Files
KefinTweaks/scripts/seasonal/seasonalOverlay.js
T

277 lines
11 KiB
JavaScript

function addSeasonalOverlay() {
const existing = document.querySelector('.snowverlay');
if (existing) {
return;
}
const SHAPE_GLYPHS = {
bat: '🦇',
snowflake: '❄',
bell: '🔔',
heart: '❤'
};
const shapeKey = document.body.dataset.seasonalShape || 'snowflake';
const glyph = SHAPE_GLYPHS[shapeKey] || SHAPE_GLYPHS.snowflake;
const animationStyle = document.body.dataset.seasonalAnimationStyle === 'fly' ? 'fly' : 'fall';
const isFly = animationStyle === 'fly';
// fly: bats burst from a top-center "window", arc outward; fade before strip bottom
const CANVAS_HEIGHT_PX = isFly ? 220 : 160;
const FADE_START_Y = isFly ? 170 : CANVAS_HEIGHT_PX;
const PARTICLE_AMOUNT = isFly ? 8 : 15;
const PARTICLE_SIZE = { min: 10, max: 22 };
const PARTICLE_SPEED = isFly
? { min: 0.35, max: 0.7 }
: { min: 0.2, max: 0.7 };
// Window aperture near top-center (fraction of canvas width)
const FLY_WINDOW_WIDTH_FRAC = 0.18;
const FLY_WINDOW_Y = -8;
// Outward curve: horizontal accel grows as they leave the window
const FLY_OUTWARD_ACCEL = { min: 0.018, max: 0.038 };
const FLY_OUTWARD_MAX = 3.2;
const FLY_DOWN_ACCEL = { min: 0.008, max: 0.018 };
const FLY_DOWN_MAX = 2.4;
// Organic wing-wobble
const FLY_WOBBLE_AMP = { min: 1.2, max: 2.8 };
const FLY_WOBBLE_SPEED = { min: 0.08, max: 0.16 };
const FLY_ROT_WOBBLE = { min: 8, max: 22 };
const style = document.createElement('style');
style.textContent = `
body {
height: 100svh;
margin: 0;
}
.snowverlay {
position: fixed;
top: 0;
left: 0;
width: 100%;
height: ${CANVAS_HEIGHT_PX}px;
pointer-events: none;
z-index: 1000;
}
`;
document.head.appendChild(style);
const canvas = document.createElement('canvas');
canvas.className = 'snowverlay';
document.body.appendChild(canvas);
const ctx = canvas.getContext('2d');
const resizeCanvas = () => {
canvas.width = window.innerWidth;
canvas.height = CANVAS_HEIGHT_PX;
};
window.addEventListener('resize', resizeCanvas);
resizeCanvas();
const particleOpacity = (particle) => {
if (particle.opacity != null) return particle.opacity;
if (!isFly) {
return Math.max(0, 1 - particle.y / canvas.height);
}
if (particle.y <= FADE_START_Y) {
return 1;
}
const fadeRange = Math.max(1, canvas.height - FADE_START_Y);
return Math.max(0, 1 - (particle.y - FADE_START_Y) / fadeRange);
};
const flyWindowCenterX = () => canvas.width * 0.5;
const flyWindowHalfWidth = () => Math.max(40, canvas.width * FLY_WINDOW_WIDTH_FRAC * 0.5);
/** Spawn from top-center window; side picks outward curve direction. */
const initFlyMotion = (particle, index = 0) => {
const center = flyWindowCenterX();
const half = flyWindowHalfWidth();
// Cluster in the window; slight stagger so they don't stack
particle.x = center + (Math.random() * 2 - 1) * half * 0.85;
particle.y = FLY_WINDOW_Y - (index * 14) - Math.random() * 24;
// Bias side from spawn position relative to center (with a little flip chance)
let side = particle.x >= center ? 1 : -1;
if (Math.random() < 0.18) side *= -1;
const outwardAccel = (Math.random() * (FLY_OUTWARD_ACCEL.max - FLY_OUTWARD_ACCEL.min) + FLY_OUTWARD_ACCEL.min) * side;
// Start mostly downward with a small outward kick, then curve harder
particle.vx = side * (0.15 + Math.random() * 0.45);
particle.vy = Math.random() * (PARTICLE_SPEED.max - PARTICLE_SPEED.min) + PARTICLE_SPEED.min;
particle.outwardAccel = outwardAccel;
particle.downAccel = Math.random() * (FLY_DOWN_ACCEL.max - FLY_DOWN_ACCEL.min) + FLY_DOWN_ACCEL.min;
particle.wobblePhase = Math.random() * Math.PI * 2;
particle.wobbleSpeed = Math.random() * (FLY_WOBBLE_SPEED.max - FLY_WOBBLE_SPEED.min) + FLY_WOBBLE_SPEED.min;
particle.wobbleAmp = Math.random() * (FLY_WOBBLE_AMP.max - FLY_WOBBLE_AMP.min) + FLY_WOBBLE_AMP.min;
particle.wobblePhase2 = Math.random() * Math.PI * 2;
particle.wobbleSpeed2 = particle.wobbleSpeed * (0.55 + Math.random() * 0.5);
particle.wobbleAmp2 = particle.wobbleAmp * (0.35 + Math.random() * 0.4);
// Face along initial flight direction (emoji bat points up at 0deg → +180 for down)
const aimDeg = (Math.atan2(particle.vy, particle.vx) * 180) / Math.PI + 90;
particle.rotation = aimDeg + (Math.random() * 20 - 10);
particle.rotationSpeed = (Math.random() * 1.2 - 0.6) * side;
particle.rotWobbleAmp = Math.random() * (FLY_ROT_WOBBLE.max - FLY_ROT_WOBBLE.min) + FLY_ROT_WOBBLE.min;
particle.side = side;
};
const createParticle = (isAnimated = true, index = 0) => {
if (isFly) {
const particle = {
x: 0,
y: 0,
size: Math.random() * (PARTICLE_SIZE.max - PARTICLE_SIZE.min) + PARTICLE_SIZE.min,
opacity: isAnimated ? null : Math.random() * 0.5 + 0.2,
speed: 0,
drift: 0,
rotation: 180,
rotationSpeed: 0
};
if (isAnimated) {
initFlyMotion(particle, index);
} else {
// Static snapshot: scatter mid-arc for reduced-motion
initFlyMotion(particle, index);
const t = 0.25 + Math.random() * 0.55;
particle.x += particle.vx * t * 40 + particle.outwardAccel * t * t * 200;
particle.y += particle.vy * t * 40;
}
return particle;
}
return {
x: Math.random() * canvas.width,
y: isAnimated
? -20 - (index * canvas.height) / PARTICLE_AMOUNT
: Math.random() * Math.min(FADE_START_Y, canvas.height),
size: Math.random() * (PARTICLE_SIZE.max - PARTICLE_SIZE.min) + PARTICLE_SIZE.min,
speed: Math.random() * (PARTICLE_SPEED.max - PARTICLE_SPEED.min) + PARTICLE_SPEED.min,
opacity: isAnimated ? null : Math.random() * 0.5 + 0.2,
drift: Math.random() * 0.4 - 0.2,
rotation: Math.random() * 360,
rotationSpeed: Math.random() * 2 - 1
};
};
const resetParticle = (particle) => {
if (isFly) {
initFlyMotion(particle, Math.floor(Math.random() * PARTICLE_AMOUNT));
return;
}
particle.y = -10 - Math.random() * 30;
particle.x = Math.random() * canvas.width;
particle.speed = Math.random() * (PARTICLE_SPEED.max - PARTICLE_SPEED.min) + PARTICLE_SPEED.min;
particle.drift = Math.random() * 0.4 - 0.2;
particle.rotation = Math.random() * 360;
};
const drawParticle = (particle) => {
const opacity = particleOpacity(particle);
if (opacity <= 0.01) return;
ctx.save();
ctx.translate(particle.x, particle.y);
ctx.rotate((particle.rotation * Math.PI) / 180);
ctx.font = `${particle.size}px sans-serif`;
ctx.fillStyle = `rgba(255, 255, 255, ${opacity})`;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
ctx.fillText(glyph, 0, 0);
ctx.restore();
};
let animationFrame;
const stopAnimation = () => {
if (animationFrame) cancelAnimationFrame(animationFrame);
};
const renderStatic = () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
Array.from({ length: PARTICLE_AMOUNT }, () => createParticle(false))
.forEach(drawParticle);
};
const startAnimation = () => {
const particles = Array.from(
{ length: PARTICLE_AMOUNT },
(_, i) => createParticle(true, i)
);
const animate = () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
particles.forEach((particle) => {
if (isFly) {
// Accelerate outward + downward (leaving the window)
particle.vx += particle.outwardAccel || 0;
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));
particle.wobblePhase += particle.wobbleSpeed;
particle.wobblePhase2 += particle.wobbleSpeed2;
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;
particle.y += particle.vy + wobbleY * 0.12;
// Face along velocity with organic rotational flutter
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;
} else {
particle.y += particle.speed;
particle.x += particle.drift;
particle.rotation += particle.rotationSpeed;
}
const offBottom = particle.y > canvas.height + 20;
const fadedOut = isFly && particle.y > FADE_START_Y && particleOpacity(particle) <= 0.02;
const offSides = particle.x < -50 || particle.x > canvas.width + 50;
if (offBottom || fadedOut || offSides) {
resetParticle(particle);
}
drawParticle(particle);
});
animationFrame = requestAnimationFrame(animate);
};
animate();
return stopAnimation;
};
const mediaQuery = window.matchMedia('(prefers-reduced-motion: reduce)');
let currentAnimation = null;
const handleMotionChange = (e) => {
stopAnimation();
if (currentAnimation) currentAnimation();
if (e.matches) {
renderStatic();
currentAnimation = null;
} else {
currentAnimation = startAnimation();
}
};
mediaQuery.addEventListener('change', handleMotionChange);
handleMotionChange(mediaQuery);
window.addEventListener('beforeunload', () => {
mediaQuery.removeEventListener('change', handleMotionChange);
stopAnimation();
});
}
addSeasonalOverlay();