fix star looping

This commit is contained in:
Dan 2026-01-09 19:23:28 +00:00
parent 00805f4344
commit c47225da43

View file

@ -15,7 +15,6 @@ export class StarfieldEffect extends ButtonEffect {
}); });
this.stars = []; this.stars = [];
this.shootingStars = [];
this.initialized = false; this.initialized = false;
} }
@ -25,8 +24,6 @@ export class StarfieldEffect extends ButtonEffect {
id: "animate-starfield", id: "animate-starfield",
type: "checkbox", type: "checkbox",
label: "Starfield Effect", label: "Starfield Effect",
description:
"This might look a bit different when exported, work in progress!",
defaultValue: false, defaultValue: false,
}, },
{ {
@ -82,16 +79,31 @@ export class StarfieldEffect extends ButtonEffect {
const shootingEnabled = controlValues["star-shooting-enabled"] !== false; const shootingEnabled = controlValues["star-shooting-enabled"] !== false;
const starColor = controlValues["star-color"] || "#ffffff"; const starColor = controlValues["star-color"] || "#ffffff";
// Initialize stars on first frame or density change // Initialize stars with deterministic positions (seed-based)
if (!this.initialized || this.stars.length !== density) { if (!this.initialized || this.stars.length !== density) {
this.stars = []; this.stars = [];
for (let i = 0; i < density; i++) { for (let i = 0; i < density; i++) {
// Use density as part of the seed so pattern changes with density
// Use multiple large prime seeds for better distribution
const densitySeed = density * 97531; // Density affects all stars
const seed1 = (i * 2654435761) + densitySeed;
const seed2 = (i * 2246822519) + 3141592653 + densitySeed;
const seed3 = (i * 3266489917) + 1618033988 + densitySeed;
const seed4 = (i * 374761393) + 2718281828 + densitySeed;
const seed5 = (i * 1103515245) + 12345 + densitySeed;
// Hash-like function for better pseudo-random distribution
const hash = (s) => {
const x = Math.sin(s * 0.0001) * 10000;
return x - Math.floor(x);
};
this.stars.push({ this.stars.push({
x: Math.random() * renderData.width, x: hash(seed1) * renderData.width,
y: Math.random() * renderData.height, y: hash(seed2) * renderData.height,
size: 0.5 + Math.random() * 1.5, size: 0.5 + hash(seed3) * 1.5,
twinkleOffset: Math.random() * Math.PI * 2, twinkleOffset: hash(seed4) * Math.PI * 2,
twinkleSpeed: 0.5 + Math.random() * 1.5, twinkleSpeed: 0.5 + hash(seed5) * 1.5,
}); });
} }
this.initialized = true; this.initialized = true;
@ -116,46 +128,55 @@ export class StarfieldEffect extends ButtonEffect {
context.globalAlpha = 1.0; context.globalAlpha = 1.0;
}); });
// Shooting stars // Shooting stars - deterministic based on frame number
if (shootingEnabled) { if (shootingEnabled) {
// Randomly spawn shooting stars // Define shooting star spawn schedule (deterministic)
if (Math.random() < 0.02 && this.shootingStars.length < 3) { const shootingStarSpawns = [
this.shootingStars.push({ { startFrame: 5, seed: 12345 },
x: Math.random() * renderData.width, { startFrame: 18, seed: 67890 },
y: -10, { startFrame: 31, seed: 24680 },
vx: (Math.random() - 0.5) * 2, ];
vy: 3 + Math.random() * 2,
life: 1.0,
});
}
// Update and draw shooting stars shootingStarSpawns.forEach((spawn) => {
this.shootingStars = this.shootingStars.filter((star) => { const framesSinceSpawn = animState.frame - spawn.startFrame;
star.x += star.vx; const duration = 25; // Frames the shooting star is visible
star.y += star.vy;
star.life -= 0.02;
if (star.life > 0) { if (framesSinceSpawn >= 0 && framesSinceSpawn < duration) {
// Draw shooting star trail // Calculate deterministic properties from seed
const gradient = context.createLinearGradient( const hash = (s) => {
star.x, const x = Math.sin(s * 0.0001) * 10000;
star.y, return x - Math.floor(x);
star.x - star.vx * 5, };
star.y - star.vy * 5,
);
gradient.addColorStop(0, `rgba(255, 255, 255, ${star.life * 0.8})`);
gradient.addColorStop(1, "rgba(255, 255, 255, 0)");
context.strokeStyle = gradient; const startX = hash(spawn.seed * 1) * renderData.width;
context.lineWidth = 2; const startY = -10;
context.beginPath(); const vx = (hash(spawn.seed * 2) - 0.5) * 2;
context.moveTo(star.x, star.y); const vy = 3 + hash(spawn.seed * 3) * 2;
context.lineTo(star.x - star.vx * 5, star.y - star.vy * 5);
context.stroke();
return true; // Calculate position based on frames elapsed
const x = startX + vx * framesSinceSpawn;
const y = startY + vy * framesSinceSpawn;
const life = 1.0 - framesSinceSpawn / duration;
if (life > 0) {
// Draw shooting star trail
const gradient = context.createLinearGradient(
x,
y,
x - vx * 5,
y - vy * 5,
);
gradient.addColorStop(0, `rgba(255, 255, 255, ${life * 0.8})`);
gradient.addColorStop(1, "rgba(255, 255, 255, 0)");
context.strokeStyle = gradient;
context.lineWidth = 2;
context.beginPath();
context.moveTo(x, y);
context.lineTo(x - vx * 5, y - vy * 5);
context.stroke();
}
} }
return false;
}); });
} }
} }