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Author | SHA1 | Date | |
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4b99a1c26e
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@ -234,10 +234,10 @@
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// One-shot buffer adjustment
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this.renderingBuffer.width = this.radius * 2;
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this.renderingBuffer.height = this.radius * 2;
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canvasDpiScaler(
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this.renderingBuffer,
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this.renderingBuffer.getContext("2d") as CanvasRenderingContext2D,
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);
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// canvasDpiScaler(
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// this.renderingBuffer,
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// this.renderingBuffer.getContext("2d") as CanvasRenderingContext2D,
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// );
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this.prepareBuffer();
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}
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@ -276,17 +276,25 @@
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}
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draw() {
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ctx.drawImage(
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this.renderingBuffer,
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this.x - this.radius,
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this.y - this.radius,
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);
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ctx.save();
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ctx.translate(this.x - this.radius, this.y - this.radius);
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ctx.drawImage(this.renderingBuffer, 0, 0);
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ctx.restore();
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}
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}
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function init() {
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/*/
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* Calculate the proper amount of particles
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* 25920 is our constant, equal to x in (1080*1920)/x = 80
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* Because the subjectively correct amount of particles for a 1080p
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* display is 80, so to calculate the proper amount for any window size,
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* just do (width * height) / 25920
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/*/
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let particleCount = (window.innerWidth * window.innerHeight) / 25920;
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particlesArray = [];
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for (let i = 0; i < 50; i++) {
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for (let i = 0; i < particleCount; i++) {
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particlesArray.push(new Particle());
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}
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gradientsArray = [];
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