@guinetik/gcanvas 1.0.4 → 2.0.0

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 (261) hide show
  1. package/dist/CNAME +1 -0
  2. package/dist/aizawa.html +27 -0
  3. package/dist/animations.html +31 -0
  4. package/dist/basic.html +38 -0
  5. package/dist/baskara.html +31 -0
  6. package/dist/bezier.html +35 -0
  7. package/dist/beziersignature.html +29 -0
  8. package/dist/blackhole.html +28 -0
  9. package/dist/blob.html +35 -0
  10. package/dist/clifford.html +25 -0
  11. package/dist/cmb.html +24 -0
  12. package/dist/coordinates.html +698 -0
  13. package/dist/cube3d.html +23 -0
  14. package/dist/dadras.html +26 -0
  15. package/dist/dejong.html +25 -0
  16. package/dist/demos.css +303 -0
  17. package/dist/dino.html +42 -0
  18. package/dist/easing.html +28 -0
  19. package/dist/events.html +195 -0
  20. package/dist/fluent.html +647 -0
  21. package/dist/fluid-simple.html +22 -0
  22. package/dist/fluid.html +37 -0
  23. package/dist/fractals.html +36 -0
  24. package/dist/gameobjects.html +626 -0
  25. package/dist/gcanvas.es.js +14368 -9093
  26. package/dist/gcanvas.es.min.js +1 -1
  27. package/dist/gcanvas.umd.js +1 -1
  28. package/dist/gcanvas.umd.min.js +1 -1
  29. package/dist/genart.html +26 -0
  30. package/dist/gendream.html +26 -0
  31. package/dist/group.html +36 -0
  32. package/dist/halvorsen.html +27 -0
  33. package/dist/home.html +587 -0
  34. package/dist/hyperbolic001.html +23 -0
  35. package/dist/hyperbolic002.html +23 -0
  36. package/dist/hyperbolic003.html +23 -0
  37. package/dist/hyperbolic004.html +23 -0
  38. package/dist/hyperbolic005.html +22 -0
  39. package/dist/index.html +446 -0
  40. package/dist/isometric.html +34 -0
  41. package/dist/js/aizawa.js +425 -0
  42. package/dist/js/animations.js +452 -0
  43. package/dist/js/basic.js +204 -0
  44. package/dist/js/baskara.js +751 -0
  45. package/dist/js/bezier.js +692 -0
  46. package/dist/js/beziersignature.js +241 -0
  47. package/dist/js/blackhole/accretiondisk.obj.js +379 -0
  48. package/dist/js/blackhole/blackhole.obj.js +318 -0
  49. package/dist/js/blackhole/index.js +409 -0
  50. package/dist/js/blackhole/particle.js +56 -0
  51. package/dist/js/blackhole/starfield.obj.js +218 -0
  52. package/dist/js/blob.js +2276 -0
  53. package/dist/js/clifford.js +236 -0
  54. package/dist/js/cmb.js +594 -0
  55. package/dist/js/coordinates.js +840 -0
  56. package/dist/js/cube3d.js +789 -0
  57. package/dist/js/dadras.js +405 -0
  58. package/dist/js/dejong.js +257 -0
  59. package/dist/js/dino.js +1420 -0
  60. package/dist/js/easing.js +477 -0
  61. package/dist/js/fluent.js +183 -0
  62. package/dist/js/fluid-simple.js +253 -0
  63. package/dist/js/fluid.js +527 -0
  64. package/dist/js/fractals.js +932 -0
  65. package/dist/js/fractalworker.js +93 -0
  66. package/dist/js/gameobjects.js +176 -0
  67. package/dist/js/genart.js +268 -0
  68. package/dist/js/gendream.js +209 -0
  69. package/dist/js/group.js +140 -0
  70. package/dist/js/halvorsen.js +405 -0
  71. package/dist/js/hyperbolic001.js +310 -0
  72. package/dist/js/hyperbolic002.js +388 -0
  73. package/dist/js/hyperbolic003.js +319 -0
  74. package/dist/js/hyperbolic004.js +345 -0
  75. package/dist/js/hyperbolic005.js +340 -0
  76. package/dist/js/info-toggle.js +25 -0
  77. package/dist/js/isometric.js +851 -0
  78. package/dist/js/kerr.js +1547 -0
  79. package/dist/js/lavalamp.js +590 -0
  80. package/dist/js/layout.js +354 -0
  81. package/dist/js/lorenz.js +425 -0
  82. package/dist/js/mondrian.js +285 -0
  83. package/dist/js/opacity.js +275 -0
  84. package/dist/js/painter.js +484 -0
  85. package/dist/js/particles-showcase.js +514 -0
  86. package/dist/js/particles.js +299 -0
  87. package/dist/js/patterns.js +397 -0
  88. package/dist/js/penrose/artifact.js +69 -0
  89. package/dist/js/penrose/blackhole.js +121 -0
  90. package/dist/js/penrose/constants.js +73 -0
  91. package/dist/js/penrose/game.js +943 -0
  92. package/dist/js/penrose/lore.js +278 -0
  93. package/dist/js/penrose/penrosescene.js +892 -0
  94. package/dist/js/penrose/ship.js +216 -0
  95. package/dist/js/penrose/sounds.js +211 -0
  96. package/dist/js/penrose/voidparticle.js +55 -0
  97. package/dist/js/penrose/voidscene.js +258 -0
  98. package/dist/js/penrose/voidship.js +144 -0
  99. package/dist/js/penrose/wormhole.js +46 -0
  100. package/dist/js/pipeline.js +555 -0
  101. package/dist/js/plane3d.js +256 -0
  102. package/dist/js/platformer.js +1579 -0
  103. package/dist/js/rossler.js +480 -0
  104. package/dist/js/scene.js +304 -0
  105. package/dist/js/scenes.js +320 -0
  106. package/dist/js/schrodinger.js +706 -0
  107. package/dist/js/schwarzschild.js +1015 -0
  108. package/dist/js/shapes.js +628 -0
  109. package/dist/js/space/alien.js +171 -0
  110. package/dist/js/space/boom.js +98 -0
  111. package/dist/js/space/boss.js +353 -0
  112. package/dist/js/space/buff.js +73 -0
  113. package/dist/js/space/bullet.js +102 -0
  114. package/dist/js/space/constants.js +85 -0
  115. package/dist/js/space/game.js +1884 -0
  116. package/dist/js/space/hud.js +112 -0
  117. package/dist/js/space/laserbeam.js +179 -0
  118. package/dist/js/space/lightning.js +277 -0
  119. package/dist/js/space/minion.js +192 -0
  120. package/dist/js/space/missile.js +212 -0
  121. package/dist/js/space/player.js +430 -0
  122. package/dist/js/space/powerup.js +90 -0
  123. package/dist/js/space/starfield.js +58 -0
  124. package/dist/js/space/starpower.js +90 -0
  125. package/dist/js/spacetime.js +559 -0
  126. package/dist/js/sphere3d.js +229 -0
  127. package/dist/js/sprite.js +473 -0
  128. package/dist/js/starfaux/config.js +118 -0
  129. package/dist/js/starfaux/enemy.js +353 -0
  130. package/dist/js/starfaux/hud.js +78 -0
  131. package/dist/js/starfaux/index.js +482 -0
  132. package/dist/js/starfaux/laser.js +182 -0
  133. package/dist/js/starfaux/player.js +468 -0
  134. package/dist/js/starfaux/terrain.js +560 -0
  135. package/dist/js/study001.js +275 -0
  136. package/dist/js/study002.js +366 -0
  137. package/dist/js/study003.js +331 -0
  138. package/dist/js/study004.js +389 -0
  139. package/dist/js/study005.js +209 -0
  140. package/dist/js/study006.js +194 -0
  141. package/dist/js/study007.js +192 -0
  142. package/dist/js/study008.js +413 -0
  143. package/dist/js/svgtween.js +204 -0
  144. package/dist/js/tde/accretiondisk.js +471 -0
  145. package/dist/js/tde/blackhole.js +219 -0
  146. package/dist/js/tde/blackholescene.js +209 -0
  147. package/dist/js/tde/config.js +59 -0
  148. package/dist/js/tde/index.js +820 -0
  149. package/dist/js/tde/jets.js +290 -0
  150. package/dist/js/tde/lensedstarfield.js +154 -0
  151. package/dist/js/tde/tdestar.js +297 -0
  152. package/dist/js/tde/tidalstream.js +372 -0
  153. package/dist/js/tde_old/blackhole.obj.js +354 -0
  154. package/dist/js/tde_old/debris.obj.js +791 -0
  155. package/dist/js/tde_old/flare.obj.js +239 -0
  156. package/dist/js/tde_old/index.js +448 -0
  157. package/dist/js/tde_old/star.obj.js +812 -0
  158. package/dist/js/tetris/config.js +157 -0
  159. package/dist/js/tetris/grid.js +286 -0
  160. package/dist/js/tetris/index.js +1195 -0
  161. package/dist/js/tetris/renderer.js +634 -0
  162. package/dist/js/tetris/tetrominos.js +280 -0
  163. package/dist/js/thomas.js +394 -0
  164. package/dist/js/tiles.js +312 -0
  165. package/dist/js/tweendemo.js +79 -0
  166. package/dist/js/visibility.js +102 -0
  167. package/dist/kerr.html +28 -0
  168. package/dist/lavalamp.html +27 -0
  169. package/dist/layouts.html +37 -0
  170. package/dist/logo.svg +4 -0
  171. package/dist/loop.html +84 -0
  172. package/dist/lorenz.html +27 -0
  173. package/dist/mondrian.html +32 -0
  174. package/dist/og_image.png +0 -0
  175. package/dist/opacity.html +36 -0
  176. package/dist/painter.html +39 -0
  177. package/dist/particles-showcase.html +28 -0
  178. package/dist/particles.html +24 -0
  179. package/dist/patterns.html +33 -0
  180. package/dist/penrose-game.html +31 -0
  181. package/dist/pipeline.html +737 -0
  182. package/dist/plane3d.html +24 -0
  183. package/dist/platformer.html +43 -0
  184. package/dist/rossler.html +27 -0
  185. package/dist/scene-interactivity-test.html +220 -0
  186. package/dist/scene.html +33 -0
  187. package/dist/scenes.html +96 -0
  188. package/dist/schrodinger.html +27 -0
  189. package/dist/schwarzschild.html +27 -0
  190. package/dist/shapes.html +16 -0
  191. package/dist/space.html +85 -0
  192. package/dist/spacetime.html +27 -0
  193. package/dist/sphere3d.html +24 -0
  194. package/dist/sprite.html +18 -0
  195. package/dist/starfaux.html +22 -0
  196. package/dist/study001.html +23 -0
  197. package/dist/study002.html +23 -0
  198. package/dist/study003.html +23 -0
  199. package/dist/study004.html +23 -0
  200. package/dist/study005.html +22 -0
  201. package/dist/study006.html +24 -0
  202. package/dist/study007.html +24 -0
  203. package/dist/study008.html +22 -0
  204. package/dist/svgtween.html +29 -0
  205. package/dist/tde.html +28 -0
  206. package/dist/tetris3d.html +25 -0
  207. package/dist/thomas.html +27 -0
  208. package/dist/tiles.html +28 -0
  209. package/dist/transforms.html +400 -0
  210. package/dist/tween.html +45 -0
  211. package/dist/visibility.html +33 -0
  212. package/package.json +1 -1
  213. package/readme.md +30 -22
  214. package/src/game/objects/go.js +7 -0
  215. package/src/game/objects/index.js +2 -0
  216. package/src/game/objects/isometric-scene.js +53 -3
  217. package/src/game/objects/layoutscene.js +57 -0
  218. package/src/game/objects/mask.js +241 -0
  219. package/src/game/objects/scene.js +19 -0
  220. package/src/game/objects/wrapper.js +14 -2
  221. package/src/game/pipeline.js +17 -0
  222. package/src/game/ui/button.js +101 -16
  223. package/src/game/ui/theme.js +0 -6
  224. package/src/game/ui/togglebutton.js +25 -14
  225. package/src/game/ui/tooltip.js +12 -4
  226. package/src/index.js +3 -0
  227. package/src/io/gesture.js +409 -0
  228. package/src/io/index.js +4 -1
  229. package/src/io/keys.js +9 -1
  230. package/src/io/screen.js +476 -0
  231. package/src/math/attractors.js +664 -0
  232. package/src/math/heat.js +106 -0
  233. package/src/math/index.js +1 -0
  234. package/src/mixins/draggable.js +15 -19
  235. package/src/painter/painter.shapes.js +11 -5
  236. package/src/particle/particle-system.js +165 -1
  237. package/src/physics/index.js +26 -0
  238. package/src/physics/physics-updaters.js +333 -0
  239. package/src/physics/physics.js +375 -0
  240. package/src/shapes/image.js +5 -5
  241. package/src/shapes/index.js +2 -0
  242. package/src/shapes/parallelogram.js +147 -0
  243. package/src/shapes/righttriangle.js +115 -0
  244. package/src/shapes/svg.js +281 -100
  245. package/src/shapes/text.js +22 -6
  246. package/src/shapes/transformable.js +5 -0
  247. package/src/sound/effects.js +807 -0
  248. package/src/sound/index.js +13 -0
  249. package/src/webgl/index.js +7 -0
  250. package/src/webgl/shaders/clifford-point-shaders.js +131 -0
  251. package/src/webgl/shaders/dejong-point-shaders.js +131 -0
  252. package/src/webgl/shaders/point-sprite-shaders.js +152 -0
  253. package/src/webgl/webgl-clifford-renderer.js +477 -0
  254. package/src/webgl/webgl-dejong-renderer.js +472 -0
  255. package/src/webgl/webgl-line-renderer.js +391 -0
  256. package/src/webgl/webgl-particle-renderer.js +410 -0
  257. package/types/index.d.ts +30 -2
  258. package/types/io.d.ts +217 -0
  259. package/types/physics.d.ts +299 -0
  260. package/types/shapes.d.ts +8 -0
  261. package/types/webgl.d.ts +188 -109
@@ -0,0 +1,405 @@
1
+ /**
2
+ * Halvorsen Attractor 3D Visualization
3
+ *
4
+ * A symmetric chaotic attractor with three-fold rotational symmetry.
5
+ * Creates beautiful intertwined spiral structures.
6
+ *
7
+ * Uses the Attractors module for pure math functions and WebGL for
8
+ * high-performance line rendering.
9
+ */
10
+
11
+ import { Game, Gesture, Screen, Attractors } from "/gcanvas.es.min.js";
12
+ import { Camera3D } from "/gcanvas.es.min.js";
13
+ import { WebGLLineRenderer } from "/gcanvas.es.min.js";
14
+
15
+ // ─────────────────────────────────────────────────────────────────────────────
16
+ // CONFIGURATION
17
+ // ─────────────────────────────────────────────────────────────────────────────
18
+
19
+ const CONFIG = {
20
+ // Attractor settings (uses Attractors.halvorsen for equations)
21
+ attractor: {
22
+ dt: 0.004, // Integration time step
23
+ scale: 25, // Scale factor for display
24
+ },
25
+
26
+ // Particle settings
27
+ particles: {
28
+ count: 420,
29
+ trailLength: 280,
30
+ spawnRange: 1,
31
+ },
32
+
33
+ // Center offset - Halvorsen barycenter is around (-5,-5,-5) due to symmetry
34
+ // With Y/Z swap: x→screen X, z→screen Y, y→depth
35
+ center: {
36
+ x: 0,
37
+ y: 0,
38
+ z: 0,
39
+ },
40
+
41
+ // Camera settings
42
+ camera: {
43
+ perspective: 300,
44
+ rotationX: 0.615,
45
+ rotationY: 0.495,
46
+ inertia: true,
47
+ friction: 0.95,
48
+ clampX: false,
49
+ },
50
+
51
+ // Visual settings - cool blue/purple palette
52
+ visual: {
53
+ minHue: 320, // Pink (fast)
54
+ maxHue: 220, // Blue (slow)
55
+ maxSpeed: 40,
56
+ saturation: 80,
57
+ lightness: 55,
58
+ maxAlpha: 0.85,
59
+ hueShiftSpeed: 15,
60
+ },
61
+
62
+ // Glitch/blink effect
63
+ blink: {
64
+ chance: 0.02,
65
+ minDuration: 0.04,
66
+ maxDuration: 0.18,
67
+ intensityBoost: 1.5,
68
+ saturationBoost: 1.2,
69
+ alphaBoost: 1.3,
70
+ },
71
+
72
+ // Zoom settings
73
+ zoom: {
74
+ min: 0.25,
75
+ max: 2.5,
76
+ speed: 0.5,
77
+ easing: 0.12,
78
+ baseScreenSize: 600,
79
+ },
80
+ };
81
+
82
+ // ─────────────────────────────────────────────────────────────────────────────
83
+ // HELPER FUNCTIONS
84
+ // ─────────────────────────────────────────────────────────────────────────────
85
+
86
+ function hslToRgb(h, s, l) {
87
+ s /= 100;
88
+ l /= 100;
89
+ const k = (n) => (n + h / 30) % 12;
90
+ const a = s * Math.min(l, 1 - l);
91
+ const f = (n) => l - a * Math.max(-1, Math.min(k(n) - 3, Math.min(9 - k(n), 1)));
92
+ return {
93
+ r: Math.round(255 * f(0)),
94
+ g: Math.round(255 * f(8)),
95
+ b: Math.round(255 * f(4)),
96
+ };
97
+ }
98
+
99
+ // ─────────────────────────────────────────────────────────────────────────────
100
+ // ATTRACTOR PARTICLE
101
+ // ─────────────────────────────────────────────────────────────────────────────
102
+
103
+ class AttractorParticle {
104
+ constructor(stepFn, spawnRange) {
105
+ this.stepFn = stepFn;
106
+ this.position = {
107
+ x: (Math.random() - 0.5) * spawnRange,
108
+ y: (Math.random() - 0.5) * spawnRange,
109
+ z: (Math.random() - 0.5) * spawnRange,
110
+ };
111
+ this.trail = [];
112
+ this.speed = 0;
113
+ this.blinkTime = 0;
114
+ this.blinkIntensity = 0;
115
+ }
116
+
117
+ updateBlink(dt) {
118
+ const { chance, minDuration, maxDuration } = CONFIG.blink;
119
+
120
+ if (this.blinkTime > 0) {
121
+ this.blinkTime -= dt;
122
+ this.blinkIntensity = Math.max(
123
+ 0,
124
+ this.blinkTime > 0
125
+ ? Math.sin((this.blinkTime / ((minDuration + maxDuration) * 0.5)) * Math.PI)
126
+ : 0
127
+ );
128
+ } else {
129
+ if (Math.random() < chance) {
130
+ this.blinkTime = minDuration + Math.random() * (maxDuration - minDuration);
131
+ this.blinkIntensity = 1;
132
+ } else {
133
+ this.blinkIntensity = 0;
134
+ }
135
+ }
136
+ }
137
+
138
+ update(dt, scale, spawnRange) {
139
+ const result = this.stepFn(this.position, dt);
140
+ this.position = result.position;
141
+ this.speed = result.speed;
142
+
143
+ // Small chance to respawn at random position (keeps transient "thickness")
144
+ if (Math.random() < 0.003) {
145
+ this.position = {
146
+ x: (Math.random() - 0.5) * spawnRange,
147
+ y: (Math.random() - 0.5) * spawnRange,
148
+ z: (Math.random() - 0.5) * spawnRange,
149
+ };
150
+ this.trail = [];
151
+ }
152
+
153
+ // Add to trail (centered and scaled for display)
154
+ // Swap Y/Z so vertical mouse drag rotates naturally
155
+ this.trail.unshift({
156
+ x: (this.position.x - CONFIG.center.x) * scale,
157
+ y: (this.position.z - CONFIG.center.z) * scale, // Z becomes screen Y (vertical)
158
+ z: (this.position.y - CONFIG.center.y) * scale, // Y becomes depth
159
+ speed: this.speed,
160
+ });
161
+
162
+ if (this.trail.length > CONFIG.particles.trailLength) {
163
+ this.trail.pop();
164
+ }
165
+ }
166
+ }
167
+
168
+ // ─────────────────────────────────────────────────────────────────────────────
169
+ // DEMO CLASS
170
+ // ─────────────────────────────────────────────────────────────────────────────
171
+
172
+ class HalvorsenDemo extends Game {
173
+ constructor(canvas) {
174
+ super(canvas);
175
+ this.backgroundColor = "#000";
176
+ this.enableFluidSize();
177
+ }
178
+
179
+ init() {
180
+ super.init();
181
+
182
+ this.attractor = Attractors.halvorsen;
183
+ console.log(`Attractor: ${this.attractor.name}`);
184
+ console.log(`Equations:`, this.attractor.equations);
185
+
186
+ this.stepFn = this.attractor.createStepper();
187
+
188
+ const { min, max, baseScreenSize } = CONFIG.zoom;
189
+ const initialZoom = Math.min(max, Math.max(min, Screen.minDimension() / baseScreenSize));
190
+ this.zoom = initialZoom;
191
+ this.targetZoom = initialZoom;
192
+ this.defaultZoom = initialZoom;
193
+
194
+ this.camera = new Camera3D({
195
+ perspective: CONFIG.camera.perspective,
196
+ rotationX: CONFIG.camera.rotationX,
197
+ rotationY: CONFIG.camera.rotationY,
198
+ inertia: CONFIG.camera.inertia,
199
+ friction: CONFIG.camera.friction,
200
+ clampX: CONFIG.camera.clampX,
201
+ });
202
+ this.camera.enableMouseControl(this.canvas);
203
+
204
+ this.gesture = new Gesture(this.canvas, {
205
+ onZoom: (delta) => {
206
+ this.targetZoom *= 1 + delta * CONFIG.zoom.speed;
207
+ },
208
+ onPan: null,
209
+ });
210
+
211
+ this.canvas.addEventListener("dblclick", () => {
212
+ this.targetZoom = this.defaultZoom;
213
+ });
214
+
215
+ // Log camera params and barycenter on mouse release
216
+ this.canvas.addEventListener("mouseup", () => {
217
+ console.log(`Camera: rotationX: ${this.camera.rotationX.toFixed(3)}, rotationY: ${this.camera.rotationY.toFixed(3)}`);
218
+ let sumX = 0, sumY = 0, sumZ = 0, count = 0;
219
+ for (const p of this.particles) {
220
+ sumX += p.position.x;
221
+ sumY += p.position.y;
222
+ sumZ += p.position.z;
223
+ count++;
224
+ }
225
+ console.log(`Barycenter: x: ${(sumX/count).toFixed(3)}, y: ${(sumY/count).toFixed(3)}, z: ${(sumZ/count).toFixed(3)}`);
226
+ });
227
+
228
+ this.particles = [];
229
+ for (let i = 0; i < CONFIG.particles.count; i++) {
230
+ this.particles.push(
231
+ new AttractorParticle(this.stepFn, CONFIG.particles.spawnRange)
232
+ );
233
+ }
234
+
235
+ const maxSegments = CONFIG.particles.count * CONFIG.particles.trailLength;
236
+ this.lineRenderer = new WebGLLineRenderer(maxSegments, {
237
+ width: this.width,
238
+ height: this.height,
239
+ blendMode: "additive",
240
+ });
241
+
242
+ this.segments = [];
243
+
244
+ if (!this.lineRenderer.isAvailable()) {
245
+ console.warn("WebGL not available, falling back to Canvas 2D");
246
+ this.useWebGL = false;
247
+ } else {
248
+ this.useWebGL = true;
249
+ console.log(`WebGL enabled, ${maxSegments} max segments`);
250
+ }
251
+
252
+ this.time = 0;
253
+ }
254
+
255
+ onResize() {
256
+ if (this.lineRenderer?.isAvailable()) {
257
+ this.lineRenderer.resize(this.width, this.height);
258
+ }
259
+ const { min, max, baseScreenSize } = CONFIG.zoom;
260
+ this.defaultZoom = Math.min(max, Math.max(min, Screen.minDimension() / baseScreenSize));
261
+ }
262
+
263
+ update(dt) {
264
+ super.update(dt);
265
+ this.camera.update(dt);
266
+ this.zoom += (this.targetZoom - this.zoom) * CONFIG.zoom.easing;
267
+ this.time += dt;
268
+
269
+ for (const particle of this.particles) {
270
+ particle.update(CONFIG.attractor.dt, CONFIG.attractor.scale, CONFIG.particles.spawnRange);
271
+ particle.updateBlink(dt);
272
+ }
273
+ }
274
+
275
+ collectSegments(cx, cy) {
276
+ const { minHue, maxHue, maxSpeed, saturation, lightness, maxAlpha, hueShiftSpeed } =
277
+ CONFIG.visual;
278
+ const { intensityBoost, saturationBoost, alphaBoost } = CONFIG.blink;
279
+ const hueOffset = (this.time * hueShiftSpeed) % 360;
280
+
281
+ this.segments.length = 0;
282
+
283
+ for (const particle of this.particles) {
284
+ if (particle.trail.length < 2) continue;
285
+
286
+ const blink = particle.blinkIntensity;
287
+
288
+ for (let i = 1; i < particle.trail.length; i++) {
289
+ const curr = particle.trail[i];
290
+ const prev = particle.trail[i - 1];
291
+
292
+ const p1 = this.camera.project(prev.x, prev.y, prev.z);
293
+ const p2 = this.camera.project(curr.x, curr.y, curr.z);
294
+
295
+ if (p1.scale <= 0 || p2.scale <= 0) continue;
296
+
297
+ const age = i / particle.trail.length;
298
+ const speedNorm = Math.min(curr.speed / maxSpeed, 1);
299
+ const baseHue = maxHue + speedNorm * (minHue - maxHue);
300
+ const hue = (baseHue + hueOffset + 360) % 360;
301
+
302
+ const sat = Math.min(100, saturation * (1 + blink * (saturationBoost - 1)));
303
+ const lit = Math.min(100, lightness * (1 + blink * (intensityBoost - 1)));
304
+ const rgb = hslToRgb(hue, sat, lit);
305
+ const alpha = Math.min(1, (1 - age) * maxAlpha * (1 + blink * (alphaBoost - 1)));
306
+
307
+ this.segments.push({
308
+ x1: cx + p1.x * this.zoom,
309
+ y1: cy + p1.y * this.zoom,
310
+ x2: cx + p2.x * this.zoom,
311
+ y2: cy + p2.y * this.zoom,
312
+ r: rgb.r,
313
+ g: rgb.g,
314
+ b: rgb.b,
315
+ a: alpha,
316
+ });
317
+ }
318
+ }
319
+
320
+ return this.segments.length;
321
+ }
322
+
323
+ renderCanvas2D(cx, cy) {
324
+ const { minHue, maxHue, maxSpeed, saturation, lightness, maxAlpha, hueShiftSpeed } =
325
+ CONFIG.visual;
326
+ const { intensityBoost, saturationBoost, alphaBoost } = CONFIG.blink;
327
+ const hueOffset = (this.time * hueShiftSpeed) % 360;
328
+
329
+ const ctx = this.ctx;
330
+ ctx.save();
331
+ ctx.globalCompositeOperation = "lighter";
332
+ ctx.lineCap = "round";
333
+
334
+ for (const particle of this.particles) {
335
+ if (particle.trail.length < 2) continue;
336
+
337
+ const blink = particle.blinkIntensity;
338
+
339
+ for (let i = 1; i < particle.trail.length; i++) {
340
+ const curr = particle.trail[i];
341
+ const prev = particle.trail[i - 1];
342
+
343
+ const p1 = this.camera.project(prev.x, prev.y, prev.z);
344
+ const p2 = this.camera.project(curr.x, curr.y, curr.z);
345
+
346
+ if (p1.scale <= 0 || p2.scale <= 0) continue;
347
+
348
+ const age = i / particle.trail.length;
349
+ const speedNorm = Math.min(curr.speed / maxSpeed, 1);
350
+ const baseHue = maxHue + speedNorm * (minHue - maxHue);
351
+ const hue = (baseHue + hueOffset + 360) % 360;
352
+
353
+ const sat = Math.min(100, saturation * (1 + blink * (saturationBoost - 1)));
354
+ const lit = Math.min(100, lightness * (1 + blink * (intensityBoost - 1)));
355
+ const alpha = Math.min(1, (1 - age) * maxAlpha * (1 + blink * (alphaBoost - 1)));
356
+
357
+ ctx.strokeStyle = `hsla(${hue}, ${sat}%, ${lit}%, ${alpha})`;
358
+ ctx.lineWidth = 1;
359
+
360
+ ctx.beginPath();
361
+ ctx.moveTo(cx + p1.x * this.zoom, cy + p1.y * this.zoom);
362
+ ctx.lineTo(cx + p2.x * this.zoom, cy + p2.y * this.zoom);
363
+ ctx.stroke();
364
+ }
365
+ }
366
+
367
+ ctx.restore();
368
+ }
369
+
370
+ render() {
371
+ super.render();
372
+ if (!this.particles) return;
373
+
374
+ const cx = this.width / 2;
375
+ const cy = this.height / 2;
376
+
377
+ if (this.useWebGL && this.lineRenderer.isAvailable()) {
378
+ const segmentCount = this.collectSegments(cx, cy);
379
+ if (segmentCount > 0) {
380
+ this.lineRenderer.clear();
381
+ this.lineRenderer.updateLines(this.segments);
382
+ this.lineRenderer.render(segmentCount);
383
+ this.lineRenderer.compositeOnto(this.ctx, 0, 0);
384
+ }
385
+ } else {
386
+ this.renderCanvas2D(cx, cy);
387
+ }
388
+ }
389
+
390
+ destroy() {
391
+ this.gesture?.destroy();
392
+ this.lineRenderer?.destroy();
393
+ super.destroy?.();
394
+ }
395
+ }
396
+
397
+ // ─────────────────────────────────────────────────────────────────────────────
398
+ // INITIALIZATION
399
+ // ─────────────────────────────────────────────────────────────────────────────
400
+
401
+ window.addEventListener("load", () => {
402
+ const canvas = document.getElementById("game");
403
+ const demo = new HalvorsenDemo(canvas);
404
+ demo.start();
405
+ });
@@ -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
+