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271
src/script/bg.ts
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271
src/script/bg.ts
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/*/
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* Wrapping this entire program into a function isn't ideal,
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* but it's the only way I can figure out how to start this
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* when the page finishes loading. (svelte onMount function)
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/*/
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export function createBackground() {
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var canvas = document.createElement("canvas") as HTMLCanvasElement;
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var ctx = canvas.getContext("2d") as CanvasRenderingContext2D;
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canvas.classList.add("bg-canvas");
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document.body.appendChild(canvas);
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function resize() {
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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}
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var dark_theme = false;
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if (
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window.matchMedia &&
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window.matchMedia("(prefers-color-scheme: dark)").matches
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) {
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dark_theme = true;
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}
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window
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.matchMedia("(prefers-color-scheme: dark)")
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.addEventListener("change", (event) => {
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dark_theme = event.matches;
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gradientsArray.forEach((gradient: Gradient) => {
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gradient.color = getRandomColor();
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});
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});
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let particlesArray: Array<Particle> = [];
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const clamp = (val: number, min: number, max: number) =>
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Math.min(Math.max(val, min), max);
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class Entity {
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x: number;
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y: number;
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size: number;
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originalSize: number;
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speedX: number;
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speedY: number;
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growthSpeed: number;
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constructor() {
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this.x = Math.random() * canvas.width;
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this.y = Math.random() * canvas.height;
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this.size = (Math.random() * 5 + 1) * 1.5;
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this.originalSize = this.size;
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this.speedX = (Math.random() - 0.5) * 0.2;
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this.speedY = (Math.random() - 0.5) * 0.2;
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this.growthSpeed = Math.random() * 0.02 + 0.01;
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}
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update() {
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this.x += this.speedX;
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this.y += this.speedY;
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// Reverse direction if particle hits edge
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if (this.x <= 0 || this.x >= canvas.width) {
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this.speedX = -this.speedX;
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}
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this.x = clamp(0, this.x, canvas.width);
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if (this.y <= 0 || this.y >= canvas.height) {
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this.speedY = -this.speedY;
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}
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this.y = clamp(0, this.y, canvas.height);
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// Breathing effect: oscillate size
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this.size += this.growthSpeed;
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if (
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this.size >= this.originalSize * 1.5 ||
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this.size <= this.originalSize * 0.5
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) {
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this.growthSpeed = -this.growthSpeed; // Reverse growth direction
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}
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}
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}
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function roundRect(
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x: number,
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y: number,
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width: number,
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height: number,
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radius: number,
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) {
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ctx.moveTo(x + radius, y);
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ctx.lineTo(x + width - radius, y);
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ctx.quadraticCurveTo(x + width, y, x + width, y + radius);
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ctx.lineTo(x + width, y + height - radius);
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ctx.quadraticCurveTo(
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x + width,
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y + height,
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x + width - radius,
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y + height,
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);
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ctx.lineTo(x + radius, y + height);
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ctx.quadraticCurveTo(x, y + height, x, y + height - radius);
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ctx.lineTo(x, y + radius);
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ctx.quadraticCurveTo(x, y, x + radius, y);
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}
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function roundTriangle(size: number, radius: number) {
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const x1 = 0,
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y1 = 0;
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const x2 = size,
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y2 = 0;
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const x3 = size / 2,
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y3 = size / 1.375;
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const midX1 = (x1 + x2) / 2;
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const midY1 = (y1 + y2) / 2;
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const midX2 = (x2 + x3) / 2;
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const midY2 = (y2 + y3) / 2;
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const midX3 = (x3 + x1) / 2;
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const midY3 = (y3 + y1) / 2;
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ctx.arcTo(x2, y2, midX2, midY2, radius);
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ctx.arcTo(x3, y3, midX3, midY3, radius);
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ctx.arcTo(x1, y1, midX1, midY1, radius);
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}
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class Shape {
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draw(angle: number, size: number) {
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return;
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}
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}
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class Circle extends Shape {
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draw(angle: number, size: number) {
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ctx.beginPath();
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ctx.arc(0, 0, size / 2, 0, Math.PI * 2);
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ctx.closePath();
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}
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}
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class Square extends Shape {
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draw(angle: number, size: number) {
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ctx.rotate((angle * Math.PI) / 180);
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ctx.beginPath();
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roundRect(-size / 2, -size / 2, size, size, size / 5);
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ctx.closePath();
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}
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}
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class Triangle extends Shape {
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draw(angle: number, size: number) {
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ctx.rotate((angle * Math.PI) / 180);
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ctx.beginPath();
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roundTriangle(size * 2, size / 5);
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ctx.closePath();
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}
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}
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class Particle extends Entity {
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shape: Shape;
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angle: number;
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rotationSpeed: number;
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constructor() {
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super();
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this.shape = new [Circle, Square, Triangle][
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Math.floor(Math.random() * 3)
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](); // A very strange but effective way to pick a random shape
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this.angle = Math.random() * 360;
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this.rotationSpeed = Math.random() * 2 - 1;
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}
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update() {
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super.update();
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this.angle += this.rotationSpeed;
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}
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draw() {
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ctx.fillStyle = dark_theme ? "#333" : "#bbb";
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ctx.save();
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ctx.translate(this.x, this.y);
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this.shape.draw(this.angle, this.size);
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ctx.fill();
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ctx.restore();
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}
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}
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function getRandomColor() {
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if (dark_theme) {
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const r = Math.floor(Math.random() * 255 - 100);
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const b = Math.floor(Math.random() * 255 - 100);
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const g = Math.floor(Math.random() * 255 - 100);
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return `rgb(${r}, ${g}, ${b})`;
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} else {
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const r = Math.floor(Math.random() * 100 + 155);
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const g = Math.floor(Math.random() * 100 + 155);
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const b = Math.floor(Math.random() * 100 + 155);
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return `rgb(${r}, ${g}, ${b})`;
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}
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}
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class Gradient extends Entity {
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radius: number;
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color: string;
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alpha: number;
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dAlpha: number;
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constructor() {
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super();
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this.radius = Math.random() * 500 + 300;
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this.color = getRandomColor();
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this.alpha = Math.random() * 0.5 + 0.5; // Initial alpha between 0.5 and 1
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this.dAlpha = (Math.random() - 0.5) * 0.01;
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}
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draw() {
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const gradient = ctx.createRadialGradient(
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this.x,
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this.y,
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0,
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this.x,
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this.y,
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this.radius,
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);
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gradient.addColorStop(0, this.color);
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if (dark_theme) {
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gradient.addColorStop(1, `rgba(0, 0, 0, 0)`);
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} else {
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gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
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}
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ctx.globalAlpha = this.alpha;
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ctx.fillStyle = gradient;
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ctx.beginPath();
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ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2);
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ctx.closePath();
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ctx.fill();
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ctx.globalAlpha = 1.0;
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}
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}
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let gradientsArray: Array<Gradient> = [];
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function init() {
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particlesArray = [];
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for (let i = 0; i < 100; i++) {
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particlesArray.push(new Particle());
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}
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gradientsArray = [];
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for (let i = 0; i < 10; i++) {
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gradientsArray.push(new Gradient());
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}
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}
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function animate() {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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gradientsArray.forEach((gradient) => {
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gradient.update();
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gradient.draw();
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});
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particlesArray.forEach((particle) => {
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particle.update();
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particle.draw();
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});
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requestAnimationFrame(animate);
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}
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resize();
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init();
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animate();
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window.addEventListener("resize", resize);
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}
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