added starfalls / shooting stars
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+112
@@ -0,0 +1,112 @@
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const starfallCanvas = document.getElementById("starfallCanvas")
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starfallCanvas.width = window.innerWidth
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starfallCanvas.height = window.innerHeight
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const starfallCtx = starfallCanvas.getContext("2d")
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class Starfall {
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constructor() {
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this.pos = {x: 0, y: 0}
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this.vel = {x: 0, y: 0}
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}
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generate() {
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const dir = randomBool(0.5)
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this.pos.x = dir ? -50 : pxWidth + 50
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this.pos.y = randomInt(-starfallCanvas.height / 2, starfallCanvas.height / 2)
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this.vel.x = dir ? randomFloat(3, 6) : randomFloat(-6, -3)
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this.vel.y = randomFloat(0.25, 1)
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}
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draw() {
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// very expensive but idk how to make it less expensive
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drawPixelLine(
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this.pos.x,
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this.pos.y,
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this.pos.x - (this.vel.x * 5),
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this.pos.y - (this.vel.y * 5)
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)
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}
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stepAnimation() {
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this.pos.x += this.vel.x
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this.pos.y += this.vel.y
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}
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}
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function drawPixelLine(fromX, fromY, toX, toY) {
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const pxInflate = 0.1;
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const dx = Math.abs(toX - fromX);
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const dy = Math.abs(toY - fromY);
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const sx = fromX < toX ? 1 : -1;
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const sy = fromY < toY ? 1 : -1;
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let err = dx - dy;
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let x = fromX;
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let y = fromY;
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starfallCtx.beginPath();
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const steps = Math.max(dx, dy);
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for (let i = 0; i <= steps; i++) {
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const alpha = i == 0 ? 1 : 0.1 * (1 - i / steps)
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starfallCtx.fillStyle = `rgba(255, 255, 255, ${alpha})`;
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starfallCtx.rect(
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clampNearest(x * pxDensity, pxDensity) - 0.5,
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clampNearest(y * pxDensity, pxDensity) - 0.5,
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pxInflate + pxDensity,
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pxInflate + pxDensity
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);
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const e2 = 2 * err;
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if (e2 > -dy) {
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err -= dy;
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x += sx;
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}
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if (e2 < dx) {
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err += dx;
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y += sy;
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}
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starfallCtx.fill();
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}
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}
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let allStarfalls = []
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function animateStarfalls() {
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if (!isAnimating) { return }
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starfallCtx.clearRect(0, 0, starfallCanvas.width, starfallCanvas.height)
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let shouldGenerate = randomBool(0.01)
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if (shouldGenerate) {
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let newStarfall = new Starfall()
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newStarfall.generate()
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allStarfalls.push(newStarfall)
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}
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for (let starfall of allStarfalls) {
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if (starfall.pos.x < -50 || starfall.pos.x > pxWidth + 50) {
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allStarfalls.splice(allStarfalls.indexOf(starfall), 1)
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continue
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}
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starfall.stepAnimation()
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starfall.draw()
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}
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}
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function startStarfall() {
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animateStarfalls()
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requestAnimationFrame(startStarfall)
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}
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