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-rw-r--r--packages/ui/src/lib/effects/ConstellationEffect.ts162
1 files changed, 162 insertions, 0 deletions
diff --git a/packages/ui/src/lib/effects/ConstellationEffect.ts b/packages/ui/src/lib/effects/ConstellationEffect.ts
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+++ b/packages/ui/src/lib/effects/ConstellationEffect.ts
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+export class ConstellationEffect {
+ private canvas: HTMLCanvasElement;
+ private ctx: CanvasRenderingContext2D;
+ private width: number = 0;
+ private height: number = 0;
+ private particles: Particle[] = [];
+ private animationId: number = 0;
+ private mouseX: number = -1000;
+ private mouseY: number = -1000;
+
+ // Configuration
+ private readonly particleCount = 100;
+ private readonly connectionDistance = 150;
+ private readonly particleSpeed = 0.5;
+
+ constructor(canvas: HTMLCanvasElement) {
+ this.canvas = canvas;
+ this.ctx = canvas.getContext("2d", { alpha: true })!;
+
+ // Bind methods
+ this.animate = this.animate.bind(this);
+ this.handleMouseMove = this.handleMouseMove.bind(this);
+
+ // Initial setup
+ this.resize(window.innerWidth, window.innerHeight);
+ this.initParticles();
+
+ // Mouse interaction
+ window.addEventListener("mousemove", this.handleMouseMove);
+
+ // Start animation
+ this.animate();
+ }
+
+ resize(width: number, height: number) {
+ const dpr = window.devicePixelRatio || 1;
+ this.width = width;
+ this.height = height;
+
+ this.canvas.width = width * dpr;
+ this.canvas.height = height * dpr;
+ this.canvas.style.width = `${width}px`;
+ this.canvas.style.height = `${height}px`;
+
+ this.ctx.scale(dpr, dpr);
+
+ // Re-initialize if screen size changes significantly to maintain density
+ if (this.particles.length === 0) {
+ this.initParticles();
+ }
+ }
+
+ private initParticles() {
+ this.particles = [];
+ // Adjust density based on screen area
+ const area = this.width * this.height;
+ const density = Math.floor(area / 15000); // 1 particle per 15000px²
+ const count = Math.min(Math.max(density, 50), 200); // Clamp between 50 and 200
+
+ for (let i = 0; i < count; i++) {
+ this.particles.push(new Particle(this.width, this.height, this.particleSpeed));
+ }
+ }
+
+ private handleMouseMove(e: MouseEvent) {
+ const rect = this.canvas.getBoundingClientRect();
+ this.mouseX = e.clientX - rect.left;
+ this.mouseY = e.clientY - rect.top;
+ }
+
+ animate() {
+ this.ctx.clearRect(0, 0, this.width, this.height);
+
+ // Update and draw particles
+ this.particles.forEach((p) => {
+ p.update(this.width, this.height);
+ p.draw(this.ctx);
+ });
+
+ // Draw lines
+ this.drawConnections();
+
+ this.animationId = requestAnimationFrame(this.animate);
+ }
+
+ private drawConnections() {
+ this.ctx.lineWidth = 1;
+
+ for (let i = 0; i < this.particles.length; i++) {
+ const p1 = this.particles[i];
+
+ // Connect to mouse if close
+ const distMouse = Math.hypot(p1.x - this.mouseX, p1.y - this.mouseY);
+ if (distMouse < this.connectionDistance + 50) {
+ const alpha = 1 - distMouse / (this.connectionDistance + 50);
+ this.ctx.strokeStyle = `rgba(255, 255, 255, ${alpha * 0.4})`; // Brighter near mouse
+ this.ctx.beginPath();
+ this.ctx.moveTo(p1.x, p1.y);
+ this.ctx.lineTo(this.mouseX, this.mouseY);
+ this.ctx.stroke();
+
+ // Gently attract to mouse
+ if (distMouse > 10) {
+ p1.x += (this.mouseX - p1.x) * 0.005;
+ p1.y += (this.mouseY - p1.y) * 0.005;
+ }
+ }
+
+ // Connect to other particles
+ for (let j = i + 1; j < this.particles.length; j++) {
+ const p2 = this.particles[j];
+ const dist = Math.hypot(p1.x - p2.x, p1.y - p2.y);
+
+ if (dist < this.connectionDistance) {
+ const alpha = 1 - dist / this.connectionDistance;
+ this.ctx.strokeStyle = `rgba(255, 255, 255, ${alpha * 0.15})`;
+ this.ctx.beginPath();
+ this.ctx.moveTo(p1.x, p1.y);
+ this.ctx.lineTo(p2.x, p2.y);
+ this.ctx.stroke();
+ }
+ }
+ }
+ }
+
+ destroy() {
+ cancelAnimationFrame(this.animationId);
+ window.removeEventListener("mousemove", this.handleMouseMove);
+ }
+}
+
+class Particle {
+ x: number;
+ y: number;
+ vx: number;
+ vy: number;
+ size: number;
+
+ constructor(w: number, h: number, speed: number) {
+ this.x = Math.random() * w;
+ this.y = Math.random() * h;
+ this.vx = (Math.random() - 0.5) * speed;
+ this.vy = (Math.random() - 0.5) * speed;
+ this.size = Math.random() * 2 + 1;
+ }
+
+ update(w: number, h: number) {
+ this.x += this.vx;
+ this.y += this.vy;
+
+ // Bounce off walls
+ if (this.x < 0 || this.x > w) this.vx *= -1;
+ if (this.y < 0 || this.y > h) this.vy *= -1;
+ }
+
+ draw(ctx: CanvasRenderingContext2D) {
+ ctx.fillStyle = "rgba(255, 255, 255, 0.4)";
+ ctx.beginPath();
+ ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
+ ctx.fill();
+ }
+}