mirror of
https://github.com/ranaldsgift/KefinTweaks.git
synced 2026-11-05 15:52:47 +01:00
Add Corners seasonal animation style for Halloween flying bats animation
This commit is contained in:
1 parent
d558a0da83
commit
3276720c93
1 file changed
+683
-179
+683
-179
@@ -10,32 +10,53 @@ function addSeasonalOverlay() {
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bell: '🔔',
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heart: '❤'
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};
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/** Extensible mode definitions — add entries + handlers to support new styles. */
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const ANIMATION_MODES = {
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fall: {
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id: 'fall',
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canvas: { heightPx: 160, fullViewport: false },
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poolSize: 15,
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fadeStartYRatio: 1,
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speed: { min: 0.2, max: 0.7 }
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},
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fly: {
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id: 'fly',
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canvas: { heightPx: 75, fullViewport: false },
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poolSize: 12,
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flockSize: { min: 4, max: 6 },
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groupDelayMs: { min: 1000, max: 6000 },
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onScreenSec: { min: 2, max: 3 },
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topY: { min: 8, max: 68 },
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spawnX: -50
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},
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corners: {
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id: 'corners',
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canvas: { heightPx: null, fullViewport: false, cornerCanvases: true },
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// Larger pool so micro-packs can stream while earlier bats are still flying
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poolSize: 48,
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// Narrow focused packs (not one wide swarm)
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packSize: { min: 5, max: 8 },
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// Continuous stream duration at one corner, then pause before next corner
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streamDurationMs: { min: 2000, max: 3000 },
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streamGapMs: { min: 160, max: 300 },
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groupDelayMs: { min: 1000, max: 6000 },
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onScreenSec: { min: 1.5, max: 2.5 },
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// Chord through the corner quadrant (~sqrt(2) * quadrant)
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pathLengthRatio: { min: 0.18, max: 0.28 },
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// Corner canvas / chord band as fraction of min(vw, vh)
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quadrantFrac: 0.14
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}
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};
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const DEFAULT_MODE_ID = 'fall';
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const styleKey = String(document.body.dataset.seasonalAnimationStyle || DEFAULT_MODE_ID).toLowerCase();
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const modeDef = ANIMATION_MODES[styleKey] || ANIMATION_MODES[DEFAULT_MODE_ID];
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const shapeKey = document.body.dataset.seasonalShape || 'snowflake';
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const glyph = SHAPE_GLYPHS[shapeKey] || SHAPE_GLYPHS.snowflake;
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const animationStyle = document.body.dataset.seasonalAnimationStyle === 'fly' ? 'fly' : 'fall';
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const isFly = animationStyle === 'fly';
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// fly: bats burst from a top-center "window", arc outward; fade before strip bottom
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const CANVAS_HEIGHT_PX = isFly ? 220 : 160;
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const FADE_START_Y = isFly ? 170 : CANVAS_HEIGHT_PX;
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const PARTICLE_AMOUNT = isFly ? 8 : 15;
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const PARTICLE_SIZE = { min: 10, max: 22 };
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const PARTICLE_SPEED = isFly
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? { min: 0.35, max: 0.7 }
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: { min: 0.2, max: 0.7 };
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// Window aperture near top-center (fraction of canvas width)
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const FLY_WINDOW_WIDTH_FRAC = 0.18;
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const FLY_WINDOW_Y = -8;
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// Outward curve: horizontal accel grows as they leave the window
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const FLY_OUTWARD_ACCEL = { min: 0.018, max: 0.038 };
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const FLY_OUTWARD_MAX = 3.2;
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const FLY_DOWN_ACCEL = { min: 0.008, max: 0.018 };
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const FLY_DOWN_MAX = 2.4;
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// Organic wing-wobble
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const FLY_WOBBLE_AMP = { min: 1.2, max: 2.8 };
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const FLY_WOBBLE_SPEED = { min: 0.08, max: 0.16 };
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const FLY_ROT_WOBBLE = { min: 8, max: 22 };
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const TARGET_FPS = 30;
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const FRAME_INTERVAL = 1000 / TARGET_FPS;
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const BASE_FRAME_MS = 1000 / 60;
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@@ -43,9 +64,49 @@ function addSeasonalOverlay() {
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const RESIZE_DEBOUNCE_MS = 150;
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const SPRITE_BASE_SIZE = 32;
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const MAX_DPR = 2;
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const FRAMES_PER_SEC = 1000 / BASE_FRAME_MS;
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const rand = (min, max) => min + Math.random() * (max - min);
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const randInt = (min, max) => min + Math.floor(Math.random() * (max - min + 1));
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const useCornerCanvases = modeDef.canvas.cornerCanvases === true;
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const CORNER_IDS = ['tl', 'tr', 'bl', 'br'];
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const canvasHeightCss = () => {
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if (modeDef.canvas.fullViewport) {
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return Math.max(1, window.innerHeight || 1);
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}
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return modeDef.canvas.heightPx || 160;
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};
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const cornerSizeCss = () => {
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const vw = Math.max(1, window.innerWidth || 1);
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const vh = Math.max(1, window.innerHeight || 1);
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// Keep corner canvases large enough for a readable swarm (~14% min side, min 96px)
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return Math.max(96, Math.floor(Math.min(vw, vh) * (modeDef.quadrantFrac || 0.14)));
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};
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const style = document.createElement('style');
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style.textContent = `
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if (useCornerCanvases) {
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style.textContent = `
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body {
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height: 100svh;
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margin: 0;
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}
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.snowverlay.snowverlay-corner {
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position: fixed;
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width: var(--snowverlay-corner-size, 14vmin);
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height: var(--snowverlay-corner-size, 14vmin);
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pointer-events: none;
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z-index: 1000;
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}
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.snowverlay-corner-tl { top: 0; left: 0; }
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.snowverlay-corner-tr { top: 0; right: 0; }
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.snowverlay-corner-bl { bottom: 0; left: 0; }
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.snowverlay-corner-br { bottom: 0; right: 0; }
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`;
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} else {
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style.textContent = `
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body {
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height: 100svh;
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margin: 0;
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@@ -55,21 +116,43 @@ function addSeasonalOverlay() {
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top: 0;
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left: 0;
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width: 100%;
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height: ${CANVAS_HEIGHT_PX}px;
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height: ${modeDef.canvas.heightPx || 160}px;
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pointer-events: none;
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z-index: 1000;
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}
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`;
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}
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document.head.appendChild(style);
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const canvas = document.createElement('canvas');
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canvas.className = 'snowverlay';
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document.body.appendChild(canvas);
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const ctx = canvas.getContext('2d', { alpha: true });
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/** @type {HTMLCanvasElement|null} */
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let canvas = null;
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/** @type {CanvasRenderingContext2D|null} */
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let ctx = null;
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/** @type {Record<string, { canvas: HTMLCanvasElement, ctx: CanvasRenderingContext2D }>} */
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const cornerLayers = {};
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if (useCornerCanvases) {
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CORNER_IDS.forEach((id) => {
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const el = document.createElement('canvas');
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el.className = `snowverlay snowverlay-corner snowverlay-corner-${id}`;
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document.body.appendChild(el);
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cornerLayers[id] = {
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canvas: el,
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ctx: el.getContext('2d', { alpha: true })
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};
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});
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} else {
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canvas = document.createElement('canvas');
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canvas.className = 'snowverlay';
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document.body.appendChild(canvas);
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ctx = canvas.getContext('2d', { alpha: true });
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}
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/** CSS-pixel size used for physics / clearRect (not buffer pixels). */
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let cssWidth = window.innerWidth || 1;
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let cssHeight = CANVAS_HEIGHT_PX;
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let cssHeight = useCornerCanvases
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? Math.max(1, window.innerHeight || 1)
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: canvasHeightCss();
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let cornerSize = useCornerCanvases ? cornerSizeCss() : 0;
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const buildGlyphSprite = () => {
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const sprite = document.createElement('canvas');
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@@ -87,8 +170,21 @@ function addSeasonalOverlay() {
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const resizeCanvas = () => {
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cssWidth = Math.max(1, window.innerWidth || 1);
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cssHeight = CANVAS_HEIGHT_PX;
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const dpr = Math.min(window.devicePixelRatio || 1, MAX_DPR);
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if (useCornerCanvases) {
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cssHeight = Math.max(1, window.innerHeight || 1);
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cornerSize = cornerSizeCss();
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document.documentElement.style.setProperty('--snowverlay-corner-size', `${cornerSize}px`);
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CORNER_IDS.forEach((id) => {
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const layer = cornerLayers[id];
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if (!layer) return;
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layer.canvas.width = Math.round(cornerSize * dpr);
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layer.canvas.height = Math.round(cornerSize * dpr);
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layer.ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
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});
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return;
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}
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cssHeight = canvasHeightCss();
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canvas.width = Math.round(cssWidth * dpr);
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canvas.height = Math.round(cssHeight * dpr);
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ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
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@@ -109,123 +205,544 @@ function addSeasonalOverlay() {
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window.addEventListener('resize', onResize);
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resizeCanvas();
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const particleOpacity = (particle) => {
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if (particle.opacity != null) return particle.opacity;
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if (!isFly) {
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return Math.max(0, 1 - particle.y / cssHeight);
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}
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if (particle.y <= FADE_START_Y) {
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return 1;
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}
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const fadeRange = Math.max(1, cssHeight - FADE_START_Y);
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return Math.max(0, 1 - (particle.y - FADE_START_Y) / fadeRange);
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const burstState = {
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nextLaunchAt: 0,
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lastCorner: null,
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// Active corner stream (corners mode)
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streamUntil: 0,
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nextStreamPackAt: 0,
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streamCorner: null,
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streamFromVertical: true,
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streamLane: 0.5,
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streamSpeed: 0,
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activeCornerCanvas: null
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};
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const flyWindowCenterX = () => cssWidth * 0.5;
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const flyWindowHalfWidth = () => Math.max(40, cssWidth * FLY_WINDOW_WIDTH_FRAC * 0.5);
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function getActiveCornerCtx() {
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const id = burstState.activeCornerCanvas || burstState.streamCorner;
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return id ? cornerLayers[id]?.ctx || null : null;
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}
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/** Spawn from top-center window; side picks outward curve direction. */
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const initFlyMotion = (particle, index = 0) => {
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const center = flyWindowCenterX();
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const half = flyWindowHalfWidth();
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// Cluster in the window; slight stagger so they don't stack
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particle.x = center + (Math.random() * 2 - 1) * half * 0.85;
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particle.y = FLY_WINDOW_Y - (index * 14) - Math.random() * 24;
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// Bias side from spawn position relative to center (with a little flip chance)
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let side = particle.x >= center ? 1 : -1;
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if (Math.random() < 0.18) side *= -1;
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function clearCornerCanvas(id) {
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const layer = cornerLayers[id];
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if (!layer) return;
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layer.ctx.clearRect(0, 0, cornerSize, cornerSize);
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}
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const outwardAccel = (Math.random() * (FLY_OUTWARD_ACCEL.max - FLY_OUTWARD_ACCEL.min) + FLY_OUTWARD_ACCEL.min) * side;
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// Start mostly downward with a small outward kick, then curve harder
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particle.vx = side * (0.15 + Math.random() * 0.45);
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particle.vy = Math.random() * (PARTICLE_SPEED.max - PARTICLE_SPEED.min) + PARTICLE_SPEED.min;
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particle.outwardAccel = outwardAccel;
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particle.downAccel = Math.random() * (FLY_DOWN_ACCEL.max - FLY_DOWN_ACCEL.min) + FLY_DOWN_ACCEL.min;
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particle.wobblePhase = Math.random() * Math.PI * 2;
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particle.wobbleSpeed = Math.random() * (FLY_WOBBLE_SPEED.max - FLY_WOBBLE_SPEED.min) + FLY_WOBBLE_SPEED.min;
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particle.wobbleAmp = Math.random() * (FLY_WOBBLE_AMP.max - FLY_WOBBLE_AMP.min) + FLY_WOBBLE_AMP.min;
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particle.wobblePhase2 = Math.random() * Math.PI * 2;
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particle.wobbleSpeed2 = particle.wobbleSpeed * (0.55 + Math.random() * 0.5);
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particle.wobbleAmp2 = particle.wobbleAmp * (0.35 + Math.random() * 0.4);
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// Face along initial flight direction (emoji bat points up at 0deg → +180 for down)
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const aimDeg = (Math.atan2(particle.vy, particle.vx) * 180) / Math.PI + 90;
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particle.rotation = aimDeg + (Math.random() * 20 - 10);
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particle.rotationSpeed = (Math.random() * 1.2 - 0.6) * side;
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particle.rotWobbleAmp = Math.random() * (FLY_ROT_WOBBLE.max - FLY_ROT_WOBBLE.min) + FLY_ROT_WOBBLE.min;
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particle.side = side;
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};
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function clearAllCornerCanvases() {
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CORNER_IDS.forEach(clearCornerCanvas);
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}
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const createParticle = (isAnimated = true, index = 0) => {
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if (isFly) {
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const particle = {
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x: 0,
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y: 0,
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size: Math.random() * (PARTICLE_SIZE.max - PARTICLE_SIZE.min) + PARTICLE_SIZE.min,
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opacity: isAnimated ? null : Math.random() * 0.5 + 0.2,
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speed: 0,
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drift: 0,
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rotation: 180,
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rotationSpeed: 0
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};
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if (isAnimated) {
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initFlyMotion(particle, index);
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} else {
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// Static snapshot: scatter mid-arc for reduced-motion
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initFlyMotion(particle, index);
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const t = 0.25 + Math.random() * 0.55;
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particle.x += particle.vx * t * 40 + particle.outwardAccel * t * t * 200;
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particle.y += particle.vy * t * 40;
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}
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return particle;
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}
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return {
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x: Math.random() * cssWidth,
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y: isAnimated
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? -20 - (index * cssHeight) / PARTICLE_AMOUNT
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: Math.random() * Math.min(FADE_START_Y, cssHeight),
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size: Math.random() * (PARTICLE_SIZE.max - PARTICLE_SIZE.min) + PARTICLE_SIZE.min,
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speed: Math.random() * (PARTICLE_SPEED.max - PARTICLE_SPEED.min) + PARTICLE_SPEED.min,
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opacity: isAnimated ? null : Math.random() * 0.5 + 0.2,
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drift: Math.random() * 0.4 - 0.2,
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rotation: Math.random() * 360,
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rotationSpeed: Math.random() * 2 - 1
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};
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};
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const resetParticle = (particle) => {
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if (isFly) {
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initFlyMotion(particle, Math.floor(Math.random() * PARTICLE_AMOUNT));
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function clearActiveSurface() {
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if (useCornerCanvases) {
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const id = burstState.activeCornerCanvas || burstState.streamCorner;
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if (id) clearCornerCanvas(id);
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return;
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}
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particle.y = -10 - Math.random() * 30;
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particle.x = Math.random() * cssWidth;
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particle.speed = Math.random() * (PARTICLE_SPEED.max - PARTICLE_SPEED.min) + PARTICLE_SPEED.min;
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particle.drift = Math.random() * 0.4 - 0.2;
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particle.rotation = Math.random() * 360;
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ctx.clearRect(0, 0, cssWidth, cssHeight);
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}
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/** Map viewport particle coords into the active corner canvas local space. */
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function toCornerLocal(x, y, cornerId) {
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const size = cornerSize;
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if (cornerId === 'tr') return { x: x - (cssWidth - size), y };
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if (cornerId === 'bl') return { x, y: y - (cssHeight - size) };
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if (cornerId === 'br') return { x: x - (cssWidth - size), y: y - (cssHeight - size) };
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return { x, y };
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}
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function makeBaseParticle() {
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return {
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x: 0,
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y: 0,
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vx: 0,
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vy: 0,
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size: rand(PARTICLE_SIZE.min, PARTICLE_SIZE.max),
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opacity: null,
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speed: 0,
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drift: 0,
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rotation: 0,
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rotationSpeed: 0,
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active: false,
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wanderPhase: Math.random() * Math.PI * 2
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};
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}
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function speedForDistance(distPx, secMin, secMax) {
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const sec = rand(secMin, secMax);
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return distPx / (sec * FRAMES_PER_SEC);
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}
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function applyFacing(particle, vx, vy) {
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particle.rotation = (Math.atan2(vy, vx) * 180) / Math.PI + 90;
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}
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function applyGentleWander(particle, frameScale) {
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particle.wanderPhase += 0.035 * frameScale;
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const wanderVy = Math.sin(particle.wanderPhase) * 0.4;
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const wanderVx = Math.cos(particle.wanderPhase * 0.7) * 0.08;
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return {
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vx: particle.vx + wanderVx,
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vy: particle.vy + wanderVy
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};
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}
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const fallHandlers = {
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createParticle(isAnimated, index) {
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const fadeY = cssHeight;
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return {
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...makeBaseParticle(),
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active: true,
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x: Math.random() * cssWidth,
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y: isAnimated
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? -20 - (index * cssHeight) / modeDef.poolSize
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: Math.random() * fadeY,
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speed: rand(modeDef.speed.min, modeDef.speed.max),
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opacity: isAnimated ? null : Math.random() * 0.5 + 0.2,
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drift: Math.random() * 0.4 - 0.2,
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rotation: Math.random() * 360,
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rotationSpeed: Math.random() * 2 - 1
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};
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},
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opacity(particle) {
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if (particle.opacity != null) return particle.opacity;
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return Math.max(0, 1 - particle.y / cssHeight);
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},
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update(particle, frameScale) {
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particle.y += particle.speed * frameScale;
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particle.x += particle.drift * frameScale;
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particle.rotation += particle.rotationSpeed * frameScale;
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const offBottom = particle.y > cssHeight + 20;
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const offSides = particle.x < -50 || particle.x > cssWidth + 50;
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if (offBottom || offSides) {
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particle.y = -10 - Math.random() * 30;
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particle.x = Math.random() * cssWidth;
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particle.speed = rand(modeDef.speed.min, modeDef.speed.max);
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particle.drift = Math.random() * 0.4 - 0.2;
|
||||
particle.rotation = Math.random() * 360;
|
||||
}
|
||||
},
|
||||
tickFrame() {},
|
||||
paintStatic() {
|
||||
for (let i = 0; i < modeDef.poolSize; i++) {
|
||||
drawParticle(fallHandlers.createParticle(false, i));
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const drawParticle = (particle) => {
|
||||
function parkFlyParticle(p) {
|
||||
p.active = false;
|
||||
p.x = -999;
|
||||
p.y = -999;
|
||||
}
|
||||
|
||||
function initFlyMember(p, memberIndex, baseVx, baseY) {
|
||||
const spreadX = memberIndex * rand(14, 24);
|
||||
p.x = modeDef.spawnX - spreadX - Math.random() * 20;
|
||||
p.y = baseY + (Math.random() * 2 - 1) * 6;
|
||||
p.vx = baseVx * (0.94 + Math.random() * 0.12);
|
||||
p.vy = rand(-0.08, 0.08);
|
||||
p.wanderPhase = Math.random() * Math.PI * 2;
|
||||
p.active = true;
|
||||
applyFacing(p, p.vx, p.vy);
|
||||
}
|
||||
|
||||
function launchFlyGroup(particles) {
|
||||
const flockSize = randInt(modeDef.flockSize.min, modeDef.flockSize.max);
|
||||
const baseVx = speedForDistance(
|
||||
cssWidth + 80,
|
||||
modeDef.onScreenSec.min,
|
||||
modeDef.onScreenSec.max
|
||||
);
|
||||
const baseY = rand(modeDef.topY.min, modeDef.topY.max);
|
||||
let placed = 0;
|
||||
for (let i = 0; i < particles.length && placed < flockSize; i++) {
|
||||
if (!particles[i].active) {
|
||||
initFlyMember(particles[i], placed, baseVx, baseY);
|
||||
placed += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function flyGroupActive(particles) {
|
||||
return particles.some((p) => p.active);
|
||||
}
|
||||
|
||||
const flyHandlers = {
|
||||
createParticle() {
|
||||
const p = makeBaseParticle();
|
||||
parkFlyParticle(p);
|
||||
return p;
|
||||
},
|
||||
opacity(particle) {
|
||||
if (!particle.active) return 0;
|
||||
if (particle.opacity != null) return particle.opacity;
|
||||
const fadeStartX = cssWidth * 0.88;
|
||||
if (particle.x <= fadeStartX) return 1;
|
||||
const fadeRange = Math.max(1, cssWidth + 50 - fadeStartX);
|
||||
return Math.max(0, 1 - (particle.x - fadeStartX) / fadeRange);
|
||||
},
|
||||
update(particle, frameScale) {
|
||||
if (!particle.active) return;
|
||||
const { vx, vy } = applyGentleWander(particle, frameScale);
|
||||
particle.x += vx * frameScale;
|
||||
particle.y += vy * frameScale;
|
||||
particle.y = Math.max(modeDef.topY.min, Math.min(modeDef.topY.max, particle.y));
|
||||
applyFacing(particle, vx, vy);
|
||||
const offRight = particle.x > cssWidth + 60;
|
||||
const faded = flyHandlers.opacity(particle) <= 0.02;
|
||||
if (offRight || faded) {
|
||||
parkFlyParticle(particle);
|
||||
}
|
||||
},
|
||||
tickFrame(particles) {
|
||||
const now = Date.now();
|
||||
if (flyGroupActive(particles)) return;
|
||||
if (burstState.nextLaunchAt === 0) {
|
||||
burstState.nextLaunchAt = now + randInt(
|
||||
modeDef.groupDelayMs.min,
|
||||
modeDef.groupDelayMs.max
|
||||
);
|
||||
return;
|
||||
}
|
||||
if (now >= burstState.nextLaunchAt) {
|
||||
launchFlyGroup(particles);
|
||||
burstState.nextLaunchAt = 0;
|
||||
}
|
||||
},
|
||||
paintStatic() {
|
||||
for (let i = 0; i < modeDef.poolSize; i++) {
|
||||
const p = flyHandlers.createParticle();
|
||||
p.active = true;
|
||||
p.x = Math.random() * cssWidth;
|
||||
p.y = rand(modeDef.topY.min, modeDef.topY.max);
|
||||
applyFacing(p, 1, 0);
|
||||
drawParticle(p);
|
||||
}
|
||||
},
|
||||
onStart(particles) {
|
||||
launchFlyGroup(particles);
|
||||
burstState.nextLaunchAt = 0;
|
||||
}
|
||||
};
|
||||
|
||||
const CORNER_PICK_IDS = CORNER_IDS;
|
||||
|
||||
function pickNextCorner() {
|
||||
const choices = CORNER_PICK_IDS.filter((c) => c !== burstState.lastCorner);
|
||||
const corner = choices[Math.floor(Math.random() * choices.length)] || 'tl';
|
||||
burstState.lastCorner = corner;
|
||||
const fromVertical = Math.random() < 0.5;
|
||||
return { corner, fromVertical };
|
||||
}
|
||||
|
||||
/**
|
||||
* True 45° diagonal across the corner canvas.
|
||||
* fromVertical: enter the vertical screen edge; else enter the horizontal edge.
|
||||
* |vx| === |vy| so the path is always 45°.
|
||||
*
|
||||
* Spawn is offset along the travel direction by `margin` so that after the
|
||||
* off-screen approach, particles ENTER the viewport/canvas at `lane` —
|
||||
* without this, a 45° approach from margin px off-screen only clips the tip.
|
||||
*/
|
||||
function cornerBurstVector(corner, fromVertical, speed, laneT = 0.5) {
|
||||
// Component along each axis for 45° (speed is full diagonal magnitude)
|
||||
const c = speed / Math.SQRT2;
|
||||
// Lane within the corner canvas (match drawn canvas size when available)
|
||||
const band = useCornerCanvases
|
||||
? cornerSize
|
||||
: Math.min(cssWidth, cssHeight) * (modeDef.quadrantFrac || 0.14);
|
||||
// Keep chords inside the canvas with room for particle size / wander
|
||||
const lane = band * (0.25 + Math.max(0, Math.min(1, laneT)) * 0.55);
|
||||
const margin = 24;
|
||||
|
||||
if (corner === 'tl') {
|
||||
return fromVertical
|
||||
? {
|
||||
// left → top (up-right 45°): enter left edge at y=lane
|
||||
spawn: () => ({ x: -margin - Math.random() * 12, y: lane + margin }),
|
||||
vx: c,
|
||||
vy: -c
|
||||
}
|
||||
: {
|
||||
// top → left (down-left 45°): enter top edge at x=lane
|
||||
spawn: () => ({ x: lane + margin, y: -margin - Math.random() * 12 }),
|
||||
vx: -c,
|
||||
vy: c
|
||||
};
|
||||
}
|
||||
if (corner === 'tr') {
|
||||
return fromVertical
|
||||
? {
|
||||
// right → top (up-left 45°): enter right edge at y=lane
|
||||
spawn: () => ({ x: cssWidth + margin + Math.random() * 12, y: lane + margin }),
|
||||
vx: -c,
|
||||
vy: -c
|
||||
}
|
||||
: {
|
||||
// top → right (down-right 45°): enter top edge at x=cssWidth-lane
|
||||
spawn: () => ({ x: cssWidth - lane - margin, y: -margin - Math.random() * 12 }),
|
||||
vx: c,
|
||||
vy: c
|
||||
};
|
||||
}
|
||||
if (corner === 'bl') {
|
||||
return fromVertical
|
||||
? {
|
||||
// left → bottom (down-right 45°): enter left edge at y=cssHeight-lane
|
||||
spawn: () => ({ x: -margin - Math.random() * 12, y: cssHeight - lane - margin }),
|
||||
vx: c,
|
||||
vy: c
|
||||
}
|
||||
: {
|
||||
// bottom → left (up-left 45°): enter bottom edge at x=lane
|
||||
spawn: () => ({ x: lane + margin, y: cssHeight + margin + Math.random() * 12 }),
|
||||
vx: -c,
|
||||
vy: -c
|
||||
};
|
||||
}
|
||||
// br
|
||||
return fromVertical
|
||||
? {
|
||||
// right → bottom (down-left 45°): enter right edge at y=cssHeight-lane
|
||||
spawn: () => ({ x: cssWidth + margin + Math.random() * 12, y: cssHeight - lane - margin }),
|
||||
vx: -c,
|
||||
vy: c
|
||||
}
|
||||
: {
|
||||
// bottom → right (up-right 45°): enter bottom edge at x=cssWidth-lane
|
||||
spawn: () => ({ x: cssWidth - lane - margin, y: cssHeight + margin + Math.random() * 12 }),
|
||||
vx: c,
|
||||
vy: -c
|
||||
};
|
||||
}
|
||||
|
||||
function isOffScreen(p) {
|
||||
if (useCornerCanvases) {
|
||||
// Deactivate once past the active corner canvas (+ margin for sprite)
|
||||
const id = burstState.activeCornerCanvas || burstState.streamCorner;
|
||||
if (!id) return true;
|
||||
const local = toCornerLocal(p.x, p.y, id);
|
||||
const m = 48;
|
||||
return local.x < -m || local.y < -m || local.x > cornerSize + m || local.y > cornerSize + m;
|
||||
}
|
||||
const m = 80;
|
||||
return p.x < -m || p.x > cssWidth + m || p.y < -m || p.y > cssHeight + m;
|
||||
}
|
||||
|
||||
function cornersGroupActive(particles) {
|
||||
return particles.some((p) => p.active);
|
||||
}
|
||||
|
||||
/** Launch one narrow pack on the current stream lane. */
|
||||
function launchCornersMicroPack(particles) {
|
||||
const { streamCorner, streamFromVertical, streamLane, streamSpeed } = burstState;
|
||||
if (!streamCorner || !streamSpeed) return;
|
||||
|
||||
const spec = cornerBurstVector(streamCorner, streamFromVertical, streamSpeed, streamLane);
|
||||
const packSize = randInt(modeDef.packSize.min, modeDef.packSize.max);
|
||||
let placed = 0;
|
||||
for (let i = 0; i < particles.length && placed < packSize; i++) {
|
||||
const p = particles[i];
|
||||
if (p.active) continue;
|
||||
const pos = spec.spawn();
|
||||
// Narrow corridor: short stagger along travel, ~±4px lateral
|
||||
const along = placed * rand(6, 12);
|
||||
const lateral = (Math.random() * 2 - 1) * 4;
|
||||
if (streamFromVertical) {
|
||||
p.x = pos.x - Math.sign(spec.vx || 1) * along;
|
||||
p.y = pos.y + lateral;
|
||||
} else {
|
||||
p.x = pos.x + lateral;
|
||||
p.y = pos.y - Math.sign(spec.vy || 1) * along;
|
||||
}
|
||||
const scale = 0.97 + Math.random() * 0.06;
|
||||
p.vx = spec.vx * scale;
|
||||
p.vy = spec.vy * scale;
|
||||
p.wanderPhase = Math.random() * Math.PI * 2;
|
||||
p.active = true;
|
||||
applyFacing(p, p.vx, p.vy);
|
||||
placed += 1;
|
||||
}
|
||||
}
|
||||
|
||||
/** Begin a 2–3s stream of narrow packs at a new corner. */
|
||||
function beginCornersStream(particles) {
|
||||
const { corner, fromVertical } = pickNextCorner();
|
||||
// Travel distance for speed: roughly the corner diagonal
|
||||
const pathBase = useCornerCanvases
|
||||
? cornerSize * Math.SQRT2
|
||||
: Math.min(cssWidth, cssHeight) * (modeDef.quadrantFrac || 0.14) * Math.SQRT2;
|
||||
const pathLen = pathBase * rand(0.85, 1.25);
|
||||
const speed = speedForDistance(
|
||||
pathLen,
|
||||
modeDef.onScreenSec.min,
|
||||
modeDef.onScreenSec.max
|
||||
);
|
||||
const now = Date.now();
|
||||
if (burstState.activeCornerCanvas && burstState.activeCornerCanvas !== corner) {
|
||||
clearCornerCanvas(burstState.activeCornerCanvas);
|
||||
}
|
||||
burstState.streamCorner = corner;
|
||||
burstState.activeCornerCanvas = corner;
|
||||
burstState.streamFromVertical = fromVertical;
|
||||
burstState.streamLane = Math.random();
|
||||
burstState.streamSpeed = speed;
|
||||
burstState.streamUntil = now + randInt(
|
||||
modeDef.streamDurationMs.min,
|
||||
modeDef.streamDurationMs.max
|
||||
);
|
||||
burstState.nextLaunchAt = 0;
|
||||
launchCornersMicroPack(particles);
|
||||
burstState.nextStreamPackAt = now + randInt(
|
||||
modeDef.streamGapMs.min,
|
||||
modeDef.streamGapMs.max
|
||||
);
|
||||
}
|
||||
|
||||
const cornersHandlers = {
|
||||
createParticle() {
|
||||
const p = makeBaseParticle();
|
||||
p.active = false;
|
||||
p.x = -999;
|
||||
p.y = -999;
|
||||
return p;
|
||||
},
|
||||
opacity(particle) {
|
||||
if (!particle.active) return 0;
|
||||
if (particle.opacity != null) return particle.opacity;
|
||||
return 1;
|
||||
},
|
||||
update(particle, frameScale) {
|
||||
if (!particle.active) return;
|
||||
particle.wanderPhase += 0.03 * frameScale;
|
||||
const perp = Math.sin(particle.wanderPhase) * 0.1;
|
||||
const vx = particle.vx + (-Math.sign(particle.vy) || -1) * perp * 0.45;
|
||||
const vy = particle.vy + (Math.sign(particle.vx) || 1) * perp * 0.45;
|
||||
particle.x += vx * frameScale;
|
||||
particle.y += vy * frameScale;
|
||||
applyFacing(particle, vx, vy);
|
||||
if (isOffScreen(particle)) {
|
||||
particle.active = false;
|
||||
particle.x = -999;
|
||||
particle.y = -999;
|
||||
}
|
||||
},
|
||||
tickFrame(particles) {
|
||||
const now = Date.now();
|
||||
|
||||
// Active stream: keep launching narrow packs for 2–3s
|
||||
if (burstState.streamUntil > 0) {
|
||||
if (now < burstState.streamUntil) {
|
||||
if (now >= burstState.nextStreamPackAt) {
|
||||
launchCornersMicroPack(particles);
|
||||
burstState.nextStreamPackAt = now + randInt(
|
||||
modeDef.streamGapMs.min,
|
||||
modeDef.streamGapMs.max
|
||||
);
|
||||
}
|
||||
return;
|
||||
}
|
||||
// Stream window ended — keep drawing on activeCornerCanvas until bats exit
|
||||
burstState.streamUntil = 0;
|
||||
burstState.nextStreamPackAt = 0;
|
||||
burstState.streamCorner = null;
|
||||
burstState.streamSpeed = 0;
|
||||
burstState.nextLaunchAt = 0;
|
||||
}
|
||||
|
||||
if (cornersGroupActive(particles)) return;
|
||||
|
||||
if (burstState.activeCornerCanvas) {
|
||||
clearCornerCanvas(burstState.activeCornerCanvas);
|
||||
burstState.activeCornerCanvas = null;
|
||||
}
|
||||
|
||||
if (burstState.nextLaunchAt === 0) {
|
||||
burstState.nextLaunchAt = now + randInt(
|
||||
modeDef.groupDelayMs.min,
|
||||
modeDef.groupDelayMs.max
|
||||
);
|
||||
return;
|
||||
}
|
||||
if (now >= burstState.nextLaunchAt) {
|
||||
beginCornersStream(particles);
|
||||
}
|
||||
},
|
||||
paintStatic() {
|
||||
const { corner, fromVertical } = pickNextCorner();
|
||||
const lane = Math.random();
|
||||
const spec = cornerBurstVector(corner, fromVertical, 8, lane);
|
||||
burstState.activeCornerCanvas = corner;
|
||||
clearAllCornerCanvases();
|
||||
const count = randInt(8, 14);
|
||||
for (let i = 0; i < count; i++) {
|
||||
const p = cornersHandlers.createParticle();
|
||||
const pos = spec.spawn();
|
||||
p.active = true;
|
||||
p.x = pos.x + (Math.random() * 2 - 1) * 4;
|
||||
p.y = pos.y + (Math.random() * 2 - 1) * 4;
|
||||
applyFacing(p, spec.vx, spec.vy);
|
||||
drawParticle(p);
|
||||
}
|
||||
},
|
||||
onStart(particles) {
|
||||
beginCornersStream(particles);
|
||||
}
|
||||
};
|
||||
|
||||
const MODE_HANDLERS = {
|
||||
fall: fallHandlers,
|
||||
fly: flyHandlers,
|
||||
corners: cornersHandlers
|
||||
};
|
||||
|
||||
const handlers = MODE_HANDLERS[modeDef.id] || fallHandlers;
|
||||
|
||||
const particles = Array.from({ length: modeDef.poolSize }, (_, i) => {
|
||||
if (modeDef.id === 'fall') {
|
||||
return handlers.createParticle(true, i);
|
||||
}
|
||||
return handlers.createParticle();
|
||||
});
|
||||
|
||||
function particleOpacity(particle) {
|
||||
return handlers.opacity(particle);
|
||||
}
|
||||
|
||||
function drawParticle(particle) {
|
||||
const opacity = particleOpacity(particle);
|
||||
if (opacity <= 0.01) return;
|
||||
if (modeDef.id !== 'fall' && !particle.active) return;
|
||||
|
||||
let drawCtx = ctx;
|
||||
let dx = particle.x;
|
||||
let dy = particle.y;
|
||||
if (useCornerCanvases) {
|
||||
const cornerId = burstState.activeCornerCanvas;
|
||||
drawCtx = getActiveCornerCtx();
|
||||
if (!drawCtx || !cornerId) return;
|
||||
const local = toCornerLocal(particle.x, particle.y, cornerId);
|
||||
dx = local.x;
|
||||
dy = local.y;
|
||||
// Skip if outside this corner canvas (with small margin for sprite)
|
||||
if (dx < -40 || dy < -40 || dx > cornerSize + 40 || dy > cornerSize + 40) return;
|
||||
}
|
||||
if (!drawCtx) return;
|
||||
|
||||
const size = particle.size;
|
||||
ctx.save();
|
||||
ctx.translate(particle.x, particle.y);
|
||||
ctx.rotate((particle.rotation * Math.PI) / 180);
|
||||
ctx.globalAlpha = opacity;
|
||||
ctx.drawImage(glyphSprite, -size / 2, -size / 2, size, size);
|
||||
ctx.restore();
|
||||
};
|
||||
|
||||
const particles = Array.from(
|
||||
{ length: PARTICLE_AMOUNT },
|
||||
(_, i) => createParticle(true, i)
|
||||
);
|
||||
drawCtx.save();
|
||||
drawCtx.translate(dx, dy);
|
||||
drawCtx.rotate((particle.rotation * Math.PI) / 180);
|
||||
drawCtx.globalAlpha = opacity;
|
||||
drawCtx.drawImage(glyphSprite, -size / 2, -size / 2, size, size);
|
||||
drawCtx.restore();
|
||||
}
|
||||
|
||||
let animationFrame = null;
|
||||
let lastTime = 0;
|
||||
let animating = false;
|
||||
let startedBurst = false;
|
||||
|
||||
const stopAnimation = () => {
|
||||
if (animationFrame != null) {
|
||||
@@ -233,49 +750,7 @@ function addSeasonalOverlay() {
|
||||
animationFrame = null;
|
||||
}
|
||||
animating = false;
|
||||
};
|
||||
|
||||
const updateParticle = (particle, frameScale) => {
|
||||
if (isFly) {
|
||||
particle.vx += (particle.outwardAccel || 0) * frameScale;
|
||||
const maxOut = FLY_OUTWARD_MAX;
|
||||
if (Math.abs(particle.vx) > maxOut) {
|
||||
particle.vx = Math.sign(particle.vx) * maxOut;
|
||||
}
|
||||
particle.vy = Math.min(
|
||||
FLY_DOWN_MAX,
|
||||
particle.vy + (particle.downAccel || 0) * frameScale
|
||||
);
|
||||
|
||||
particle.wobblePhase += particle.wobbleSpeed * frameScale;
|
||||
particle.wobblePhase2 += particle.wobbleSpeed2 * frameScale;
|
||||
const wobbleX =
|
||||
Math.sin(particle.wobblePhase) * particle.wobbleAmp +
|
||||
Math.sin(particle.wobblePhase2) * particle.wobbleAmp2;
|
||||
const wobbleY =
|
||||
Math.cos(particle.wobblePhase * 0.85) * (particle.wobbleAmp * 0.35) +
|
||||
Math.sin(particle.wobblePhase2 * 1.3) * (particle.wobbleAmp2 * 0.5);
|
||||
|
||||
particle.x += (particle.vx + wobbleX * 0.15) * frameScale;
|
||||
particle.y += (particle.vy + wobbleY * 0.12) * frameScale;
|
||||
|
||||
const aimDeg = (Math.atan2(particle.vy, particle.vx) * 180) / Math.PI + 90;
|
||||
const rotFlutter = Math.sin(particle.wobblePhase) * particle.rotWobbleAmp
|
||||
+ Math.sin(particle.wobblePhase2) * (particle.rotWobbleAmp * 0.4);
|
||||
particle.rotation = aimDeg + rotFlutter + particle.rotationSpeed * frameScale;
|
||||
} else {
|
||||
particle.y += particle.speed * frameScale;
|
||||
particle.x += particle.drift * frameScale;
|
||||
particle.rotation += particle.rotationSpeed * frameScale;
|
||||
}
|
||||
|
||||
const offBottom = particle.y > cssHeight + 20;
|
||||
const fadedOut = isFly && particle.y > FADE_START_Y && particleOpacity(particle) <= 0.02;
|
||||
const offSides = particle.x < -50 || particle.x > cssWidth + 50;
|
||||
|
||||
if (offBottom || fadedOut || offSides) {
|
||||
resetParticle(particle);
|
||||
}
|
||||
startedBurst = false;
|
||||
};
|
||||
|
||||
const animate = (currentTime) => {
|
||||
@@ -293,19 +768,30 @@ function addSeasonalOverlay() {
|
||||
const dt = Math.min(rawDelta, MAX_DT_MS);
|
||||
const frameScale = dt / BASE_FRAME_MS;
|
||||
|
||||
ctx.clearRect(0, 0, cssWidth, cssHeight);
|
||||
if (!startedBurst && handlers.onStart) {
|
||||
handlers.onStart(particles);
|
||||
startedBurst = true;
|
||||
}
|
||||
|
||||
if (handlers.tickFrame) {
|
||||
handlers.tickFrame(particles);
|
||||
}
|
||||
|
||||
clearActiveSurface();
|
||||
for (let i = 0; i < particles.length; i++) {
|
||||
const particle = particles[i];
|
||||
updateParticle(particle, frameScale);
|
||||
handlers.update(particle, frameScale);
|
||||
drawParticle(particle);
|
||||
}
|
||||
};
|
||||
|
||||
const renderStatic = () => {
|
||||
ctx.clearRect(0, 0, cssWidth, cssHeight);
|
||||
for (let i = 0; i < PARTICLE_AMOUNT; i++) {
|
||||
drawParticle(createParticle(false));
|
||||
if (useCornerCanvases) {
|
||||
clearAllCornerCanvases();
|
||||
} else {
|
||||
ctx.clearRect(0, 0, cssWidth, cssHeight);
|
||||
}
|
||||
handlers.paintStatic();
|
||||
};
|
||||
|
||||
const reducedMotionMq = window.matchMedia('(prefers-reduced-motion: reduce)');
|
||||
@@ -330,6 +816,22 @@ function addSeasonalOverlay() {
|
||||
if (animating) return;
|
||||
animating = true;
|
||||
lastTime = 0;
|
||||
startedBurst = false;
|
||||
burstState.nextLaunchAt = 0;
|
||||
burstState.lastCorner = null;
|
||||
burstState.streamUntil = 0;
|
||||
burstState.nextStreamPackAt = 0;
|
||||
burstState.streamCorner = null;
|
||||
burstState.streamSpeed = 0;
|
||||
burstState.activeCornerCanvas = null;
|
||||
if (modeDef.id === 'fly' || modeDef.id === 'corners') {
|
||||
particles.forEach((p) => {
|
||||
p.active = false;
|
||||
p.x = -999;
|
||||
p.y = -999;
|
||||
});
|
||||
}
|
||||
if (useCornerCanvases) clearAllCornerCanvases();
|
||||
animationFrame = requestAnimationFrame(animate);
|
||||
};
|
||||
|
||||
@@ -342,6 +844,8 @@ function addSeasonalOverlay() {
|
||||
stopAnimation();
|
||||
if (shouldPaintStatic()) {
|
||||
renderStatic();
|
||||
} else if (useCornerCanvases) {
|
||||
clearAllCornerCanvases();
|
||||
} else {
|
||||
ctx.clearRect(0, 0, cssWidth, cssHeight);
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user