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