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path: root/ui/src/lib/effects/SaturnEffect.ts
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-rw-r--r--ui/src/lib/effects/SaturnEffect.ts147
1 files changed, 145 insertions, 2 deletions
diff --git a/ui/src/lib/effects/SaturnEffect.ts b/ui/src/lib/effects/SaturnEffect.ts
index a370936..42aee66 100644
--- a/ui/src/lib/effects/SaturnEffect.ts
+++ b/ui/src/lib/effects/SaturnEffect.ts
@@ -18,6 +18,21 @@ export class SaturnEffect {
private angle: number = 0;
private scaleFactor: number = 1;
+ // Mouse interaction properties
+ private isDragging: boolean = false;
+ private lastMouseX: number = 0;
+ private lastMouseTime: number = 0;
+ private mouseVelocities: number[] = []; // Store recent velocities for averaging
+
+ // Rotation speed control
+ private readonly baseSpeed: number = 0.005; // Original rotation speed
+ private currentSpeed: number = 0.005; // Current rotation speed (can be modified by mouse)
+ private rotationDirection: number = 1; // 1 for clockwise, -1 for counter-clockwise
+ private readonly speedDecayRate: number = 0.992; // How fast speed returns to normal (closer to 1 = slower decay)
+ private readonly minSpeedMultiplier: number = 1; // Minimum speed is baseSpeed
+ private readonly maxSpeedMultiplier: number = 50; // Maximum speed is 50x baseSpeed
+ private isStopped: boolean = false; // Whether the user has stopped the rotation
+
constructor(canvas: HTMLCanvasElement) {
this.canvas = canvas;
this.ctx = canvas.getContext('2d', {
@@ -33,6 +48,121 @@ export class SaturnEffect {
this.animate();
}
+ // Public methods for external mouse event handling
+ // These can be called from any element that wants to control the Saturn rotation
+
+ handleMouseDown(clientX: number) {
+ this.isDragging = true;
+ this.lastMouseX = clientX;
+ this.lastMouseTime = performance.now();
+ this.mouseVelocities = [];
+ }
+
+ handleMouseMove(clientX: number) {
+ if (!this.isDragging) return;
+
+ const currentTime = performance.now();
+ const deltaTime = currentTime - this.lastMouseTime;
+
+ if (deltaTime > 0) {
+ const deltaX = clientX - this.lastMouseX;
+ const velocity = deltaX / deltaTime; // pixels per millisecond
+
+ // Store recent velocities (keep last 5 for smoothing)
+ this.mouseVelocities.push(velocity);
+ if (this.mouseVelocities.length > 5) {
+ this.mouseVelocities.shift();
+ }
+
+ // Apply direct rotation while dragging
+ this.angle += deltaX * 0.002;
+ }
+
+ this.lastMouseX = clientX;
+ this.lastMouseTime = currentTime;
+ }
+
+ handleMouseUp() {
+ if (this.isDragging && this.mouseVelocities.length > 0) {
+ this.applyFlingVelocity();
+ }
+ this.isDragging = false;
+ }
+
+ handleTouchStart(clientX: number) {
+ this.isDragging = true;
+ this.lastMouseX = clientX;
+ this.lastMouseTime = performance.now();
+ this.mouseVelocities = [];
+ }
+
+ handleTouchMove(clientX: number) {
+ if (!this.isDragging) return;
+
+ const currentTime = performance.now();
+ const deltaTime = currentTime - this.lastMouseTime;
+
+ if (deltaTime > 0) {
+ const deltaX = clientX - this.lastMouseX;
+ const velocity = deltaX / deltaTime;
+
+ this.mouseVelocities.push(velocity);
+ if (this.mouseVelocities.length > 5) {
+ this.mouseVelocities.shift();
+ }
+
+ this.angle += deltaX * 0.002;
+ }
+
+ this.lastMouseX = clientX;
+ this.lastMouseTime = currentTime;
+ }
+
+ handleTouchEnd() {
+ if (this.isDragging && this.mouseVelocities.length > 0) {
+ this.applyFlingVelocity();
+ }
+ this.isDragging = false;
+ }
+
+ private applyFlingVelocity() {
+ // Calculate average velocity from recent samples
+ const avgVelocity = this.mouseVelocities.reduce((a, b) => a + b, 0) / this.mouseVelocities.length;
+
+ // Threshold for considering it a "fling" (pixels per millisecond)
+ const flingThreshold = 0.3;
+ // Threshold for considering the rotation as "stopped" by user
+ const stopThreshold = 0.1;
+
+ if (Math.abs(avgVelocity) > flingThreshold) {
+ // User flung it - start rotating again
+ this.isStopped = false;
+
+ // Determine new direction based on fling direction
+ const newDirection = avgVelocity > 0 ? 1 : -1;
+
+ // If direction changed, update it permanently
+ if (newDirection !== this.rotationDirection) {
+ this.rotationDirection = newDirection;
+ }
+
+ // Calculate speed boost based on fling strength
+ // Map velocity to speed multiplier (stronger fling = faster rotation)
+ const speedMultiplier = Math.min(
+ this.maxSpeedMultiplier,
+ this.minSpeedMultiplier + Math.abs(avgVelocity) * 10
+ );
+
+ this.currentSpeed = this.baseSpeed * speedMultiplier;
+ } else if (Math.abs(avgVelocity) < stopThreshold) {
+ // User gently released - keep it stopped
+ this.isStopped = true;
+ this.currentSpeed = 0;
+ }
+ // If velocity is between stopThreshold and flingThreshold,
+ // keep current state (don't change isStopped)
+ }
+
resize(width: number, height: number) {
const dpr = window.devicePixelRatio || 1;
this.width = width;
@@ -104,8 +234,21 @@ export class SaturnEffect {
// Normal blending
this.ctx.globalCompositeOperation = 'source-over';
- // Slower rotation (from 0.0015 to 0.0005)
- this.angle += 0.0005;
+ // Update rotation speed - decay towards base speed while maintaining direction
+ if (!this.isDragging && !this.isStopped) {
+ if (this.currentSpeed > this.baseSpeed) {
+ // Gradually decay speed back to base speed
+ this.currentSpeed = this.baseSpeed + (this.currentSpeed - this.baseSpeed) * this.speedDecayRate;
+
+ // Snap to base speed when close enough
+ if (this.currentSpeed - this.baseSpeed < 0.00001) {
+ this.currentSpeed = this.baseSpeed;
+ }
+ }
+
+ // Apply rotation with current speed and direction
+ this.angle += this.currentSpeed * this.rotationDirection;
+ }
const cx = this.width * 0.6;
const cy = this.height * 0.5;