moved tips to a separate file
This commit is contained in:
+2
-2
@@ -70,11 +70,11 @@ function pauseAnimBtn(state) {
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if (state == "true") {
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isAnimating = true
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pauseBtn.src = "/assets/pauseAnimation_8x8.png"
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pauseBtn.src = "./assets/pauseAnimation_8x8.png"
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}
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else {
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isAnimating = false
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pauseBtn.src = "/assets/playAnimation_8x8.png"
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pauseBtn.src = "./assets/playAnimation_8x8.png"
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}
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localStorage["isAnimating"] = state
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+23
-20
@@ -11,67 +11,70 @@
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<link rel="stylesheet" href="/loadingScreen.css">
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<link rel="stylesheet" href="style.css">
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<link rel="icon" type="image/png" href="/assets/favicon_32x32.png">
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<link rel="icon" type="image/png" href="./assets/favicon_32x32.png">
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</head>
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<body style="background-color: #323232; color: #ffffff;">
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<div id="mainDiv">
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<img src="/assets/bgGradient_256x164.png" class="bgGradient">
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<img src="./assets/bgGradient_256x164.png" class="bgGradient">
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<img src="/assets/starNoise_512x512.png" draggable="false" id="starNoise">
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<img src="/assets/synthwaveSun_40x40.png" draggable="false" class="synthSun">
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<canvas id="synthwave" style="position: absolute; bottom: round(0%, var(--pxDensityPx)); left: round(0%, var(--pxDensityPx));"></canvas>
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<img src="./assets/starNoise_512x512.png" draggable="false" id="starNoise">
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<img src="./assets/synthwaveSun_40x40.png" draggable="false" class="synthSun">
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<canvas id="synthwaveCanvas"></canvas>
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<!-- change discord URL to server URL -->
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<ul class="navBar">
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<li>
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<!-- discord URL -->
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<button onclick="slideTransition('https://discord.com')" class="navBtn">
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<img class="navBtnImg" draggable="false" src="/assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="/assets/discord_8x8.png">
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<img class="navBtnImg" draggable="false" src="./assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="./assets/discord_8x8.png">
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</button>
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</li>
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<li>
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<button onclick="slideTransition('https://youtube.com/@ByteDice')" class="navBtn">
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<img class="navBtnImg" draggable="false" src="/assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="/assets/youtube_8x8.png">
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<img class="navBtnImg" draggable="false" src="./assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="./assets/youtube_8x8.png">
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</button>
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</li>
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<li>
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<button onclick="slideTransition('https://github.com/ByteDice')" class="navBtn">
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<img class="navBtnImg" draggable="false" src="/assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="/assets/github_8x8.png">
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<img class="navBtnImg" draggable="false" src="./assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="./assets/github_8x8.png">
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</button>
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</li>
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<li>
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<button class="navBtn">
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<img class="navBtnImg" draggable="false" src="/assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="/assets/powerplates_8x8.png">
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<img class="navBtnImg" draggable="false" src="./assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="./assets/powerplates_8x8.png">
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</button>
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</li>
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<li>
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<button onClick="pauseAnimBtn('auto')" class="navBtn">
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<img class="navBtnImg" draggable="false" src="/assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="" id="animationToggle">
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<img class="navBtnImg" draggable="false" src="./assets/navBarBtn.png">
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<img class="navBtnIcon" draggable="false" src="./assets/pauseAnimation_8x8.png" id="animationToggle">
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</button>
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</li>
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</ul>
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</div>
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<div class="bgDiv" id="loadingScreen">
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<img class="loadingImg" draggable="false" src="/assets/byteDiceBlinkAnim_32x32.png">
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<img class="loadingImg" draggable="false" src="./assets/byteDiceBlinkAnim_32x32.png">
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<button class="pxFont" onclick="stopShowingLoading()" id="loadingCornerText">
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Press ESC to instantly close the loading screen<br>Or click me to never see it again.
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</button>
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<p id="loadingText">Loading...<br>Loading files...<br><br>Tip: Tip loading...</p>
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</div>
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<script src="/globalScript.js"></script>
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<script src="/pxDensity.js"></script>
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<script src="/synthwaveEffect.js"></script>
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<script src="/script.js"></script>
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<script src="./globalScript.js"></script>
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<script src="./pxDensity.js"></script>
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<script src="/loadingScreen.js"></script>
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<script src="/screenTransition.js"></script>
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<script src="script.js"></script>
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<script src="synthwaveEffect.js"></script>
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</body>
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</html>
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+19
-16
@@ -3,27 +3,30 @@ let stopLoading = false
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let loadingScreenProgress = document.getElementById("loadingText")
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let loadingScreenEl = document.getElementById("loadingScreen")
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let tips = [
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"Just don't die.",
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"Did you know this is a tip?",
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"Is thisn't not very un-understandable?",
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"m".repeat(200),
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"Bad at a game? Just press the \"get good at games\" button!",
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"I AM NOT A FEMBOY NOR GAY. (I support though :thumbsup:)",
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"You should listen to that song that goes \"do do do do do do do do do.\"",
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"(Almost) Every pixel in this website's pixel art is positioned pixel perfect.",
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"Shouldn't I be talking about tips?",
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"Did you know that... uh... hold on let me think... I don't know, I forgot.",
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"This tip is very helpful.",
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"The synthwave terrain background is fully procedural. No images or gifs were used."
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]
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let selectedTip = tips[randomIntFrom0(tips.length)]
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let tipsJson;
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(function loadTipsSync() {
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const xhr = new XMLHttpRequest();
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xhr.open("GET", "./loadingScreenTips.json", false)
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xhr.send(null)
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if (xhr.status === 200) {
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tipsJson = JSON.parse(xhr.responseText)
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} else {
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console.error("Failed to load tips:", xhr.status, xhr.statusText)
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tipsJson = []
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}
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})()
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console.log(tipsJson)
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let selectedTip = tipsJson[randomIntFrom0(tipsJson.length)]
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const showLoading = localStorage["showLoading"] || "true"
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function newTip() {
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selectedTip = tips[randomIntFrom0(tips.length)]
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selectedTip = tipsJson[randomIntFrom0(tipsJson.length)]
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}
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@@ -0,0 +1,20 @@
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[
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"Just don't die.",
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"Did you know this is a tip?",
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"Is thisn't not very un-understandable?",
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"mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmicrowave sounds. (wow you have a long monitor.)",
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"Bad at a game? Just press the \"get good at games\" button!",
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"I AM NOT A FEMBOY NOR GAY. (I support though :thumbsup:)",
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"You should listen to that song that goes \"do do do do do do do do do.\"",
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"(Almost) Every pixel in this website's pixel art is positioned pixel perfect.",
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"Shouldn't I be talking about tips?",
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"Did you know that... uh... hold on let me think... I don't know, I forgot.",
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"This tip is very helpful.",
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"The synthwave terrain background is fully procedural. No images or gifs were used.",
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"This tip took 3 hours to write. Respect it.",
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"Water is wet.",
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"Why is it called loading screen if the screen has already loaded?",
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"This website is powered by hopes, dreams, and questionable code.",
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"If this tip is useless, it's working as intended.",
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"Private tip. Anyone who reads will be executed on the spot."
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]
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@@ -0,0 +1,26 @@
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[
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{
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"icon": "discord_8x8.png",
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"action": "navigate",
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"actionValue": "https://discord.com"
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},
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{
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"icon": "youtube_8x8.png",
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"action": "navigate",
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"actionValue": "https://youtube.com/@ByteDice"
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},
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{
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"icon": "github_8x8.png",
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"action": "navigate",
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"actionValue": "https://github.com/ByteDice"
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},
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{
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"icon": "powerplates_8x8.png"
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},
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{
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"icon": "pauseAnimation_8x8.png",
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"action": "function",
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"actionValue": "https://discord.com",
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"iconId": "animationToggle"
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}
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]
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@@ -7,8 +7,6 @@ document.addEventListener("DOMContentLoaded", function() {
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setLoadingProgress("Adding stars...")
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addStars()
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setLoadingProgress("Animating synthwave background...")
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startSynthAnimation()
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pauseAnimBtn(localStorage["isAnimating"] || "true")
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if (showLoading != "true") {
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@@ -36,4 +36,9 @@ body {
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top: round(50%, var(--pxDensityPx));
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left: round(50%, var(--pxDensityPx));
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transform: translate(-50%, -50%);
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}
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#synthwaveCanvas {
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position: absolute;
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bottom: round(0%, var(--pxDensityPx));
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left: round(0%, var(--pxDensityPx));
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}
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+4
-321
@@ -1,323 +1,6 @@
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// TODO: dont render lines behind the fill (fillHillPolygons())
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const canvas = document.getElementById("synthwaveCanvas");
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const gl = canvas.getContext("webgl");
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let canvas = document.getElementById("synthwave")
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let ctx = canvas.getContext("2d")
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let hills = []
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let pxInflate = 0.5
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canvas.width = window.innerWidth
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canvas.height = window.innerHeight
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ctx.imageSmoothingEnabled = false;
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function lerp(x, y, t) {
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return x + t * (y - x)
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}
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function hillCurve(x, width) {
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return (Math.sin(Math.PI * (x + 1)) + 1) ** width
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}
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function drawPixelLineLow(fromX, fromY, toX, toY) {
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let dx = toX - fromX
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let dy = toY - fromY
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let yi = 1
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if (dy < 0) {
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yi = -1
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dy = -dy
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}
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let d = 2 * dy - dx
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y = fromY
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for (let x = fromX; x <= toX; x++) {
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ctx.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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if (d > 0) {
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y = y + yi;
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d = d + (2 * (dy - dx));
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}
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else { d = d + 2 * dy; }
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}
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}
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function drawPixelLineHigh(fromX, fromY, toX, toY) {
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let dx = toX - fromX
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let dy = toY - fromY
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let xi = 1
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if (dx < 0) {
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xi = -1
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dx = -dx
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}
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let d = 2 * dx - dy
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x = fromX
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for (let y = fromY; y <= toY; y++) {
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ctx.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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if (d > 0) {
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x = x + xi;
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d = d + (2 * (dx - dy));
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}
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else { d = d + 2 * dx; }
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}
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}
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function idxWidthOffset(hill, idx) {
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let x = ((hill.points[idx][0] * hill.widthMul) + ((-hill.width * hill.widthMul) / 2) + hill.x) / pxDensity
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let y = ((hill.points[idx][1] * hill.widthMul) + hill.y) / pxDensity
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return { x: x, y: y }
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}
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function idxWidthOffsetNoPx(hill, idx) {
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let x = ((hill.points[idx][0] * hill.widthMul) + ((-hill.width * hill.widthMul) / 2) + hill.x)
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let y = ((hill.points[idx][1] * hill.widthMul) + hill.y)
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return { x: x, y: y }
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}
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function xyWidthOffset(hill, x, y) {
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let x1 = ((x * hill.widthMul) + ((-hill.width * hill.widthMul) / 2) + hill.x) / pxDensity
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let y1 = ((y * hill.widthMul) + hill.y) / pxDensity
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return { x: x1, y: y1 }
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}
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function drawPixelLine(fromX, fromY, toX, toY) {
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if (Math.abs(toY - fromY) < Math.abs(toX - fromX)) {
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if (fromX > toX) {
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drawPixelLineLow(toX, toY, fromX, fromY);
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}
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else {
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drawPixelLineLow(fromX, fromY, toX, toY);
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}
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}
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else {
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if (fromY > toY) {
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drawPixelLineHigh(toX, toY, fromX, fromY);
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}
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else {
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drawPixelLineHigh(fromX, fromY, toX, toY);
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}
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}
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}
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class Hill {
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constructor(x, y, color, width, frameCount) {
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this.color = color
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this.i = 0
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this.points = []
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this.x = x
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this.y = y
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this.frameCount = frameCount
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this.stepSize = 1
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this.width = width
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this.widthMul = 0.2
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}
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generate(iterCount, maxHeight, heightOffset, xRandom) {
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let offset = 0
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let stepSize = this.width / iterCount
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for (let i = 0; i < iterCount + 1; i++) {
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let offsetNorm = offset / this.width
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let randomHeight = randomInt(0, maxHeight * -hillCurve(offsetNorm, 1.2) * 10) + heightOffset
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let randomXOffset = undefined
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if (i == 0 || i == iterCount) { randomXOffset = 0 }
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else { randomXOffset = randomInt(-xRandom, xRandom) }
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this.points.push([offset + randomXOffset, randomHeight])
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offset += stepSize
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}
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}
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draw(debug) {
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ctx.lineWidth = pxDensity
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let start = xyWidthOffset(this, this.points[0][0], this.points[0][1])
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let previousX = start.x
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let previousY = start.y
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ctx.beginPath()
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if (debug) { ctx.moveTo(start.x * pxDensity, start.y * pxDensity) }
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for (let point of this.points) {
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let pos = xyWidthOffset(this, point[0], point[1])
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if (debug) { ctx.lineTo(pos.x * pxDensity, pos.y * pxDensity) }
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else { drawPixelLine(previousX, previousY, pos.x, pos.y) }
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previousX = pos.x
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previousY = pos.y
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}
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if (debug) {
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ctx.strokeStyle = "#ff0000"
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ctx.stroke()
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}
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else {
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ctx.fillStyle = `rgb(${this.color[0]}, ${this.color[1]}, ${this.color[2]})`
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ctx.fill()
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}
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}
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animateStep(stepSize, colorIncrement, debug) {
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if (this.i >= this.frameCount) {
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hills.pop(this)
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return
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}
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this.y += stepSize
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this.draw(debug)
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this.i += 1
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this.color[0] += colorIncrement
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this.color[1] += colorIncrement
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this.color[2] += colorIncrement
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}
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}
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function connectHills(hill, previousHill, hillIdx, debug) {
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let pHill = previousHill
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if (pHill && hillIdx != 0) {
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for (let idx in pHill.points) {
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let start = idxWidthOffset(pHill, idx)
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let end = idxWidthOffset(hill, idx)
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|
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let grad = ctx.createLinearGradient(start.x, start.y, end.x, end.y)
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let col = hill.color
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let pCol = pHill.color
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grad.addColorStop(0, `rgb(${pCol[0]}, ${pCol[1]}, ${pCol[2]})`)
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grad.addColorStop(1, `rgb(${col[0]}, ${col[1]}, ${col[2]})`)
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ctx.beginPath()
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if (debug) {
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ctx.strokeStyle = grad
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ctx.moveTo(start.x * pxDensity, start.y * pxDensity)
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ctx.lineTo(end.x * pxDensity, end.y * pxDensity)
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ctx.stroke()
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}
|
||||
else {
|
||||
ctx.fillStyle = grad
|
||||
|
||||
drawPixelLine(start.x, start.y, end.x, end.y)
|
||||
ctx.fill()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
function fillHillPolygons(hill, previousHill, hillIdx) {
|
||||
let pHill = previousHill
|
||||
|
||||
if (pHill && hillIdx != 0) {
|
||||
for (let idx in pHill.points) {
|
||||
if (idx == 0) { continue }
|
||||
|
||||
let br = idxWidthOffsetNoPx(pHill, idx)
|
||||
let bl = idxWidthOffsetNoPx(pHill, idx - 1)
|
||||
let tr = idxWidthOffsetNoPx(hill, idx)
|
||||
let tl = idxWidthOffsetNoPx(hill, idx - 1)
|
||||
|
||||
ctx.beginPath()
|
||||
ctx.fillStyle = "#323232"
|
||||
|
||||
ctx.moveTo(clampNearest(tl.x, pxDensity), clampNearest(tl.y, pxDensity))
|
||||
ctx.lineTo(clampNearest(tr.x, pxDensity), clampNearest(tr.y, pxDensity))
|
||||
ctx.lineTo(clampNearest(br.x, pxDensity), clampNearest(br.y, pxDensity))
|
||||
ctx.lineTo(clampNearest(bl.x, pxDensity), clampNearest(bl.y, pxDensity))
|
||||
ctx.lineTo(clampNearest(tl.x, pxDensity), clampNearest(tl.y, pxDensity))
|
||||
|
||||
ctx.fill()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
const iterToNewHill = 25
|
||||
let iters = 0
|
||||
let previousHill = undefined
|
||||
|
||||
function animateSynthWave() {
|
||||
if (!isAnimating) { return }
|
||||
|
||||
ctx.clearRect(0, 0, canvas.width, canvas.height)
|
||||
|
||||
if (iters >= iterToNewHill) {
|
||||
let hillInstance = new Hill(canvas.width / 2 - (1 * pxDensity), canvas.height / 3 * 2, [0, 180, 240], canvas.width, 350)
|
||||
hillInstance.generate(25, canvas.height / 24, 100, 2 * pxDensity)
|
||||
hills.unshift(hillInstance)
|
||||
iters = 0
|
||||
}
|
||||
|
||||
let prevHillPolygons = undefined
|
||||
|
||||
for (let idx in hills) {
|
||||
let hill = hills[idx]
|
||||
hill.y += hill.stepSize
|
||||
hill.widthMul *= 1.01
|
||||
|
||||
fillHillPolygons(hill, prevHillPolygons, idx)
|
||||
|
||||
prevHillPolygons = hill
|
||||
}
|
||||
|
||||
for (let idx in hills) {
|
||||
let hill = hills[idx]
|
||||
|
||||
//hill.animateStep(hill.stepSize, -0.2, true)
|
||||
hill.animateStep(hill.stepSize, -0.2, false)
|
||||
|
||||
hill.stepSize = -0.005
|
||||
hill.widthMul *= 1.01
|
||||
|
||||
connectHills(hill, previousHill, idx, false)
|
||||
|
||||
previousHill = hill
|
||||
}
|
||||
|
||||
iters++
|
||||
}
|
||||
|
||||
|
||||
function startSynthAnimation() {
|
||||
for (i = 0; i < 350; i++) {
|
||||
animateSynthWave()
|
||||
}
|
||||
|
||||
setInterval( animateSynthWave, 1000 / 12)
|
||||
if (!gl) {
|
||||
alert("WebGL not supported, using static image.");
|
||||
}
|
||||
Reference in New Issue
Block a user