Override now uses the BooCode Classic warm tokens (orange/amber/rust on warm near-black) instead of neon magenta/cyan/violet, with its neon-grid field, glitch, scanlines, and bloom recoloured to match — a hotter, glitchier Classic. Updates the NeonField canvas hues, the --bco-* effect vars, and the picker preview anchors. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
288 lines
10 KiB
TypeScript
288 lines
10 KiB
TypeScript
import { useEffect, useRef } from 'react';
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/* NeonField — the BooCode Override animated background. DISTINCT from the matrix
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rain glyph engine: a "neon grid horizon". A perspective floor grid recedes to
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a vanishing point at a high horizon, scrolling toward the viewer; a slow
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brightness pulse travels up the rows; sparse data-motes drift through the
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open "sky" above the horizon. Cyan grid, magenta vanishing-point bloom, violet
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accents — boolab's booops neon palette.
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This canvas is NET-NEW (boolab's neon was CSS, not a canvas), so it is the
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riskier of the two fields. It is kept deliberately CHEAP and LEGIBLE:
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- low primitive count: ROWS+COLS strokes + a handful of motes per frame;
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- NO per-frame shadowBlur (glow comes from a wide+thin double-stroke and the
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static CSS bloom layer in boocode-override-fx.css);
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- a full clearRect each frame (a deterministic redraw, no trail buffer);
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- dpr capped at 2, throttled to ~30fps, paused on visibilitychange;
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- the canvas is rendered at < 1 opacity so the field's brightest pixel can
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never lift the effective panel background enough to break AA text.
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Mounted by ThemeFx only when the bc-anim-on gate is on (toggle ON *and* not
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prefers-reduced-motion). */
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const TARGET_FPS = 30;
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const FRAME_BUDGET = 1000 / TARGET_FPS;
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const ROWS = 18; // horizontal floor lines
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const COLS = 17; // vertical lines (odd → one passes through the vanishing point)
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const HORIZON_FRAC = 0.42; // horizon height from the top
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// Warm Classic palette (recoloured from the original neon). Names kept for
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// minimal churn: CYAN now holds amber, MAGENTA orange, VIOLET rust.
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const CYAN = '251, 191, 36'; // amber #fbbf24
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const MAGENTA = '249, 115, 22'; // orange #f97316
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const VIOLET = '194, 65, 12'; // rust #c2410c
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interface Mote {
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x: number; // 0..1 of width
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y: number; // 0..1 of height (above the horizon)
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vx: number;
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vy: number;
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r: number;
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hue: string;
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phase: number;
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}
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interface Props {
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enabled?: boolean;
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/* Global field dimmer. Caps how much the field can lift any panel background,
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which is the structural AA guarantee — keep ≤ 0.6. */
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opacity?: number;
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/* Rows-per-second the grid scrolls toward the viewer. */
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speed?: number;
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}
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export function NeonField({ enabled = true, opacity = 0.55, speed = 0.18 }: Props) {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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useEffect(() => {
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if (!enabled) return undefined;
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const canvas = canvasRef.current;
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if (!canvas) return undefined;
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const ctx = canvas.getContext('2d', { alpha: true });
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if (!ctx) return undefined;
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let width = 0;
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let height = 0;
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let horizonY = 0;
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let cx = 0; // vanishing-point x (centre)
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let motes: Mote[] = [];
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let scroll = 0; // grid scroll phase, fractional rows
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let wave = 0; // travelling brightness-pulse phase
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let rafId: number | null = null;
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let lastTime = performance.now();
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let resizeTimer: number | null = null;
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const setupCanvas = () => {
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const dpr = Math.min(window.devicePixelRatio || 1, 2);
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// Measure the element's own CSS box (width:100% + fixed inset:0) rather
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// than window.innerWidth — innerWidth includes the scrollbar gutter and
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// would over-size the bitmap on scrollbar-present layouts.
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width = canvas.clientWidth || window.innerWidth;
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height = canvas.clientHeight || window.innerHeight;
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horizonY = Math.round(height * HORIZON_FRAC);
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cx = width / 2;
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canvas.width = Math.max(1, Math.floor(width * dpr));
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canvas.height = Math.max(1, Math.floor(height * dpr));
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ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
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// Sky motes: count scales gently with viewport area, hard-capped low.
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const count = Math.min(16, Math.max(6, Math.round((width * height) / 90000)));
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const hues = [MAGENTA, CYAN, VIOLET];
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motes = new Array(count);
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for (let i = 0; i < count; i++) {
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motes[i] = {
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x: Math.random(),
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y: Math.random(),
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vx: (Math.random() - 0.5) * 0.00006,
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vy: -(0.00004 + Math.random() * 0.00010), // drift upward
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r: 0.8 + Math.random() * 1.6,
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hue: hues[i % hues.length] ?? CYAN,
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phase: Math.random() * Math.PI * 2,
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};
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}
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};
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// Perspective Y for a floor row at fractional depth d (0 = horizon, 1 =
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// bottom edge). Quadratic bunches rows toward the horizon for a perspective
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// feel without trig.
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const rowY = (d: number): number => horizonY + (height - horizonY) * d * d;
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const drawGrid = () => {
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const floorH = height - horizonY;
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// ── Vertical lines: fan out from the vanishing point to the bottom edge.
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// Static (the motion lives in the horizontal rows), so a single thin
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// low-alpha stroke each. Spread is widened below the bottom so the outer
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// lines leave the frame at a steep, dramatic angle.
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ctx.lineWidth = 1;
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for (let i = 0; i < COLS; i++) {
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const t = COLS > 1 ? i / (COLS - 1) : 0.5; // 0..1
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const spread = (t - 0.5) * 2; // -1..1
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const xBottom = cx + spread * width * 0.95;
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// Dimmer toward the centre line, brighter at the dramatic outer rake.
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const a = 0.05 + Math.abs(spread) * 0.09;
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ctx.strokeStyle = `rgba(${CYAN}, ${a})`;
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ctx.beginPath();
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ctx.moveTo(cx, horizonY);
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ctx.lineTo(xBottom, height);
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ctx.stroke();
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}
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// ── Horizontal rows: scroll toward the viewer. Each row gets a wide faint
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// pass (the glow) and a thin bright pass (the core) — a cheap neon bloom
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// with no shadowBlur. A travelling sine pulse rides up the rows.
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for (let i = 0; i < ROWS; i++) {
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let d = (i + scroll) % ROWS / ROWS; // 0..1, wraps as it scrolls
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if (d <= 0) d += 1 / ROWS;
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const y = rowY(d);
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if (y <= horizonY || y > height + 1) continue;
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// Depth fade: near rows (large d) are brighter than far rows.
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const depth = 0.18 + d * 0.55;
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// Travelling brightness pulse along the floor.
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const pulse = 0.5 + 0.5 * Math.sin((d - wave) * Math.PI * 2);
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const a = Math.min(0.34, depth * (0.62 + pulse * 0.5));
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// Width of the row segment narrows toward the horizon (perspective).
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const halfW = width * (0.5 + d * 0.5);
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// Glow pass (wide, faint, violet-shifted).
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ctx.lineWidth = 2.4;
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ctx.strokeStyle = `rgba(${VIOLET}, ${a * 0.4})`;
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ctx.beginPath();
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ctx.moveTo(cx - halfW, y);
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ctx.lineTo(cx + halfW, y);
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ctx.stroke();
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// Core pass (thin, bright, cyan).
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ctx.lineWidth = 1;
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ctx.strokeStyle = `rgba(${CYAN}, ${a})`;
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ctx.beginPath();
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ctx.moveTo(cx - halfW, y);
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ctx.lineTo(cx + halfW, y);
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ctx.stroke();
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}
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// ── Horizon line + vanishing-point magenta bloom. The horizon is the
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// theme's signature glow band; kept low-alpha and wide so it reads as
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// bloom, not a hard bright bar behind text.
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const grad = ctx.createLinearGradient(0, horizonY - floorH * 0.06, 0, horizonY + 2);
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grad.addColorStop(0, `rgba(${MAGENTA}, 0)`);
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grad.addColorStop(1, `rgba(${MAGENTA}, 0.10)`);
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ctx.fillStyle = grad;
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ctx.fillRect(0, horizonY - floorH * 0.06, width, floorH * 0.06 + 2);
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ctx.lineWidth = 1;
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ctx.strokeStyle = `rgba(${MAGENTA}, 0.22)`;
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ctx.beginPath();
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ctx.moveTo(0, horizonY);
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ctx.lineTo(width, horizonY);
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ctx.stroke();
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// Radial magenta pool at the vanishing point.
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const vp = ctx.createRadialGradient(cx, horizonY, 0, cx, horizonY, width * 0.22);
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vp.addColorStop(0, `rgba(${MAGENTA}, 0.16)`);
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vp.addColorStop(1, `rgba(${MAGENTA}, 0)`);
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ctx.fillStyle = vp;
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ctx.fillRect(0, Math.max(0, horizonY - width * 0.22), width, width * 0.44);
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};
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const drawMotes = (dt: number) => {
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for (let i = 0; i < motes.length; i++) {
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const m = motes[i];
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if (!m) continue;
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m.x += m.vx * dt;
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m.y += m.vy * dt;
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m.phase += dt * 0.0014;
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// Wrap within the sky band (above the horizon).
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if (m.y < -0.02) {
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m.y = 1;
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m.x = Math.random();
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}
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if (m.x < -0.02) m.x = 1.02;
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else if (m.x > 1.02) m.x = -0.02;
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const px = m.x * width;
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const py = m.y * horizonY; // confine to the sky region
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const twinkle = 0.45 + 0.55 * (0.5 + 0.5 * Math.sin(m.phase));
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const a = Math.min(0.5, twinkle * 0.5);
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const g = ctx.createRadialGradient(px, py, 0, px, py, m.r * 3.2);
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g.addColorStop(0, `rgba(${m.hue}, ${a})`);
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g.addColorStop(1, `rgba(${m.hue}, 0)`);
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ctx.fillStyle = g;
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ctx.beginPath();
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ctx.arc(px, py, m.r * 3.2, 0, Math.PI * 2);
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ctx.fill();
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}
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};
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const draw = (dt: number) => {
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ctx.clearRect(0, 0, width, height);
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const effSpeed = Math.max(0, speed);
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scroll = (scroll + (dt / 1000) * effSpeed * ROWS) % ROWS;
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wave = (wave + dt / 1000 / 6) % 1; // one pulse sweep every ~6s
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drawGrid();
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drawMotes(dt);
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};
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const loop = (now: number) => {
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rafId = window.requestAnimationFrame(loop);
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if (document.hidden) return;
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const elapsed = now - lastTime;
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if (elapsed < FRAME_BUDGET) return;
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lastTime = now - (elapsed % FRAME_BUDGET);
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draw(Math.min(elapsed, 100)); // clamp dt so a backgrounded tab can't jump
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};
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const start = () => {
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if (rafId != null) return;
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lastTime = performance.now();
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rafId = window.requestAnimationFrame(loop);
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};
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const stop = () => {
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if (rafId != null) {
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window.cancelAnimationFrame(rafId);
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rafId = null;
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}
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};
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const onVisibility = () => {
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if (document.hidden) stop();
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else start();
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};
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const onResize = () => {
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if (resizeTimer) window.clearTimeout(resizeTimer);
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resizeTimer = window.setTimeout(setupCanvas, 150);
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};
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setupCanvas();
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if (!document.hidden) start();
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document.addEventListener('visibilitychange', onVisibility);
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window.addEventListener('resize', onResize);
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return () => {
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stop();
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if (resizeTimer) window.clearTimeout(resizeTimer);
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document.removeEventListener('visibilitychange', onVisibility);
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window.removeEventListener('resize', onResize);
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};
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}, [enabled, speed]);
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if (!enabled) return null;
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return (
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<canvas
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ref={canvasRef}
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aria-hidden="true"
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style={{
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position: 'fixed',
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inset: 0,
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width: '100%',
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height: '100%',
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zIndex: 0,
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pointerEvents: 'none',
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display: 'block',
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opacity,
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}}
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/>
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);
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}
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