motionary 0.0.0-stage → 6.2.0

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 (374) hide show
  1. package/CHANGELOG.md +803 -0
  2. package/LICENSE +21 -0
  3. package/README.md +218 -2
  4. package/README_ja.md +219 -0
  5. package/README_zh.md +219 -0
  6. package/bin/usa-codemod-5.mjs +79 -0
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@@ -0,0 +1,114 @@
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+ 'use strict';
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+
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+ var base = require('./base-BaQV-2ha.cjs');
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+
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+ /**
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+ * Click-effect helpers (v2.5): `burst()`, `confetti()`, `shake()`, `haptic()`.
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+ * Particles live in one fixed, pointer-transparent layer and are removed when
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+ * their animation ends. Under reduced motion particles are skipped and
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+ * `shake()` only flashes an outline.
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+ */
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+ let layer = null;
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+ function fxLayer() {
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+ if (layer && layer.isConnected)
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+ return layer;
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+ layer = document.createElement('div');
16
+ layer.className = 'usa-fx-layer';
17
+ layer.setAttribute('aria-hidden', 'true');
18
+ layer.style.cssText = 'position:fixed;inset:0;pointer-events:none;z-index:2147483000;overflow:hidden;contain:strict';
19
+ document.body.appendChild(layer);
20
+ return layer;
21
+ }
22
+ const PALETTE = ['#7c5cff', '#22d3ee', '#f472b6', '#facc15', '#34d399', '#fb923c'];
23
+ const GLYPH = { star: '★', heart: '♥' };
24
+ function particle(x, y, size, color, shape) {
25
+ const p = document.createElement('span');
26
+ const glyph = GLYPH[shape] || (shape !== 'circle' && shape !== 'square' ? shape : '');
27
+ p.style.cssText = `position:absolute;left:${x}px;top:${y}px;width:${size}px;height:${size}px;margin:${-size / 2}px 0 0 ${-size / 2}px;will-change:transform,opacity;` +
28
+ (glyph ? `font-size:${size * 2}px;line-height:${size}px;text-align:center;color:${color}` : `background:${color};border-radius:${shape === 'square' ? '2px' : '50%'}`);
29
+ if (glyph)
30
+ p.textContent = glyph;
31
+ fxLayer().appendChild(p);
32
+ return p;
33
+ }
34
+ const done = (a, el) => {
35
+ if (a)
36
+ a.onfinish = () => el.remove();
37
+ else
38
+ el.remove();
39
+ };
40
+ /** Particles radiating from client point (x, y). Returns the number spawned. */
41
+ function burst(x, y, options = {}) {
42
+ if (typeof document === 'undefined' || base.prefersReducedMotion())
43
+ return 0;
44
+ const { count = 12, colors = PALETTE, distance = 48, size = 6, shape = 'circle', duration = 600 } = options;
45
+ for (let i = 0; i < count; i++) {
46
+ const angle = (i / count) * Math.PI * 2 + Math.random() * 0.4;
47
+ const d = distance * (0.7 + Math.random() * 0.5);
48
+ const p = particle(x, y, size, colors[i % colors.length], shape);
49
+ const a = typeof p.animate === 'function'
50
+ ? p.animate([
51
+ { transform: 'translate(0,0) scale(1)', opacity: 1 },
52
+ { transform: `translate(${Math.cos(angle) * d}px, ${Math.sin(angle) * d}px) scale(0.2)`, opacity: 0 },
53
+ ], { duration: duration * (0.8 + Math.random() * 0.4), easing: 'cubic-bezier(0.22, 1, 0.36, 1)', fill: 'forwards' })
54
+ : null;
55
+ done(a, p);
56
+ }
57
+ return count;
58
+ }
59
+ /** A confetti cannon (paper pieces with gravity, drift and spin). */
60
+ function confetti(options = {}) {
61
+ if (typeof document === 'undefined' || base.prefersReducedMotion())
62
+ return 0;
63
+ const W = window.innerWidth || 800;
64
+ const H = window.innerHeight || 600;
65
+ const { x = W / 2, y = H * 0.66, count = 80, spread = 70, velocity = 1, colors = PALETTE, duration = 1600 } = options;
66
+ for (let i = 0; i < count; i++) {
67
+ const angle = ((-90 + (Math.random() - 0.5) * spread) * Math.PI) / 180;
68
+ const speed = (260 + Math.random() * 320) * velocity;
69
+ const vx = Math.cos(angle) * speed;
70
+ const vy = Math.sin(angle) * speed;
71
+ const p = particle(x, y, 6 + Math.random() * 5, colors[i % colors.length], Math.random() > 0.5 ? 'square' : 'circle');
72
+ p.style.height = `${4 + Math.random() * 3}px`;
73
+ const frames = [];
74
+ const steps = 8;
75
+ const T = duration / 1000;
76
+ const spin = (Math.random() - 0.5) * 1440;
77
+ for (let s = 0; s <= steps; s++) {
78
+ const t = (s / steps) * T;
79
+ const g = 900;
80
+ frames.push({
81
+ transform: `translate(${(vx * t * 0.8).toFixed(1)}px, ${(vy * t + 0.5 * g * t * t).toFixed(1)}px) rotate(${((spin * s) / steps).toFixed(0)}deg) rotateX(${s * 120}deg)`,
82
+ opacity: s === steps ? 0 : 1,
83
+ });
84
+ }
85
+ const a = typeof p.animate === 'function' ? p.animate(frames, { duration: duration * (0.85 + Math.random() * 0.3), easing: 'linear', fill: 'forwards' }) : null;
86
+ done(a, p);
87
+ }
88
+ return count;
89
+ }
90
+ /** Horizontal error shake (`intensity` px, default 8). Reduced motion: a red outline flash. */
91
+ function shake(el, intensity = 8, duration = 480) {
92
+ const t = el;
93
+ if (typeof t.animate !== 'function')
94
+ return null;
95
+ if (base.prefersReducedMotion())
96
+ return t.animate([{ outline: '2px solid #e5484d' }, { outline: '2px solid transparent' }], { duration: 600 });
97
+ const k = intensity;
98
+ return t.animate([0, -k, k, -k * 0.75, k * 0.75, -k * 0.4, k * 0.4, 0].map((v) => ({ transform: `translateX(${v}px)` })), { duration, easing: 'ease-in-out' });
99
+ }
100
+ /** `navigator.vibrate()` where supported (Android Chrome, some WebViews). Returns whether it ran. */
101
+ function haptic(pattern = 10) {
102
+ try {
103
+ return typeof navigator !== 'undefined' && typeof navigator.vibrate === 'function' ? navigator.vibrate(pattern) : false;
104
+ }
105
+ catch {
106
+ return false;
107
+ }
108
+ }
109
+
110
+ exports.burst = burst;
111
+ exports.confetti = confetti;
112
+ exports.haptic = haptic;
113
+ exports.shake = shake;
114
+ //# sourceMappingURL=fx-lBGVtQO1.cjs.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"fx-lBGVtQO1.cjs","sources":["../../src/components/click/fx.ts"],"sourcesContent":["import { prefersReducedMotion, applyFrame } from '../base';\n\n/**\n * Click-effect helpers (v2.5): `burst()`, `confetti()`, `shake()`, `haptic()`.\n * Particles live in one fixed, pointer-transparent layer and are removed when\n * their animation ends. Under reduced motion particles are skipped and\n * `shake()` only flashes an outline.\n */\n\nlet layer: HTMLElement | null = null;\nfunction fxLayer(): HTMLElement {\n if (layer && layer.isConnected) return layer;\n layer = document.createElement('div');\n layer.className = 'usa-fx-layer';\n layer.setAttribute('aria-hidden', 'true');\n layer.style.cssText = 'position:fixed;inset:0;pointer-events:none;z-index:2147483000;overflow:hidden;contain:strict';\n document.body.appendChild(layer);\n return layer;\n}\n\nexport interface BurstOptions {\n /** Number of particles (default 12). */\n count?: number;\n /** Colours to pick from (default: accent palette). */\n colors?: string[];\n /** Travel distance in px (default 48). */\n distance?: number;\n /** Particle size in px (default 6). */\n size?: number;\n /** `circle` (default), `square`, `star`, `heart` or any text / emoji. */\n shape?: 'circle' | 'square' | 'star' | 'heart' | string;\n /** Duration in ms (default 600). */\n duration?: number;\n}\n\nconst PALETTE = ['#7c5cff', '#22d3ee', '#f472b6', '#facc15', '#34d399', '#fb923c'];\nconst GLYPH: Record<string, string> = { star: '★', heart: '♥' };\n\nfunction particle(x: number, y: number, size: number, color: string, shape: string): HTMLElement {\n const p = document.createElement('span');\n const glyph = GLYPH[shape] || (shape !== 'circle' && shape !== 'square' ? shape : '');\n p.style.cssText = `position:absolute;left:${x}px;top:${y}px;width:${size}px;height:${size}px;margin:${-size / 2}px 0 0 ${-size / 2}px;will-change:transform,opacity;` +\n (glyph ? `font-size:${size * 2}px;line-height:${size}px;text-align:center;color:${color}` : `background:${color};border-radius:${shape === 'square' ? '2px' : '50%'}`);\n if (glyph) p.textContent = glyph;\n fxLayer().appendChild(p);\n return p;\n}\n\nconst done = (a: Animation | null, el: Element) => {\n if (a) a.onfinish = () => el.remove();\n else el.remove();\n};\n\n/** Particles radiating from client point (x, y). Returns the number spawned. */\nexport function burst(x: number, y: number, options: BurstOptions = {}): number {\n if (typeof document === 'undefined' || prefersReducedMotion()) return 0;\n const { count = 12, colors = PALETTE, distance = 48, size = 6, shape = 'circle', duration = 600 } = options;\n for (let i = 0; i < count; i++) {\n const angle = (i / count) * Math.PI * 2 + Math.random() * 0.4;\n const d = distance * (0.7 + Math.random() * 0.5);\n const p = particle(x, y, size, colors[i % colors.length], shape);\n const a = typeof p.animate === 'function'\n ? p.animate(\n [\n { transform: 'translate(0,0) scale(1)', opacity: 1 },\n { transform: `translate(${Math.cos(angle) * d}px, ${Math.sin(angle) * d}px) scale(0.2)`, opacity: 0 },\n ],\n { duration: duration * (0.8 + Math.random() * 0.4), easing: 'cubic-bezier(0.22, 1, 0.36, 1)', fill: 'forwards' }\n )\n : null;\n done(a, p);\n }\n return count;\n}\n\nexport interface ConfettiOptions {\n /** Origin in client px (default: centre-bottom third of the viewport). */\n x?: number;\n y?: number;\n /** Pieces (default 80). */\n count?: number;\n /** Spread angle in degrees (default 70). */\n spread?: number;\n /** Launch speed multiplier (default 1). */\n velocity?: number;\n colors?: string[];\n /** Duration in ms (default 1600). */\n duration?: number;\n}\n\n/** A confetti cannon (paper pieces with gravity, drift and spin). */\nexport function confetti(options: ConfettiOptions = {}): number {\n if (typeof document === 'undefined' || prefersReducedMotion()) return 0;\n const W = window.innerWidth || 800;\n const H = window.innerHeight || 600;\n const { x = W / 2, y = H * 0.66, count = 80, spread = 70, velocity = 1, colors = PALETTE, duration = 1600 } = options;\n for (let i = 0; i < count; i++) {\n const angle = ((-90 + (Math.random() - 0.5) * spread) * Math.PI) / 180;\n const speed = (260 + Math.random() * 320) * velocity;\n const vx = Math.cos(angle) * speed;\n const vy = Math.sin(angle) * speed;\n const p = particle(x, y, 6 + Math.random() * 5, colors[i % colors.length], Math.random() > 0.5 ? 'square' : 'circle');\n p.style.height = `${4 + Math.random() * 3}px`;\n const frames: Keyframe[] = [];\n const steps = 8;\n const T = duration / 1000;\n const spin = (Math.random() - 0.5) * 1440;\n for (let s = 0; s <= steps; s++) {\n const t = (s / steps) * T;\n const g = 900;\n frames.push({\n transform: `translate(${(vx * t * 0.8).toFixed(1)}px, ${(vy * t + 0.5 * g * t * t).toFixed(1)}px) rotate(${((spin * s) / steps).toFixed(0)}deg) rotateX(${s * 120}deg)`,\n opacity: s === steps ? 0 : 1,\n });\n }\n const a = typeof p.animate === 'function' ? p.animate(frames, { duration: duration * (0.85 + Math.random() * 0.3), easing: 'linear', fill: 'forwards' }) : null;\n done(a, p);\n }\n return count;\n}\n\n/** Horizontal error shake (`intensity` px, default 8). Reduced motion: a red outline flash. */\nexport function shake(el: Element, intensity = 8, duration = 480): Animation | null {\n const t = el as HTMLElement;\n if (typeof t.animate !== 'function') return null;\n if (prefersReducedMotion()) return t.animate([{ outline: '2px solid #e5484d' }, { outline: '2px solid transparent' }], { duration: 600 });\n const k = intensity;\n return t.animate(\n [0, -k, k, -k * 0.75, k * 0.75, -k * 0.4, k * 0.4, 0].map((v) => ({ transform: `translateX(${v}px)` })),\n { duration, easing: 'ease-in-out' }\n );\n}\n\n/** `navigator.vibrate()` where supported (Android Chrome, some WebViews). Returns whether it ran. */\nexport function haptic(pattern: number | number[] = 10): boolean {\n try {\n return typeof navigator !== 'undefined' && typeof navigator.vibrate === 'function' ? navigator.vibrate(pattern) : false;\n } catch {\n return false;\n }\n}\n\nexport { applyFrame 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@@ -0,0 +1,336 @@
1
+ let layer = null;
2
+ /** A fixed, pointer-transparent, aria-hidden layer for transient particles. */
3
+ function fxLayer() {
4
+ if (layer?.isConnected)
5
+ return layer;
6
+ layer = document.createElement('div');
7
+ layer.setAttribute('aria-hidden', 'true');
8
+ layer.setAttribute('data-usa-fx-layer', '');
9
+ layer.style.cssText = 'position:fixed;inset:0;pointer-events:none;overflow:hidden;z-index:2147483000;contain:strict';
10
+ document.body.appendChild(layer);
11
+ return layer;
12
+ }
13
+ /** Client point of the triggering pointer event, or the element's center. */
14
+ function origin(el, ctx) {
15
+ const e = ctx.event;
16
+ const r = el.getBoundingClientRect();
17
+ return e && typeof e.clientX === 'number' && (e.clientX || e.clientY) ? { x: e.clientX, y: e.clientY } : { x: r.left + r.width / 2, y: r.top + r.height / 2 };
18
+ }
19
+ /** Spawn an absolutely positioned node in the fx layer at (x, y); removed when its animation ends. */
20
+ function spawn(x, y, css, ctx, frames, opts, text = '') {
21
+ const n = document.createElement('span');
22
+ n.style.cssText = `position:absolute;left:${x}px;top:${y}px;${css}`;
23
+ if (text)
24
+ n.textContent = text;
25
+ fxLayer().appendChild(n);
26
+ const a = ctx.animate(n, frames, { fill: 'forwards', ...opts });
27
+ const rm = () => n.remove();
28
+ if (a)
29
+ a.finished.then(rm, rm);
30
+ else
31
+ rm();
32
+ return a;
33
+ }
34
+ /** An overlay child covering `el` (makes `el` a positioning context). Returns it and a remover. */
35
+ function overlay(el, css) {
36
+ const o = document.createElement('span');
37
+ o.setAttribute('aria-hidden', 'true');
38
+ o.style.cssText = `position:absolute;inset:0;pointer-events:none;border-radius:inherit;${css}`;
39
+ if (getComputedStyle(el).position === 'static')
40
+ el.style.position = 'relative';
41
+ el.appendChild(o);
42
+ return [o, () => o.remove()];
43
+ }
44
+ const PALETTE = ['#7c5cff', '#ff5c8a', '#22d3ee', '#facc15', '#34d399'];
45
+ const rand = (a, b) => a + Math.random() * (b - a);
46
+ /** Wait for all animations (ignoring nulls). */
47
+ const all = (anims) => Promise.all(anims.filter(Boolean).map((a) => a.finished.catch(() => undefined)));
48
+
49
+ /** Deterministic smooth pseudo-noise in [-1, 1] (sum of sines — cheap, no tables). */
50
+ function noise2(x, y, t = 0) {
51
+ return (Math.sin(x * 1.7 + t) * Math.cos(y * 1.3 - t * 0.7) + Math.sin((x + y) * 0.9 + t * 0.5) * 0.5 + Math.cos(x * 0.6 - y * 1.1 - t * 0.3) * 0.5) / 2;
52
+ }
53
+ /** Hex `#rrggbb` → [r, g, b]. */
54
+ function hexRgb(hex) {
55
+ const m = /^#?([\da-f]{2})([\da-f]{2})([\da-f]{2})$/i.exec(hex.trim());
56
+ return m ? [parseInt(m[1], 16), parseInt(m[2], 16), parseInt(m[3], 16)] : [124, 92, 255];
57
+ }
58
+ /**
59
+ * Mount a generative canvas behind `el` and run `spec` on it. Returns the
60
+ * cleanup. Exposed for custom generative effects.
61
+ */
62
+ function canvasBackground(el, fx, spec, o) {
63
+ const canvas = document.createElement('canvas');
64
+ canvas.setAttribute('aria-hidden', 'true');
65
+ canvas.setAttribute('data-usa-fx-canvas', '');
66
+ canvas.style.cssText = 'position:absolute;inset:0;width:100%;height:100%;pointer-events:none;z-index:-1;border-radius:inherit';
67
+ const restore = [];
68
+ const set = (k, v) => {
69
+ restore.push([k, el.style[k]]);
70
+ el.style[k] = v;
71
+ };
72
+ if (getComputedStyle(el).position === 'static')
73
+ set('position', 'relative');
74
+ set('isolation', 'isolate');
75
+ el.prepend(canvas);
76
+ const ctx = canvas.getContext('2d');
77
+ let raf = 0;
78
+ let visible = true;
79
+ let quality = Math.min(1, Math.max(0.35, Number(o.quality) || 1));
80
+ let w = 0;
81
+ let h = 0;
82
+ let state = null;
83
+ const t0 = performance.now();
84
+ let last = t0;
85
+ let slow = 0;
86
+ let fast = 0;
87
+ const resize = () => {
88
+ const r = el.getBoundingClientRect();
89
+ w = Math.max(1, Math.round(r.width));
90
+ h = Math.max(1, Math.round(r.height));
91
+ const dpr = Math.min(2, (typeof devicePixelRatio === 'number' ? devicePixelRatio : 1) || 1) * quality;
92
+ canvas.width = Math.max(1, Math.round(w * dpr));
93
+ canvas.height = Math.max(1, Math.round(h * dpr));
94
+ if (ctx)
95
+ ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
96
+ state = spec.init ? spec.init(w, h, o) : {};
97
+ };
98
+ const frame = (now) => {
99
+ raf = 0;
100
+ if (!ctx)
101
+ return;
102
+ const dt = now - last;
103
+ last = now;
104
+ // adaptive quality: sustained slow frames lower the render scale, fast ones raise it
105
+ if (dt > 28)
106
+ slow++;
107
+ else if (dt < 18)
108
+ fast++;
109
+ if (slow > 20 && quality > 0.35) {
110
+ quality = Math.max(0.35, quality - 0.15);
111
+ slow = fast = 0;
112
+ resize();
113
+ }
114
+ else if (fast > 240 && quality < 1) {
115
+ quality = Math.min(1, quality + 0.15);
116
+ slow = fast = 0;
117
+ resize();
118
+ }
119
+ spec.draw({ ctx, w, h, t: (now - t0) / 1000, quality, state, o });
120
+ if (visible && !document.hidden)
121
+ raf = requestAnimationFrame(frame);
122
+ };
123
+ const start = () => {
124
+ if (!raf && ctx && !fx.reduced) {
125
+ last = performance.now();
126
+ raf = requestAnimationFrame(frame);
127
+ }
128
+ };
129
+ resize();
130
+ if (ctx)
131
+ spec.draw({ ctx, w, h, t: 0, quality, state, o }); // first / static frame
132
+ const io = typeof IntersectionObserver === 'function' ? new IntersectionObserver((es) => {
133
+ visible = es.some((e) => e.isIntersecting);
134
+ if (visible)
135
+ start();
136
+ }) : null;
137
+ io?.observe(el);
138
+ const ro = typeof ResizeObserver === 'function' ? new ResizeObserver(() => {
139
+ resize();
140
+ if (ctx && fx.reduced)
141
+ spec.draw({ ctx, w, h, t: 0, quality, state, o });
142
+ }) : null;
143
+ ro?.observe(el);
144
+ const vis = () => !document.hidden && visible && start();
145
+ document.addEventListener('visibilitychange', vis);
146
+ start();
147
+ return () => {
148
+ cancelAnimationFrame(raf);
149
+ raf = 0;
150
+ io?.disconnect();
151
+ ro?.disconnect();
152
+ document.removeEventListener('visibilitychange', vis);
153
+ canvas.remove();
154
+ for (const [k, v] of restore)
155
+ el.style[k] = v;
156
+ };
157
+ }
158
+ const gen = (name, description, defaults, spec) => ({
159
+ name,
160
+ kind: 'background',
161
+ description,
162
+ reduced: 'run',
163
+ defaults: { colors: PALETTE, background: '#0b0d12', speed: 1, quality: 1, ...defaults },
164
+ run: (el, o, ctx) => canvasBackground(el, ctx, spec, o),
165
+ });
166
+ /** Low-resolution scalar field → ImageData, drawn scaled up (used by voronoi / metaballs / contours). */
167
+ function field(f, cell, px) {
168
+ const step = Math.max(2, Math.round(cell / f.quality));
169
+ const cw = Math.max(1, Math.ceil(f.w / step));
170
+ const ch = Math.max(1, Math.ceil(f.h / step));
171
+ const st = f.state;
172
+ if (!st.buf || st.buf.width !== cw || st.buf.height !== ch) {
173
+ st.buf = document.createElement('canvas');
174
+ st.buf.width = cw;
175
+ st.buf.height = ch;
176
+ st.bctx = st.buf.getContext('2d');
177
+ st.img = st.bctx?.createImageData(cw, ch);
178
+ }
179
+ if (!st.bctx || !st.img)
180
+ return;
181
+ const d = st.img.data;
182
+ for (let y = 0; y < ch; y++)
183
+ for (let x = 0; x < cw; x++)
184
+ px(x * step, y * step, d, (y * cw + x) * 4);
185
+ st.bctx.putImageData(st.img, 0, 0);
186
+ f.ctx.imageSmoothingEnabled = true;
187
+ f.ctx.drawImage(st.buf, 0, 0, f.w, f.h);
188
+ }
189
+ const GENERATIVE_FX = [
190
+ gen('flow-field', 'Particles drift along a slowly changing flow field, leaving silky trails.', { count: 600, fade: 0.06 }, {
191
+ init: (w, h, o) => ({ p: Array.from({ length: o.count }, () => [Math.random() * w, Math.random() * h]) }),
192
+ draw: ({ ctx, w, h, t, state, o, quality }) => {
193
+ ctx.fillStyle = o.background;
194
+ ctx.globalAlpha = t === 0 ? 1 : o.fade;
195
+ ctx.fillRect(0, 0, w, h);
196
+ ctx.globalAlpha = 0.8;
197
+ const n = Math.round(state.p.length * quality);
198
+ const steps = t === 0 ? 40 : 1;
199
+ for (let i = 0; i < n; i++) {
200
+ const q = state.p[i];
201
+ ctx.fillStyle = o.colors[i % o.colors.length];
202
+ for (let s = 0; s < steps; s++) {
203
+ const a = noise2(q[0] * 0.004, q[1] * 0.004, t * 0.15 * o.speed) * Math.PI * 2;
204
+ q[0] += Math.cos(a) * 1.2 * o.speed;
205
+ q[1] += Math.sin(a) * 1.2 * o.speed;
206
+ if (q[0] < 0 || q[0] > w || q[1] < 0 || q[1] > h)
207
+ (q[0] = Math.random() * w), (q[1] = Math.random() * h);
208
+ ctx.fillRect(q[0], q[1], 1.4, 1.4);
209
+ }
210
+ }
211
+ ctx.globalAlpha = 1;
212
+ },
213
+ }),
214
+ gen('voronoi', 'Drifting Voronoi cells in the palette, with darker borders.', { seeds: 14, cell: 6 }, {
215
+ init: (w, h, o) => ({ s: Array.from({ length: o.seeds }, (_, i) => ({ x: Math.random() * w, y: Math.random() * h, vx: Math.random() - 0.5, vy: Math.random() - 0.5, c: hexRgb(o.colors[i % o.colors.length]) })) }),
216
+ draw: (f) => {
217
+ const { w, h, state, o } = f;
218
+ for (const s of state.s) {
219
+ s.x += s.vx * o.speed;
220
+ s.y += s.vy * o.speed;
221
+ if (s.x < 0 || s.x > w)
222
+ s.vx *= -1;
223
+ if (s.y < 0 || s.y > h)
224
+ s.vy *= -1;
225
+ }
226
+ field(f, o.cell, (x, y, d, i) => {
227
+ let b = Infinity;
228
+ let b2 = Infinity;
229
+ let c = state.s[0].c;
230
+ for (const s of state.s) {
231
+ const dd = (s.x - x) ** 2 + (s.y - y) ** 2;
232
+ if (dd < b)
233
+ (b2 = b), (b = dd), (c = s.c);
234
+ else if (dd < b2)
235
+ b2 = dd;
236
+ }
237
+ const edge = Math.sqrt(b2) - Math.sqrt(b) < 6 ? 0.55 : 1;
238
+ d[i] = c[0] * edge;
239
+ d[i + 1] = c[1] * edge;
240
+ d[i + 2] = c[2] * edge;
241
+ d[i + 3] = 255;
242
+ });
243
+ },
244
+ }),
245
+ gen('mesh-gradient', 'Soft blobs of colour orbit and blend into a living mesh gradient.', { blobs: 4, blur: 0.65 }, {
246
+ draw: ({ ctx, w, h, t, o }) => {
247
+ ctx.fillStyle = o.background;
248
+ ctx.fillRect(0, 0, w, h);
249
+ const r = Math.max(w, h) * o.blur;
250
+ for (let i = 0; i < o.blobs; i++) {
251
+ const a = t * 0.25 * o.speed + (i * Math.PI * 2) / o.blobs;
252
+ const x = w / 2 + Math.cos(a * (1 + i * 0.13)) * w * 0.32;
253
+ const y = h / 2 + Math.sin(a * (0.8 + i * 0.11)) * h * 0.32;
254
+ const [cr, cg, cb] = hexRgb(o.colors[i % o.colors.length]);
255
+ const g = ctx.createRadialGradient(x, y, 0, x, y, r);
256
+ g.addColorStop(0, `rgba(${cr},${cg},${cb},0.7)`);
257
+ g.addColorStop(1, `rgba(${cr},${cg},${cb},0)`);
258
+ ctx.fillStyle = g;
259
+ ctx.fillRect(0, 0, w, h);
260
+ }
261
+ },
262
+ }),
263
+ gen('starfield', 'Stars stream toward the viewer (warp speed with `speed: 4`).', { stars: 400, color: '#ffffff' }, {
264
+ init: (_w, _h, o) => ({ s: Array.from({ length: o.stars }, () => [Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random()]) }),
265
+ draw: ({ ctx, w, h, t, state, o, quality }) => {
266
+ ctx.fillStyle = o.background;
267
+ ctx.fillRect(0, 0, w, h);
268
+ ctx.fillStyle = o.color;
269
+ const n = Math.round(state.s.length * quality);
270
+ for (let i = 0; i < n; i++) {
271
+ const s = state.s[i];
272
+ if (t > 0)
273
+ s[2] -= 0.004 * o.speed;
274
+ if (s[2] <= 0.01)
275
+ (s[0] = Math.random() * 2 - 1), (s[1] = Math.random() * 2 - 1), (s[2] = 1);
276
+ const x = w / 2 + (s[0] / s[2]) * w * 0.5;
277
+ const y = h / 2 + (s[1] / s[2]) * h * 0.5;
278
+ if (x < 0 || x > w || y < 0 || y > h)
279
+ continue;
280
+ const size = (1 - s[2]) * 2.6;
281
+ ctx.globalAlpha = Math.min(1, (1 - s[2]) * 1.6);
282
+ ctx.fillRect(x, y, size, size);
283
+ }
284
+ ctx.globalAlpha = 1;
285
+ },
286
+ }),
287
+ gen('metaballs', 'Gooey blobs that merge and split (low-resolution field, scaled up).', { balls: 6, cell: 5, threshold: 1 }, {
288
+ init: (w, h, o) => ({ b: Array.from({ length: o.balls }, () => ({ x: Math.random() * w, y: Math.random() * h, vx: (Math.random() - 0.5) * 1.6, vy: (Math.random() - 0.5) * 1.6, r: Math.min(w, h) * (0.08 + Math.random() * 0.08) })) }),
289
+ draw: (f) => {
290
+ const { w, h, state, o } = f;
291
+ for (const b of state.b) {
292
+ b.x += b.vx * o.speed;
293
+ b.y += b.vy * o.speed;
294
+ if (b.x < 0 || b.x > w)
295
+ b.vx *= -1;
296
+ if (b.y < 0 || b.y > h)
297
+ b.vy *= -1;
298
+ }
299
+ const [ar, ag, ab] = hexRgb(o.colors[0]);
300
+ const [br, bg, bb] = hexRgb(o.colors[1] || o.colors[0]);
301
+ const [kr, kg, kb] = hexRgb(o.background);
302
+ field(f, o.cell, (x, y, d, i) => {
303
+ let v = 0;
304
+ for (const b of state.b)
305
+ v += (b.r * b.r) / ((b.x - x) ** 2 + (b.y - y) ** 2 + 1);
306
+ const inside = v >= o.threshold;
307
+ const k = Math.min(1, (v - o.threshold) * 0.8);
308
+ d[i] = inside ? ar + (br - ar) * k : kr;
309
+ d[i + 1] = inside ? ag + (bg - ag) * k : kg;
310
+ d[i + 2] = inside ? ab + (bb - ab) * k : kb;
311
+ d[i + 3] = 255;
312
+ });
313
+ },
314
+ }),
315
+ gen('contours', 'Topographic contour lines over a slowly shifting height field.', { levels: 9, cell: 4, color: '#7c5cff' }, {
316
+ draw: (f) => {
317
+ const { t, o } = f;
318
+ const [lr, lg, lb] = hexRgb(o.color);
319
+ const [kr, kg, kb] = hexRgb(o.background);
320
+ const z = (x, y) => (noise2(x * 0.006, y * 0.006, t * 0.2 * o.speed) + 1) / 2;
321
+ const step = Math.max(2, Math.round(o.cell / f.quality));
322
+ field(f, o.cell, (x, y, d, i) => {
323
+ const a = Math.floor(z(x, y) * o.levels);
324
+ const line = a !== Math.floor(z(x + step, y) * o.levels) || a !== Math.floor(z(x, y + step) * o.levels);
325
+ const shade = 0.12 + (a / o.levels) * 0.18;
326
+ d[i] = line ? lr : kr + (lr - kr) * shade;
327
+ d[i + 1] = line ? lg : kg + (lg - kg) * shade;
328
+ d[i + 2] = line ? lb : kb + (lb - kb) * shade;
329
+ d[i + 3] = 255;
330
+ });
331
+ },
332
+ }),
333
+ ];
334
+
335
+ export { GENERATIVE_FX as G, PALETTE as P, all as a, overlay as b, canvasBackground as c, fxLayer as f, hexRgb as h, noise2 as n, origin as o, rand as r, spawn as s };
336
+ //# sourceMappingURL=generative-D2YyhaeO.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"generative-D2YyhaeO.js","sources":["../../src/components/effects/shared.ts","../../src/components/effects/generative.ts"],"sourcesContent":["/** Helpers shared by the 5.x effect packs. */\nimport type { EffectContext } from '../fx/registry';\n\nlet layer: HTMLElement | null = null;\n/** A fixed, pointer-transparent, aria-hidden layer for transient particles. */\nexport function fxLayer(): HTMLElement {\n if (layer?.isConnected) return layer;\n layer = document.createElement('div');\n layer.setAttribute('aria-hidden', 'true');\n layer.setAttribute('data-usa-fx-layer', '');\n layer.style.cssText = 'position:fixed;inset:0;pointer-events:none;overflow:hidden;z-index:2147483000;contain:strict';\n document.body.appendChild(layer);\n return layer;\n}\n\n/** Client point of the triggering pointer event, or the element's center. */\nexport function origin(el: Element, ctx: EffectContext): { x: number; y: number } {\n const e = ctx.event as PointerEvent | MouseEvent | undefined;\n const r = el.getBoundingClientRect();\n return e && typeof e.clientX === 'number' && (e.clientX || e.clientY) ? { x: e.clientX, y: e.clientY } : { x: r.left + r.width / 2, y: r.top + r.height / 2 };\n}\n\n/** Spawn an absolutely positioned node in the fx layer at (x, y); removed when its animation ends. */\nexport function spawn(x: number, y: number, css: string, ctx: EffectContext, frames: Keyframe[], opts: KeyframeAnimationOptions, text = ''): Animation | null {\n const n = document.createElement('span');\n n.style.cssText = `position:absolute;left:${x}px;top:${y}px;${css}`;\n if (text) n.textContent = text;\n fxLayer().appendChild(n);\n const a = ctx.animate(n, frames, { fill: 'forwards', ...opts });\n const rm = () => n.remove();\n if (a) a.finished.then(rm, rm);\n else rm();\n return a;\n}\n\n/** An overlay child covering `el` (makes `el` a positioning context). Returns it and a remover. */\nexport function overlay(el: HTMLElement, css: string): [HTMLElement, () => void] {\n const o = document.createElement('span');\n o.setAttribute('aria-hidden', 'true');\n o.style.cssText = `position:absolute;inset:0;pointer-events:none;border-radius:inherit;${css}`;\n if (getComputedStyle(el).position === 'static') el.style.position = 'relative';\n el.appendChild(o);\n return [o, () => o.remove()];\n}\n\nexport const PALETTE = ['#7c5cff', '#ff5c8a', '#22d3ee', '#facc15', '#34d399'];\nexport const rand = (a: number, b: number): number => a + Math.random() * (b - a);\n\n/** Wait for all animations (ignoring nulls). */\nexport const all = (anims: (Animation | null)[]): Promise<unknown> => Promise.all(anims.filter(Boolean).map((a) => a!.finished.catch(() => undefined)));\n","/**\n * 5.5 — generative backgrounds on Canvas 2D, registered through\n * `registerEffect()` (kind `background`): `flow-field`, `voronoi`,\n * `mesh-gradient`, `starfield`, `metaballs`, `contours`.\n *\n * Shared runner (`canvasBackground()`): a canvas behind the element's content\n * (`aria-hidden`, pointer-transparent), rendering only while visible\n * (IntersectionObserver) and the tab is shown, with adaptive quality — the\n * render scale drops when frames get slow and recovers when they are fast.\n * Reduced motion: one static frame, no loop.\n */\nimport type { EffectContext, EffectDefinition } from '../fx/registry';\nimport { PALETTE } from './shared';\n\nexport interface GenFrame {\n ctx: CanvasRenderingContext2D;\n /** CSS-pixel size of the canvas. */\n w: number;\n h: number;\n /** Seconds since start (0 for the static reduced-motion frame). */\n t: number;\n /** Render scale 0.35–1 (adaptive quality). */\n quality: number;\n /** Per-effect state, created by `init`. */\n state: any;\n /** Merged options. */\n o: any;\n}\n\nexport interface GenerativeSpec {\n init?: (w: number, h: number, o: any) => any;\n draw: (f: GenFrame) => void;\n}\n\n/** Deterministic smooth pseudo-noise in [-1, 1] (sum of sines — cheap, no tables). */\nexport function noise2(x: number, y: number, t = 0): number {\n return (Math.sin(x * 1.7 + t) * Math.cos(y * 1.3 - t * 0.7) + Math.sin((x + y) * 0.9 + t * 0.5) * 0.5 + Math.cos(x * 0.6 - y * 1.1 - t * 0.3) * 0.5) / 2;\n}\n\n/** Hex `#rrggbb` → [r, g, b]. */\nexport function hexRgb(hex: string): [number, number, number] {\n const m = /^#?([\\da-f]{2})([\\da-f]{2})([\\da-f]{2})$/i.exec(hex.trim());\n return m ? [parseInt(m[1], 16), parseInt(m[2], 16), parseInt(m[3], 16)] : [124, 92, 255];\n}\n\n/**\n * Mount a generative canvas behind `el` and run `spec` on it. Returns the\n * cleanup. Exposed for custom generative effects.\n */\nexport function canvasBackground(el: HTMLElement, fx: EffectContext, spec: GenerativeSpec, o: any): () => void {\n const canvas = document.createElement('canvas');\n canvas.setAttribute('aria-hidden', 'true');\n canvas.setAttribute('data-usa-fx-canvas', '');\n canvas.style.cssText = 'position:absolute;inset:0;width:100%;height:100%;pointer-events:none;z-index:-1;border-radius:inherit';\n const restore: [string, string][] = [];\n const set = (k: 'position' | 'isolation', v: string) => {\n restore.push([k, el.style[k]]);\n el.style[k] = v;\n };\n if (getComputedStyle(el).position === 'static') set('position', 'relative');\n set('isolation', 'isolate');\n el.prepend(canvas);\n const ctx = canvas.getContext('2d');\n let raf = 0;\n let visible = true;\n let quality = Math.min(1, Math.max(0.35, Number(o.quality) || 1));\n let w = 0;\n let h = 0;\n let state: any = null;\n const t0 = performance.now();\n let last = t0;\n let slow = 0;\n let fast = 0;\n const resize = () => {\n const r = el.getBoundingClientRect();\n w = Math.max(1, Math.round(r.width));\n h = Math.max(1, Math.round(r.height));\n const dpr = Math.min(2, (typeof devicePixelRatio === 'number' ? devicePixelRatio : 1) || 1) * quality;\n canvas.width = Math.max(1, Math.round(w * dpr));\n canvas.height = Math.max(1, Math.round(h * dpr));\n if (ctx) ctx.setTransform(dpr, 0, 0, dpr, 0, 0);\n state = spec.init ? spec.init(w, h, o) : {};\n };\n const frame = (now: number) => {\n raf = 0;\n if (!ctx) return;\n const dt = now - last;\n last = now;\n // adaptive quality: sustained slow frames lower the render scale, fast ones raise it\n if (dt > 28) slow++;\n else if (dt < 18) fast++;\n if (slow > 20 && quality > 0.35) {\n quality = Math.max(0.35, quality - 0.15);\n slow = fast = 0;\n resize();\n } else if (fast > 240 && quality < 1) {\n quality = Math.min(1, quality + 0.15);\n slow = fast = 0;\n resize();\n }\n spec.draw({ ctx, w, h, t: (now - t0) / 1000, quality, state, o });\n if (visible && !document.hidden) raf = requestAnimationFrame(frame);\n };\n const start = () => {\n if (!raf && ctx && !fx.reduced) {\n last = performance.now();\n raf = requestAnimationFrame(frame);\n }\n };\n resize();\n if (ctx) spec.draw({ ctx, w, h, t: 0, quality, state, o }); // first / static frame\n const io = typeof IntersectionObserver === 'function' ? new IntersectionObserver((es) => {\n visible = es.some((e) => e.isIntersecting);\n if (visible) start();\n }) : null;\n io?.observe(el);\n const ro = typeof ResizeObserver === 'function' ? new ResizeObserver(() => {\n resize();\n if (ctx && fx.reduced) spec.draw({ ctx, w, h, t: 0, quality, state, o });\n }) : null;\n ro?.observe(el);\n const vis = () => !document.hidden && visible && start();\n document.addEventListener('visibilitychange', vis);\n start();\n return () => {\n cancelAnimationFrame(raf);\n raf = 0;\n io?.disconnect();\n ro?.disconnect();\n document.removeEventListener('visibilitychange', vis);\n canvas.remove();\n for (const [k, v] of restore) el.style[k as 'position'] = v;\n };\n}\n\nconst gen = (name: string, description: string, defaults: Record<string, unknown>, spec: GenerativeSpec): EffectDefinition => ({\n name,\n kind: 'background',\n description,\n reduced: 'run',\n defaults: { colors: PALETTE, background: '#0b0d12', speed: 1, quality: 1, ...defaults },\n run: (el, o: any, ctx) => canvasBackground(el, ctx, spec, o),\n});\n\n/** Low-resolution scalar field → ImageData, drawn scaled up (used by voronoi / metaballs / contours). */\nfunction field(f: GenFrame, cell: number, px: (x: number, y: number, out: Uint8ClampedArray, i: number) => void): void {\n const step = Math.max(2, Math.round(cell / f.quality));\n const cw = Math.max(1, Math.ceil(f.w / step));\n const ch = Math.max(1, Math.ceil(f.h / step));\n const st = f.state;\n if (!st.buf || st.buf.width !== cw || st.buf.height !== ch) {\n st.buf = document.createElement('canvas');\n st.buf.width = cw;\n st.buf.height = ch;\n st.bctx = st.buf.getContext('2d');\n st.img = st.bctx?.createImageData(cw, ch);\n }\n if (!st.bctx || !st.img) return;\n const d = st.img.data as Uint8ClampedArray;\n for (let y = 0; y < ch; y++) for (let x = 0; x < cw; x++) px(x * step, y * step, d, (y * cw + x) * 4);\n st.bctx.putImageData(st.img, 0, 0);\n f.ctx.imageSmoothingEnabled = true;\n f.ctx.drawImage(st.buf, 0, 0, f.w, f.h);\n}\n\nexport const GENERATIVE_FX: EffectDefinition[] = [\n gen('flow-field', 'Particles drift along a slowly changing flow field, leaving silky trails.', { count: 600, fade: 0.06 }, {\n init: (w, h, o) => ({ p: Array.from({ length: o.count }, () => [Math.random() * w, Math.random() * h]) }),\n draw: ({ ctx, w, h, t, state, o, quality }) => {\n ctx.fillStyle = o.background;\n ctx.globalAlpha = t === 0 ? 1 : o.fade;\n ctx.fillRect(0, 0, w, h);\n ctx.globalAlpha = 0.8;\n const n = Math.round(state.p.length * quality);\n const steps = t === 0 ? 40 : 1;\n for (let i = 0; i < n; i++) {\n const q = state.p[i];\n ctx.fillStyle = o.colors[i % o.colors.length];\n for (let s = 0; s < steps; s++) {\n const a = noise2(q[0] * 0.004, q[1] * 0.004, t * 0.15 * o.speed) * Math.PI * 2;\n q[0] += Math.cos(a) * 1.2 * o.speed;\n q[1] += Math.sin(a) * 1.2 * o.speed;\n if (q[0] < 0 || q[0] > w || q[1] < 0 || q[1] > h) (q[0] = Math.random() * w), (q[1] = Math.random() * h);\n ctx.fillRect(q[0], q[1], 1.4, 1.4);\n }\n }\n ctx.globalAlpha = 1;\n },\n }),\n gen('voronoi', 'Drifting Voronoi cells in the palette, with darker borders.', { seeds: 14, cell: 6 }, {\n init: (w, h, o) => ({ s: Array.from({ length: o.seeds }, (_, i) => ({ x: Math.random() * w, y: Math.random() * h, vx: Math.random() - 0.5, vy: Math.random() - 0.5, c: hexRgb(o.colors[i % o.colors.length]) })) }),\n draw: (f) => {\n const { w, h, state, o } = f;\n for (const s of state.s) {\n s.x += s.vx * o.speed;\n s.y += s.vy * o.speed;\n if (s.x < 0 || s.x > w) s.vx *= -1;\n if (s.y < 0 || s.y > h) s.vy *= -1;\n }\n field(f, o.cell, (x, y, d, i) => {\n let b = Infinity;\n let b2 = Infinity;\n let c = state.s[0].c;\n for (const s of state.s) {\n const dd = (s.x - x) ** 2 + (s.y - y) ** 2;\n if (dd < b) (b2 = b), (b = dd), (c = s.c);\n else if (dd < b2) b2 = dd;\n }\n const edge = Math.sqrt(b2) - Math.sqrt(b) < 6 ? 0.55 : 1;\n d[i] = c[0] * edge;\n d[i + 1] = c[1] * edge;\n d[i + 2] = c[2] * edge;\n d[i + 3] = 255;\n });\n },\n }),\n gen('mesh-gradient', 'Soft blobs of colour orbit and blend into a living mesh gradient.', { blobs: 4, blur: 0.65 }, {\n draw: ({ ctx, w, h, t, o }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n const r = Math.max(w, h) * o.blur;\n for (let i = 0; i < o.blobs; i++) {\n const a = t * 0.25 * o.speed + (i * Math.PI * 2) / o.blobs;\n const x = w / 2 + Math.cos(a * (1 + i * 0.13)) * w * 0.32;\n const y = h / 2 + Math.sin(a * (0.8 + i * 0.11)) * h * 0.32;\n const [cr, cg, cb] = hexRgb(o.colors[i % o.colors.length]);\n const g = ctx.createRadialGradient(x, y, 0, x, y, r);\n g.addColorStop(0, `rgba(${cr},${cg},${cb},0.7)`);\n g.addColorStop(1, `rgba(${cr},${cg},${cb},0)`);\n ctx.fillStyle = g;\n ctx.fillRect(0, 0, w, h);\n }\n },\n }),\n gen('starfield', 'Stars stream toward the viewer (warp speed with `speed: 4`).', { stars: 400, color: '#ffffff' }, {\n init: (_w, _h, o) => ({ s: Array.from({ length: o.stars }, () => [Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random()]) }),\n draw: ({ ctx, w, h, t, state, o, quality }) => {\n ctx.fillStyle = o.background;\n ctx.fillRect(0, 0, w, h);\n ctx.fillStyle = o.color;\n const n = Math.round(state.s.length * quality);\n for (let i = 0; i < n; i++) {\n const s = state.s[i];\n if (t > 0) s[2] -= 0.004 * o.speed;\n if (s[2] <= 0.01) (s[0] = Math.random() * 2 - 1), (s[1] = Math.random() * 2 - 1), (s[2] = 1);\n const x = w / 2 + (s[0] / s[2]) * w * 0.5;\n const y = h / 2 + (s[1] / s[2]) * h * 0.5;\n if (x < 0 || x > w || y < 0 || y > h) continue;\n const size = (1 - s[2]) * 2.6;\n ctx.globalAlpha = Math.min(1, (1 - s[2]) * 1.6);\n ctx.fillRect(x, y, size, size);\n }\n ctx.globalAlpha = 1;\n },\n }),\n gen('metaballs', 'Gooey blobs that merge and split (low-resolution field, scaled up).', { balls: 6, cell: 5, threshold: 1 }, {\n init: (w, h, o) => ({ b: Array.from({ length: o.balls }, () => ({ x: Math.random() * w, y: Math.random() * h, vx: (Math.random() - 0.5) * 1.6, vy: (Math.random() - 0.5) * 1.6, r: Math.min(w, h) * (0.08 + Math.random() * 0.08) })) }),\n draw: (f) => {\n const { w, h, state, o } = f;\n for (const b of state.b) {\n b.x += b.vx * o.speed;\n b.y += b.vy * o.speed;\n if (b.x < 0 || b.x > w) b.vx *= -1;\n if (b.y < 0 || b.y > h) b.vy *= -1;\n }\n const [ar, ag, ab] = hexRgb(o.colors[0]);\n const [br, bg, bb] = hexRgb(o.colors[1] || o.colors[0]);\n const [kr, kg, kb] = hexRgb(o.background);\n field(f, o.cell, (x, y, d, i) => {\n let v = 0;\n for (const b of state.b) v += (b.r * b.r) / ((b.x - x) ** 2 + (b.y - y) ** 2 + 1);\n const inside = v >= o.threshold;\n const k = Math.min(1, (v - o.threshold) * 0.8);\n d[i] = inside ? ar + (br - ar) * k : kr;\n d[i + 1] = inside ? ag + (bg - ag) * k : kg;\n d[i + 2] = inside ? ab + (bb - ab) * k : kb;\n d[i + 3] = 255;\n });\n },\n }),\n gen('contours', 'Topographic contour lines over a slowly shifting height field.', { levels: 9, cell: 4, color: '#7c5cff' }, {\n draw: (f) => {\n const { t, o } = f;\n const [lr, lg, lb] = hexRgb(o.color);\n const [kr, kg, kb] = hexRgb(o.background);\n const z = (x: number, y: number) => (noise2(x * 0.006, y * 0.006, t * 0.2 * o.speed) + 1) / 2;\n const step = Math.max(2, Math.round(o.cell / f.quality));\n field(f, o.cell, (x, y, d, i) => {\n const a = Math.floor(z(x, y) * o.levels);\n const line = a !== Math.floor(z(x + step, y) * o.levels) || a !== Math.floor(z(x, y + step) * o.levels);\n const shade = 0.12 + (a / o.levels) * 0.18;\n d[i] = line ? lr : kr + (lr - kr) * shade;\n d[i + 1] = line ? lg : kg + (lg - kg) * shade;\n d[i + 2] = line ? lb : kb + (lb - kb) * shade;\n d[i + 3] = 255;\n });\n },\n 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