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Diffstat (limited to 'packages/ui/src/lib/effects/ConstellationEffect.ts')
| -rw-r--r-- | packages/ui/src/lib/effects/ConstellationEffect.ts | 162 |
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 new file mode 100644 index 0000000..d2db529 --- /dev/null +++ b/packages/ui/src/lib/effects/ConstellationEffect.ts @@ -0,0 +1,162 @@ +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(); + } +} |