- Add IntersectionObserver-based visibility pausing to AnimationLoopService (registerWithElement) so canvas components auto-pause when off-screen - Fix voronoi-mesh: increase step size, add cell cache with invalidation - Fix particle-field: replace O(n²) connections with spatial grid partitioning - Fix ambient-light: remove GPU-killing blur filters, use inset -20% instead - Tune demo: reduce particle/seed counts, remove always-on floating-layers - Fix celebration components: move effect() inside afterNextRender so canvas is ready, pass [active]="true", render as fixed overlays instead of inline - Fix one-shot text effects (typewriter, scramble-reveal, counter-rollup): defer animation until element is visible via IntersectionObserver Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
122 lines
3.0 KiB
TypeScript
122 lines
3.0 KiB
TypeScript
import {
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Component, ChangeDetectionStrategy, input, inject,
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ElementRef, afterNextRender, DestroyRef, signal,
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} from '@angular/core';
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import { ReducedMotionService } from '../../services/reduced-motion.service';
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import { AnimationLoopService } from '../../services/animation-loop.service';
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interface MeshPoint {
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x: number;
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y: number;
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vx: number;
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vy: number;
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color: string;
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}
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@Component({
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selector: 'fl-gradient-mesh',
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standalone: true,
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changeDetection: ChangeDetectionStrategy.OnPush,
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template: `
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@for (point of meshPoints(); track $index) {
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<div
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class="fl-gradient-mesh__blob"
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[style.left.%]="point.x"
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[style.top.%]="point.y"
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[style.background]="point.color"
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[style.filter]="'blur(' + blur() + 'px)'"
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></div>
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}
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`,
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styleUrl: './fl-gradient-mesh.component.scss',
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host: {
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'class': 'fl-gradient-mesh',
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},
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})
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export class FlGradientMeshComponent {
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private el = inject(ElementRef);
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private reducedMotion = inject(ReducedMotionService);
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private animationLoop = inject(AnimationLoopService);
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private destroyRef = inject(DestroyRef);
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// Inputs
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readonly points = input(5);
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readonly colors = input<string[]>(['#3b82f6', '#8b5cf6', '#ec4899', '#f59e0b']);
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readonly speed = input(1);
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readonly blur = input(80);
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// Internal
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private meshPointsData: MeshPoint[] = [];
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private loopCleanup: (() => void) | null = null;
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// Signals
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readonly meshPoints = signal<Array<{ x: number; y: number; color: string }>>([]);
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constructor() {
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afterNextRender(() => {
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this.initializeMesh();
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if (this.reducedMotion.reduced()) {
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this.updateDisplay();
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return;
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}
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const id = `gradient-mesh-${Math.random().toString(36).slice(2)}`;
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this.loopCleanup = this.animationLoop.registerWithElement(id, this.el.nativeElement, (delta) => this.tick(delta));
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});
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this.destroyRef.onDestroy(() => {
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this.loopCleanup?.();
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});
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}
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private initializeMesh(): void {
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const count = this.points();
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const colors = this.colors();
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this.meshPointsData = [];
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for (let i = 0; i < count; i++) {
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this.meshPointsData.push({
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x: Math.random() * 100,
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y: Math.random() * 100,
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vx: (Math.random() - 0.5) * 10,
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vy: (Math.random() - 0.5) * 10,
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color: colors[i % colors.length],
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});
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}
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this.updateDisplay();
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}
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private tick(delta: number): void {
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const speed = this.speed() * delta * 10;
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for (const point of this.meshPointsData) {
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point.x += point.vx * speed;
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point.y += point.vy * speed;
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// Bounce off edges
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if (point.x < 0 || point.x > 100) {
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point.vx *= -1;
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point.x = Math.max(0, Math.min(100, point.x));
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}
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if (point.y < 0 || point.y > 100) {
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point.vy *= -1;
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point.y = Math.max(0, Math.min(100, point.y));
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}
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}
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this.updateDisplay();
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}
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private updateDisplay(): void {
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this.meshPoints.set(
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this.meshPointsData.map(p => ({
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x: p.x,
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y: p.y,
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color: p.color,
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}))
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);
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}
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}
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