- 6 sections: Hero, About, Experience, Skills, Projects, Contact - MagicUI: Globe, Particles, Meteors, AnimatedList, IconCloud, BentoGrid - Dark mode support, scroll-triggered animations - Static export ready for deployment
322 lines
8.3 KiB
TypeScript
322 lines
8.3 KiB
TypeScript
"use client"
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import React, {
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useEffect,
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useRef,
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useState,
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type ComponentPropsWithoutRef,
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} from "react"
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import { cn } from "@/lib/utils"
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interface MousePosition {
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x: number
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y: number
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}
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function MousePosition(): MousePosition {
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const [mousePosition, setMousePosition] = useState<MousePosition>({
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x: 0,
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y: 0,
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})
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useEffect(() => {
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const handleMouseMove = (event: MouseEvent) => {
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setMousePosition({ x: event.clientX, y: event.clientY })
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}
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window.addEventListener("mousemove", handleMouseMove)
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return () => {
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window.removeEventListener("mousemove", handleMouseMove)
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}
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}, [])
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return mousePosition
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}
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interface ParticlesProps extends ComponentPropsWithoutRef<"div"> {
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className?: string
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quantity?: number
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staticity?: number
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ease?: number
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size?: number
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refresh?: boolean
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color?: string
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vx?: number
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vy?: number
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}
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function hexToRgb(hex: string): number[] {
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hex = hex.replace("#", "")
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if (hex.length === 3) {
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hex = hex
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.split("")
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.map((char) => char + char)
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.join("")
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}
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const hexInt = parseInt(hex, 16)
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const red = (hexInt >> 16) & 255
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const green = (hexInt >> 8) & 255
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const blue = hexInt & 255
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return [red, green, blue]
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}
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type Circle = {
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x: number
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y: number
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translateX: number
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translateY: number
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size: number
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alpha: number
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targetAlpha: number
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dx: number
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dy: number
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magnetism: number
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}
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export const Particles: React.FC<ParticlesProps> = ({
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className = "",
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quantity = 100,
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staticity = 50,
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ease = 50,
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size = 0.4,
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refresh = false,
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color = "#ffffff",
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vx = 0,
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vy = 0,
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...props
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}) => {
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const canvasRef = useRef<HTMLCanvasElement>(null)
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const canvasContainerRef = useRef<HTMLDivElement>(null)
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const context = useRef<CanvasRenderingContext2D | null>(null)
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const circles = useRef<Circle[]>([])
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const mousePosition = MousePosition()
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const mouse = useRef<{ x: number; y: number }>({ x: 0, y: 0 })
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const canvasSize = useRef<{ w: number; h: number }>({ w: 0, h: 0 })
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const dpr = typeof window !== "undefined" ? window.devicePixelRatio : 1
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const rafID = useRef<number | null>(null)
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const resizeTimeout = useRef<NodeJS.Timeout | null>(null)
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const initCanvasRef = useRef<() => void>(() => {})
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const onMouseMoveRef = useRef<() => void>(() => {})
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const animateRef = useRef<() => void>(() => {})
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useEffect(() => {
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if (canvasRef.current) {
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context.current = canvasRef.current.getContext("2d")
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}
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initCanvasRef.current()
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animateRef.current()
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const handleResize = () => {
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if (resizeTimeout.current) {
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clearTimeout(resizeTimeout.current)
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}
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resizeTimeout.current = setTimeout(() => {
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initCanvasRef.current()
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}, 200)
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}
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window.addEventListener("resize", handleResize)
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return () => {
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if (rafID.current != null) {
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window.cancelAnimationFrame(rafID.current)
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}
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if (resizeTimeout.current) {
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clearTimeout(resizeTimeout.current)
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}
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window.removeEventListener("resize", handleResize)
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}
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}, [color])
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useEffect(() => {
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onMouseMoveRef.current()
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}, [mousePosition.x, mousePosition.y])
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useEffect(() => {
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initCanvasRef.current()
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}, [refresh])
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const initCanvas = () => {
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resizeCanvas()
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drawParticles()
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}
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const onMouseMove = () => {
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if (canvasRef.current) {
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const rect = canvasRef.current.getBoundingClientRect()
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const { w, h } = canvasSize.current
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const x = mousePosition.x - rect.left - w / 2
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const y = mousePosition.y - rect.top - h / 2
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const inside = x < w / 2 && x > -w / 2 && y < h / 2 && y > -h / 2
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if (inside) {
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mouse.current.x = x
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mouse.current.y = y
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}
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}
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}
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const resizeCanvas = () => {
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if (canvasContainerRef.current && canvasRef.current && context.current) {
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canvasSize.current.w = canvasContainerRef.current.offsetWidth
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canvasSize.current.h = canvasContainerRef.current.offsetHeight
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canvasRef.current.width = canvasSize.current.w * dpr
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canvasRef.current.height = canvasSize.current.h * dpr
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canvasRef.current.style.width = `${canvasSize.current.w}px`
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canvasRef.current.style.height = `${canvasSize.current.h}px`
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context.current.scale(dpr, dpr)
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// Clear existing particles and create new ones with exact quantity
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circles.current = []
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for (let i = 0; i < quantity; i++) {
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const circle = circleParams()
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drawCircle(circle)
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}
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}
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}
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const circleParams = (): Circle => {
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const x = Math.floor(Math.random() * canvasSize.current.w)
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const y = Math.floor(Math.random() * canvasSize.current.h)
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const translateX = 0
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const translateY = 0
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const pSize = Math.floor(Math.random() * 2) + size
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const alpha = 0
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const targetAlpha = parseFloat((Math.random() * 0.6 + 0.1).toFixed(1))
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const dx = (Math.random() - 0.5) * 0.1
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const dy = (Math.random() - 0.5) * 0.1
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const magnetism = 0.1 + Math.random() * 4
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return {
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x,
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y,
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translateX,
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translateY,
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size: pSize,
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alpha,
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targetAlpha,
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dx,
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dy,
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magnetism,
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}
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}
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const rgb = hexToRgb(color)
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const drawCircle = (circle: Circle, update = false) => {
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if (context.current) {
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const { x, y, translateX, translateY, size, alpha } = circle
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context.current.translate(translateX, translateY)
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context.current.beginPath()
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context.current.arc(x, y, size, 0, 2 * Math.PI)
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context.current.fillStyle = `rgba(${rgb.join(", ")}, ${alpha})`
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context.current.fill()
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context.current.setTransform(dpr, 0, 0, dpr, 0, 0)
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if (!update) {
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circles.current.push(circle)
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}
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}
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}
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const clearContext = () => {
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if (context.current) {
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context.current.clearRect(
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0,
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0,
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canvasSize.current.w,
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canvasSize.current.h
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)
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}
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}
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const drawParticles = () => {
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clearContext()
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const particleCount = quantity
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for (let i = 0; i < particleCount; i++) {
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const circle = circleParams()
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drawCircle(circle)
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}
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}
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const remapValue = (
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value: number,
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start1: number,
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end1: number,
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start2: number,
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end2: number
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): number => {
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const remapped =
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((value - start1) * (end2 - start2)) / (end1 - start1) + start2
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return remapped > 0 ? remapped : 0
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}
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const animate = () => {
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clearContext()
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circles.current.forEach((circle: Circle, i: number) => {
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// Handle the alpha value
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const edge = [
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circle.x + circle.translateX - circle.size, // distance from left edge
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canvasSize.current.w - circle.x - circle.translateX - circle.size, // distance from right edge
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circle.y + circle.translateY - circle.size, // distance from top edge
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canvasSize.current.h - circle.y - circle.translateY - circle.size, // distance from bottom edge
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]
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const closestEdge = edge.reduce((a, b) => Math.min(a, b))
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const remapClosestEdge = parseFloat(
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remapValue(closestEdge, 0, 20, 0, 1).toFixed(2)
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)
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if (remapClosestEdge > 1) {
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circle.alpha += 0.02
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if (circle.alpha > circle.targetAlpha) {
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circle.alpha = circle.targetAlpha
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}
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} else {
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circle.alpha = circle.targetAlpha * remapClosestEdge
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}
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circle.x += circle.dx + vx
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circle.y += circle.dy + vy
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circle.translateX +=
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(mouse.current.x / (staticity / circle.magnetism) - circle.translateX) /
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ease
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circle.translateY +=
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(mouse.current.y / (staticity / circle.magnetism) - circle.translateY) /
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ease
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drawCircle(circle, true)
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// circle gets out of the canvas
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if (
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circle.x < -circle.size ||
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circle.x > canvasSize.current.w + circle.size ||
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circle.y < -circle.size ||
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circle.y > canvasSize.current.h + circle.size
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) {
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// remove the circle from the array
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circles.current.splice(i, 1)
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// create a new circle
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const newCircle = circleParams()
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drawCircle(newCircle)
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}
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})
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rafID.current = window.requestAnimationFrame(animateRef.current)
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}
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initCanvasRef.current = initCanvas
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onMouseMoveRef.current = onMouseMove
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animateRef.current = animate
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return (
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<div
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className={cn("pointer-events-none", className)}
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ref={canvasContainerRef}
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aria-hidden="true"
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{...props}
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>
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<canvas ref={canvasRef} className="size-full" />
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</div>
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)
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}
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