@guinetik/gcanvas 1.0.4 → 1.0.5

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (193) hide show
  1. package/dist/CNAME +1 -0
  2. package/dist/animations.html +31 -0
  3. package/dist/basic.html +38 -0
  4. package/dist/baskara.html +31 -0
  5. package/dist/bezier.html +35 -0
  6. package/dist/beziersignature.html +29 -0
  7. package/dist/blackhole.html +28 -0
  8. package/dist/blob.html +35 -0
  9. package/dist/coordinates.html +698 -0
  10. package/dist/cube3d.html +23 -0
  11. package/dist/demos.css +303 -0
  12. package/dist/dino.html +42 -0
  13. package/dist/easing.html +28 -0
  14. package/dist/events.html +195 -0
  15. package/dist/fluent.html +647 -0
  16. package/dist/fluid-simple.html +22 -0
  17. package/dist/fluid.html +37 -0
  18. package/dist/fractals.html +36 -0
  19. package/dist/gameobjects.html +626 -0
  20. package/dist/gcanvas.es.js +517 -0
  21. package/dist/gcanvas.es.min.js +1 -1
  22. package/dist/gcanvas.umd.js +1 -1
  23. package/dist/gcanvas.umd.min.js +1 -1
  24. package/dist/genart.html +26 -0
  25. package/dist/gendream.html +26 -0
  26. package/dist/group.html +36 -0
  27. package/dist/home.html +587 -0
  28. package/dist/hyperbolic001.html +23 -0
  29. package/dist/hyperbolic002.html +23 -0
  30. package/dist/hyperbolic003.html +23 -0
  31. package/dist/hyperbolic004.html +23 -0
  32. package/dist/hyperbolic005.html +22 -0
  33. package/dist/index.html +398 -0
  34. package/dist/isometric.html +34 -0
  35. package/dist/js/animations.js +452 -0
  36. package/dist/js/basic.js +204 -0
  37. package/dist/js/baskara.js +751 -0
  38. package/dist/js/bezier.js +692 -0
  39. package/dist/js/beziersignature.js +241 -0
  40. package/dist/js/blackhole/accretiondisk.obj.js +379 -0
  41. package/dist/js/blackhole/blackhole.obj.js +318 -0
  42. package/dist/js/blackhole/index.js +409 -0
  43. package/dist/js/blackhole/particle.js +56 -0
  44. package/dist/js/blackhole/starfield.obj.js +218 -0
  45. package/dist/js/blob.js +2276 -0
  46. package/dist/js/coordinates.js +840 -0
  47. package/dist/js/cube3d.js +789 -0
  48. package/dist/js/dino.js +1420 -0
  49. package/dist/js/easing.js +477 -0
  50. package/dist/js/fluent.js +183 -0
  51. package/dist/js/fluid-simple.js +253 -0
  52. package/dist/js/fluid.js +527 -0
  53. package/dist/js/fractals.js +932 -0
  54. package/dist/js/fractalworker.js +93 -0
  55. package/dist/js/gameobjects.js +176 -0
  56. package/dist/js/genart.js +268 -0
  57. package/dist/js/gendream.js +209 -0
  58. package/dist/js/group.js +140 -0
  59. package/dist/js/hyperbolic001.js +310 -0
  60. package/dist/js/hyperbolic002.js +388 -0
  61. package/dist/js/hyperbolic003.js +319 -0
  62. package/dist/js/hyperbolic004.js +345 -0
  63. package/dist/js/hyperbolic005.js +340 -0
  64. package/dist/js/info-toggle.js +25 -0
  65. package/dist/js/isometric.js +863 -0
  66. package/dist/js/kerr.js +1547 -0
  67. package/dist/js/lavalamp.js +590 -0
  68. package/dist/js/layout.js +354 -0
  69. package/dist/js/mondrian.js +285 -0
  70. package/dist/js/opacity.js +275 -0
  71. package/dist/js/painter.js +484 -0
  72. package/dist/js/particles-showcase.js +514 -0
  73. package/dist/js/particles.js +299 -0
  74. package/dist/js/patterns.js +397 -0
  75. package/dist/js/penrose/artifact.js +69 -0
  76. package/dist/js/penrose/blackhole.js +121 -0
  77. package/dist/js/penrose/constants.js +73 -0
  78. package/dist/js/penrose/game.js +943 -0
  79. package/dist/js/penrose/lore.js +278 -0
  80. package/dist/js/penrose/penrosescene.js +892 -0
  81. package/dist/js/penrose/ship.js +216 -0
  82. package/dist/js/penrose/sounds.js +211 -0
  83. package/dist/js/penrose/voidparticle.js +55 -0
  84. package/dist/js/penrose/voidscene.js +258 -0
  85. package/dist/js/penrose/voidship.js +144 -0
  86. package/dist/js/penrose/wormhole.js +46 -0
  87. package/dist/js/pipeline.js +555 -0
  88. package/dist/js/plane3d.js +256 -0
  89. package/dist/js/platformer.js +1579 -0
  90. package/dist/js/scene.js +304 -0
  91. package/dist/js/scenes.js +320 -0
  92. package/dist/js/schrodinger.js +410 -0
  93. package/dist/js/schwarzschild.js +1015 -0
  94. package/dist/js/shapes.js +628 -0
  95. package/dist/js/space/alien.js +171 -0
  96. package/dist/js/space/boom.js +98 -0
  97. package/dist/js/space/boss.js +353 -0
  98. package/dist/js/space/buff.js +73 -0
  99. package/dist/js/space/bullet.js +102 -0
  100. package/dist/js/space/constants.js +85 -0
  101. package/dist/js/space/game.js +1884 -0
  102. package/dist/js/space/hud.js +112 -0
  103. package/dist/js/space/laserbeam.js +179 -0
  104. package/dist/js/space/lightning.js +277 -0
  105. package/dist/js/space/minion.js +192 -0
  106. package/dist/js/space/missile.js +212 -0
  107. package/dist/js/space/player.js +430 -0
  108. package/dist/js/space/powerup.js +90 -0
  109. package/dist/js/space/starfield.js +58 -0
  110. package/dist/js/space/starpower.js +90 -0
  111. package/dist/js/spacetime.js +559 -0
  112. package/dist/js/sphere3d.js +229 -0
  113. package/dist/js/sprite.js +473 -0
  114. package/dist/js/starfaux/config.js +118 -0
  115. package/dist/js/starfaux/enemy.js +353 -0
  116. package/dist/js/starfaux/hud.js +78 -0
  117. package/dist/js/starfaux/index.js +482 -0
  118. package/dist/js/starfaux/laser.js +182 -0
  119. package/dist/js/starfaux/player.js +468 -0
  120. package/dist/js/starfaux/terrain.js +560 -0
  121. package/dist/js/study001.js +275 -0
  122. package/dist/js/study002.js +366 -0
  123. package/dist/js/study003.js +331 -0
  124. package/dist/js/study004.js +389 -0
  125. package/dist/js/study005.js +209 -0
  126. package/dist/js/study006.js +194 -0
  127. package/dist/js/study007.js +192 -0
  128. package/dist/js/study008.js +413 -0
  129. package/dist/js/svgtween.js +204 -0
  130. package/dist/js/tde/accretiondisk.js +471 -0
  131. package/dist/js/tde/blackhole.js +219 -0
  132. package/dist/js/tde/blackholescene.js +209 -0
  133. package/dist/js/tde/config.js +59 -0
  134. package/dist/js/tde/index.js +820 -0
  135. package/dist/js/tde/jets.js +290 -0
  136. package/dist/js/tde/lensedstarfield.js +154 -0
  137. package/dist/js/tde/tdestar.js +297 -0
  138. package/dist/js/tde/tidalstream.js +372 -0
  139. package/dist/js/tde_old/blackhole.obj.js +354 -0
  140. package/dist/js/tde_old/debris.obj.js +791 -0
  141. package/dist/js/tde_old/flare.obj.js +239 -0
  142. package/dist/js/tde_old/index.js +448 -0
  143. package/dist/js/tde_old/star.obj.js +812 -0
  144. package/dist/js/tetris/config.js +157 -0
  145. package/dist/js/tetris/grid.js +286 -0
  146. package/dist/js/tetris/index.js +1195 -0
  147. package/dist/js/tetris/renderer.js +634 -0
  148. package/dist/js/tetris/tetrominos.js +280 -0
  149. package/dist/js/tiles.js +312 -0
  150. package/dist/js/tweendemo.js +79 -0
  151. package/dist/js/visibility.js +102 -0
  152. package/dist/kerr.html +28 -0
  153. package/dist/lavalamp.html +27 -0
  154. package/dist/layouts.html +37 -0
  155. package/dist/logo.svg +4 -0
  156. package/dist/loop.html +84 -0
  157. package/dist/mondrian.html +32 -0
  158. package/dist/og_image.png +0 -0
  159. package/dist/opacity.html +36 -0
  160. package/dist/painter.html +39 -0
  161. package/dist/particles-showcase.html +28 -0
  162. package/dist/particles.html +24 -0
  163. package/dist/patterns.html +33 -0
  164. package/dist/penrose-game.html +31 -0
  165. package/dist/pipeline.html +737 -0
  166. package/dist/plane3d.html +24 -0
  167. package/dist/platformer.html +43 -0
  168. package/dist/scene.html +33 -0
  169. package/dist/scenes.html +96 -0
  170. package/dist/schrodinger.html +27 -0
  171. package/dist/schwarzschild.html +27 -0
  172. package/dist/shapes.html +16 -0
  173. package/dist/space.html +85 -0
  174. package/dist/spacetime.html +27 -0
  175. package/dist/sphere3d.html +24 -0
  176. package/dist/sprite.html +18 -0
  177. package/dist/starfaux.html +22 -0
  178. package/dist/study001.html +23 -0
  179. package/dist/study002.html +23 -0
  180. package/dist/study003.html +23 -0
  181. package/dist/study004.html +23 -0
  182. package/dist/study005.html +22 -0
  183. package/dist/study006.html +24 -0
  184. package/dist/study007.html +24 -0
  185. package/dist/study008.html +22 -0
  186. package/dist/svgtween.html +29 -0
  187. package/dist/tde.html +28 -0
  188. package/dist/tetris3d.html +25 -0
  189. package/dist/tiles.html +28 -0
  190. package/dist/transforms.html +400 -0
  191. package/dist/tween.html +45 -0
  192. package/dist/visibility.html +33 -0
  193. package/package.json +1 -1
@@ -0,0 +1,209 @@
1
+ /**
2
+ * Fractal Plasma - Generative Art Demo
3
+ *
4
+ * Animated plasma effect using Fractals.applyColorScheme()
5
+ * for trippy color palettes. Fast single-image rendering.
6
+ */
7
+
8
+ import { Game, ImageGo, Painter } from "/gcanvas.es.min.js";
9
+ import { Fractals } from "/gcanvas.es.min.js";
10
+
11
+ class PlasmaDemo extends Game {
12
+ constructor(canvas) {
13
+ super(canvas);
14
+ this.backgroundColor = '#000';
15
+ this.enableFluidSize();
16
+ }
17
+
18
+ init() {
19
+ super.init();
20
+
21
+ // Render at moderate res for balance of quality and performance
22
+ this.plasmaWidth = 512;
23
+ this.plasmaHeight = 512;
24
+
25
+ // Create plasma data buffer
26
+ this.plasmaData = new Uint8Array(this.plasmaWidth * this.plasmaHeight);
27
+
28
+ // Create ImageData for rendering
29
+ this.imageData = Painter.img.createImageData(this.plasmaWidth, this.plasmaHeight);
30
+
31
+ // Create ImageGo to display (fullscreen from top-left corner)
32
+ this.plasmaImage = new ImageGo(this, this.imageData, {
33
+ x: 0,
34
+ y: 0,
35
+ width: this.width,
36
+ height: this.height,
37
+ anchor: 'top-left',
38
+ });
39
+ this.pipeline.add(this.plasmaImage);
40
+
41
+ // Animation state
42
+ this.baseTime = 0; // Steady clock
43
+ this.time = 0; // Modulated time for fluid speed
44
+ this.colorSchemeIndex = 0;
45
+ // Only use schemes that animate well with hueShift
46
+ this.colorSchemes = ['electric', 'rainbow', 'historic', 'psychedelic', 'neon'];
47
+ this.currentScheme = this.colorSchemes[0];
48
+ this.schemeTime = 0;
49
+
50
+
51
+ // HSL to RGB helper (needed for some color schemes)
52
+ this.hslToRgb = (h, s, l) => {
53
+ h /= 360;
54
+ const a = s * Math.min(l, 1 - l);
55
+ const f = (n) => {
56
+ const k = (n + h * 12) % 12;
57
+ return l - a * Math.max(Math.min(k - 3, 9 - k, 1), -1);
58
+ };
59
+ return [Math.round(f(0) * 255), Math.round(f(8) * 255), Math.round(f(4) * 255)];
60
+ };
61
+ }
62
+
63
+ update(dt) {
64
+ super.update(dt);
65
+
66
+ this.baseTime += dt;
67
+ this.schemeTime += dt;
68
+
69
+ // Fluid speed modulation - breathing effect (slow -> fast -> slow)
70
+ // Speed varies from 0.3x to 1.7x in smooth waves
71
+ const speedMod = 1 + Math.sin(this.baseTime * 0.4) * 0.7;
72
+ this.time += dt * speedMod;
73
+
74
+ // Cycle color schemes every 5 seconds
75
+ if (this.schemeTime > 5) {
76
+ this.schemeTime = 0;
77
+ this.colorSchemeIndex = (this.colorSchemeIndex + 1) % this.colorSchemes.length;
78
+ this.currentScheme = this.colorSchemes[this.colorSchemeIndex];
79
+ }
80
+
81
+ // Generate animated plasma
82
+ this.generatePlasma();
83
+
84
+ // Apply color scheme (use custom for trippy ones, library for others)
85
+ if (this.currentScheme === 'psychedelic' || this.currentScheme === 'neon') {
86
+ this.applyCustomScheme(this.currentScheme, this.time * 50);
87
+ } else {
88
+ Fractals.applyColorScheme(
89
+ this.plasmaData,
90
+ this.imageData,
91
+ this.currentScheme,
92
+ 256, // iterations (for normalization)
93
+ this.time * 50, // hue shift for animation
94
+ this.hslToRgb
95
+ );
96
+ }
97
+
98
+ // Update the image
99
+ this.plasmaImage.shape.bitmap = this.imageData;
100
+
101
+ // Scale to fit screen (fullscreen from top-left)
102
+ this.plasmaImage.x = 0;
103
+ this.plasmaImage.y = 0;
104
+ this.plasmaImage.width = this.width;
105
+ this.plasmaImage.height = this.height;
106
+ }
107
+
108
+ applyCustomScheme(scheme, hueShift) {
109
+ const data = this.imageData.data;
110
+
111
+ for (let i = 0; i < this.plasmaData.length; i++) {
112
+ const v = this.plasmaData[i];
113
+ const idx = i * 4;
114
+
115
+ if (scheme === 'psychedelic') {
116
+ // Multi-frequency color cycling for maximum trippy effect
117
+ const h1 = (v * 2 + hueShift) % 360;
118
+ const h2 = (v * 3 + hueShift * 1.5) % 360;
119
+ const h3 = (v * 5 + hueShift * 0.7) % 360;
120
+
121
+ // Blend multiple hues
122
+ const [r1, g1, b1] = this.hslToRgb(h1, 1, 0.5);
123
+ const [r2, g2, b2] = this.hslToRgb(h2, 0.8, 0.6);
124
+ const [r3, g3, b3] = this.hslToRgb(h3, 0.9, 0.4);
125
+
126
+ // Mix based on value bands
127
+ const blend = Math.sin(v * 0.05 + hueShift * 0.01) * 0.5 + 0.5;
128
+ data[idx] = Math.floor(r1 * blend + r2 * (1 - blend));
129
+ data[idx + 1] = Math.floor(g1 * (1 - blend) + g3 * blend);
130
+ data[idx + 2] = Math.floor(b2 * blend + b3 * (1 - blend));
131
+ } else if (scheme === 'neon') {
132
+ // Bright neon colors on dark background
133
+ const phase = (v + hueShift) % 256;
134
+ const intensity = Math.sin(v * 0.1) * 0.5 + 0.5;
135
+
136
+ // Neon pink, cyan, green cycling
137
+ if (phase < 85) {
138
+ const t = phase / 85;
139
+ data[idx] = Math.floor(255 * intensity); // Pink/Magenta
140
+ data[idx + 1] = Math.floor(50 * t * intensity);
141
+ data[idx + 2] = Math.floor(255 * (1 - t * 0.5) * intensity);
142
+ } else if (phase < 170) {
143
+ const t = (phase - 85) / 85;
144
+ data[idx] = Math.floor(50 * (1 - t) * intensity);
145
+ data[idx + 1] = Math.floor(255 * intensity); // Cyan
146
+ data[idx + 2] = Math.floor(255 * intensity);
147
+ } else {
148
+ const t = (phase - 170) / 86;
149
+ data[idx] = Math.floor(50 * t * intensity);
150
+ data[idx + 1] = Math.floor(255 * (1 - t * 0.5) * intensity); // Green
151
+ data[idx + 2] = Math.floor(50 * intensity);
152
+ }
153
+ }
154
+ data[idx + 3] = 255;
155
+ }
156
+ }
157
+
158
+ generatePlasma() {
159
+ const w = this.plasmaWidth;
160
+ const h = this.plasmaHeight;
161
+ const t = this.time;
162
+
163
+ // Multiple overlapping sine waves create plasma effect
164
+ for (let y = 0; y < h; y++) {
165
+ for (let x = 0; x < w; x++) {
166
+ // Normalized coordinates
167
+ const nx = x / w;
168
+ const ny = y / h;
169
+
170
+ // Classic plasma formula with multiple sine waves
171
+ let value = 0;
172
+
173
+ // Wave 1: horizontal
174
+ value += Math.sin(nx * 10 + t * 2);
175
+
176
+ // Wave 2: vertical
177
+ value += Math.sin(ny * 10 + t * 1.5);
178
+
179
+ // Wave 3: diagonal
180
+ value += Math.sin((nx + ny) * 10 + t);
181
+
182
+ // Wave 4: radial from center
183
+ const cx = nx - 0.5;
184
+ const cy = ny - 0.5;
185
+ const dist = Math.sqrt(cx * cx + cy * cy);
186
+ value += Math.sin(dist * 20 - t * 3);
187
+
188
+ // Wave 5: spiral
189
+ const angle = Math.atan2(cy, cx);
190
+ value += Math.sin(angle * 5 + dist * 15 - t * 2);
191
+
192
+ // Wave 6: interference pattern
193
+ value += Math.sin(nx * 15 * Math.sin(t * 0.5) + ny * 15 * Math.cos(t * 0.5));
194
+
195
+ // Normalize to 0-255 range
196
+ // value is roughly -6 to +6, normalize to 0-255
197
+ const normalized = Math.floor(((value + 6) / 12) * 255);
198
+
199
+ this.plasmaData[y * w + x] = Math.max(0, Math.min(255, normalized));
200
+ }
201
+ }
202
+ }
203
+ }
204
+
205
+ window.addEventListener('load', () => {
206
+ const canvas = document.getElementById('game');
207
+ const demo = new PlasmaDemo(canvas);
208
+ demo.start();
209
+ });
@@ -0,0 +1,140 @@
1
+ import {
2
+ Game,
3
+ GameObject,
4
+ Group,
5
+ Rectangle,
6
+ Circle,
7
+ TextShape,
8
+ FPSCounter,
9
+ } from "/gcanvas.es.min.js";
10
+
11
+ export class MyGame extends Game {
12
+ constructor(canvas) {
13
+ super(canvas);
14
+ this.enableFluidSize();
15
+ this.backgroundColor = "black";
16
+ }
17
+
18
+ update(dt) {
19
+ super.update(dt);
20
+ // Use transform API for positioning
21
+ this.groupDemo.transform.position(this.width / 2, this.height / 2);
22
+ this.pipeline.update(dt);
23
+ }
24
+
25
+ init() {
26
+ super.init();
27
+ this.groupDemo = new GroupDemo(this);
28
+ this.pipeline.add(this.groupDemo);
29
+ this.pipeline.add(
30
+ new FPSCounter(this, {
31
+ anchor: "bottom-right",
32
+ })
33
+ );
34
+ }
35
+ }
36
+
37
+ /**
38
+ * GroupDemo
39
+ *
40
+ * Demonstrates the Transform API with groups:
41
+ * - Group-wide rotation & scaling using transform.rotation() and transform.scale()
42
+ * - Child positioning using transform.position()
43
+ * - Batch operations using forEachTransform()
44
+ * - Circles arranged radially, color-shifting via HSL
45
+ */
46
+ export class GroupDemo extends GameObject {
47
+ constructor(game) {
48
+ super(game);
49
+ // Create a Group and set dimensions using Transform API
50
+ this.group = new Group({ debug: true });
51
+ this.group.transform.size(450, 450);
52
+
53
+ // 1) A central rectangle
54
+ const centerRect = new Rectangle({
55
+ width: 145,
56
+ height: 60,
57
+ color: "#222",
58
+ debug: true,
59
+ });
60
+ this.group.add(centerRect);
61
+
62
+ // 2) Some text in the middle
63
+ const centerText = new TextShape("Transform API Demo!", {
64
+ font: "18px sans-serif",
65
+ color: "#FFF",
66
+ align: "center",
67
+ baseline: "middle",
68
+ opacity: 0.5,
69
+ });
70
+ this.group.add(centerText);
71
+
72
+ // 3) Create a radial pattern of circles around the origin
73
+ this.circles = [];
74
+ this.circleCount = 20;
75
+ const circleRadius = 200;
76
+
77
+ for (let i = 0; i < this.circleCount; i++) {
78
+ const angle = (Math.PI * 2 * i) / this.circleCount;
79
+ const x = Math.cos(angle) * circleRadius;
80
+ const y = Math.sin(angle) * circleRadius;
81
+
82
+ const circle = new Circle(20, {
83
+ color: "#ff0",
84
+ stroke: "#FFF",
85
+ lineWidth: 2,
86
+ visible: true,
87
+ });
88
+
89
+ // Use Transform API to position the circle
90
+ circle.transform.position(x, y);
91
+
92
+ this.circles.push(circle);
93
+ this.group.add(circle);
94
+ }
95
+
96
+ // Initialize group transforms using the Transform API
97
+ this.group.transform
98
+ .rotation(0)
99
+ .scale(1);
100
+
101
+ this.elapsed = 0;
102
+ }
103
+
104
+ /**
105
+ * update(dt) - Animate using the Transform API:
106
+ * 1) Group rotation & scale using transform.rotation() and transform.scale()
107
+ * 2) Each circle's color via forEachTransform pattern
108
+ * 3) Circle visibility cycling
109
+ * @param {number} dt - Delta time in seconds.
110
+ */
111
+ update(dt) {
112
+ super.update(dt);
113
+ this.elapsed += dt;
114
+
115
+ // 1) Animate group using Transform API (fluent chaining)
116
+ const pulse = 0.5 * Math.sin(this.elapsed * 2);
117
+ this.group.transform
118
+ .rotation(this.elapsed * 24)
119
+ .scale(1 + pulse);
120
+
121
+ // 2) Animate each circle's color & visibility
122
+ const cycleSpeed = 0.1;
123
+ const flashIndex = Math.floor(this.elapsed / cycleSpeed) % this.circleCount;
124
+
125
+ this.circles.forEach((circle, i) => {
126
+ // Animate color
127
+ const hue = (this.elapsed * 50 + i * 40) % 360;
128
+ circle.color = `hsl(${hue}, 90%, 60%)`;
129
+ // One circle is invisible; all others remain visible
130
+ circle.visible = i !== flashIndex;
131
+ });
132
+
133
+ this.group.update(dt);
134
+ }
135
+
136
+ draw() {
137
+ this.logger.log("GroupDemo: render");
138
+ this.group.render();
139
+ }
140
+ }
@@ -0,0 +1,310 @@
1
+ /**
2
+ * Hyperbolic 001 - Wireframe Flux
3
+ *
4
+ * Inspired by hyperbolic space - a torus wireframe that breathes and
5
+ * deforms with noise. Click to disturb, watch it settle to equilibrium.
6
+ *
7
+ * Features:
8
+ * - Torus geometry with simplex noise deformation
9
+ * - Click to add energy - more clicks = more chaos
10
+ * - Settles to subtle vibration equilibrium
11
+ * - Drag to rotate, auto-rotates when idle
12
+ */
13
+
14
+ import { gcanvas, Noise, Painter } from "/gcanvas.es.min.js";
15
+
16
+ // Configuration
17
+ const CONFIG = {
18
+ // Torus geometry
19
+ majorRadius: 350,
20
+ minorRadius: 140,
21
+ rows: 50,
22
+ cols: 30,
23
+
24
+ // Noise settings
25
+ noiseScale: 0.005,
26
+ noiseSpeed: 0.5,
27
+ noiseStrengthBase: 15, // Calm equilibrium - subtle breathing
28
+ noiseStrengthMax: 120, // Max when fully energized
29
+
30
+ // Projection
31
+ fov: 800, // Slightly wider FOV for larger object
32
+
33
+ // Colors
34
+ baseColor: { h: 280, s: 100, l: 60 },
35
+ bgColor: "#000000",
36
+ };
37
+
38
+ /**
39
+ * 3D Vector helper
40
+ */
41
+ class Vec3 {
42
+ constructor(x, y, z) {
43
+ this.x = x;
44
+ this.y = y;
45
+ this.z = z;
46
+ }
47
+ }
48
+
49
+ /**
50
+ * Main Study Class
51
+ */
52
+ class WireframeFlux {
53
+ constructor(game) {
54
+ this.game = game;
55
+ this.width = game.width;
56
+ this.height = game.height;
57
+
58
+ // Mesh data
59
+ this.vertices = [];
60
+ this.projected = [];
61
+ this.indices = [];
62
+
63
+ // Animation state
64
+ this.time = 0;
65
+ this.rotation = { x: 0, y: 0 };
66
+ this.targetRotation = { x: 0.5, y: 0.5 };
67
+ this.autoRotate = true;
68
+
69
+ // Interaction state - energy decays toward equilibrium
70
+ this.energy = 0;
71
+ this.noiseStrength = CONFIG.noiseStrengthBase;
72
+
73
+ this.initMesh();
74
+ }
75
+
76
+ initMesh() {
77
+ this.vertices = [];
78
+ this.indices = [];
79
+
80
+ // Generate Torus vertices
81
+ for (let i = 0; i < CONFIG.rows; i++) {
82
+ const u = (i / CONFIG.rows) * Math.PI * 2;
83
+
84
+ for (let j = 0; j < CONFIG.cols; j++) {
85
+ const v = (j / CONFIG.cols) * Math.PI * 2;
86
+
87
+ // Torus parametric equation
88
+ // x = (R + r * cos(v)) * cos(u)
89
+ // y = (R + r * cos(v)) * sin(u)
90
+ // z = r * sin(v)
91
+
92
+ const r = CONFIG.minorRadius;
93
+ const R = CONFIG.majorRadius;
94
+
95
+ const x = (R + r * Math.cos(v)) * Math.cos(u);
96
+ const y = (R + r * Math.cos(v)) * Math.sin(u);
97
+ const z = r * Math.sin(v);
98
+
99
+ this.vertices.push(new Vec3(x, y, z));
100
+
101
+ // Generate indices for wireframe (quads)
102
+ const nextI = (i + 1) % CONFIG.rows;
103
+ const nextJ = (j + 1) % CONFIG.cols;
104
+
105
+ const current = i * CONFIG.cols + j;
106
+ const right = nextI * CONFIG.cols + j;
107
+ const down = i * CONFIG.cols + nextJ;
108
+
109
+ // Horizontal line
110
+ this.indices.push([current, right]);
111
+ // Vertical line
112
+ this.indices.push([current, down]);
113
+ }
114
+ }
115
+ }
116
+
117
+ update(dt) {
118
+ this.time += dt;
119
+
120
+ // Update dimensions in case of resize
121
+ this.width = this.game.width;
122
+ this.height = this.game.height;
123
+
124
+ // Responsive scaling: Adjust radius based on screen size
125
+ const minDim = Math.min(this.width, this.height);
126
+ const scaleFactor = minDim / 1000; // Base scale on ~1000px screen
127
+
128
+ // Smoothly interpolate the actual drawing scale
129
+ // (We'll use a local property for rendering scale to avoid rebuilding mesh)
130
+ this.renderScale = scaleFactor;
131
+
132
+ // Smooth rotation
133
+ this.rotation.x += (this.targetRotation.x - this.rotation.x) * 0.1;
134
+ this.rotation.y += (this.targetRotation.y - this.rotation.y) * 0.1;
135
+
136
+ // Auto rotate
137
+ if (this.autoRotate) {
138
+ this.targetRotation.y += dt * 0.2;
139
+ this.targetRotation.x += dt * 0.1;
140
+ }
141
+
142
+ // Decay energy smoothly toward 0
143
+ this.energy *= 0.95;
144
+ if (this.energy < 0.001) this.energy = 0;
145
+
146
+ // Interpolate noise strength: base (calm) + energy * (max - base)
147
+ const targetStrength = CONFIG.noiseStrengthBase + this.energy * (CONFIG.noiseStrengthMax - CONFIG.noiseStrengthBase);
148
+ this.noiseStrength += (targetStrength - this.noiseStrength) * 0.1;
149
+ }
150
+
151
+ render(ctx, width, height) {
152
+ const cx = width / 2;
153
+ const cy = height / 2;
154
+
155
+ // Clear
156
+ ctx.fillStyle = CONFIG.bgColor;
157
+ ctx.fillRect(0, 0, width, height);
158
+
159
+ // Pre-calculate rotation matrices
160
+ const cosX = Math.cos(this.rotation.x);
161
+ const sinX = Math.sin(this.rotation.x);
162
+ const cosY = Math.cos(this.rotation.y);
163
+ const sinY = Math.sin(this.rotation.y);
164
+
165
+ // Transform and project vertices
166
+ const projectedVertices = new Array(this.vertices.length);
167
+
168
+ for (let i = 0; i < this.vertices.length; i++) {
169
+ const v = this.vertices[i];
170
+
171
+ // 1. Apply Noise Displacement
172
+ // We calculate noise based on the original position + time
173
+ const nX = v.x * CONFIG.noiseScale;
174
+ const nY = v.y * CONFIG.noiseScale;
175
+ const nZ = v.z * CONFIG.noiseScale;
176
+ const t = this.time * CONFIG.noiseSpeed;
177
+
178
+ const noiseVal = Noise.simplex3(nX + t, nY + t, nZ);
179
+ const displacement = noiseVal * this.noiseStrength;
180
+
181
+ // Displace along the normal (approximated by position for torus)
182
+ // Or just simple directional displacement for "glitch" look
183
+ let dx = v.x + displacement * (v.x / CONFIG.majorRadius);
184
+ let dy = v.y + displacement * (v.y / CONFIG.majorRadius);
185
+ let dz = v.z + displacement * (v.z / CONFIG.minorRadius);
186
+
187
+ // 2. Rotate
188
+ // Rotate around Y
189
+ let x1 = dx * cosY - dz * sinY;
190
+ let z1 = dz * cosY + dx * sinY;
191
+ let y1 = dy;
192
+
193
+ // Rotate around X
194
+ let y2 = y1 * cosX - z1 * sinX;
195
+ let z2 = z1 * cosX + y1 * sinX;
196
+ let x2 = x1;
197
+
198
+ // 3. Project
199
+ // Apply responsive scale factor to coordinates before projection
200
+ const sx = x2 * (this.renderScale || 1);
201
+ const sy = y2 * (this.renderScale || 1);
202
+ const sz = z2 * (this.renderScale || 1);
203
+
204
+ const scale = CONFIG.fov / (CONFIG.fov + sz + 400);
205
+ const px = sx * scale + cx;
206
+ const py = sy * scale + cy;
207
+
208
+ projectedVertices[i] = { x: px, y: py, z: sz, scale: scale };
209
+ }
210
+
211
+ // Draw edges
212
+ ctx.lineWidth = 2 * (this.renderScale || 1); // Scale line width too
213
+
214
+ // We can batch stroke calls by color for performance
215
+ // Simple depth sorting approach: draw lines based on average Z of endpoints
216
+
217
+ for (let i = 0; i < this.indices.length; i++) {
218
+ const [idx1, idx2] = this.indices[i];
219
+ const p1 = projectedVertices[idx1];
220
+ const p2 = projectedVertices[idx2];
221
+
222
+ // Simple culling
223
+ if (p1.z < -CONFIG.fov + 10 || p2.z < -CONFIG.fov + 10) continue;
224
+
225
+ // Depth color
226
+ const avgZ = (p1.z + p2.z) / 2;
227
+ // Map Z (-200 to 200) to hue/lightness
228
+ // Close = Bright, Far = Dim
229
+ const depthAlpha = Math.max(0.1, Math.min(1, (300 - avgZ) / 500));
230
+
231
+ // Color shift based on position
232
+ const hue = (CONFIG.baseColor.h + avgZ * 0.2 + this.time * 10) % 360;
233
+
234
+ ctx.strokeStyle = `hsla(${hue}, ${CONFIG.baseColor.s}%, ${CONFIG.baseColor.l}%, ${depthAlpha})`;
235
+
236
+ ctx.beginPath();
237
+ ctx.moveTo(p1.x, p1.y);
238
+ ctx.lineTo(p2.x, p2.y);
239
+ ctx.stroke();
240
+ }
241
+ }
242
+ }
243
+
244
+ // Initialize
245
+ window.addEventListener("load", () => {
246
+ const canvas = document.getElementById("game");
247
+ if (!canvas) return;
248
+
249
+ const game = gcanvas({ canvas, bg: CONFIG.bgColor, fluid: true });
250
+ const gameInstance = game.game;
251
+
252
+ const flux = new WireframeFlux(gameInstance);
253
+
254
+ // Custom render loop
255
+ gameInstance.clear = function() {
256
+ flux.render(this.ctx, this.width, this.height);
257
+ };
258
+
259
+ game.on("update", (dt) => {
260
+ flux.update(dt);
261
+ });
262
+
263
+ // Interaction
264
+ let isDragging = false;
265
+ let lastX = 0;
266
+ let lastY = 0;
267
+
268
+ gameInstance.events.on("mousedown", (e) => {
269
+ isDragging = true;
270
+ lastX = e.x;
271
+ lastY = e.y;
272
+ });
273
+
274
+ gameInstance.events.on("mouseup", () => {
275
+ isDragging = false;
276
+ });
277
+
278
+ gameInstance.events.on("mousemove", (e) => {
279
+ if (isDragging) {
280
+ const dx = (e.x - lastX) * 0.01;
281
+ const dy = (e.y - lastY) * 0.01;
282
+
283
+ flux.targetRotation.y += dx;
284
+ flux.targetRotation.x += dy;
285
+
286
+ // Stop auto-rotation while dragging
287
+ flux.autoRotate = false;
288
+
289
+ lastX = e.x;
290
+ lastY = e.y;
291
+ }
292
+ });
293
+
294
+ gameInstance.events.on("mouseup", () => {
295
+ isDragging = false;
296
+ // Resume auto-rotation after a short delay or immediately?
297
+ // Let's resume it with current momentum perhaps, or just standard auto
298
+ setTimeout(() => { flux.autoRotate = true; }, 500);
299
+ });
300
+
301
+ // Click for glitch intensity
302
+ gameInstance.events.on("click", () => {
303
+ // Add energy on click
304
+ flux.energy = Math.min(flux.energy + 0.4, 1.0);
305
+ CONFIG.baseColor.h = Math.random() * 360;
306
+ });
307
+
308
+ game.start();
309
+ });
310
+