fix: tune orbs/aurora/pulse/rain, redesign rays with settings
Orbs: opacity halved — ambient, not a flood of color. Aurora: opacity halved, 6 bands, slower movement. Pulse: fast bass tracker (0.45 factor) for onset detection; ambient rings so mode stays alive without audio playing. Rain: 30 drops (was 65), 1.4px wide, soft gradient, bass mult 2.5x. Rays: complete redesign — tapered triangle beams from center using linear gradients; secondary counter-rotating pink layer; center glow. Reads raysConfig (count/speed/brightness/spread) via ref — no restart. Settings: rays config panel (4 sliders + reset) appears when rays active. bgStore: RaysConfig interface, setRaysConfig, localStorage persistence. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -10,8 +10,12 @@ type Star = { x: number; y: number; r: number; ba: number; ph: number; sp: numbe
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type Drop = { x: number; y: number; speed: number; len: number; alpha: number }
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export default function AudioBackground() {
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const canvasRef = useRef<HTMLCanvasElement>(null)
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const { bgMode } = useBgStore()
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const canvasRef = useRef<HTMLCanvasElement>(null)
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const { bgMode, raysConfig } = useBgStore()
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const raysRef = useRef(raysConfig)
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// Keep rays config in sync without restarting the animation loop
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useEffect(() => { raysRef.current = raysConfig }, [raysConfig])
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useEffect(() => {
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if (bgMode === 'none') return
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@@ -24,6 +28,7 @@ export default function AudioBackground() {
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let rafId: number
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let smoothBass = 0
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let smoothMid = 0
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let fastBass = 0 // fast tracker for onset/beat detection
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let dataBuf: Uint8Array<ArrayBuffer> | null = null
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const resize = () => { canvas.width = window.innerWidth; canvas.height = window.innerHeight }
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@@ -38,61 +43,53 @@ export default function AudioBackground() {
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audioState.analyser.getByteFrequencyData(dataBuf)
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const bEnd = Math.max(1, Math.ceil(n * 0.1))
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for (let i = 0; i < bEnd; i++) rB = Math.max(rB, dataBuf[i] / 255)
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const mEnd = Math.ceil(n * 0.4)
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let mSum = 0
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const mEnd = Math.ceil(n * 0.4); let mSum = 0
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for (let i = bEnd; i < mEnd; i++) mSum += dataBuf[i] / 255
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rM = mSum / Math.max(1, mEnd - bEnd)
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}
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fastBass += (rB - fastBass) * 0.45
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smoothBass += (rB - smoothBass) * 0.1
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smoothMid += (rM - smoothMid) * 0.07
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}
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const ar = () => document.documentElement.style.getPropertyValue('--accent-rgb') || '200,255,0'
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const ac = () => document.documentElement.style.getPropertyValue('--accent-rgb') || '200,255,0'
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// ── ORBS (vivid) ──────────────────────────────────────────────────────────
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// ── ORBS — ambient, subtle ────────────────────────────────────────────────
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const drawOrbs = () => {
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const W = canvas.width, H = canvas.height, a = ar()
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const t = Date.now() / 4500
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const br = Math.sin(t) * 0.05 + Math.cos(t * 0.7) * 0.025
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const diag = Math.hypot(W, H), base = diag * 0.68
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const W = canvas.width, H = canvas.height, a = ac()
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const t = Date.now() / 5000
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const br = Math.sin(t) * 0.04 + Math.cos(t * 0.7) * 0.02
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const diag = Math.hypot(W, H), base = diag * 0.62
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ctx.clearRect(0, 0, W, H)
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ctx.fillStyle = '#0a0a0f'
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ctx.fillRect(0, 0, W, H)
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ctx.clearRect(0, 0, W, H); ctx.fillStyle = '#0a0a0f'; ctx.fillRect(0, 0, W, H)
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// Top-left — accent, bass-driven
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const r1 = base * (0.82 + smoothBass * 0.7 + br)
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const a1 = 0.14 + smoothBass * 0.18
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const g1 = ctx.createRadialGradient(W * 0.10, H * 0.04, 0, W * 0.10, H * 0.04, r1)
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g1.addColorStop(0, `rgba(${a},${a1})`); g1.addColorStop(0.38, `rgba(${a},${a1 * 0.4})`); g1.addColorStop(1, `rgba(${a},0)`)
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// accent top-left
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const r1 = base * (0.78 + smoothBass * 0.45 + br)
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const a1 = 0.07 + smoothBass * 0.08
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const g1 = ctx.createRadialGradient(W * 0.12, H * 0.06, 0, W * 0.12, H * 0.06, r1)
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g1.addColorStop(0, `rgba(${a},${a1})`); g1.addColorStop(0.42, `rgba(${a},${a1 * 0.25})`); g1.addColorStop(1, `rgba(${a},0)`)
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ctx.fillStyle = g1; ctx.fillRect(0, 0, W, H)
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// Bottom-right — pink, mid-driven
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const r2 = base * (0.75 + smoothMid * 0.60 - br * 0.6)
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const a2 = 0.13 + smoothMid * 0.16
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const g2 = ctx.createRadialGradient(W * 0.90, H * 0.96, 0, W * 0.90, H * 0.96, r2)
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g2.addColorStop(0, `rgba(255,60,172,${a2})`); g2.addColorStop(0.38, `rgba(255,60,172,${a2 * 0.4})`); g2.addColorStop(1, 'rgba(255,60,172,0)')
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// pink bottom-right
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const r2 = base * (0.70 + smoothMid * 0.40 - br * 0.5)
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const a2 = 0.06 + smoothMid * 0.07
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const g2 = ctx.createRadialGradient(W * 0.88, H * 0.94, 0, W * 0.88, H * 0.94, r2)
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g2.addColorStop(0, `rgba(255,60,172,${a2})`); g2.addColorStop(0.42, `rgba(255,60,172,${a2 * 0.25})`); g2.addColorStop(1, 'rgba(255,60,172,0)')
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ctx.fillStyle = g2; ctx.fillRect(0, 0, W, H)
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// Center — purple
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const c = smoothBass * 0.55 + smoothMid * 0.45
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const r3 = base * (0.48 + c * 0.45)
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const a3 = 0.06 + c * 0.10
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const g3 = ctx.createRadialGradient(W * 0.5, H * 0.5, 0, W * 0.5, H * 0.5, r3)
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g3.addColorStop(0, `rgba(140,100,255,${a3})`); g3.addColorStop(1, 'rgba(140,100,255,0)')
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ctx.fillStyle = g3; ctx.fillRect(0, 0, W, H)
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// Bottom-left — accent, extra depth
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const r4 = base * (0.58 + smoothBass * 0.5 + br * 0.5)
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const a4 = 0.08 + smoothBass * 0.10
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const g4 = ctx.createRadialGradient(W * 0.04, H * 0.94, 0, W * 0.04, H * 0.94, r4)
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g4.addColorStop(0, `rgba(${a},${a4})`); g4.addColorStop(0.5, `rgba(${a},${a4 * 0.2})`); g4.addColorStop(1, `rgba(${a},0)`)
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ctx.fillStyle = g4; ctx.fillRect(0, 0, W, H)
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// purple center — only shows with audio
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const c = smoothBass * 0.5 + smoothMid * 0.5
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if (c > 0.008) {
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const r3 = base * (0.40 + c * 0.35)
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const g3 = ctx.createRadialGradient(W * 0.5, H * 0.5, 0, W * 0.5, H * 0.5, r3)
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g3.addColorStop(0, `rgba(140,100,255,${0.035 + c * 0.06})`); g3.addColorStop(1, 'rgba(140,100,255,0)')
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ctx.fillStyle = g3; ctx.fillRect(0, 0, W, H)
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}
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}
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// ── WAVES ─────────────────────────────────────────────────────────────────
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const drawWaves = () => {
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const W = canvas.width, H = canvas.height, a = ar()
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const W = canvas.width, H = canvas.height, a = ac()
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const t = Date.now() / 1000
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ctx.clearRect(0, 0, W, H); ctx.fillStyle = '#0a0a0f'; ctx.fillRect(0, 0, W, H)
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const layers = [
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@@ -120,9 +117,8 @@ export default function AudioBackground() {
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vx: (Math.random() - 0.5) * 0.00025, vy: (Math.random() - 0.5) * 0.00025,
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r: Math.random() * 1.5 + 0.6, a: Math.random() * 0.35 + 0.1,
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}))
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const drawParticles = () => {
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const W = canvas.width, H = canvas.height, a = ar()
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const W = canvas.width, H = canvas.height, a = ac()
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ctx.fillStyle = 'rgba(10,10,15,0.2)'; ctx.fillRect(0, 0, W, H)
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const spd = 1 + smoothBass * 3
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for (const p of PTS) {
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@@ -137,8 +133,7 @@ export default function AudioBackground() {
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ctx.beginPath(); ctx.arc(p.x * W, p.y * H, p.r * (1 + smoothBass * 1.2), 0, Math.PI * 2)
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ctx.fillStyle = `rgba(${a},${p.a * (0.7 + smoothMid * 0.3)})`; ctx.fill()
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}
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const maxD = Math.min(W, H) * 0.12
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ctx.lineWidth = 0.5
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const maxD = Math.min(W, H) * 0.12; ctx.lineWidth = 0.5
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for (let i = 0; i < PTS.length; i++)
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for (let j = i + 1; j < PTS.length; j++) {
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const dx = (PTS[i].x - PTS[j].x) * W, dy = (PTS[i].y - PTS[j].y) * H
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@@ -150,161 +145,176 @@ export default function AudioBackground() {
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}
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}
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// ── AURORA (vivid) ────────────────────────────────────────────────────────
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// ── AURORA — subtle shimmer, not a flood ──────────────────────────────────
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const drawAurora = () => {
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const W = canvas.width, H = canvas.height, a = ar()
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const t = Date.now() / 3000
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const W = canvas.width, H = canvas.height, a = ac()
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const t = Date.now() / 3500
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ctx.clearRect(0, 0, W, H); ctx.fillStyle = '#0a0a0f'; ctx.fillRect(0, 0, W, H)
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const bands = [
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{ cx: 0.08, cy: 0.15, w: 0.75, h: 0.30, ph: t * 0.8, al: 0.22 + smoothBass * 0.18, c: a },
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{ cx: 0.55, cy: 0.08, w: 0.90, h: 0.22, ph: -t * 0.6, al: 0.18 + smoothMid * 0.15, c: '140,100,255' },
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{ cx: 0.88, cy: 0.28, w: 0.65, h: 0.28, ph: t * 0.7, al: 0.20 + smoothBass * 0.14, c: '255,60,172' },
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{ cx: 0.28, cy: 0.48, w: 0.80, h: 0.20, ph: -t * 0.9, al: 0.14 + smoothMid * 0.12, c: a },
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{ cx: 0.72, cy: 0.62, w: 0.60, h: 0.24, ph: t * 0.55, al: 0.12 + smoothBass * 0.10, c: '140,100,255' },
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{ cx: 0.18, cy: 0.78, w: 0.70, h: 0.22, ph: -t * 0.7, al: 0.10 + smoothMid * 0.08, c: '255,60,172' },
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{ cx: 0.10, cy: 0.16, w: 0.72, h: 0.22, ph: t * 0.7, al: 0.10 + smoothBass * 0.08, c: a },
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{ cx: 0.58, cy: 0.09, w: 0.88, h: 0.18, ph: -t * 0.5, al: 0.08 + smoothMid * 0.07, c: '140,100,255' },
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{ cx: 0.85, cy: 0.30, w: 0.62, h: 0.20, ph: t * 0.6, al: 0.09 + smoothBass * 0.07, c: '255,60,172' },
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{ cx: 0.30, cy: 0.50, w: 0.78, h: 0.16, ph: -t * 0.8, al: 0.07 + smoothMid * 0.06, c: a },
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{ cx: 0.70, cy: 0.64, w: 0.58, h: 0.18, ph: t * 0.5, al: 0.06 + smoothBass * 0.05, c: '140,100,255' },
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{ cx: 0.18, cy: 0.78, w: 0.68, h: 0.16, ph: -t * 0.65,al: 0.05 + smoothMid * 0.05, c: '255,60,172' },
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]
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for (const band of bands) {
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const cx = band.cx * W
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const cy = (band.cy + Math.sin(band.ph) * 0.10) * H
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const rw = band.w * W
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const rh = band.h * H * (1 + smoothBass * 0.45)
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const cx = band.cx * W, cy = (band.cy + Math.sin(band.ph) * 0.07) * H
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const rw = band.w * W, rh = band.h * H * (1 + smoothBass * 0.3)
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ctx.save(); ctx.translate(cx, cy); ctx.scale(1, rh / rw)
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const g = ctx.createRadialGradient(0, 0, 0, 0, 0, rw)
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g.addColorStop(0, `rgba(${band.c},${band.al})`); g.addColorStop(0.4, `rgba(${band.c},${band.al * 0.5})`); g.addColorStop(1, `rgba(${band.c},0)`)
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g.addColorStop(0, `rgba(${band.c},${band.al})`); g.addColorStop(0.45, `rgba(${band.c},${band.al * 0.4})`); g.addColorStop(1, `rgba(${band.c},0)`)
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ctx.fillStyle = g; ctx.beginPath(); ctx.arc(0, 0, rw, 0, Math.PI * 2); ctx.fill(); ctx.restore()
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}
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}
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// ── PULSE ─────────────────────────────────────────────────────────────────
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// ── PULSE — beat-driven expanding rings ───────────────────────────────────
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const RINGS: Ring[] = []
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let prevBass = 0
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let prevFast = 0
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const drawPulse = () => {
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const W = canvas.width, H = canvas.height, a = ar()
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const W = canvas.width, H = canvas.height, a = ac()
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const cx = W * 0.5, cy = H * 0.5
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const maxR = Math.hypot(W, H) * 0.8
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ctx.fillStyle = 'rgba(10,10,15,0.14)'; ctx.fillRect(0, 0, W, H)
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ctx.fillStyle = 'rgba(10,10,15,0.18)'; ctx.fillRect(0, 0, W, H)
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if (smoothBass > prevBass + 0.07 && smoothBass > 0.18)
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RINGS.push({ r: 12, alpha: 0.6 + smoothBass * 0.35, speed: 3 + smoothBass * 8 })
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prevBass = smoothBass
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// Beat onset: fastBass rises sharply above smoothBass
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const onset = fastBass > smoothBass + 0.10 && fastBass > 0.22 && fastBass > prevFast + 0.04
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if (onset) RINGS.push({ r: 10, alpha: 0.7 + fastBass * 0.3, speed: 3 + fastBass * 9 })
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prevFast = fastBass
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if (Math.random() < 0.014)
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RINGS.push({ r: 5, alpha: 0.16, speed: 1.4 })
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// Slow ambient rings so mode looks alive without audio
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if (Math.random() < 0.008 && RINGS.length < 3) RINGS.push({ r: 5, alpha: 0.22, speed: 1.5 })
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for (let i = RINGS.length - 1; i >= 0; i--) {
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const ring = RINGS[i]
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ring.r += ring.speed; ring.alpha -= 0.006
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ring.r += ring.speed
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ring.alpha -= 0.008
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if (ring.alpha <= 0 || ring.r > maxR) { RINGS.splice(i, 1); continue }
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// Main ring
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ctx.beginPath(); ctx.arc(cx, cy, ring.r, 0, Math.PI * 2)
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ctx.strokeStyle = `rgba(${a},${ring.alpha})`
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ctx.lineWidth = 1.5 + ring.alpha * 3; ctx.stroke()
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if (ring.r > 30 && ring.alpha > 0.12) {
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ctx.beginPath(); ctx.arc(cx, cy, ring.r * 0.82, 0, Math.PI * 2)
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ctx.strokeStyle = `rgba(255,60,172,${ring.alpha * 0.45})`
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ctx.lineWidth = 1.5 + ring.alpha * 3.5; ctx.stroke()
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// Inner echo
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if (ring.r > 40 && ring.alpha > 0.15) {
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ctx.beginPath(); ctx.arc(cx, cy, ring.r * 0.80, 0, Math.PI * 2)
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ctx.strokeStyle = `rgba(255,60,172,${ring.alpha * 0.4})`
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ctx.lineWidth = 0.8; ctx.stroke()
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}
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}
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const g = ctx.createRadialGradient(cx, cy, 0, cx, cy, 90 + smoothBass * 130)
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g.addColorStop(0, `rgba(${a},${0.06 + smoothBass * 0.12})`); g.addColorStop(1, `rgba(${a},0)`)
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ctx.fillStyle = g; ctx.fillRect(0, 0, W, H)
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// Persistent center glow
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const cg = ctx.createRadialGradient(cx, cy, 0, cx, cy, 80 + smoothBass * 120)
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cg.addColorStop(0, `rgba(${a},${0.08 + smoothBass * 0.14})`); cg.addColorStop(1, `rgba(${a},0)`)
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ctx.fillStyle = cg; ctx.fillRect(0, 0, W, H)
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}
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// ── STARS ─────────────────────────────────────────────────────────────────
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const STARS: Star[] = Array.from({ length: 180 }, () => ({
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x: Math.random(), y: Math.random(),
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r: Math.random() * 1.4 + 0.3,
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ba: Math.random() * 0.55 + 0.15,
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ph: Math.random() * Math.PI * 2,
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sp: Math.random() * 1.5 + 0.4,
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x: Math.random(), y: Math.random(), r: Math.random() * 1.4 + 0.3,
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ba: Math.random() * 0.55 + 0.15, ph: Math.random() * Math.PI * 2, sp: Math.random() * 1.5 + 0.4,
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}))
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const drawStars = () => {
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const W = canvas.width, H = canvas.height, a = ar()
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const W = canvas.width, H = canvas.height, a = ac()
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const t = Date.now() / 1000
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ctx.clearRect(0, 0, W, H); ctx.fillStyle = '#0a0a0f'; ctx.fillRect(0, 0, W, H)
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const n1 = ctx.createRadialGradient(W * 0.30, H * 0.35, 0, W * 0.30, H * 0.35, W * 0.55)
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n1.addColorStop(0, `rgba(${a},${0.05 + smoothMid * 0.05})`); n1.addColorStop(1, `rgba(${a},0)`)
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const n1 = ctx.createRadialGradient(W*0.30, H*0.35, 0, W*0.30, H*0.35, W*0.55)
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n1.addColorStop(0, `rgba(${a},${0.04+smoothMid*0.04})`); n1.addColorStop(1, `rgba(${a},0)`)
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ctx.fillStyle = n1; ctx.fillRect(0, 0, W, H)
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const n2 = ctx.createRadialGradient(W * 0.72, H * 0.62, 0, W * 0.72, H * 0.62, W * 0.45)
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n2.addColorStop(0, `rgba(140,100,255,${0.04 + smoothBass * 0.05})`); n2.addColorStop(1, 'rgba(140,100,255,0)')
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ctx.fillStyle = n2; ctx.fillRect(0, 0, W, H)
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for (const s of STARS) {
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const tw = (Math.sin(t * s.sp + s.ph) + 1) * 0.5
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const alpha = s.ba * (0.35 + tw * 0.65) * (1 + smoothMid * 0.45)
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const alpha = s.ba * (0.35 + tw * 0.65) * (1 + smoothMid * 0.4)
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const r = s.r * (1 + smoothBass * tw * 1.0)
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if (s.r > 1.1) {
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ctx.beginPath(); ctx.arc(s.x * W, s.y * H, r * 2.8, 0, Math.PI * 2)
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ctx.fillStyle = `rgba(${a},${alpha * 0.18})`; ctx.fill()
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}
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ctx.beginPath(); ctx.arc(s.x * W, s.y * H, r, 0, Math.PI * 2)
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ctx.fillStyle = `rgba(${a},${alpha})`; ctx.fill()
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if (s.r > 1.1) { ctx.beginPath(); ctx.arc(s.x*W, s.y*H, r*2.8, 0, Math.PI*2); ctx.fillStyle = `rgba(${a},${alpha*0.18})`; ctx.fill() }
|
||||
ctx.beginPath(); ctx.arc(s.x*W, s.y*H, r, 0, Math.PI*2); ctx.fillStyle = `rgba(${a},${alpha})`; ctx.fill()
|
||||
}
|
||||
}
|
||||
|
||||
// ── RAIN ──────────────────────────────────────────────────────────────────
|
||||
const DROPS: Drop[] = Array.from({ length: 65 }, () => ({
|
||||
// ── RAIN — sparse, soft streaks ───────────────────────────────────────────
|
||||
const DROPS: Drop[] = Array.from({ length: 30 }, () => ({
|
||||
x: Math.random(), y: Math.random(),
|
||||
speed: Math.random() * 0.003 + 0.0015,
|
||||
len: Math.random() * 0.07 + 0.04,
|
||||
alpha: Math.random() * 0.5 + 0.2,
|
||||
speed: Math.random() * 0.0015 + 0.0008,
|
||||
len: Math.random() * 0.055 + 0.03,
|
||||
alpha: Math.random() * 0.35 + 0.12,
|
||||
}))
|
||||
|
||||
const drawRain = () => {
|
||||
const W = canvas.width, H = canvas.height, a = ar()
|
||||
ctx.fillStyle = 'rgba(10,10,15,0.1)'; ctx.fillRect(0, 0, W, H)
|
||||
const spd = 1 + smoothBass * 4.5
|
||||
const W = canvas.width, H = canvas.height, a = ac()
|
||||
ctx.fillStyle = 'rgba(10,10,15,0.12)'; ctx.fillRect(0, 0, W, H)
|
||||
const spd = 1 + smoothBass * 2.5
|
||||
for (const d of DROPS) {
|
||||
d.y += d.speed * spd
|
||||
if (d.y > 1.1) { d.y = -d.len; d.x = Math.random() }
|
||||
const x = d.x * W, y = d.y * H
|
||||
const len = d.len * H * (1 + smoothBass * 0.6)
|
||||
if (d.y > 1.08) { d.y = -d.len - 0.02; d.x = Math.random() }
|
||||
const x = d.x * W, y = d.y * H, len = d.len * H * (1 + smoothBass * 0.4)
|
||||
const g = ctx.createLinearGradient(x, y - len, x, y)
|
||||
g.addColorStop(0, `rgba(${a},0)`); g.addColorStop(0.6, `rgba(${a},${d.alpha * 0.5})`); g.addColorStop(1, `rgba(${a},${d.alpha})`)
|
||||
ctx.fillStyle = g; ctx.fillRect(x - 1, y - len, 2, len)
|
||||
ctx.beginPath(); ctx.arc(x, y, 2, 0, Math.PI * 2)
|
||||
ctx.fillStyle = `rgba(${a},${d.alpha})`; ctx.fill()
|
||||
g.addColorStop(0, `rgba(${a},0)`); g.addColorStop(0.5, `rgba(${a},${d.alpha * 0.3})`); g.addColorStop(1, `rgba(${a},${d.alpha})`)
|
||||
ctx.fillStyle = g; ctx.fillRect(x - 0.7, y - len, 1.4, len)
|
||||
ctx.beginPath(); ctx.arc(x, y, 1.4, 0, Math.PI * 2); ctx.fillStyle = `rgba(${a},${d.alpha})`; ctx.fill()
|
||||
}
|
||||
}
|
||||
|
||||
// ── RAYS ──────────────────────────────────────────────────────────────────
|
||||
const NUM_RAYS = 9
|
||||
const RAY_OFF = Array.from({ length: NUM_RAYS }, (_, i) => (i / NUM_RAYS) * Math.PI * 2)
|
||||
|
||||
// ── RAYS — tapered beams from center ──────────────────────────────────────
|
||||
const drawRays = () => {
|
||||
const W = canvas.width, H = canvas.height, a = ar()
|
||||
const t = Date.now() / 10000
|
||||
const cx = W * 0.5, cy = H * 0.58
|
||||
const maxR = Math.hypot(W, H)
|
||||
const W = canvas.width, H = canvas.height, a = ac()
|
||||
const cfg = raysRef.current
|
||||
const t = (Date.now() / 1000) * cfg.speed * 0.08
|
||||
const cx = W * 0.5, cy = H * 0.55
|
||||
const maxR = Math.hypot(W, H) * 1.1
|
||||
const br = cfg.brightness
|
||||
const sp = cfg.spread
|
||||
|
||||
ctx.clearRect(0, 0, W, H); ctx.fillStyle = '#0a0a0f'; ctx.fillRect(0, 0, W, H)
|
||||
|
||||
for (let i = 0; i < NUM_RAYS; i++) {
|
||||
const angle = RAY_OFF[i] + t
|
||||
const hw = 0.065 + smoothBass * 0.055
|
||||
const al = (i % 2 === 0 ? 0.08 : 0.05) + smoothBass * 0.09 + smoothMid * 0.02
|
||||
ctx.beginPath(); ctx.moveTo(cx, cy); ctx.arc(cx, cy, maxR, angle - hw, angle + hw); ctx.closePath()
|
||||
const g = ctx.createRadialGradient(cx, cy, 0, cx, cy, maxR * 0.65)
|
||||
g.addColorStop(0, `rgba(${a},${al * 2.8})`); g.addColorStop(0.25, `rgba(${a},${al})`); g.addColorStop(1, `rgba(${a},0)`)
|
||||
ctx.fillStyle = g; ctx.fill()
|
||||
const count = cfg.count
|
||||
|
||||
// Primary rays — rotate forward
|
||||
for (let i = 0; i < count; i++) {
|
||||
const angle = (i / count) * Math.PI * 2 + t
|
||||
const isMain = i % 2 === 0
|
||||
const hw = Math.tan((0.055 + smoothBass * 0.035) * sp) * maxR
|
||||
const al = ((isMain ? 0.12 : 0.07) + smoothBass * 0.10 + smoothMid * 0.03) * br
|
||||
|
||||
const ex = cx + Math.cos(angle) * maxR
|
||||
const ey = cy + Math.sin(angle) * maxR
|
||||
const px = -Math.sin(angle) * hw
|
||||
const py = Math.cos(angle) * hw
|
||||
|
||||
ctx.beginPath(); ctx.moveTo(cx, cy); ctx.lineTo(ex + px, ey + py); ctx.lineTo(ex - px, ey - py); ctx.closePath()
|
||||
|
||||
const grad = ctx.createLinearGradient(cx, cy, ex, ey)
|
||||
grad.addColorStop(0, `rgba(${a},${al * 2.5})`)
|
||||
grad.addColorStop(0.12, `rgba(${a},${al})`)
|
||||
grad.addColorStop(0.55, `rgba(${a},${al * 0.35})`)
|
||||
grad.addColorStop(1, `rgba(${a},0)`)
|
||||
ctx.fillStyle = grad; ctx.fill()
|
||||
}
|
||||
for (let i = 0; i < 4; i++) {
|
||||
const angle = RAY_OFF[i * 2] + t * 1.4 + Math.PI * 0.28
|
||||
const hw = 0.04 + smoothMid * 0.035
|
||||
const al = 0.04 + smoothMid * 0.05
|
||||
ctx.beginPath(); ctx.moveTo(cx, cy); ctx.arc(cx, cy, maxR, angle - hw, angle + hw); ctx.closePath()
|
||||
const g = ctx.createRadialGradient(cx, cy, 0, cx, cy, maxR * 0.5)
|
||||
g.addColorStop(0, `rgba(255,60,172,${al * 2.5})`); g.addColorStop(1, 'rgba(255,60,172,0)')
|
||||
ctx.fillStyle = g; ctx.fill()
|
||||
|
||||
// Secondary rays — counter-rotate, pink tint
|
||||
const cnt2 = Math.max(2, Math.floor(count / 2))
|
||||
for (let i = 0; i < cnt2; i++) {
|
||||
const angle = (i / cnt2) * Math.PI * 2 - t * 0.65 + Math.PI / count
|
||||
const hw = Math.tan(0.035 * sp) * maxR
|
||||
const al = (0.05 + smoothMid * 0.06) * br
|
||||
|
||||
const ex = cx + Math.cos(angle) * maxR
|
||||
const ey = cy + Math.sin(angle) * maxR
|
||||
const px = -Math.sin(angle) * hw
|
||||
const py = Math.cos(angle) * hw
|
||||
|
||||
ctx.beginPath(); ctx.moveTo(cx, cy); ctx.lineTo(ex + px, ey + py); ctx.lineTo(ex - px, ey - py); ctx.closePath()
|
||||
const grad = ctx.createLinearGradient(cx, cy, ex, ey)
|
||||
grad.addColorStop(0, `rgba(255,60,172,${al * 2.5})`)
|
||||
grad.addColorStop(0.15, `rgba(255,60,172,${al})`)
|
||||
grad.addColorStop(1, 'rgba(255,60,172,0)')
|
||||
ctx.fillStyle = grad; ctx.fill()
|
||||
}
|
||||
const cg = ctx.createRadialGradient(cx, cy, 0, cx, cy, 120 + smoothBass * 160)
|
||||
cg.addColorStop(0, `rgba(${a},${0.12 + smoothBass * 0.18})`); cg.addColorStop(1, `rgba(${a},0)`)
|
||||
|
||||
// Center glow
|
||||
const cg = ctx.createRadialGradient(cx, cy, 0, cx, cy, 100 + smoothBass * 140)
|
||||
cg.addColorStop(0, `rgba(${a},${(0.14 + smoothBass * 0.18) * br})`); cg.addColorStop(1, `rgba(${a},0)`)
|
||||
ctx.fillStyle = cg; ctx.fillRect(0, 0, W, H)
|
||||
}
|
||||
|
||||
@@ -316,7 +326,6 @@ export default function AudioBackground() {
|
||||
} as Record<string, () => void>)[bgMode] ?? drawOrbs
|
||||
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height)
|
||||
|
||||
const loop = () => { tick(); drawFn(); rafId = requestAnimationFrame(loop) }
|
||||
loop()
|
||||
|
||||
|
||||
Reference in New Issue
Block a user