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bedolaga-cabinet/src/components/ui/backgrounds/shooting-stars.tsx

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5.2 KiB
TypeScript

import { useEffect, useRef } from 'react';
import { sanitizeColor, clampNumber } from './types';
import { useAnimationLoop, getMobileDpr } from '@/hooks/useAnimationLoop';
interface Props {
settings: Record<string, unknown>;
}
interface Star {
x: number;
y: number;
angle: number;
scale: number;
speed: number;
distance: number;
opacity: number;
}
interface BgStar {
x: number;
y: number;
radius: number;
opacity: number;
twinkleSpeed: number | null;
}
interface ShootingState {
ctx: CanvasRenderingContext2D;
shootingStars: Star[];
bgStars: BgStar[];
lastShootingTime: number;
nextShootingDelay: number;
w: number;
h: number;
dpr: number;
}
export default function ShootingStarsBackground({ settings }: Props) {
const canvasRef = useRef<HTMLCanvasElement>(null);
const stateRef = useRef<ShootingState | null>(null);
const starColor = sanitizeColor(settings.starColor, '#9E00FF');
const trailColor = sanitizeColor(settings.trailColor, '#2EB9DF');
const bgStarColor = sanitizeColor(settings.bgStarColor, '#ffffff');
const starDensity = clampNumber(settings.starDensity, 0.00001, 0.001, 0.00015);
const minSpeed = clampNumber(settings.minSpeed, 1, 50, 10);
const maxSpeed = clampNumber(settings.maxSpeed, 5, 100, 30);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const dpr = getMobileDpr();
const parent = canvas.parentElement;
const w = parent?.offsetWidth ?? window.innerWidth;
const h = parent?.offsetHeight ?? window.innerHeight;
canvas.width = w * dpr;
canvas.height = h * dpr;
canvas.style.width = `${w}px`;
canvas.style.height = `${h}px`;
const ctx = canvas.getContext('2d');
if (!ctx) return;
const count = Math.floor(w * h * starDensity);
const bgStars: BgStar[] = Array.from({ length: count }, () => ({
x: Math.random() * w,
y: Math.random() * h,
radius: Math.random() * 1.2 + 0.3,
opacity: Math.random(),
twinkleSpeed: Math.random() > 0.3 ? 0.5 + Math.random() * 0.5 : null,
}));
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
stateRef.current = {
ctx,
shootingStars: [],
bgStars,
lastShootingTime: 0,
nextShootingDelay: 4200 + Math.random() * 4500,
w,
h,
dpr,
};
const onResize = () => {
const nw = parent?.offsetWidth ?? window.innerWidth;
const nh = parent?.offsetHeight ?? window.innerHeight;
canvas.width = nw * dpr;
canvas.height = nh * dpr;
canvas.style.width = `${nw}px`;
canvas.style.height = `${nh}px`;
if (stateRef.current) {
stateRef.current.ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
stateRef.current.w = nw;
stateRef.current.h = nh;
}
};
window.addEventListener('resize', onResize);
return () => window.removeEventListener('resize', onResize);
}, [starDensity]);
useAnimationLoop(
(time) => {
const state = stateRef.current;
if (!state) return;
const { ctx, bgStars, w, h } = state;
ctx.clearRect(0, 0, w, h);
for (const s of bgStars) {
let opacity = s.opacity;
if (s.twinkleSpeed) {
opacity = 0.5 + 0.5 * Math.sin((time / 1000) * s.twinkleSpeed * Math.PI * 2);
}
ctx.beginPath();
ctx.arc(s.x, s.y, s.radius, 0, Math.PI * 2);
ctx.globalAlpha = opacity;
ctx.fillStyle = bgStarColor;
ctx.fill();
}
ctx.globalAlpha = 1;
if (time - state.lastShootingTime > state.nextShootingDelay) {
state.shootingStars.push({
x: Math.random() * w,
y: Math.random() * h * 0.5,
angle: Math.PI / 4 + (Math.random() - 0.5) * 0.3,
scale: 0.5 + Math.random() * 0.5,
speed: minSpeed + Math.random() * (maxSpeed - minSpeed),
distance: 0,
opacity: 1,
});
state.lastShootingTime = time;
state.nextShootingDelay = 4200 + Math.random() * 4500;
}
state.shootingStars = state.shootingStars.filter((star) => {
star.distance += star.speed;
star.opacity = Math.max(0, 1 - star.distance / 500);
if (star.opacity <= 0) return false;
const x2 = star.x + Math.cos(star.angle) * star.distance;
const y2 = star.y + Math.sin(star.angle) * star.distance;
const tailX = star.x + Math.cos(star.angle) * Math.max(0, star.distance - 80);
const tailY = star.y + Math.sin(star.angle) * Math.max(0, star.distance - 80);
// Draw trail with flat color (avoids per-frame gradient allocation)
ctx.lineWidth = star.scale * 2;
ctx.globalAlpha = star.opacity * 0.4;
ctx.strokeStyle = trailColor;
ctx.beginPath();
ctx.moveTo(tailX, tailY);
ctx.lineTo(x2, y2);
ctx.stroke();
// Draw head dot
ctx.globalAlpha = star.opacity;
ctx.fillStyle = starColor;
ctx.beginPath();
ctx.arc(x2, y2, star.scale * 1.5, 0, Math.PI * 2);
ctx.fill();
ctx.globalAlpha = 1;
return true;
});
},
[starColor, trailColor, bgStarColor, starDensity, minSpeed, maxSpeed],
);
return <canvas ref={canvasRef} className="absolute inset-0 h-full w-full" />;
}