Files
Zakarya 5f52d9ec4d BG: remove gradient breathing effect
This was causing some rendering bugs, and I didn't want it anyways.
2025-03-18 17:24:24 -07:00

294 lines
7.8 KiB
Svelte

<script lang="ts">
import { canvasDpiScaler } from "../script/canvas_dpi_scaler.ts";
import { onMount } from "svelte";
let canvas: HTMLCanvasElement;
let ctx: CanvasRenderingContext2D;
let dark_theme = false;
let time_scale = 1;
let particlesArray: Array<Particle> = [];
let gradientsArray: Array<Gradient> = [];
let particleImages = {
// This is horrible code
circle: {} as HTMLImageElement,
square: {} as HTMLImageElement,
triangle: {} as HTMLImageElement,
star: {} as HTMLImageElement,
wavyCircle: {} as HTMLImageElement,
};
onMount(() => {
canvas = document.getElementById("bg-canvas") as HTMLCanvasElement;
ctx = canvas.getContext("2d") as CanvasRenderingContext2D;
particleImages.circle = new Image() as HTMLImageElement;
particleImages.circle.src = "/img/bg-shapes/circle.svg";
particleImages.square = new Image() as HTMLImageElement;
particleImages.square.src = "/img/bg-shapes/square.svg";
particleImages.triangle = new Image() as HTMLImageElement;
particleImages.triangle.src = "/img/bg-shapes/triangle.svg";
particleImages.star = new Image() as HTMLImageElement;
particleImages.star.src = "/img/bg-shapes/star.svg";
particleImages.wavyCircle = new Image() as HTMLImageElement;
particleImages.wavyCircle.src = "/img/bg-shapes/wavy-circle.svg";
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();
});
});
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 * time_scale;
this.y += this.speedY * time_scale;
// 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 * time_scale;
// Breathing effect: oscillate size
this.size += this.growthSpeed * time_scale;
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 = dark_theme ? "invert(0.25)" : "invert(0.75)";
// 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 (dark_theme) {
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;
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
}
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;
}
}
function init() {
particlesArray = [];
for (let i = 0; i < 20; i++) {
particlesArray.push(new Particle());
}
gradientsArray = [];
for (let i = 0; i < 10; i++) {
gradientsArray.push(new Gradient());
}
}
function animate() {
ctx.clearRect(0, 0, window.innerWidth, window.innerHeight);
for (let i_gradient = 0; i_gradient < gradientsArray.length; i_gradient++) {
let gradient = gradientsArray[i_gradient];
gradient.update();
gradient.draw();
}
for (let i_particle = 0; i_particle < particlesArray.length; i_particle++) {
let particle = particlesArray[i_particle];
particle.update();
particle.draw();
}
requestAnimationFrame(animate);
}
</script>
<canvas id="bg-canvas"></canvas>
<style>
canvas#bg-canvas {
position: fixed;
top: 0;
left: 0;
z-index: -1;
}
</style>