// The generator behind redoal.com's hero - a port of lysbue's // "paths" CSS paint worklet (static/worklet/paint/paths.js): a path is // a turning function, a list of (angle shift, distance) stops walked // from the center and smoothed into quadratic arcs. Shared verbatim by // the paint worklet (paths-worklet.js, where the browser has the CSS // Paint API) and the canvas fallback (hero.js) so both draw the same // field. Everything is seeded: a worklet is instantiated whenever the // engine likes, and unseeded randomness would reshuffle the picture on // every repaint. export function mulberry32(seed) { let a = seed >>> 0; return () => { a |= 0; a = (a + 0x6d2b79f5) | 0; let t = Math.imul(a ^ (a >>> 15), 1 | a); t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t; return ((t ^ (t >>> 14)) >>> 0) / 4294967296; }; } function isInBounds(x, y) { return x > -0.5 && x < 0.5 && y > -0.5 && y < 0.5; } // Flat array of (angle shift, distance) pairs; distance 1 = the // frame's short side. The first pair is the start: absolute angle and // distance from the center. export function createTurningFunction(rand, stopCount) { const turning = [rand() * Math.PI * 2, rand() * 0.3]; let radianSum = turning[0]; let x = Math.cos(turning[0]) * turning[1]; let y = Math.sin(turning[0]) * turning[1]; for (let i = 0; i < stopCount; i++) { let shiftAngle = 0, shiftDistance = 0.1, next = radianSum; for (let j = 0; j < 80; j++) { shiftAngle = Math.pow(1 + rand() * 4, -2) * Math.PI * 2 * (rand() > 0.5 ? -1 : 1); shiftDistance = Math.max(rand() * 0.25, 0.05); next = radianSum + shiftAngle; if (isInBounds(x + Math.cos(next) * shiftDistance, y + Math.sin(next) * shiftDistance)) break; } radianSum = next; x += Math.cos(radianSum) * shiftDistance; y += Math.sin(radianSum) * shiftDistance; turning.push(shiftAngle, shiftDistance); } return turning; } // Smooth the stops into quadratic arcs (control point = half a step // along the previous heading, like the original) and flatten each arc // into `samples` points so the curve can be traced progressively. export function turningFunctionToPoints(turning, samples = 14) { const pts = []; let heading = turning[0]; let x = Math.cos(turning[0]) * turning[1]; let y = Math.sin(turning[0]) * turning[1]; pts.push(x, y); for (let i = 2; i < turning.length; i += 2) { const cx = x + Math.cos(heading) * (turning[i + 1] / 2); const cy = y + Math.sin(heading) * (turning[i + 1] / 2); heading += turning[i]; const nx = x + Math.cos(heading) * turning[i + 1]; const ny = y + Math.sin(heading) * turning[i + 1]; for (let s = 1; s <= samples; s++) { const u = s / samples, v = 1 - u; pts.push(v * v * x + 2 * v * u * cx + u * u * nx, v * v * y + 2 * v * u * cy + u * u * ny); } x = nx; y = ny; } return pts; } export function makePaths(seed, count, stops = 10) { const rand = mulberry32(seed); const paths = []; for (let i = 0; i < count; i++) { paths.push(turningFunctionToPoints(createTurningFunction(rand, stops))); } return paths; } // t in [0, 1) is the animation phase. Each path traces itself in over // one cycle, offset by its index so the field is always mid-draw, and // fades as it completes; the whole field drifts slowly and a soft // wave runs through every line. `colors` is [accent, dim] - the // palette comes from the page's own custom properties either way. export function drawPaths(ctx, width, height, paths, t, colors) { ctx.clearRect(0, 0, width, height); const s = Math.min(width, height) * 0.9; ctx.save(); ctx.translate(width / 2, height / 2); ctx.rotate(t * Math.PI * 2 * 0.08); ctx.lineWidth = 1; ctx.lineCap = 'round'; ctx.lineJoin = 'round'; const n = paths.length; const wave = t * Math.PI * 2; for (let i = 0; i < n; i++) { const pts = paths[i]; const phase = (t + i / n) % 1; // ease: quick to appear, long to complete const progress = Math.min(1, phase * 1.35); const count = Math.max(2, Math.floor((pts.length / 2) * progress)); const alpha = phase < 0.85 ? 0.75 : 0.75 * (1 - (phase - 0.85) / 0.15); ctx.strokeStyle = i % 3 === 0 ? colors[0] : colors[1]; ctx.globalAlpha = alpha * (i % 3 === 0 ? 1 : 0.55); ctx.beginPath(); for (let k = 0; k < count; k++) { const x = pts[k * 2], y = pts[k * 2 + 1]; const wy = y + Math.sin(x * 7 + wave + i) * 0.008; if (k === 0) ctx.moveTo(x * s, wy * s); else ctx.lineTo(x * s, wy * s); } ctx.stroke(); } ctx.restore(); }