added sun and stars
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After Width: | Height: | Size: 1.9 KiB |
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After Width: | Height: | Size: 885 B |
+5
-1
@@ -6,12 +6,15 @@
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Byte Dice</title>
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<link rel="stylesheet" href="navBar.css">
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<link rel="stylesheet" href="/navBar.css">
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<link rel="stylesheet" href="/globalStyle.css">
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<link rel="stylesheet" href="/loadingScreen.css">
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<link rel="stylesheet" href="style.css">
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</head>
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<body style="background-color: #323232; color: #ffffff;">
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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: 0%; left: 0%;"></canvas>
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<ul class="navBar">
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@@ -51,6 +54,7 @@
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<script src="/pxDensity.js"></script>
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<script src="/loadingScreen.js"></script>
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<script src="/synthwaveEffect.js"></script>
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<script src="/script.js"></script>
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</body>
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</html>
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@@ -0,0 +1,8 @@
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document.addEventListener("DOMContentLoaded", function() {
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let starNoise = document.getElementById("starNoise")
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let randX = randomInt(0, 256)
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let randY = randomInt(0, 256)
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starNoise.style.top = `calc(${randX}px * var(--pxDensity))`
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starNoise.style.left = `calc(${randY}px * var(--pxDensity))`
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}, false)
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@@ -0,0 +1,29 @@
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body {
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height: 100vh;
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background-image: radial-gradient(
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circle at center 50%,
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#62007f 0%,
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#0d0035 100%);
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background-position: 0% 10vh;
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overflow: hidden;
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background-color: #dadada !important;
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}
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.synthSun {
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width: calc(40px * var(--pxDensity));
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height: auto;
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aspect-ratio: 1 / 1;
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image-rendering: pixelated;
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position: absolute;
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top: 60%;
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left: 50%;
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transform: translate(-50%, -50%);
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filter: drop-shadow(0px 0px 100px #C1AB00)
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}
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#starNoise {
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position: fixed;
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width: calc(512px * var(--pxDensity));
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height: auto;
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aspect-ratio: 1 / 1;
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image-rendering: pixelated;
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transform: translate(-50%, -50%);
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}
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+6
-6
@@ -53,11 +53,11 @@ class Hill {
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ctx.strokeStyle = `rgb(${this.color[0]}, ${this.color[1]}, ${this.color[2]})`
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ctx.lineWidth = pxDensity
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let startX = (this.points[0][0] * this.widthMul) + ((-this.width * this.widthMul) / 2) + this.x
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let startY = (this.points[0][1] * this.widthMul) + this.y
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ctx.beginPath()
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ctx.moveTo(
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(this.points[0][0] * this.widthMul) + ((-this.width * this.widthMul) / 2) + this.x,
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(this.points[0][1] * this.widthMul) + this.y
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)
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ctx.moveTo(startX, startY)
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for (let point of this.points) {
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ctx.lineTo(
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@@ -95,7 +95,7 @@ function animateSynthWave() {
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ctx.clearRect(0, 0, canvas.width, canvas.height)
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if (iters >= iterToNewHill) {
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let hillInstance = new Hill(canvas.width / 2, canvas.height / 3 * 2, [0, 0, 50], 25, canvas.width, 325)
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let hillInstance = new Hill(canvas.width / 2, canvas.height / 3 * 2, [0, 180, 240], 25, canvas.width, 325)
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hillInstance.generate(25, 50, 100)
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hills.unshift(hillInstance)
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iters = 0
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@@ -104,7 +104,7 @@ function animateSynthWave() {
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for (let idx in hills) {
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let hill = hills[idx]
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hill.animateStep(hill.stepSize, 1)
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hill.animateStep(hill.stepSize, -0.2)
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hill.stepSize = -0.005
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hill.widthMul *= 1.01
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