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2026-09-20 14:16:41 +02:00
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// The animated backdrop, all on one canvas: drifting, twinkling stars with the
// odd shooting star, the striped sun, and a perspective grid floor sliding
// towards you. One canvas is one composited layer: no CSS 3D transforms, masks or
// animations, which is what made the old CSS floor flicker in mobile Safari.
//
// Built to survive mobile browsers: star positions are stored as fractions of
// the viewport so a resize (iOS fires them constantly as the toolbar collapses)
// never re-scatters them; a frame that throws cannot kill the loop; and the loop
// is restarted if it is ever found dead (dropped frame, back/forward cache,
// throttled tab), so the animation cannot silently stop.
const STAR_COUNT = 320;
const TINTS = ['#ffffff', '#ffffff', '#ffffff', '#9ff8ff', '#ffb3f0'];
export function startBackdrop(canvas) {
const ctx = canvas.getContext('2d');
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)');
// Positions are fractions of the viewport (nx, ny in [0, 1)).
const stars = Array.from({ length: STAR_COUNT }, () => ({
nx: Math.random(),
ny: Math.random(),
z: 0.25 + Math.random() * 0.75,
phase: Math.random() * Math.PI * 2,
speed: 0.6 + Math.random() * 1.8,
tint: TINTS[Math.floor(Math.random() * TINTS.length)],
}));
let shooters = [];
let nextShot = 4000;
let w = 0;
let h = 0;
let dpr = 1;
let horizonY = 0; // where the floor starts
let floorH = 0;
let staticLayer = null; // sun + floor base, painted once per size
let staticTop = 0; // the layer is empty above this row, so only the part below it is drawn
let fade = null; // gradient that dissolves the grid into the horizon
let shown = 0; // how many stars fit the current viewport
let raf = 0;
let last = performance.now();
let lastFrame = performance.now();
let resizeTimer = 0;
function resize() {
// The canvas is a fixed box of 100vh anchored to the bottom (see the CSS), so
// it does not change size when a phone's toolbar slides in and out.
const nw = canvas.clientWidth;
const nh = canvas.clientHeight;
if (!nw || !nh) return;
dpr = Math.min(window.devicePixelRatio || 1, 2);
if (nw !== w || nh !== h || canvas.width !== Math.round(nw * dpr)) {
w = nw;
h = nh;
canvas.width = Math.round(w * dpr);
canvas.height = Math.round(h * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
floorH = Math.round(h * 0.17);
horizonY = h - floorH;
staticLayer = buildStatic();
fade = ctx.createLinearGradient(0, horizonY, 0, horizonY + floorH * 0.55);
fade.addColorStop(0, 'rgba(34,9,63,1)');
fade.addColorStop(1, 'rgba(34,9,63,0)');
}
shown = Math.min(STAR_COUNT, Math.round((w * h) / 5500));
draw(performance.now());
}
/** The parts that never move, painted once: the striped sun and the floor's base. */
function buildStatic() {
const c = document.createElement('canvas');
c.width = canvas.width;
c.height = canvas.height;
const g = c.getContext('2d');
g.setTransform(dpr, 0, 0, dpr, 0, 0);
const S = Math.max(180, Math.min(400, 0.34 * Math.min(w, h)));
const R = S / 2;
const cx = w / 2;
const cy = horizonY - 0.16 * S; // its lower third is hidden behind the floor
staticTop = Math.max(0, Math.floor(cy - R - 60)); // top of the sun's halo
const halo = g.createRadialGradient(cx, cy, R, cx, cy, R + 60);
halo.addColorStop(0, 'rgba(255,58,216,0.30)');
halo.addColorStop(1, 'rgba(255,58,216,0)');
g.fillStyle = halo;
g.beginPath();
g.arc(cx, cy, R + 60, 0, Math.PI * 2);
g.fill();
const t = document.createElement('canvas'); // the disc, with its stripes cut out
t.width = t.height = Math.ceil(S * dpr);
const tg = t.getContext('2d');
tg.scale(dpr, dpr);
const sun = tg.createLinearGradient(0, 0, 0, S);
sun.addColorStop(0, '#fff27a');
sun.addColorStop(0.32, '#ffb62e');
sun.addColorStop(0.72, '#ff3ad8');
sun.addColorStop(1, '#8a2cff');
tg.fillStyle = sun;
tg.beginPath();
tg.arc(R, R, R, 0, Math.PI * 2);
tg.fill();
tg.globalCompositeOperation = 'destination-out';
for (const [from, to] of [[0.46, 0.49], [0.56, 0.6], [0.67, 0.72], [0.79, 0.85], [0.91, 0.98]]) {
tg.fillRect(0, from * S, S, (to - from) * S);
}
g.drawImage(t, cx - R, cy - R, S, S);
const base = g.createLinearGradient(0, horizonY, 0, h);
base.addColorStop(0, '#22093f');
base.addColorStop(1, '#0c0420');
g.fillStyle = base;
g.fillRect(0, horizonY, w, floorH);
const glow = g.createLinearGradient(0, horizonY - 28, 0, horizonY);
glow.addColorStop(0, 'rgba(40,245,255,0)');
glow.addColorStop(1, 'rgba(40,245,255,0.45)');
g.fillStyle = glow;
g.fillRect(0, horizonY - 28, w, 28);
g.fillStyle = '#28f5ff';
g.fillRect(0, horizonY - 1, w, 2);
return c;
}
/** The grid: lines at even steps in depth, projected onto the floor. */
function drawGrid(now) {
const Z_FAR = 26;
const phase = reduce.matches ? 0 : ((now / 1000) * 0.42) % 1; // depth steps per second
ctx.save();
ctx.beginPath();
ctx.rect(0, horizonY, w, floorH);
ctx.clip();
ctx.strokeStyle = '#ff3ad8';
// lines across, sliding towards the viewer
for (let j = 0; j < Z_FAR; j++) {
const z = 1 + j - phase;
const y = horizonY + floorH / z;
ctx.globalAlpha = 0.85;
ctx.lineWidth = 0.7 + 1.5 / Math.max(z, 1);
ctx.beginPath();
ctx.moveTo(0, y);
ctx.lineTo(w, y);
ctx.stroke();
}
// lines running into the distance, meeting at the vanishing point
const spacing = floorH * 0.55;
const n = Math.ceil((w / 2 / spacing) * 6);
const cx = w / 2;
ctx.globalAlpha = 0.7;
ctx.lineWidth = 1.5;
ctx.beginPath();
for (let i = -n; i <= n; i++) {
ctx.moveTo(cx + (i * spacing) / Z_FAR, horizonY + floorH / Z_FAR);
ctx.lineTo(cx + (i * spacing) / 0.4, horizonY + floorH / 0.4);
}
ctx.stroke();
// dissolve everything into the horizon so distant lines cannot shimmer
ctx.globalAlpha = 1;
ctx.fillStyle = fade;
ctx.fillRect(0, horizonY, w, floorH * 0.55);
ctx.restore();
}
function draw(now) {
if (!staticLayer) return;
ctx.clearRect(0, 0, w, h);
for (let i = 0; i < shown; i++) {
const s = stars[i];
const tw = 0.5 + 0.5 * Math.sin((now / 1000) * s.speed + s.phase);
ctx.globalAlpha = reduce.matches ? 0.5 * s.z : (0.25 + 0.75 * tw) * s.z;
ctx.fillStyle = s.tint;
const r = 0.4 + s.z * 1.3;
ctx.fillRect(s.nx * w, s.ny * h, r, r);
}
for (const s of shooters) {
const g = ctx.createLinearGradient(s.x, s.y, s.x - s.vx * 9, s.y - s.vy * 9);
g.addColorStop(0, 'rgba(255,255,255,0.95)');
g.addColorStop(1, 'rgba(255,58,216,0)');
ctx.globalAlpha = Math.max(0, Math.min(1, s.life));
ctx.strokeStyle = g;
ctx.lineWidth = 1.5;
ctx.beginPath();
ctx.moveTo(s.x, s.y);
ctx.lineTo(s.x - s.vx * 9, s.y - s.vy * 9);
ctx.stroke();
}
ctx.globalAlpha = 1;
// sun and floor over the stars; only the part of the layer that has anything in it
ctx.drawImage(staticLayer, 0, staticTop * dpr, canvas.width, canvas.height - staticTop * dpr, 0, staticTop, w, h - staticTop);
drawGrid(now);
}
function update(dt) {
for (let i = 0; i < shown; i++) {
const s = stars[i];
s.nx -= (s.z * 0.012 * dt) / w;
if (s.nx < 0) {
s.nx += 1;
s.ny = Math.random();
}
}
nextShot -= dt;
if (nextShot <= 0) {
nextShot = 7000 + Math.random() * 9000;
shooters.push({ x: Math.random() * w * 0.8 + w * 0.2, y: Math.random() * h * 0.4, vx: -(6 + Math.random() * 4), vy: 2 + Math.random() * 2, life: 1.4 });
}
for (const s of shooters) {
s.x += (s.vx * dt) / 16;
s.y += (s.vy * dt) / 16;
s.life -= dt / 900;
}
shooters = shooters.filter((s) => s.life > 0);
}
function frame(now) {
raf = 0;
try {
const dt = Math.max(0, Math.min(64, now - last));
last = now;
update(dt);
draw(now);
} catch (e) {
console.error('starfield frame failed; continuing', e);
}
lastFrame = performance.now();
schedule();
}
function schedule() {
if (raf || reduce.matches || document.visibilityState !== 'visible') return;
raf = requestAnimationFrame(frame);
}
/** (Re)start the loop from a clean state. Safe to call at any time. */
function restart() {
cancelAnimationFrame(raf);
raf = 0;
last = lastFrame = performance.now();
if (reduce.matches) draw(last);
else schedule();
}
window.addEventListener('resize', () => {
clearTimeout(resizeTimer);
resizeTimer = setTimeout(resize, 120);
});
window.addEventListener('orientationchange', () => setTimeout(resize, 250));
document.addEventListener('visibilitychange', () => { if (document.visibilityState === 'visible') restart(); });
window.addEventListener('pageshow', restart); // back/forward cache restore
window.addEventListener('focus', restart);
reduce.addEventListener('change', restart);
// Watchdog: a visible page whose loop has gone quiet gets restarted.
setInterval(() => {
if (!reduce.matches && document.visibilityState === 'visible' && performance.now() - lastFrame > 1500) restart();
}, 1000);
resize();
restart();
}