import cloudTextureUrl from '@/assets/about-scene/clouds.png' import moonTextureUrl from '@/assets/about-scene/moon-phases.png' import swordTextureUrl from '@/assets/about-scene/netherite-sword.png' import cleanUrl from '@/assets/about-scene/victory-clean.jpg' import originalUrl from '@/assets/about-scene/victory-master.jpg' import correctedPoseUrl from '@/assets/about-scene/victory-pose.jpg' import removedBeamsUrl from '@/assets/about-scene/wither-beams-removed.png' import rebuiltWitherUrl from '@/assets/about-scene/wither-shoulder-cleanup.png' import { witherShieldSurfaces } from './wither-shield' type Point = [number, number] type Vertex = [number, number, number] /** The approved artwork and item geometry are kept separate from the animation lifecycle. */ export function createWitherVictoryScene(canvas: HTMLCanvasElement) { const context = canvas.getContext('2d') if (!context) throw new Error('Unable to initialize about-page canvas') const ctx = context const reducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)') const original = new Image() const clean = new Image() const correctedPose = new Image() const rebuiltWither = new Image() const removedBeams = new Image() const swordTexture = new Image() const cloudTexture = new Image() const moonTexture = new Image() const W = 2048, H = W / 3, artworkWidth = 2172, artworkHeight = 724, artworkScale = artworkWidth / W, TAU = Math.PI * 2 let time = 0, last = 0, paused = false, visible = false, ready = false let frame = 0, destroyed = false const makeLayer = (w = W, h = H) => { const layer = document.createElement('canvas') layer.width = Math.ceil(w) layer.height = Math.ceil(h) return layer } const base = makeLayer(artworkWidth, artworkHeight) const shield = makeLayer(artworkWidth, artworkHeight) const star = makeLayer(180, 180) const starFace = makeLayer(180, 180) const swordFace = makeLayer(128, 128) const grippingFingers = makeLayer(64, 80) let cloudField: ReturnType const buriedBlade: Point[] = [ [1088, 526], [1099, 505], [1105, 491], [1116, 490], [1124, 483], [1133, 485], [1142, 478], [1158, 477], [1195, 480], [1212, 534], [1169, 567], [1101, 555], ] const wound: Point[] = [ [1104, 507], [1116, 490], [1136, 490], [1140, 480], [1156, 477], [1178, 479], [1173, 493], [1157, 505], [1152, 524], [1137, 534], [1126, 523], ] const starRows = [ '....p....', '...pwp...', '..pwYwp..', '.pwYIYwp.', 'pwYISIYwp', '.pwYIYwp.', '..pwYwp..', '...pwp...', '....p....', ] const starColors: Record = { p: '#b692d0', w: '#f8e6cf', Y: '#ffe3a0', I: '#fff6da', S: '#fffef1', } // Irregular failing-lamp events: brief reignitions, weak sputters, and dark gaps. const shieldEvents = [ [0, 0.68, 0.48], [0.87, 0.09, 0.82], [1.05, 0.16, 0.27], [1.39, 0.08, 0.61], [2.7, 0.42, 0.2], [3.27, 0.13, 0.65], [4.8, 0.82, 0.42], [5.83, 0.06, 0.82], [6.08, 0.13, 0.29], [6.39, 0.09, 0.7], [8.15, 0.53, 0.26], [9.64, 0.12, 0.69], [9.88, 0.19, 0.34], [10.2, 0.08, 0.73], [11.75, 0.7, 0.45], [12.8, 0.07, 0.87], [13.14, 0.1, 0.24], [15.02, 0.28, 0.5], [15.58, 0.09, 0.86], [15.82, 0.13, 0.31], [17.5, 0.84, 0.22], [18.63, 0.08, 0.68], [18.85, 0.18, 0.39], [20.25, 0.56, 0.53], [21.13, 0.1, 0.86], [21.36, 0.12, 0.35], [22.17, 0.29, 0.18], ] const rand = (n: number) => { const v = Math.sin(n * 127.1 + 311.7) * 43758.5453 return v - Math.floor(v) } const sparks = Array.from({ length: 34 }, (_, i) => ({ seed: i, phase: rand(i), life: 6, size: 2 + rand(i + 9) * 5, })) const dust = Array.from({ length: 56 }, (_, i) => ({ seed: i + 80, phase: rand(i + 31), life: 6 + rand(i + 42) * 5, size: 4 + rand(i + 64) * 7, })) const armor: Point[][] = [ [ [655, 22], [809, 72], [885, 81], [858, 132], [773, 119], [690, 132], [651, 112], ], [ [693, 214], [768, 223], [805, 385], [727, 398], [712, 301], ], [ [627, 157], [670, 171], [649, 237], [596, 221], ], [ [877, 183], [918, 210], [899, 244], [865, 224], ], ] function path(points: Point[]) { ctx.beginPath() points.forEach((p, i) => (i ? ctx.lineTo(p[0], p[1]) : ctx.moveTo(p[0], p[1]))) ctx.closePath() } function glow(x: number, y: number, r: number, color: string, alpha: number) { const gradient = ctx.createRadialGradient(x, y, 0, x, y, r) gradient.addColorStop(0, `rgba(${color},${alpha})`) gradient.addColorStop(0.35, `rgba(${color},${alpha * 0.36})`) gradient.addColorStop(1, `rgba(${color},0)`) ctx.fillStyle = gradient ctx.fillRect(x - r, y - r, r * 2, r * 2) } function prepare() { // Restore the sharp master for all unaffected materials, anatomy and terrain. const b = base.getContext('2d')! b.setTransform(artworkScale, 0, 0, artworkScale, 0, 0) b.imageSmoothingEnabled = false b.drawImage(original, 0, 0, W, H) const sky = makeLayer(artworkWidth, artworkHeight), skyCtx = sky.getContext('2d')! skyCtx.setTransform(artworkScale, 0, 0, artworkScale, 0, 0) skyCtx.drawImage(clean, 0, 0, W, H) skyCtx.globalCompositeOperation = 'destination-in' const skyFade = skyCtx.createLinearGradient(0, 409, 0, 448) skyFade.addColorStop(0, '#fff') skyFade.addColorStop(1, 'transparent') skyCtx.fillStyle = skyFade skyCtx.fillRect(0, 0, W, 442) b.drawImage(sky, 0, 0, W, H) const restore = (source: HTMLImageElement, polygon: Point[]) => { b.save() b.beginPath() polygon.forEach((p, i) => (i ? b.lineTo(...p) : b.moveTo(...p))) b.closePath() b.clip() if (source === correctedPose) b.drawImage(source, (583 * W) / 2172, (212 * W) / 2172, (510 * W) / 2172, (477 * W) / 2172) else b.drawImage(source, 0, 0, W, H) b.restore() } // Crisp original character; only previously corrected hands/boots use their local plate. restore(original, [ [687, 8], [906, 81], [884, 173], [919, 183], [923, 209], [876, 242], [854, 273], [862, 314], [918, 308], [938, 385], [950, 424], [930, 480], [817, 480], [805, 399], [747, 399], [720, 491], [627, 502], [651, 423], [625, 452], [590, 437], [574, 410], [594, 386], [572, 374], [577, 341], [574, 331], [593, 270], [605, 237], [588, 237], [607, 159], [650, 139], ]) // Remove the baked angled moon locally with matching moon-free sky. // The new vanilla moon is a separate, camera-facing layer. const moonSky = makeLayer(280, 270), ms = moonSky.getContext('2d')! ms.drawImage( clean, 0, 0, (280 * clean.naturalWidth) / W, (270 * clean.naturalHeight) / H, 0, 0, 280, 270, ) ms.globalCompositeOperation = 'destination-in' ms.save() ms.translate(140, 130) ms.scale(1, 1.13) const moonMask = ms.createRadialGradient(0, 0, 80, 0, 0, 123) moonMask.addColorStop(0, '#fff') moonMask.addColorStop(1, 'transparent') ms.fillStyle = moonMask ms.fillRect(-140, -135, 280, 270) ms.restore() b.drawImage(moonSky, 193, -20) // Restore the sharp skull planes covered by the sky plate. restore(original, [ [1159, 355], [1318, 352], [1358, 421], [1315, 498], [1246, 474], [1107, 443], ]) // Remove the old painted blade without resampling the rest of the creature. restore(clean, [ [975, 339], [1002, 334], [1078, 369], [1148, 456], [1185, 469], [1200, 481], [1178, 520], [1144, 562], [1080, 570], [1025, 548], [1053, 502], [1006, 476], ]) // Retain the previously approved removal of baked lightning below the skulls. restore(clean, [ [900, 595], [948, 572], [1000, 588], [982, 615], [914, 630], [877, 625], ]) restore(clean, [ [1380, 420], [1428, 430], [1400, 492], [1375, 535], [1356, 606], [1377, 626], [1294, 639], [1284, 579], [1318, 525], [1320, 470], ]) // Use regeneration only to erase the two unwanted shoulder slabs. The skulls, // ribs, character and background retain their original sharp source pixels. restore(rebuiltWither, [ [963, 423], [1014, 417], [1049, 431], [1074, 479], [1066, 495], [1017, 511], [985, 524], [963, 466], ]) restore(rebuiltWither, [ [1360, 415], [1392, 414], [1429, 427], [1448, 445], [1405, 506], [1398, 532], [1355, 528], [1319, 514], [1324, 494], ]) // Replace only the removed beam silhouettes with the newly exposed background. // No full-frame regeneration or feathering: unaffected source pixels stay intact. restore(removedBeams, [ [976, 480], [1146, 462], [1152, 488], [1124, 508], [999, 530], [990, 542], ]) restore(removedBeams, [ [1294, 489], [1404, 498], [1445, 548], [1452, 629], [1402, 621], [1305, 615], [1299, 549], [1283, 521], ]) restore(correctedPose, [ [811, 377], [951, 377], [975, 415], [987, 481], [952, 496], [813, 486], ]) restore(correctedPose, [ [591, 486], [744, 495], [757, 650], [550, 650], [565, 553], ]) restore(correctedPose, [ [880, 210], [925, 218], [951, 235], [977, 245], [979, 280], [957, 302], [932, 299], [910, 280], [877, 267], ]) try { cloudField = makeVanillaCloudField() } catch (error) { console.warn('Unable to initialize about-page clouds', error) } // Occlude with skin pixels only: background in the palm must not erase the grip. const fingers = grippingFingers.getContext('2d')! fingers.drawImage( clean, (922 * clean.naturalWidth) / W, (228 * clean.naturalHeight) / H, (64 * clean.naturalWidth) / W, (80 * clean.naturalHeight) / H, 0, 0, 64, 80, ) const skin = fingers.getImageData(0, 0, 64, 80) for (let pixel = 0; pixel < skin.data.length; pixel += 4) { const [red, green, blue] = skin.data.subarray(pixel, pixel + 3) if (red < 90 || green < 48 || red < green * 1.04 || green < blue * 1.08) skin.data[pixel + 3] = 0 } fingers.putImageData(skin, 0, 0) // A small extruded item sprite retains sharp pixels during its vertical-axis turn. const s = star.getContext('2d')! starRows.forEach((row, y) => [...row].forEach((v, x) => { if (v !== '.') { s.fillStyle = starColors[v] s.fillRect(x * 20, y * 20, 20, 20) } }), ) } function enchantedFace( target: HTMLCanvasElement, texture: CanvasImageSource, t: number, strength: number, ) { const c = target.getContext('2d')!, size = target.width c.clearRect(0, 0, size, size) c.imageSmoothingEnabled = false c.globalCompositeOperation = 'source-over' c.drawImage(texture, 0, 0, size, size) c.globalCompositeOperation = 'source-atop' c.fillStyle = `rgba(123,63,207,${strength * 0.14})` c.fillRect(0, 0, size, size) // Translation of glint only: the texture coordinates and geometry never change. const shift = ((t / 6) % 1) * size * 1.25 for (let band = -2; band < 3; band++) { const x = shift + band * size * 1.25 const g = c.createLinearGradient(x - size * 0.7, 0, x + size * 0.3, size) g.addColorStop(0, 'rgba(135,72,236,0)') g.addColorStop(0.34, 'rgba(135,72,236,0)') g.addColorStop(0.46, `rgba(163,99,247,${strength * 0.6})`) g.addColorStop(0.5, `rgba(224,178,255,${strength})`) g.addColorStop(0.55, `rgba(151,81,244,${strength * 0.5})`) g.addColorStop(0.66, 'rgba(135,72,236,0)') g.addColorStop(1, 'rgba(135,72,236,0)') c.fillStyle = g c.fillRect(0, 0, size, size) } c.globalCompositeOperation = 'source-over' return target } function drawSword(t: number) { const face = enchantedFace(swordFace, swordTexture, t, 0.34) ctx.save() // Hide only the buried sword pixels; never paint a base-image patch over the shield. ctx.beginPath() ctx.rect(0, 0, W, H) buriedBlade.forEach((p, i) => (i ? ctx.lineTo(p[0], p[1]) : ctx.moveTo(p[0], p[1]))) ctx.closePath() ctx.clip('evenodd') // Original 128x128 asset is rigidly rotated/scaled, with no mesh warp or repainting. // Place the grip's actual texture center inside the corrected curled palm. ctx.translate(938, 268) ctx.rotate((95.5 * Math.PI) / 180) ctx.scale(2.12, 2.12) ctx.imageSmoothingEnabled = false ctx.save() ctx.translate(1.25, 1.25) ctx.filter = 'brightness(.55)' ctx.drawImage(swordTexture, -24, -104, 128, 128) ctx.restore() ctx.drawImage(face, -24, -104, 128, 128) ctx.restore() // The fingers occlude the handle so it remains held, rather than pasted over the hand. ctx.drawImage(grippingFingers, 922, 228) } function drawStar(t: number, angle: number, x: number, y: number) { const front = enchantedFace(starFace, star, t, 0.23) const cosine = Math.cos(angle), sine = Math.sin(angle), halfDepth = 5 ctx.save() ctx.translate(x, y) ctx.imageSmoothingEnabled = false // One native item-texel layer of thickness; keep the front's pixel silhouette intact. const edge = sine > 0 ? -1 : 1 for (let row = 0; row < 9; row++) for (let col = 0; col < 9; col++) { const color = starRows[row][col] if (color === '.') continue const neighbor = starRows[row][col + edge] if (neighbor && neighbor !== '.') continue const px = ((col + (edge > 0 ? 1 : 0)) / 9 - 0.5) * 160, py = (row / 9 - 0.5) * 160 const a = px * cosine - halfDepth * sine, b = px * cosine + halfDepth * sine ctx.fillStyle = color === 'p' ? '#9070b0' : '#d9af67' ctx.beginPath() ctx.moveTo(a, py) ctx.lineTo(b, py) ctx.lineTo(b, py + 160 / 9) ctx.lineTo(a, py + 160 / 9) ctx.closePath() ctx.fill() } ctx.translate(Math.sign(cosine) * halfDepth * sine, 0) ctx.scale(cosine, 1) ctx.filter = 'brightness(1.04)' ctx.shadowColor = '#ffdc98' ctx.shadowBlur = 9 ctx.drawImage(front, -80, -80, 160, 160) ctx.restore() } function shieldLevel(t: number) { let level = 0 for (const [start, duration, power] of shieldEvents) { const p = (t - start) / duration if (p >= 0 && p < 1) { const envelope = Math.min(1, p * 14, (1 - p) * 10) const sputter = 0.64 + 0.36 * rand(Math.floor(t * 19) + start * 91) level = Math.max(level, power * envelope * sputter) } } return level } function makeVanillaCloudField() { // Minecraft 1.20.6's unmodified clouds.png supplies every occupied cell. // One texel is a 12 x 12 block footprint with the vanilla 4-block thickness. const textureCanvas = makeLayer(256, 256), tc = textureCanvas.getContext('2d')! tc.drawImage(cloudTexture, 0, 0) const pixels = tc.getImageData(0, 0, 256, 256).data const occupied = (x: number, z: number) => pixels[(((z + 256) % 256) * 256 + ((x + 256) % 256)) * 4 + 3] > 127 const layer = makeLayer() const context = layer.getContext('webgl', { alpha: true, antialias: true, premultipliedAlpha: true, }) if (!context) return const gl = context const vertices: number[] = [] const quad = (a: Vertex, b: Vertex, c: Vertex, d: Vertex, shade: number) => { for (const point of [a, b, c, a, c, d]) vertices.push(...point, shade) } for (let z = 8; z < 96; z++) for (let x = 0; x < 256; x++) { if (!occupied(x, z + 36)) continue const l = (x - 128) * 12, r = l + 12, n = z * 12, f = n + 12, y = 84, h = y + 4 quad([l, y, n], [r, y, n], [r, y, f], [l, y, f], 0.7) if (!occupied(x - 1, z + 36)) quad([l, y, n], [l, y, f], [l, h, f], [l, h, n], 0.9) if (!occupied(x + 1, z + 36)) quad([r, y, f], [r, y, n], [r, h, n], [r, h, f], 0.9) if (!occupied(x, z + 35)) quad([r, y, n], [l, y, n], [l, h, n], [r, h, n], 0.8) if (!occupied(x, z + 37)) quad([l, y, f], [r, y, f], [r, h, f], [l, h, f], 0.8) } const shader = (kind: number, source: string) => { const result = gl.createShader(kind) if (!result) throw new Error('Unable to allocate cloud shader') gl.shaderSource(result, source) gl.compileShader(result) if (!gl.getShaderParameter(result, gl.COMPILE_STATUS)) throw new Error(gl.getShaderInfoLog(result) ?? 'Cloud shader compilation failed') return result } const vertex = shader( gl.VERTEX_SHADER, ` attribute vec4 vertex; uniform float offset; varying float shade; varying float distance; void main(){ vec3 p=vertex.xyz+vec3(offset,0.0,0.0); float focal=650.0; float horizon=350.0; gl_Position=vec4(2.0*focal*p.x/2048.0, (1.0-2.0*horizon/682.6667)*p.z+2.0*focal*p.y/682.6667, 1.020202*p.z-28.282828,p.z); shade=vertex.w; distance=p.z; } `, ) const fragment = shader( gl.FRAGMENT_SHADER, ` precision mediump float; varying float shade; varying float distance; void main(){ float alpha=.70*(1.0-smoothstep(480.0,1150.0,distance)); gl_FragColor=vec4(vec3(.34,.40,.50)*shade*alpha,alpha); } `, ) const program = gl.createProgram() if (!program) throw new Error('Unable to allocate cloud program') gl.attachShader(program, vertex) gl.attachShader(program, fragment) gl.linkProgram(program) if (!gl.getProgramParameter(program, gl.LINK_STATUS)) throw new Error(gl.getProgramInfoLog(program) ?? 'Cloud program linking failed') gl.useProgram(program) const buffer = gl.createBuffer() gl.bindBuffer(gl.ARRAY_BUFFER, buffer) gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW) const attribute = gl.getAttribLocation(program, 'vertex') gl.enableVertexAttribArray(attribute) gl.vertexAttribPointer(attribute, 4, gl.FLOAT, false, 16, 0) const offset = gl.getUniformLocation(program, 'offset') gl.enable(gl.DEPTH_TEST) gl.disable(gl.BLEND) gl.clearColor(0, 0, 0, 0) gl.viewport(0, 0, layer.width, layer.height) return { draw(elapsed: number) { if (gl.isContextLost()) return gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT) const travel = (elapsed * 2.4) % 3072 for (const tile of [-3072, 0, 3072]) { gl.uniform1f(offset, tile + travel) gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 4) } return layer }, resize(width: number, height: number) { layer.width = width layer.height = height gl.viewport(0, 0, width, height) }, dispose() { gl.deleteBuffer(buffer) gl.deleteProgram(program) gl.deleteShader(vertex) gl.deleteShader(fragment) gl.getExtension('WEBGL_lose_context')?.loseContext() }, } } function drawShield(t: number) { const level = shieldLevel(t) canvas.dataset.shieldIntensity = level.toFixed(3) if (level < 0.003) return const surface = shield.getContext('2d')! surface.setTransform(artworkScale, 0, 0, artworkScale, 0, 0) surface.clearRect(0, 0, W, H + 1) surface.save() surface.globalCompositeOperation = 'source-over' const trace = (points: Point[]) => { surface.beginPath() points.forEach((p, i) => (i ? surface.lineTo(...p) : surface.moveTo(...p))) surface.closePath() } // Tight fractured-cavity contour: blue armor remains on the surrounding ribs. surface.beginPath() surface.rect(0, 0, W, H) wound.forEach((p, i) => (i ? surface.lineTo(p[0], p[1]) : surface.moveTo(p[0], p[1]))) surface.closePath() surface.clip('evenodd') witherShieldSurfaces.forEach(({ plane: quad, outline = quad, shade = 1 }, index) => { const map = (u: number, v: number): Point => [ (1 - v) * ((1 - u) * quad[0][0] + u * quad[1][0]) + v * ((1 - u) * quad[3][0] + u * quad[2][0]), (1 - v) * ((1 - u) * quad[0][1] + u * quad[1][1]) + v * ((1 - u) * quad[3][1] + u * quad[2][1]), ] const alpha = level * shade * (0.79 + 0.21 * rand(index + Math.floor(t * 7))) trace(outline) surface.fillStyle = `rgba(55,126,203,${alpha * 0.38})` surface.fill() surface.save() trace(outline) surface.clip() for (let row = 0; row < 8; row++) for (let col = 0; col < 8; col++) { const grain = rand(row * 17 + col * 5 + index * 139) if (grain < 0.56) continue trace([ map(col / 8, row / 8), map((col + 1) / 8, row / 8), map((col + 1) / 8, (row + 1) / 8), map(col / 8, (row + 1) / 8), ]) surface.fillStyle = `rgba(104,167,223,${alpha * (grain - 0.4) * 0.42})` surface.fill() } // Stepped translucent bands wrap each actual surface, like the supplied armor image. for (let band = -1; band < 3; band++) for (let col = 0; col < 8; col++) { const v = band * 0.48 + (t / 24) * 0.48 + Math.floor(rand(col + index * 11) * 3) / 32 const height = 0.034 + rand(col * 3 + band + index) * 0.022 trace([ map(col / 8, v), map((col + 1) / 8, v), map((col + 1) / 8, v + height), map(col / 8, v + height), ]) surface.fillStyle = `rgba(210,229,172,${alpha * 0.75})` surface.fill() } surface.restore() }) surface.restore() // Composite the fitted faces once, without bright overlaps at shared bone edges. ctx.save() ctx.globalCompositeOperation = 'screen' ctx.drawImage(shield, 0, 0, W, H) ctx.restore() } function drawClouds(elapsed: number) { ctx.save() // Clouds pass behind the character silhouette, never across the face or armor. ctx.beginPath() ctx.rect(0, 0, W, H) ;[ [687, 7], [907, 80], [884, 175], [918, 182], [921, 208], [980, 246], [980, 299], [945, 306], [899, 280], [864, 260], [861, 325], [573, 325], [594, 241], [588, 238], [607, 159], [650, 139], ].forEach((p, i) => (i ? ctx.lineTo(p[0], p[1]) : ctx.moveTo(p[0], p[1]))) ctx.closePath() ctx.clip('evenodd') const clouds = cloudField?.draw(elapsed) if (clouds) ctx.drawImage(clouds, 0, 0, W, H) ctx.restore() canvas.dataset.cloudOffset = (elapsed * 2.4).toFixed(2) } function drawMoon() { ctx.save() ctx.globalCompositeOperation = 'screen' ctx.imageSmoothingEnabled = false ctx.filter = 'brightness(2.15)' // Vanilla waning-crescent tile, rendered square-on with no skew or side extrusion. // Retain its original pixel shading and native halo; black texels add no light. ctx.drawImage(moonTexture, 96, 0, 32, 32, 45, -179, 576, 576) ctx.restore() } function draw(elapsed: number) { const t = elapsed % 24 const ratio = canvas.width / W ctx.setTransform(ratio, 0, 0, ratio, 0, 0) ctx.clearRect(0, 0, W, H) const cycle = (t * TAU) / 24 ctx.save() // Keep the static plate pixel-stable; animate only the independent effects. // The full-resolution master is sampled once, without a floating camera zoom. ctx.imageSmoothingEnabled = true ctx.imageSmoothingQuality = 'high' ctx.drawImage(base, 0, 0, W, H) drawMoon() drawClouds(elapsed) drawShield(t) drawSword(t) const bob = 5.2 * Math.sin(cycle * 3) + 1.3 * Math.sin(cycle * 6 + 0.4) const sx = 1150, sy = 247 + bob const pulse = 0.8 + 0.12 * Math.sin(cycle * 3 + 0.5) + 0.06 * Math.sin(cycle * 7) ctx.save() ctx.globalCompositeOperation = 'screen' glow(sx, sy, 195, '255,195,102', 0.42 * pulse) glow(sx, sy, 88, '255,232,177', 0.15 * pulse) glow(1134, 495, 165, '255,194,101', 0.13 * pulse) glow(790, 191, 90, '255,201,129', 0.055 * pulse) // Narrow rays breathe with the star, instead of rotating the whole scene. ctx.translate(sx, sy) for (let i = 0; i < 8; i++) { ctx.save() ctx.rotate((i * TAU) / 8 + 0.08 * Math.sin(cycle)) const g = ctx.createLinearGradient(0, 35, 0, 155) g.addColorStop(0, `rgba(255,228,165,${0.13 * pulse})`) g.addColorStop(1, 'transparent') ctx.fillStyle = g ctx.beginPath() ctx.moveTo(-2, 30) ctx.lineTo(-6, 155) ctx.lineTo(6, 155) ctx.lineTo(2, 30) ctx.fill() ctx.restore() } ctx.restore() ctx.save() ctx.globalCompositeOperation = 'screen' for (const polygon of armor) { ctx.save() path(polygon) ctx.clip() const x = ((t / 8) % 1) * 1350 - 240 const glint = ctx.createLinearGradient(x - 100, 0, x + 150, 450) glint.addColorStop(0, 'transparent') glint.addColorStop(0.4, 'rgba(160,88,255,0)') glint.addColorStop(0.5, 'rgba(206,149,255,.28)') glint.addColorStop(0.58, 'rgba(136,81,250,.09)') glint.addColorStop(1, 'transparent') ctx.fillStyle = glint ctx.fillRect(550, 0, 650, 520) ctx.restore() } ctx.restore() // Staggered particles have invisible births/deaths, so the loop has no pop. dust.forEach((d) => { const q = (elapsed / d.life + d.phase) % 1, alpha = Math.pow(Math.sin(Math.PI * q), 0.65) * 0.9 const x = 1145 + (rand(d.seed) - 0.5) * 170 + Math.sin(q * 4 + d.seed) * 24 + q * (45 + rand(d.seed + 2) * 85) const y = 490 - q * (180 + rand(d.seed + 9) * 130) const size = d.size * (1 - q * 0.4) ctx.fillStyle = `rgba(7,10,16,${alpha})` ctx.fillRect(x, y, size, size) if (d.seed % 3 === 0) { ctx.fillRect(x - size * 0.65, y + size * 0.4, size * 0.7, size * 0.65) ctx.fillRect(x + size * 0.65, y - size * 0.5, size * 0.55, size * 0.6) } }) ctx.save() ctx.globalCompositeOperation = 'screen' sparks.forEach((d) => { const q = (t / d.life + d.phase) % 1, alpha = Math.pow(Math.sin(Math.PI * q), 1.7) * 0.55 const x = 1140 + (rand(d.seed + 7) - 0.5) * 150 + Math.sin(q * 4 + d.seed) * 14 const y = 440 - q * (130 + rand(d.seed + 19) * 120) ctx.fillStyle = `rgba(255,207,122,${alpha})` ctx.fillRect(x, y, d.size * 0.45, d.size * 0.45) }) ctx.restore() const angle = cycle * 2 + 0.12 * Math.sin(cycle * 2) drawStar(t, angle, sx, sy) ctx.restore() canvas.dataset.animationTime = elapsed.toFixed(3) } function canAnimate() { return ready && !destroyed && !paused && visible && !document.hidden && !reducedMotion.matches } function tick(now: number) { frame = 0 if (!canAnimate()) return if (last) time += Math.min((now - last) / 1000, 0.1) last = now draw(time) frame = requestAnimationFrame(tick) } function updatePlayback() { if (frame) cancelAnimationFrame(frame) frame = 0 last = 0 if (canAnimate()) frame = requestAnimationFrame(tick) } function resize() { if (destroyed) return const width = canvas.getBoundingClientRect().width if (width <= 0) return canvas.width = Math.min( artworkWidth, Math.max(1, Math.round(width * Math.min(2, devicePixelRatio || 1))), ) canvas.height = Math.round(canvas.width / 3) cloudField?.resize(canvas.width, canvas.height) if (ready) draw(time) } const observer = new ResizeObserver(resize) observer.observe(canvas) const intersection = new IntersectionObserver((entries) => { visible = entries[0].isIntersecting updatePlayback() }) intersection.observe(canvas) document.addEventListener('visibilitychange', updatePlayback) reducedMotion.addEventListener('change', updatePlayback) const loaded = (img: HTMLImageElement, url: string) => new Promise((resolve, reject) => { img.onload = () => resolve() img.onerror = () => reject(new Error('Unable to load about-page artwork')) img.src = url }) const imageAssets = [ original, clean, swordTexture, correctedPose, cloudTexture, moonTexture, rebuiltWither, removedBeams, ] const loading = Promise.all([ loaded(original, originalUrl), loaded(clean, cleanUrl), loaded(swordTexture, swordTextureUrl), loaded(correctedPose, correctedPoseUrl), loaded(cloudTexture, cloudTextureUrl), loaded(moonTexture, moonTextureUrl), loaded(rebuiltWither, rebuiltWitherUrl), loaded(removedBeams, removedBeamsUrl), ]) .then(() => { if (destroyed) return prepare() ready = true resize() updatePlayback() }) .finally(() => { for (const img of imageAssets) { img.onload = null img.onerror = null } }) return { ready: loading, setPaused(value: boolean) { paused = value updatePlayback() }, dispose() { if (destroyed) return destroyed = true updatePlayback() observer.disconnect() intersection.disconnect() document.removeEventListener('visibilitychange', updatePlayback) reducedMotion.removeEventListener('change', updatePlayback) cloudField?.dispose() cloudField = undefined for (const layer of [base, shield, star, starFace, swordFace, grippingFingers]) { layer.width = 1 layer.height = 1 } }, } }