimeRef.current = currentTime; lastUpdateTimeRef.current = currentTime;
// Calculate time since last cycle update
const cycleElapsed = currentTime - lastCycleTimeRef.current;
if (gridRef.current) {
// Check if it's time for the next life cycle
if (cycleElapsed >= CYCLE_TIME) {
computeNextState(gridRef.current);
lastCycleTimeRef.current = currentTime;
}
updateCellAnimations(gridRef.current, clampedDeltaTime);
}
// Draw frame
ctx.fillStyle = bgColorRef.current;
ctx.fillRect(0, 0, canvas.width, canvas.height);
if (gridRef.current) { const engine = engineRef.current;
const grid = gridRef.current; if (engine) {
const cellSize = getCellSize(); engine.update(clampedDeltaTime);
const displayCellSize = cellSize * 0.8;
const roundness = displayCellSize * 0.2;
for (let i = 0; i < grid.cols; i++) { // Clear canvas
for (let j = 0; j < grid.rows; j++) { const bg = readBgFromCSS();
const cell = grid.cells[i][j]; ctx.fillStyle = bg;
// Draw all transitioning cells, even if they're fading out ctx.fillRect(0, 0, canvas.width, canvas.height);
if ((cell.alive || cell.targetOpacity > 0) && cell.opacity > 0.01) {
const [r, g, b] = cell.color;
// Base opacity
ctx.globalAlpha = cell.opacity * 0.9;
const scaledSize = displayCellSize * cell.scale; const { width: rw, height: rh } = dimensionsRef.current;
const xOffset = (displayCellSize - scaledSize) / 2; engine.render(ctx, rw, rh);
const yOffset = (displayCellSize - scaledSize) / 2;
// Apply 3D elevation effect
const elevationOffset = cell.elevation;
const x = grid.offsetX + i * cellSize + (cellSize - displayCellSize) / 2 + xOffset;
const y = grid.offsetY + j * cellSize + (cellSize - displayCellSize) / 2 + yOffset - elevationOffset;
const scaledRoundness = roundness * cell.scale;
// Draw shadow for 3D effect when cell is elevated
if (elevationOffset > 0.5) {
ctx.fillStyle = `rgba(0, 0, 0, ${0.2 * (elevationOffset / ELEVATION_FACTOR)})`;
ctx.beginPath();
ctx.moveTo(x + scaledRoundness, y + elevationOffset * 1.1);
ctx.lineTo(x + scaledSize - scaledRoundness, y + elevationOffset * 1.1);
ctx.quadraticCurveTo(x + scaledSize, y + elevationOffset * 1.1, x + scaledSize, y + elevationOffset * 1.1 + scaledRoundness);
ctx.lineTo(x + scaledSize, y + elevationOffset * 1.1 + scaledSize - scaledRoundness);
ctx.quadraticCurveTo(x + scaledSize, y + elevationOffset * 1.1 + scaledSize, x + scaledSize - scaledRoundness, y + elevationOffset * 1.1 + scaledSize);
ctx.lineTo(x + scaledRoundness, y + elevationOffset * 1.1 + scaledSize);
ctx.quadraticCurveTo(x, y + elevationOffset * 1.1 + scaledSize, x, y + elevationOffset * 1.1 + scaledSize - scaledRoundness);
ctx.lineTo(x, y + elevationOffset * 1.1 + scaledRoundness);
ctx.quadraticCurveTo(x, y + elevationOffset * 1.1, x + scaledRoundness, y + elevationOffset * 1.1);
ctx.fill();
}
// Draw main cell
ctx.fillStyle = `rgb(${r},${g},${b})`;
ctx.beginPath();
ctx.moveTo(x + scaledRoundness, y);
ctx.lineTo(x + scaledSize - scaledRoundness, y);
ctx.quadraticCurveTo(x + scaledSize, y, x + scaledSize, y + scaledRoundness);
ctx.lineTo(x + scaledSize, y + scaledSize - scaledRoundness);
ctx.quadraticCurveTo(x + scaledSize, y + scaledSize, x + scaledSize - scaledRoundness, y + scaledSize);
ctx.lineTo(x + scaledRoundness, y + scaledSize);
ctx.quadraticCurveTo(x, y + scaledSize, x, y + scaledSize - scaledRoundness);
ctx.lineTo(x, y + scaledRoundness);
ctx.quadraticCurveTo(x, y, x + scaledRoundness, y);
ctx.fill();
// Draw highlight on elevated cells
if (elevationOffset > 0.5) {
ctx.fillStyle = `rgba(255, 255, 255, ${0.1 * (elevationOffset / ELEVATION_FACTOR)})`;
ctx.beginPath();
ctx.moveTo(x + scaledRoundness, y);
ctx.lineTo(x + scaledSize - scaledRoundness, y);
ctx.quadraticCurveTo(x + scaledSize, y, x + scaledSize, y + scaledRoundness);
ctx.lineTo(x + scaledSize, y + scaledSize/3);
ctx.lineTo(x, y + scaledSize/3);
ctx.lineTo(x, y + scaledRoundness);
ctx.quadraticCurveTo(x, y, x + scaledRoundness, y);
ctx.fill();
}
// No need for separate ripple drawing since the elevation handles the 3D ripple effect
}
}
}
ctx.globalAlpha = 1;
} }
animationFrameRef.current = requestAnimationFrame(animate); animationFrameRef.current = requestAnimationFrame(animate);
}; };
document.addEventListener('visibilitychange', handleVisibilityChange, { signal }); document.addEventListener("visibilitychange", handleVisibilityChange, {
window.addEventListener('resize', handleResize, { signal }); signal,
});
window.addEventListener("resize", handleResize, { signal });
animate(performance.now()); animate(performance.now());
return () => { return () => {
controller.abort(); controller.abort();
document.removeEventListener('visibilitychange', handleVisibilityChange);
window.removeEventListener('resize', handleResize);
if (animationFrameRef.current) { if (animationFrameRef.current) {
cancelAnimationFrame(animationFrameRef.current); cancelAnimationFrame(animationFrameRef.current);
} }
@@ -742,25 +282,43 @@ const Background: React.FC<BackgroundProps> = ({
clearTimeout(resizeTimeoutRef.current); clearTimeout(resizeTimeoutRef.current);
} }
}; };
}, [layout]); // Added layout as a dependency since it's used in the effect }, [layout]);
const isIndex = layout === "index";
const isSidebar = !isIndex;
const getContainerStyle = (): React.CSSProperties => {
if (isIndex) return {};
// Fade the inner edge so blobs don't hard-cut at the content boundary
return {
maskImage:
position === "left"
? "linear-gradient(to right, black 60%, transparent 100%)"
: "linear-gradient(to left, black 60%, transparent 100%)",
WebkitMaskImage:
position === "left"
? "linear-gradient(to right, black 60%, transparent 100%)"
: "linear-gradient(to left, black 60%, transparent 100%)",
};
};
const getContainerClasses = () => { const getContainerClasses = () => {
if (layout === 'index') { if (isIndex) {
return 'fixed inset-0 -z-10'; return "fixed inset-0 -z-10";
} }
const baseClasses = 'fixed top-0 bottom-0 hidden lg:block -z-10'; const baseClasses = "fixed top-0 bottom-0 hidden lg:block -z-10";
return position === 'left' return position === "left"
? `${baseClasses} left-0` ? `${baseClasses} left-0`
: `${baseClasses} right-0`; : `${baseClasses} right-0`;
}; };
return ( return (
<div className={getContainerClasses()}> <div className={getContainerClasses()} style={getContainerStyle()}>
<canvas <canvas
ref={canvasRef} ref={canvasRef}
className="w-full h-full bg-background" className="w-full h-full bg-background"
style={{ cursor: 'default' }} // Changed from cursor-pointer to default style={{ cursor: "default" }}
/> />
<div className="absolute inset-0 bg-background/30 backdrop-blur-sm pointer-events-none" /> <div className="absolute inset-0 bg-background/30 backdrop-blur-sm pointer-events-none" />
</div> </div>

View File

@@ -6,7 +6,9 @@ import Header from "@/components/header";
import Footer from "@/components/footer"; import Footer from "@/components/footer";
import Background from "@/components/background"; import Background from "@/components/background";
import ThemeSwitcher from "@/components/theme-switcher"; import ThemeSwitcher from "@/components/theme-switcher";
import AnimationSwitcher from "@/components/animation-switcher";
import { THEME_LOADER_SCRIPT, THEME_NAV_SCRIPT } from "@/lib/themes/loader"; import { THEME_LOADER_SCRIPT, THEME_NAV_SCRIPT } from "@/lib/themes/loader";
import { ANIMATION_LOADER_SCRIPT, ANIMATION_NAV_SCRIPT } from "@/lib/animations/loader";
export interface Props { export interface Props {
title: string; title: string;
@@ -48,6 +50,7 @@ const ogImage = "https://timmypidashev.dev/og-image.jpg";
} }
</style> </style>
<script is:inline set:html={THEME_LOADER_SCRIPT} /> <script is:inline set:html={THEME_LOADER_SCRIPT} />
<script is:inline set:html={ANIMATION_LOADER_SCRIPT} />
</head> </head>
<body class="bg-background text-foreground min-h-screen flex flex-col"> <body class="bg-background text-foreground min-h-screen flex flex-col">
<Header client:load /> <Header client:load />
@@ -64,6 +67,8 @@ const ogImage = "https://timmypidashev.dev/og-image.jpg";
<Footer client:load transition:persist /> <Footer client:load transition:persist />
</div> </div>
<ThemeSwitcher client:only="react" transition:persist /> <ThemeSwitcher client:only="react" transition:persist />
<AnimationSwitcher client:only="react" transition:persist />
<script is:inline set:html={`window.scrollTo(0,0);` + THEME_NAV_SCRIPT} /> <script is:inline set:html={`window.scrollTo(0,0);` + THEME_NAV_SCRIPT} />
<script is:inline set:html={ANIMATION_NAV_SCRIPT} />
</body> </body>
</html> </html>

View File

@@ -9,7 +9,9 @@ import Header from "@/components/header";
import Footer from "@/components/footer"; import Footer from "@/components/footer";
import Background from "@/components/background"; import Background from "@/components/background";
import ThemeSwitcher from "@/components/theme-switcher"; import ThemeSwitcher from "@/components/theme-switcher";
import AnimationSwitcher from "@/components/animation-switcher";
import { THEME_LOADER_SCRIPT, THEME_NAV_SCRIPT } from "@/lib/themes/loader"; import { THEME_LOADER_SCRIPT, THEME_NAV_SCRIPT } from "@/lib/themes/loader";
import { ANIMATION_LOADER_SCRIPT, ANIMATION_NAV_SCRIPT } from "@/lib/animations/loader";
export interface Props { export interface Props {
title: string; title: string;
@@ -37,6 +39,7 @@ const ogImage = "https://timmypidashev.dev/og-image.jpg";
<link rel="sitemap" href="/sitemap-index.xml" /> <link rel="sitemap" href="/sitemap-index.xml" />
<ClientRouter /> <ClientRouter />
<script is:inline set:html={THEME_LOADER_SCRIPT} /> <script is:inline set:html={THEME_LOADER_SCRIPT} />
<script is:inline set:html={ANIMATION_LOADER_SCRIPT} />
</head> </head>
<body class="bg-background text-foreground"> <body class="bg-background text-foreground">
<Header client:load transparent /> <Header client:load transparent />
@@ -46,6 +49,8 @@ const ogImage = "https://timmypidashev.dev/og-image.jpg";
</main> </main>
<Footer client:load transition:persist fixed=true /> <Footer client:load transition:persist fixed=true />
<ThemeSwitcher client:only="react" transition:persist /> <ThemeSwitcher client:only="react" transition:persist />
<AnimationSwitcher client:only="react" transition:persist />
<script is:inline set:html={THEME_NAV_SCRIPT} /> <script is:inline set:html={THEME_NAV_SCRIPT} />
<script is:inline set:html={ANIMATION_NAV_SCRIPT} />
</body> </body>
</html> </html>

View File

@@ -6,7 +6,9 @@ import Header from "@/components/header";
import Footer from "@/components/footer"; import Footer from "@/components/footer";
import Background from "@/components/background"; import Background from "@/components/background";
import ThemeSwitcher from "@/components/theme-switcher"; import ThemeSwitcher from "@/components/theme-switcher";
import AnimationSwitcher from "@/components/animation-switcher";
import { THEME_LOADER_SCRIPT, THEME_NAV_SCRIPT } from "@/lib/themes/loader"; import { THEME_LOADER_SCRIPT, THEME_NAV_SCRIPT } from "@/lib/themes/loader";
import { ANIMATION_LOADER_SCRIPT, ANIMATION_NAV_SCRIPT } from "@/lib/animations/loader";
export interface Props { export interface Props {
title: string; title: string;
@@ -48,6 +50,7 @@ const ogImage = "https://timmypidashev.dev/og-image.jpg";
} }
</style> </style>
<script is:inline set:html={THEME_LOADER_SCRIPT} /> <script is:inline set:html={THEME_LOADER_SCRIPT} />
<script is:inline set:html={ANIMATION_LOADER_SCRIPT} />
</head> </head>
<body class="bg-background text-foreground min-h-screen flex flex-col"> <body class="bg-background text-foreground min-h-screen flex flex-col">
<main class="flex-1 flex flex-col"> <main class="flex-1 flex flex-col">
@@ -60,6 +63,8 @@ const ogImage = "https://timmypidashev.dev/og-image.jpg";
</div> </div>
</main> </main>
<ThemeSwitcher client:only="react" transition:persist /> <ThemeSwitcher client:only="react" transition:persist />
<AnimationSwitcher client:only="react" transition:persist />
<script is:inline set:html={`window.scrollTo(0,0);` + THEME_NAV_SCRIPT} /> <script is:inline set:html={`window.scrollTo(0,0);` + THEME_NAV_SCRIPT} />
<script is:inline set:html={ANIMATION_NAV_SCRIPT} />
</body> </body>
</html> </html>

View File

@@ -0,0 +1,20 @@
import { ANIMATION_IDS, DEFAULT_ANIMATION_ID } from "./index";
import type { AnimationId } from "./index";
export function getStoredAnimationId(): AnimationId {
if (typeof window === "undefined") return DEFAULT_ANIMATION_ID;
const stored = localStorage.getItem("animation");
if (stored && (ANIMATION_IDS as readonly string[]).includes(stored)) {
return stored as AnimationId;
}
return DEFAULT_ANIMATION_ID;
}
export function saveAnimation(id: AnimationId): void {
localStorage.setItem("animation", id);
}
export function getNextAnimation(currentId: AnimationId): AnimationId {
const idx = ANIMATION_IDS.indexOf(currentId);
return ANIMATION_IDS[(idx + 1) % ANIMATION_IDS.length];
}

View File

@@ -0,0 +1,8 @@
export const ANIMATION_IDS = ["game-of-life", "lava-lamp"] as const;
export type AnimationId = (typeof ANIMATION_IDS)[number];
export const DEFAULT_ANIMATION_ID: AnimationId = "game-of-life";
export const ANIMATION_LABELS: Record<AnimationId, string> = {
"game-of-life": "life",
"lava-lamp": "lava",
};

View File

@@ -0,0 +1,7 @@
import { ANIMATION_IDS, DEFAULT_ANIMATION_ID } from "./index";
const VALID_IDS = JSON.stringify(ANIMATION_IDS);
export const ANIMATION_LOADER_SCRIPT = `(function(){var id=localStorage.getItem("animation");if(id&&${VALID_IDS}.indexOf(id)!==-1)document.documentElement.dataset.animation=id;else document.documentElement.dataset.animation="${DEFAULT_ANIMATION_ID}";})();`;
export const ANIMATION_NAV_SCRIPT = `document.addEventListener("astro:after-navigation",function(){var id=localStorage.getItem("animation");if(id&&${VALID_IDS}.indexOf(id)!==-1)document.documentElement.dataset.animation=id;else document.documentElement.dataset.animation="${DEFAULT_ANIMATION_ID}";});`;

View File

@@ -0,0 +1,33 @@
export interface AnimationEngine {
id: string;
name: string;
init(
width: number,
height: number,
palette: [number, number, number][],
bgColor: string
): void;
update(deltaTime: number): void;
render(
ctx: CanvasRenderingContext2D,
width: number,
height: number
): void;
handleResize(width: number, height: number): void;
handleMouseMove(x: number, y: number, isDown: boolean): void;
handleMouseDown(x: number, y: number): void;
handleMouseUp(): void;
handleMouseLeave(): void;
updatePalette(palette: [number, number, number][], bgColor: string): void;
cleanup(): void;
}