ritual.sh/static/js/button-generator/effects/background-starfield.js
2026-01-09 19:31:11 +00:00

187 lines
5.5 KiB
JavaScript

import { ButtonEffect } from "../effect-base.js";
/**
* Starfield background effect
* Twinkling stars with optional shooting stars
*/
export class StarfieldEffect extends ButtonEffect {
constructor() {
super({
id: "bg-starfield",
name: "Starfield",
type: "background-animation",
category: "Background Animations",
renderOrder: 10,
});
this.stars = [];
this.initialized = false;
}
defineControls() {
return [
{
id: "animate-starfield",
type: "checkbox",
label: "Starfield Effect",
defaultValue: false,
},
{
id: "star-density",
type: "range",
label: "Star Density",
defaultValue: 30,
min: 10,
max: 80,
step: 5,
showWhen: "animate-starfield",
description: "Number of stars",
},
{
id: "star-twinkle-speed",
type: "range",
label: "Twinkle Speed",
defaultValue: 1,
min: 1,
max: 3,
step: 0.1,
showWhen: "animate-starfield",
description: "Speed of twinkling",
},
{
id: "star-shooting-enabled",
type: "checkbox",
label: "Shooting Stars",
defaultValue: true,
showWhen: "animate-starfield",
description: "Enable shooting stars",
},
{
id: "star-color",
type: "color",
label: "Star Color",
defaultValue: "#ffffff",
showWhen: "animate-starfield",
description: "Color of stars",
},
];
}
isEnabled(controlValues) {
return controlValues["animate-starfield"] === true;
}
apply(context, controlValues, animState, renderData) {
if (!animState) return;
const density = controlValues["star-density"] || 30;
const twinkleSpeed = controlValues["star-twinkle-speed"] || 1;
const shootingEnabled = controlValues["star-shooting-enabled"] !== false;
const starColor = controlValues["star-color"] || "#ffffff";
// Initialize stars with deterministic positions (seed-based)
if (!this.initialized || this.stars.length !== density) {
this.stars = [];
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({
x: hash(seed1) * renderData.width,
y: hash(seed2) * renderData.height,
size: 0.5 + hash(seed3) * 1.5,
twinkleOffset: hash(seed4) * Math.PI * 2,
twinkleSpeed: 0.5 + hash(seed5) * 1.5,
});
}
this.initialized = true;
}
// Draw twinkling stars
this.stars.forEach((star) => {
const twinkle =
Math.sin(
animState.getPhase(twinkleSpeed * star.twinkleSpeed) +
star.twinkleOffset,
) *
0.5 +
0.5;
const opacity = 0.3 + twinkle * 0.7;
context.fillStyle = starColor;
context.globalAlpha = opacity;
context.beginPath();
context.arc(star.x, star.y, star.size, 0, Math.PI * 2);
context.fill();
context.globalAlpha = 1.0;
});
// Shooting stars - deterministic based on frame number
if (shootingEnabled) {
// Define shooting star spawn schedule (deterministic)
const shootingStarSpawns = [
{ startFrame: 5, seed: 12345 },
{ startFrame: 18, seed: 67890 },
{ startFrame: 31, seed: 24680 },
];
shootingStarSpawns.forEach((spawn) => {
const framesSinceSpawn = animState.frame - spawn.startFrame;
const duration = 25; // Frames the shooting star is visible
if (framesSinceSpawn >= 0 && framesSinceSpawn < duration) {
// Calculate deterministic properties from seed
const hash = (s) => {
const x = Math.sin(s * 0.0001) * 10000;
return x - Math.floor(x);
};
const startX = hash(spawn.seed * 1) * renderData.width;
const startY = -10;
const vx = (hash(spawn.seed * 2) - 0.5) * 2;
const vy = 3 + hash(spawn.seed * 3) * 2;
// 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();
}
}
});
}
}
}
export function register(generator) {
generator.registerEffect(new StarfieldEffect());
}