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vue-ts-example/src/components/InspiraUI/bg-falling-stars/FallingStarsBg.vue
严浩 8f2a77702b
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feat: InspiraUI
2025-04-01 11:55:16 +08:00

167 lines
4.3 KiB
Vue

<template>
<canvas
ref="starsCanvas"
:class="cn('absolute inset-0 w-full h-full', $props.class)"
></canvas>
</template>
<script setup lang="ts">
import { cn } from "@/shadcn/lib/utils";
import { onMounted, ref } from "vue";
interface Star {
x: number;
y: number;
z: number;
speed: number;
}
const props = withDefaults(
defineProps<{
color?: string;
count?: number;
class?: string;
}>(),
{
color: "#FFF",
count: 200,
},
);
const starsCanvas = ref<HTMLCanvasElement | null>(null);
let perspective: number = 0;
let stars: Star[] = [];
let ctx: CanvasRenderingContext2D | null = null;
onMounted(() => {
const canvas = starsCanvas.value;
if (!canvas) return;
window.addEventListener("resize", resizeCanvas);
resizeCanvas(); // Call it initially to set correct size
perspective = canvas.width / 2;
stars = [];
// Initialize stars
for (let i = 0; i < props.count; i++) {
stars.push({
x: (Math.random() - 0.5) * 2 * canvas.width,
y: (Math.random() - 0.5) * 2 * canvas.height,
z: Math.random() * canvas.width,
speed: Math.random() * 5 + 2, // Speed for falling effect
});
}
animate(); // Start animation
});
function hexToRgb() {
let hex = props.color.replace(/^#/, "");
// If the hex code is 3 characters, expand it to 6 characters
if (hex.length === 3) {
hex = hex
.split("")
.map((char) => char + char)
.join("");
}
// Parse the r, g, b values from the hex string
const bigint = parseInt(hex, 16);
const r = (bigint >> 16) & 255; // Extract the red component
const g = (bigint >> 8) & 255; // Extract the green component
const b = bigint & 255; // Extract the blue component
// Return the RGB values as a string separated by spaces
return {
r,
g,
b,
};
}
// Function to draw a star with a sharp line and blurred trail
function drawStar(star: Star) {
const canvas = starsCanvas.value;
if (!canvas) return;
ctx = canvas.getContext("2d");
if (!ctx) return;
const scale = perspective / (perspective + star.z); // 3D perspective scale
const x2d = canvas.width / 2 + star.x * scale;
const y2d = canvas.height / 2 + star.y * scale;
const size = Math.max(scale * 3, 0.5); // Size based on perspective
// Previous position for a trail effect
const prevScale = perspective / (perspective + star.z + star.speed * 15); // Longer trail distance
const xPrev = canvas.width / 2 + star.x * prevScale;
const yPrev = canvas.height / 2 + star.y * prevScale;
const rgb = hexToRgb();
// Draw blurred trail (longer, with low opacity)
ctx.save(); // Save current context state for restoring later
ctx.strokeStyle = `rgba(${rgb.r}, ${rgb.g}, ${rgb.b}, 0.2)`;
ctx.lineWidth = size * 2.5; // Thicker trail for a blur effect
ctx.shadowBlur = 35; // Add blur to the trail
ctx.shadowColor = `rgba(${rgb.r}, ${rgb.g}, ${rgb.b}, 0.8)`;
ctx.beginPath();
ctx.moveTo(x2d, y2d);
ctx.lineTo(xPrev, yPrev); // Longer trail
ctx.stroke();
ctx.restore(); // Restore context state to remove blur from the main line
// Draw sharp line (no blur)
ctx.strokeStyle = `rgba(${rgb.r}, ${rgb.g}, ${rgb.b}, 0.6)`;
ctx.lineWidth = size; // The line width is the same as the star's size
ctx.beginPath();
ctx.moveTo(x2d, y2d);
ctx.lineTo(xPrev, yPrev); // Sharp trail
ctx.stroke();
// Draw the actual star (dot)
ctx.fillStyle = `rgba(${rgb.r}, ${rgb.g}, ${rgb.b}, 1)`;
ctx.beginPath();
ctx.arc(x2d, y2d, size / 4, 0, Math.PI * 2); // Dot with size matching the width
ctx.fill();
}
// Function to animate the stars
function animate() {
const canvas = starsCanvas.value;
if (!canvas) return;
ctx = canvas.getContext("2d");
if (!ctx) return;
ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear canvas for each frame
stars.forEach((star) => {
drawStar(star);
// Move star towards the screen (decrease z)
star.z -= star.speed;
// Reset star when it reaches the viewer (z = 0)
if (star.z <= 0) {
star.z = canvas.width;
star.x = (Math.random() - 0.5) * 2 * canvas.width;
star.y = (Math.random() - 0.5) * 2 * canvas.height;
}
});
requestAnimationFrame(animate); // Continue animation
}
// Set canvas to full screen
function resizeCanvas() {
const canvas = starsCanvas.value;
if (!canvas) return;
canvas.width = canvas.clientWidth;
canvas.height = canvas.clientHeight;
}
</script>