Files
2025-05-08 10:54:12 -07:00

337 lines
8.9 KiB
Svelte

<script lang="ts">
import { canvasDpiScaler } from "../script/canvas_dpi_scaler.ts";
import { onMount } from "svelte";
let canvas = $state() as HTMLCanvasElement;
let ctx: CanvasRenderingContext2D;
let { darkTheme = $bindable() } = $props();
let timeScale = 1; // TODO: Make entities a bit faster like they used to
$effect(() => {
darkTheme;
for (let i = 0; i < gradients.length; i++) {
let gradient = gradients[i];
gradient.color = getRandomColor();
gradient.prepareBuffer();
}
});
let particleImages: { [key: string]: HTMLImageElement } = {};
async function loadImg(src: string): Promise<HTMLImageElement> {
return new Promise((resolve, reject) => {
let img = new Image();
img.onload = () => resolve(img);
img.onerror = reject;
img.src = src;
});
}
let particles: Particle[] = [];
let gradients: Gradient[] = [];
onMount(async () => {
ctx = canvas.getContext("2d") as CanvasRenderingContext2D;
let imagePromises = {
circle: loadImg("/img/bg-shapes/circle.svg"),
square: loadImg("/img/bg-shapes/square.svg"),
triangle: loadImg("/img/bg-shapes/triangle.svg"),
star: loadImg("/img/bg-shapes/star.svg"),
wavyCircle: loadImg("/img/bg-shapes/wavy-circle.svg"),
};
particleImages = await Promise.all(Object.values(imagePromises))
.then((imgs) => {
return {
circle: imgs[0],
square: imgs[1],
triangle: imgs[2],
star: imgs[3],
wavyCircle: imgs[4],
};
})
.catch((error) => {
console.error("Error loading images:", error);
return {};
});
resize();
init();
animate();
window.addEventListener("resize", resize);
});
function resize() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvasDpiScaler(canvas, ctx);
}
const clamp = (val: number, min: number, max: number) =>
Math.min(Math.max(val, min), max);
class Entity {
x: number;
y: number;
speedX: number;
speedY: number;
growthSpeed: number;
constructor() {
this.x = Math.random() * window.innerWidth;
this.y = Math.random() * window.innerHeight;
this.speedX = (Math.random() - 0.5) * 0.2; // -0.1 to 0.1
this.speedY = (Math.random() - 0.5) * 0.2;
this.growthSpeed = Math.random() * 0.02 + 0.01; // 0.01 to 0.03
}
update() {
this.x += this.speedX * timeScale;
this.y += this.speedY * timeScale;
// Reverse direction if particle hits edge
if (this.x <= 0 || this.x >= window.innerWidth) {
this.speedX = -this.speedX;
}
this.x = clamp(0, this.x, window.innerWidth);
if (this.y <= 0 || this.y >= window.innerHeight) {
this.speedY = -this.speedY;
}
this.y = clamp(0, this.y, window.innerHeight);
}
}
class Shape {
// Reference implementation for Shape
draw(angle: number, size: number) {
return;
}
}
class Circle extends Shape {
draw(angle: number, size: number) {
let image = particleImages.circle;
ctx.drawImage(image, -image.width / 2, -image.height / 2);
}
}
class Square extends Shape {
draw(angle: number, size: number) {
ctx.rotate((angle * Math.PI) / 180);
let image = particleImages.square;
ctx.drawImage(image, -image.width / 2, -image.height / 2);
}
}
class Triangle extends Shape {
draw(angle: number, size: number) {
ctx.rotate((angle * Math.PI) / 180);
let image = particleImages.triangle;
ctx.drawImage(image, -image.width / 2, -image.height / 2);
}
}
class Star extends Shape {
draw(angle: number, size: number) {
ctx.rotate((angle * Math.PI) / 180);
let image = particleImages.star;
ctx.drawImage(image, -image.width / 2, -image.height / 2);
}
}
class WaveyCircle extends Shape {
draw(angle: number, size: number) {
ctx.rotate((angle * Math.PI) / 180);
let image = particleImages.wavyCircle;
ctx.drawImage(image, -image.width / 2, -image.height / 2);
}
}
class Particle extends Entity {
shape: Shape;
angle: number;
rotationSpeed: number;
size: number;
originalSize: number;
constructor() {
super();
this.shape = new [Circle, Square, Triangle, Star, WaveyCircle][
Math.floor(Math.random() * 5)
](); // A very strange but effective way to pick a random shape
this.angle = Math.random() * 360;
this.rotationSpeed = Math.random() * 2 - 1; // -1 to 1
this.originalSize = Math.random() * 8 + 8; // 8 to 16
this.size = this.originalSize;
}
update() {
super.update();
this.angle += this.rotationSpeed * timeScale;
// Breathing effect: oscillate size
this.size += this.growthSpeed * timeScale;
if (
this.size >= this.originalSize * 1.25 ||
this.size <= this.originalSize * 0.75
) {
this.growthSpeed = -this.growthSpeed; // Reverse growth direction
}
}
draw() {
ctx.save();
// The source images are black, so we are inverting them
// different amounts to get different shades of gray
ctx.filter = darkTheme ? "invert(0.15)" : "invert(0.8)";
// Draw center of rotation
// ctx.beginPath();
// ctx.arc(this.x, this.y, 2, 0, 2 * Math.PI);
// ctx.fill();
ctx.translate(this.x, this.y);
ctx.scale(this.size / 10, this.size / 10);
this.shape.draw(this.angle, this.size);
ctx.restore();
}
}
function getRandomColor() {
if (darkTheme) {
let r = Math.floor(Math.random() * 255 - 100);
let b = Math.floor(Math.random() * 255 - 100);
let g = Math.floor(Math.random() * 255 - 100);
return `rgb(${r}, ${g}, ${b})`;
} else {
let r = Math.floor(Math.random() * 100 + 155);
let g = Math.floor(Math.random() * 100 + 155);
let b = Math.floor(Math.random() * 100 + 155);
return `rgb(${r}, ${g}, ${b})`;
}
}
class Gradient extends Entity {
radius: number;
color: string;
alpha: number;
renderingBuffer: OffscreenCanvas;
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.renderingBuffer = new OffscreenCanvas(
this.radius * 2,
this.radius * 2,
);
// One-shot buffer adjustment
this.renderingBuffer.width = this.radius * 2;
this.renderingBuffer.height = this.radius * 2;
// canvasDpiScaler(
// this.renderingBuffer,
// this.renderingBuffer.getContext("2d") as CanvasRenderingContext2D,
// );
this.prepareBuffer();
}
prepareBuffer() {
let bctx = this.renderingBuffer.getContext(
"2d",
) as OffscreenCanvasRenderingContext2D;
bctx.clearRect(
0,
0,
this.renderingBuffer.width,
this.renderingBuffer.height,
);
const gradient = ctx.createRadialGradient(
this.radius,
this.radius,
0,
this.radius,
this.radius,
this.radius,
);
gradient.addColorStop(0, this.color);
if (darkTheme) {
gradient.addColorStop(1, `rgba(0, 0, 0, 0)`);
} else {
gradient.addColorStop(1, `rgba(255, 255, 255, 0)`);
}
bctx.globalAlpha = this.alpha;
bctx.fillStyle = gradient;
bctx.beginPath();
bctx.arc(this.radius, this.radius, this.radius, 0, Math.PI * 2);
bctx.closePath();
bctx.fill();
}
draw() {
ctx.save();
ctx.translate(this.x - this.radius, this.y - this.radius);
ctx.drawImage(this.renderingBuffer, 0, 0);
ctx.restore();
}
}
function init() {
/*/
* Calculate the proper amount of particles
* 25920 is our constant, equal to x in (1080*1920)/x = 80
* Because the subjectively correct amount of particles for a 1080p
* display is 80, so to calculate the proper amount for any window size,
* just do (width * height) / 25920
/*/
let particleCount = (window.innerWidth * window.innerHeight) / 25920;
particles = [];
for (let i = 0; i < particleCount; i++) {
particles.push(new Particle());
}
gradients = [];
for (let i = 0; i < 10; i++) {
gradients.push(new Gradient());
}
}
function animate() {
ctx.clearRect(0, 0, window.innerWidth, window.innerHeight);
for (let i_gradient = 0; i_gradient < gradients.length; i_gradient++) {
let gradient = gradients[i_gradient];
gradient.update();
gradient.draw();
}
for (let i_particle = 0; i_particle < particles.length; i_particle++) {
let particle = particles[i_particle];
particle.update();
particle.draw();
}
requestAnimationFrame(animate);
}
</script>
<canvas bind:this={canvas} class="bg-canvas"></canvas>
<style>
canvas.bg-canvas {
position: fixed;
top: 0;
left: 0;
z-index: -1;
}
</style>