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https://github.com/chillpadclub/bedolaga-cabinet.git
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feat: replace animated backgrounds with Aceternity UI system
- Add 16 animated background components (aurora, sparkles, vortex, shooting-stars, beams, beams-collision, gradient-animation, wavy, lines, boxes, meteors, grid, dots, spotlight, noise, ripple, gemini-effect) - Add full admin BackgroundEditor with live preview, type gallery, per-type settings - Add BackgroundRenderer with lazy loading, localStorage cache, mobile reduction - Add input sanitization (sanitizeColor, clampNumber) across all components - Add translations for en, ru, zh, fa locales - Remove old Aurora (WebGL/OGL) and AnimatedBackground (CSS wave-blob) - Remove ogl dependency, add simplex-noise
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141
src/components/ui/backgrounds/shooting-stars.tsx
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141
src/components/ui/backgrounds/shooting-stars.tsx
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import { useEffect, useRef } from 'react';
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import { sanitizeColor, clampNumber } from './types';
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interface Props {
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settings: Record<string, unknown>;
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}
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interface Star {
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x: number;
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y: number;
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angle: number;
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scale: number;
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speed: number;
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distance: number;
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opacity: number;
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}
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interface BgStar {
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x: number;
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y: number;
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radius: number;
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opacity: number;
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twinkleSpeed: number | null;
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}
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export default function ShootingStarsBackground({ settings }: Props) {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const animationRef = useRef<number>(0);
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const starColor = sanitizeColor(settings.starColor, '#9E00FF');
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const trailColor = sanitizeColor(settings.trailColor, '#2EB9DF');
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const starDensity = clampNumber(settings.starDensity, 0.00001, 0.001, 0.00015);
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const minSpeed = clampNumber(settings.minSpeed, 1, 50, 10);
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const maxSpeed = clampNumber(settings.maxSpeed, 5, 100, 30);
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useEffect(() => {
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const canvas = canvasRef.current;
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if (!canvas) return;
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const ctx = canvas.getContext('2d');
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if (!ctx) return;
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let shootingStars: Star[] = [];
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let bgStars: BgStar[] = [];
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let lastShootingTime = 0;
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const resize = () => {
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canvas.width = canvas.parentElement?.offsetWidth ?? window.innerWidth;
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canvas.height = canvas.parentElement?.offsetHeight ?? window.innerHeight;
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initBgStars();
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};
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const initBgStars = () => {
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const count = Math.floor(canvas.width * canvas.height * starDensity);
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bgStars = Array.from({ length: count }, () => ({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height,
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radius: Math.random() * 1.2 + 0.3,
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opacity: Math.random(),
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twinkleSpeed: Math.random() > 0.3 ? 0.5 + Math.random() * 0.5 : null,
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}));
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};
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const spawnShootingStar = () => {
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shootingStars.push({
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x: Math.random() * canvas.width,
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y: Math.random() * canvas.height * 0.5,
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angle: Math.PI / 4 + (Math.random() - 0.5) * 0.3,
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scale: 0.5 + Math.random() * 0.5,
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speed: minSpeed + Math.random() * (maxSpeed - minSpeed),
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distance: 0,
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opacity: 1,
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});
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};
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const animate = (time: number) => {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// Background stars
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for (const s of bgStars) {
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let opacity = s.opacity;
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if (s.twinkleSpeed) {
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opacity = 0.5 + 0.5 * Math.sin((time / 1000) * s.twinkleSpeed * Math.PI * 2);
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}
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ctx.beginPath();
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ctx.arc(s.x, s.y, s.radius, 0, Math.PI * 2);
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ctx.fillStyle = `rgba(255,255,255,${opacity})`;
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ctx.fill();
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}
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// Spawn shooting stars
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if (time - lastShootingTime > 4200 + Math.random() * 4500) {
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spawnShootingStar();
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lastShootingTime = time;
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}
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// Draw shooting stars
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shootingStars = shootingStars.filter((star) => {
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star.distance += star.speed;
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star.opacity = Math.max(0, 1 - star.distance / 500);
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if (star.opacity <= 0) return false;
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const x2 = star.x + Math.cos(star.angle) * star.distance;
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const y2 = star.y + Math.sin(star.angle) * star.distance;
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const tailX = star.x + Math.cos(star.angle) * Math.max(0, star.distance - 80);
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const tailY = star.y + Math.sin(star.angle) * Math.max(0, star.distance - 80);
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const gradient = ctx.createLinearGradient(tailX, tailY, x2, y2);
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gradient.addColorStop(0, 'transparent');
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gradient.addColorStop(0.5, trailColor);
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gradient.addColorStop(1, starColor);
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ctx.save();
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ctx.strokeStyle = gradient;
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ctx.lineWidth = star.scale * 2;
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ctx.globalAlpha = star.opacity;
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ctx.beginPath();
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ctx.moveTo(tailX, tailY);
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ctx.lineTo(x2, y2);
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ctx.stroke();
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ctx.restore();
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return true;
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});
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animationRef.current = requestAnimationFrame(animate);
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};
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resize();
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animationRef.current = requestAnimationFrame(animate);
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window.addEventListener('resize', resize);
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return () => {
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cancelAnimationFrame(animationRef.current);
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window.removeEventListener('resize', resize);
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};
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}, [starColor, trailColor, starDensity, minSpeed, maxSpeed]);
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return <canvas ref={canvasRef} className="absolute inset-0 h-full w-full" />;
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}
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