File size: 136,145 Bytes
f385e6d 9c29f44 f385e6d d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 095b185 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 721da3f d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 6db340c 8cbb622 6db340c 7e356c3 6db340c 8cbb622 6db340c 8cbb622 43abd05 8cbb622 6db340c 8cbb622 6db340c 43abd05 8cbb622 6db340c 8cbb622 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 8cbb622 d1431dd 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd f5f6791 8cbb622 d1431dd 9c29f44 d1431dd 9c29f44 d1431dd d3c2f4c 9c29f44 f385e6d | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397 2398 2399 2400 2401 2402 2403 2404 2405 2406 2407 2408 2409 2410 2411 2412 2413 2414 2415 2416 2417 2418 2419 2420 2421 2422 2423 2424 2425 2426 2427 2428 2429 2430 2431 2432 2433 2434 2435 2436 2437 2438 2439 2440 2441 2442 2443 2444 2445 2446 2447 2448 2449 2450 2451 2452 2453 2454 2455 2456 2457 2458 2459 2460 2461 2462 2463 2464 2465 2466 2467 2468 2469 2470 2471 2472 2473 2474 2475 2476 2477 2478 2479 2480 2481 2482 2483 2484 2485 2486 2487 2488 2489 2490 2491 2492 2493 2494 2495 2496 2497 2498 2499 2500 2501 2502 2503 2504 2505 2506 2507 2508 2509 2510 2511 2512 2513 2514 2515 2516 2517 2518 2519 2520 2521 2522 2523 2524 2525 2526 2527 2528 2529 2530 2531 2532 2533 2534 2535 2536 2537 2538 2539 2540 2541 2542 2543 2544 2545 2546 2547 2548 2549 2550 2551 2552 2553 2554 2555 2556 2557 2558 2559 2560 2561 2562 2563 2564 2565 2566 2567 2568 2569 2570 2571 2572 2573 2574 2575 2576 2577 2578 2579 2580 2581 2582 2583 2584 2585 2586 2587 2588 2589 2590 2591 2592 2593 2594 2595 2596 2597 2598 2599 2600 2601 2602 2603 2604 2605 2606 2607 2608 2609 2610 2611 2612 2613 2614 2615 2616 2617 2618 2619 2620 2621 2622 2623 2624 2625 2626 2627 2628 2629 2630 2631 2632 2633 2634 2635 2636 2637 2638 2639 2640 2641 2642 2643 2644 2645 2646 2647 2648 2649 2650 2651 2652 2653 2654 2655 2656 2657 2658 2659 2660 2661 2662 2663 2664 2665 2666 2667 2668 2669 2670 2671 2672 2673 2674 2675 2676 2677 2678 2679 2680 2681 2682 2683 2684 2685 2686 2687 2688 2689 2690 2691 2692 2693 2694 2695 2696 2697 2698 2699 2700 2701 2702 2703 2704 2705 2706 2707 2708 2709 2710 2711 2712 2713 2714 2715 2716 2717 2718 2719 2720 2721 2722 2723 2724 2725 2726 2727 2728 2729 2730 2731 2732 2733 2734 2735 2736 2737 2738 2739 2740 2741 2742 2743 2744 2745 2746 2747 2748 2749 2750 2751 2752 2753 2754 2755 2756 2757 2758 2759 2760 2761 2762 2763 2764 2765 2766 2767 2768 2769 2770 2771 2772 2773 2774 2775 2776 2777 2778 2779 2780 2781 2782 2783 2784 2785 2786 2787 2788 2789 2790 2791 2792 2793 2794 2795 2796 2797 2798 2799 2800 2801 2802 2803 2804 2805 2806 2807 2808 2809 2810 2811 2812 2813 2814 2815 2816 2817 2818 2819 2820 2821 2822 2823 2824 2825 2826 2827 2828 2829 2830 2831 2832 2833 2834 2835 2836 2837 2838 2839 2840 2841 2842 2843 2844 2845 2846 2847 2848 2849 2850 2851 2852 2853 2854 2855 2856 2857 2858 2859 2860 2861 2862 2863 2864 2865 2866 2867 2868 2869 2870 2871 2872 2873 2874 2875 2876 2877 2878 2879 2880 2881 2882 2883 2884 2885 2886 2887 2888 2889 2890 2891 2892 2893 2894 2895 2896 2897 2898 2899 2900 2901 2902 2903 2904 2905 2906 2907 2908 2909 2910 2911 2912 2913 2914 2915 2916 2917 2918 2919 2920 2921 2922 2923 2924 2925 2926 2927 2928 2929 2930 2931 2932 2933 2934 2935 2936 2937 2938 2939 2940 2941 2942 2943 2944 2945 2946 2947 2948 2949 2950 2951 2952 2953 2954 2955 2956 2957 2958 2959 2960 2961 2962 2963 2964 2965 2966 2967 2968 2969 2970 2971 2972 2973 2974 2975 2976 2977 2978 2979 2980 2981 2982 2983 2984 2985 2986 2987 2988 2989 2990 2991 2992 2993 2994 2995 2996 2997 2998 2999 3000 3001 3002 3003 3004 3005 3006 3007 3008 3009 3010 3011 3012 3013 3014 3015 3016 3017 3018 3019 3020 3021 3022 3023 3024 3025 3026 3027 3028 3029 3030 3031 3032 3033 3034 3035 | <!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Digital Aquarium (Optimized)</title>
<style>
html, body { margin:0; padding:0; height:100%; overflow:hidden; background:#02121f; }
#tank { display:block; width:100vw; height:100vh; }
.glass {
position:fixed; inset:0; pointer-events:none; z-index:2;
background:
linear-gradient(115deg, rgba(255,255,255,0.07) 0%, rgba(255,255,255,0) 30%),
linear-gradient(295deg, rgba(255,255,255,0.05) 0%, rgba(255,255,255,0) 25%);
mix-blend-mode: screen;
}
</style>
</head>
<body>
<canvas id="tank"></canvas>
<div class="glass"></div>
<script>
(() => {
"use strict";
// ============ Aquarium v16 WHISKERS â alt-fg base + spots/stripes + whiskers (~10%) ==
// v22: Ecco-style rendering â fish show top/bottom view when moving vertically,
// side profile when moving horizontally, like Ecco the Dolphin's 3D perspective
// Based on v15 SPOTTY-3 (rolling hills, three tail styles, yellow-green foreground grass,
// ~20% spots / ~20% stripes / ~10% both), plus: an independent roll gives ~10% of fish
// whiskers (barbels) â a forward-curving pair from the snout in one of THREE lengths
// (short / medium / long), swaying gently as they swim. Whiskers are independent of the
// body markings, so a whiskered fish may also be spotted, striped, both, or plain.
// Iridescence + overhead streak unchanged.
const canvas = document.getElementById("tank");
const ctx = canvas.getContext("2d");
let W = 0, H = 0;
const rand = (a, b) => a + Math.random() * (b - a);
const pick = arr => arr[(Math.random() * arr.length) | 0];
function lerpAngle(a, b, t) {
let d = b - a;
while (d > Math.PI) d -= 2 * Math.PI;
while (d < -Math.PI) d += 2 * Math.PI;
return a + d * t;
}
const HUES = [8, 35, 46, 172, 195, 215];
const TAIL_TYPES = ['classic', 'fan', 'streamer']; // v11: three tail-fin styles, one per fish
// v18: koi colourations â large irregular patches on a white/ivory base. Three classic
// looks: kohaku (red/orange), sanke (red + black), golden (amber/gold). Patches are
// sampled in units of `size` like the spots, so they scale with each fish.
function genKoiPatches(type) {
const palettes = {
kohaku: [
() => `hsla(${rand(4, 20)},${rand(85, 98)}%,${rand(50, 62)}%,0.92)`, // vermilion
() => `hsla(${rand(16, 32)},${rand(85, 98)}%,${rand(54, 66)}%,0.88)`, // orange
],
sanke: [
() => `hsla(${rand(2, 14)},${rand(85, 98)}%,${rand(48, 60)}%,0.92)`, // red
() => `hsla(${rand(205, 230)},${rand(18, 38)}%,${rand(12, 22)}%,0.9)`, // charcoal/black
],
golden: [
() => `hsla(${rand(38, 48)},${rand(85, 98)}%,${rand(55, 66)}%,0.92)`, // gold
() => `hsla(${rand(26, 40)},${rand(85, 98)}%,${rand(50, 62)}%,0.88)`, // amber
],
goldspot: [
() => `hsla(${rand(40, 50)},${rand(15, 30)}%,${rand(92, 98)}%,0.9)`, // white spots
() => `hsla(${rand(40, 50)},${rand(15, 30)}%,${rand(92, 98)}%,0.9)`, // white spots (duplicate for consistent selection)
],
};
const styles = palettes[type];
const arr = [];
const isGoldspot = type === 'goldspot';
const nPatches = isGoldspot ? (8 + ((Math.random() * 8) | 0)) : (4 + ((Math.random() * 4) | 0)); // goldspot: 8..15, else 4..7
for (let i = 0; i < nPatches; i++) {
const th = rand(0, Math.PI * 2);
const rr = Math.sqrt(Math.random()) * 0.85; // uniform in ellipse, kept off the rim
arr.push({
x: Math.cos(th) * rr, // along body axis (units of s)
y: Math.sin(th) * rr * 0.42, // across body (matches the 0.42 ellipse ratio)
r: isGoldspot ? rand(0.06, 0.14) : rand(0.3, 0.52), // goldspot: small dots, else large patches
style: styles[Math.random() < 0.5 ? 0 : 1](),
});
}
return arr;
}
let fishes = [], bubbles = [], seaweeds = [], backSeaweeds = [], midSeaweeds = [], farSeaweeds = [], motes = [], rays = [], rocks = [], grass = [], fgGrass = [];
let playerFish = null; // the fish controlled by gamepad (spawned with F key)
const GAMEPAD_DEADZONE = 0.15; // ignore small stick movements
let curNight = 0; // v7: shared night factor (dims the top-light + sheen)
let plantPoints = [], _ppUsed = 0; // collision points â a pooled set, reused in place
let sandHeights = [];
let sandParticles = []; // v22: grains of sand kicked up when a fast fish skims the sea floor
class Fish {
static nextId = 0;
constructor() {
this.id = Fish.nextId++;
this.size = rand(15, 42) * 1.15;
this.speed = rand(0.55, 1.7) * (this.size / 30 + 0.5) * 0.75; // v3: max speed reduced 25%
this.x = rand(60, W - 60);
this.y = rand(H * 0.15, H * 0.72);
this.angle = Math.random() < 0.5 ? rand(-0.4, 0.4) : Math.PI + rand(-0.4, 0.4);
// Clownfish variant - 5% chance
this.isClownfish = Math.random() < 0.05;
if (this.isClownfish) {
this.hue = 35;
this.saturation = 90;
this.lightness = 55;
this.isKoi = false;
this.koiPatches = null;
this.tailType = pick(TAIL_TYPES);
// Clownfish stripes - three white stripes with black edges
const clownStripes = [];
const stripePositions = [0.65, 0.25, -0.15];
for (const pos of stripePositions) {
clownStripes.push({
x: pos,
w: rand(0.06, 0.09),
style: 'hsla(0,0%,98%,0.92)',
cAmp: rand(0.02, 0.05),
cFreq: rand(0.8, 1.5),
cPh: rand(0, Math.PI * 2),
tAmp: rand(0.1, 0.3),
tFreq: rand(0.8, 1.5),
tPh: rand(0, Math.PI * 2),
edgeStyle: 'hsla(0,0%,15%,0.35)',
});
}
this.stripes = clownStripes;
this.spots = null;
this.whiskerLen = null;
}
// v18: color palette â silver/gray + three koi colourations (replaces dark blue & lime green)
const specialRoll = Math.random();
this.isKoi = false;
this.koiPatches = null;
if (specialRoll < 0.15) {
// Silver/gray fish â low saturation, medium-high lightness
this.hue = rand(200, 240); // slight blue-gray tint
this.saturation = rand(8, 18);
this.lightness = rand(60, 75);
} else if (specialRoll < 0.45) {
// Koi â a white/ivory base with large coloured patches; the three classic
// colourations are split roughly evenly across this 30% band.
this.isKoi = true;
const koiType = specialRoll < 0.22 ? 'kohaku' : specialRoll < 0.30 ? 'sanke' : specialRoll < 0.38 ? 'golden' : 'goldspot';
if (koiType === 'goldspot') {
// Golden orange fish with white spots
this.hue = rand(30, 42); // golden orange
this.saturation = rand(85, 95); // high saturation â vivid color
this.lightness = rand(50, 65); // medium lightness â rich gold
} else {
// Classic koi â white/ivory base
this.hue = rand(40, 50); // warm ivory tint for the base
this.saturation = rand(12, 22); // low saturation â white body
this.lightness = rand(88, 94); // high lightness â white/ivory base
}
this.koiPatches = genKoiPatches(koiType);
} else {
// Standard colored fish from the original palette
this.hue = pick(HUES);
this.saturation = 75;
this.lightness = 52;
}
this.tailType = pick(TAIL_TYPES); // v11: random tail-fin style for variety
// v13/v14/v15: random body markings â one roll per fish decides the look:
// ~20% spots, ~20% tiger stripes, ~10% BOTH (spots over stripes), else plain.
// Sampled in units of `size` so they scale with the fish; stored as pre-built
// fill styles â zero per-frame string work.
const genSpots = () => {
const arr = [];
const nSpots = 7 + ((Math.random() * 9) | 0); // 7..15 spots
const pale = Math.random() < 0.45; // cream/ivory vs dark spotting style
for (let i = 0; i < nSpots; i++) {
const th = rand(0, Math.PI * 2);
const rr = Math.sqrt(Math.random()) * 0.9; // uniform in ellipse, kept off the rim
let style;
if (this.saturation < 30) {
// v14: gray/silver fish â keep spots low-saturation to match
const spotLight = pale ? rand(75, 88) : rand(35, 50);
style = `hsla(${this.hue + rand(-24, 24)},${rand(5, 15)}%,${spotLight}%,${rand(0.35, 0.6).toFixed(2)})`;
} else if (pale) {
// cream/ivory spots â pearl-gourami / leopard pattern
style = `hsla(${this.hue + rand(-24, 24)},${rand(45, 70)}%,${rand(82, 94)}%,${rand(0.35, 0.6).toFixed(2)})`;
} else {
// dark spots â dace / leopard pattern
style = `hsla(${this.hue + rand(-18, 18)},${rand(60, 85)}%,${rand(24, 34)}%,${rand(0.45, 0.7).toFixed(2)})`;
}
arr.push({
x: Math.cos(th) * rr, // along body axis, in units of s
y: Math.sin(th) * rr * 0.42, // across body (matches the 0.42 ellipse ratio)
r: rand(0.05, 0.13), // spot radius, in units of s
style,
});
}
return arr;
};
const genStripes = () => {
// v14/v14.1: tiger stripes â vertical bars across the body (betta / tiger-barb
// style), spread from just behind the head to near the tail base with organic
// jitter; each bar bends and tapers instead of being a straight line.
const arr = [];
const nStr = 5 + ((Math.random() * 4) | 0); // 5..8 bars
const darkBars = this.saturation >= 30 && Math.random() < 0.72; // v14: gray fish get light stripes
for (let i = 0; i < nStr; i++) {
const t = nStr > 1 ? i / (nStr - 1) : 0; // 0 behind head â 1 near tail base
let style;
if (this.saturation < 30) {
// v14: gray/silver fish â keep stripes low-saturation to match
const stripeLight = darkBars ? rand(35, 50) : rand(75, 88);
style = `hsla(${this.hue + rand(-14, 14)},${rand(5, 15)}%,${stripeLight}%,${rand(0.5, 0.75).toFixed(2)})`;
} else if (darkBars) {
// classic dark tiger bars
style = `hsla(${this.hue + rand(-14, 14)},${rand(65, 90)}%,${rand(18, 30)}%,${rand(0.5, 0.75).toFixed(2)})`;
} else {
// cream/ivory bars â pale tiger variant
style = `hsla(${this.hue + rand(-24, 24)},${rand(45, 70)}%,${rand(80, 93)}%,${rand(0.35, 0.6).toFixed(2)})`;
}
arr.push({
x: 0.72 - t * 1.62 + rand(-0.07, 0.07), // +0.72s â -0.90s along the body
w: rand(0.08, 0.2), // bar width, in units of s
style,
// v14.1: organic shape â each bar bends and tapers instead of a straight line
cAmp: rand(0.03, 0.09), // whole-bar bend amplitude (units of s)
cFreq: rand(0.8, 2.0), // waves of bend across the bar's height
cPh: rand(0, Math.PI * 2),
tAmp: rand(0.15, 0.45), // width taper (fraction of half-width)
tFreq: rand(0.8, 2.0),
tPh: rand(0, Math.PI * 2),
});
}
return arr;
};
// v18: koi already carry their own large patches â skip the random spots/stripes
const markRoll = this.isKoi ? 1 : Math.random();
if (markRoll < 0.2) {
this.spots = genSpots();
this.stripes = null;
} else if (markRoll < 0.4) {
this.spots = null;
this.stripes = genStripes();
} else if (markRoll < 0.5) {
// v15: the mixed breed â stripes as the base pattern, spots scattered over them
this.spots = genSpots();
this.stripes = genStripes();
} else {
this.spots = null;
this.stripes = null;
}
// v16: whiskers (barbels) â an independent ~10% roll. A whiskered fish gets a
// forward-curving pair from the snout in one of three length tiers (~even split),
// so the tank shows short, medium and long whiskers. Independent of spots/stripes,
// so any marked fish can also wear them.
if (Math.random() < 0.1) {
const tier = Math.random(); // pick one of three lengths
this.whiskerLen = tier < 1 / 3 ? rand(0.72, 0.96) // v19: whiskers 60% longer
: tier < 2 / 3 ? rand(1.28, 1.6)
: rand(2.0, 2.4); // in units of size s
this.whiskPh = rand(0, Math.PI * 2); // per-fish wave phase offset
this.whiskerAlpha = 0.5; // v18: fixed 50% opacity
} else {
this.whiskerLen = null;
}
// PERF: precompute per-fish paint styles once. draw() used to rebuild these
// template strings every frame for every fish â now it's a property read.
this.tailFillStyle = `hsla(${this.hue},${this.saturation}%,${this.lightness}%,0.92)`;
this.dorsalFillStyle = `hsla(${this.hue},${this.saturation}%,${this.lightness}%,0.9)`;
this.pevFillStyle = `hsla(${this.hue},${this.saturation}%,${this.lightness}%,0.8)`;
this.pevStrokeStyle = `hsla(${this.hue},${Math.min(100, this.saturation * 1.15)}%,${Math.max(8, this.lightness - 20)}%,0.5)`;
this.whiskerStyle = `hsla(${this.hue},55%,82%,${this.whiskerAlpha || 0.5})`;
// PERF: the body gradient depends only on fixed per-fish colors and fish-local
// coordinates, so build it once instead of recreating it every frame.
const bg = ctx.createLinearGradient(0, -this.size * 0.5, 0, this.size * 0.5);
bg.addColorStop(0, `hsl(${this.hue},${Math.min(100, this.saturation * 1.08)}%,${this.lightness + 12}%)`);
bg.addColorStop(1, `hsl(${this.hue},${this.saturation * 0.9}%,${this.lightness - 8}%)`);
this.bodyGrad = bg;
this.phase = rand(0, Math.PI * 2);
// v9: after dark, most fish bed down low in the grass â only a small share still
// hovers by the seaweed, and each of those keeps to its own stalk (no pile-ups)
this.grassSleeper = Math.random() < 0.85;
this.seaweedPref = -1; // chosen lazily on the first night (needs built scenery)
// v14: every grass-sleeper gets its own personal sleep spot along the tank,
// so at night they spread out instead of all piling onto the same sand line
this.sleepSpotX = W * (0.06 + 0.88 * Math.random());
// v10: each fish has its own early/normal/late personality for going to bed (dusk)
// and waking up (dawn), so the school doesn't sleep or stir in lockstep.
const pickTrait = () => { const r = Math.random(); return r < 0.34 ? 'early' : r < 0.67 ? 'normal' : 'late'; };
this.sleepTrait = pickTrait(); // when it goes to bed at dusk
this.riseTrait = pickTrait(); // when it wakes up at dawn
// dusk: early sleepers drift down sooner (+), late sleepers stay up longer (-)
this.sleepShift = this.sleepTrait === 'early' ? rand(0.25, 0.45)
: this.sleepTrait === 'late' ? -rand(0.25, 0.45)
: rand(-0.12, 0.12);
// dawn: late risers linger in bed longer (+), early risers stir sooner (-)
this.riseShift = this.riseTrait === 'late' ? rand(0.25, 0.45)
: this.riseTrait === 'early' ? -rand(0.25, 0.45)
: rand(-0.12, 0.12);
// Wander steering (Reynolds-style): a circle ahead of the fish whose target point jitters
this.wanderTheta = rand(0, Math.PI * 2);
this.wanderRadius = rand(35, 80);
this.wanderDist = rand(90, 170);
this.maxTurn = rand(1.4, 2.2); // max rad/s â organic turns, no orbiting
// Behavior states: fish don't swim non-stop â they cruise, hover, and rest.
this.behavior = 'swim'; // 'swim' | 'hover' | 'pause'
this.behaviorTimer = rand(4, 11); // seconds until it may change behavior
this.speedFactor = 1; // current speed multiplier (eased toward target)
this.targetSpeedFactor = 1; // where speedFactor is easing toward
this.cruiseSpeed = 1; // base cruising power (night lowers it, dusk eases it back)
this.currentVelocity = 0; // actual current velocity in px/s (for phase & collision)
// Occasionally puffs a tiny cluster of bubbles from its mouth
this.bubbleTimer = rand(4, 16); // seconds until the next bubble puff
// Body roll â banks/rolls through sharp turns like a real fish (spring-damper)
this.roll = 0; // current roll angle (rad); 0 = upright
this.rollVel = 0; // angular velocity of the roll
this.inHardTurn = false;// was it in a sharp turn last frame?
// v22: Ecco-style viewing angle â determines whether we see the fish from the side
// or from above/below based on its movement direction (0 = side, 1 = top/bottom)
this.viewAngle = 0; // current interpolated view angle
// v26: pelvic fin on 75% of fish, below the body like a real fish
this.hasPelvicFin = Math.random() < 0.75;
}
update(dt) {
const night = personalNight(performance.now() / 1000, this); // v10: per-fish early/normal/late sleep & wake
// Night: cruise power eases down so even active fish drift lazily after dark,
// and back up again at dawn â smooth, never a sudden speed jump.
this.cruiseSpeed += ((1 - night * 0.55) - this.cruiseSpeed) * Math.min(1, dt * 0.3);
// Behavior state machine â occasionally hover or come to near-rest.
// At night the odds tilt toward hovering and long still rests (v6).
this.behaviorTimer -= dt;
if (this.behaviorTimer <= 0) {
const r = Math.random();
const swimC = 0.45 * (1 - night * 0.7); // night: far less chance to cruise
if (r < swimC) {
this.behavior = 'swim';
this.targetSpeedFactor = 1;
this.behaviorTimer = rand(4, 11);
} else if (r < swimC + (0.74 - 0.45) * (1 - night * 0.3)) {
this.behavior = 'hover';
this.targetSpeedFactor = rand(0.25, 0.45); // drift slowly in place
this.behaviorTimer = rand(2, 6 + night * 8); // longer hovers at night
} else {
this.behavior = 'pause';
this.targetSpeedFactor = rand(0.03, 0.10); // nearly stopped, just drifting
this.behaviorTimer = rand(1.5 + night * 2, 4 + night * 9); // much longer rests at night
}
}
// Ease speed toward the target so speed-ups/slow-downs are smooth, not abrupt
this.speedFactor += (this.targetSpeedFactor - this.speedFactor) * Math.min(1, dt * 2.2);
// Occasionally release a small cluster of bubbles from the mouth
this.bubbleTimer -= dt;
if (this.bubbleTimer <= 0) {
const mx = this.x + Math.cos(this.angle) * this.size * 0.62;
const my = this.y + Math.sin(this.angle) * this.size * 0.62;
const n = (2 + ((Math.random() * 3) | 0)) * 2; // 4..8 bubbles â doubled from the old 2..4
for (let i = 0; i < n; i++) {
const bb = new Bubble(false, mx + rand(-3, 3), my + rand(-3, 3), this.size);
bb.owner = this; // v10: a fish never pops its own bubbles
bubbles.push(bb);
}
this.bubbleTimer = rand(8, 22); // wait a while before the next puff
}
// Jitter the wander target point around its circle
this.wanderTheta += rand(-1, 1) * dt * 3.2;
// Target sits ahead of the fish (in heading direction), offset by wanderTheta.
// Steering toward it yields smooth meandering and genuine direction changes.
let wx = this.x + Math.cos(this.angle) * this.wanderDist + Math.cos(this.wanderTheta) * this.wanderRadius;
let wy = this.y + Math.sin(this.angle) * this.wanderDist + Math.sin(this.wanderTheta) * this.wanderRadius;
// v7: after dark, most fish bed down low in the grass; a few still hover by the seaweed.
if (night > 0.01) {
if (this.grassSleeper) {
// v14: drift toward this fish's own sleep spot along the sand line â
// spreads sleeping fish across the tank instead of one big clump
wx += (this.sleepSpotX - wx) * night * 0.75;
const groundY = sandAt(this.x + Math.cos(this.angle) * this.wanderDist) - this.size * 0.5;
wy += (groundY - wy) * night * 0.85;
} else if (seaweeds.length) {
// v9: each seaweed-hungry fish keeps to its own stalk instead of all crowding the nearest one
if (this.seaweedPref < 0 || this.seaweedPref >= seaweeds.length) {
this.seaweedPref = (Math.random() * seaweeds.length) | 0;
}
const w = seaweeds[this.seaweedPref];
// v13: plinko fix â stalks near the sides pull harder so fish actually reach them
// instead of being deflected back toward the middle by the boundary steering.
const edgeT = Math.abs(w.x / W - 0.5) * 2; // 0 at center â 1 at glass
const k = night * 0.8 * (1 + edgeT * 0.9); // up to ~1.9x at the very edge
wx += (w.x - wx) * k;
wy += (w.yMid - wy) * k;
}
}
let desired = Math.atan2(wy - this.y, wx - this.x);
// Soft boundary steering: kicks in a bit before the glass so fish turn
// gently instead of bonking (v4), roaming freely across the whole tank
let pull = 0;
const mX = W * 0.16, mTop = H * 0.14, mBot = H * 0.16;
if (this.x < mX) pull = Math.max(pull, 1 - this.x / mX);
else if (this.x > W - mX) pull = Math.max(pull, 1 - (W - this.x) / mX);
if (this.y < mTop) pull = Math.max(pull, 1 - this.y / mTop);
else if (this.y > H - mBot) pull = Math.max(pull, 1 - (H - this.y) / mBot);
// v13: plinko fix â grass-sleepers settling at night are less deflected by the
// boundary, so they can reach side positions instead of being pushed to the middle.
if (pull > 0 && this.grassSleeper && night > 0.25) {
const settle = Math.min(1, (night - 0.25) / 0.75); // ramps up as they get sleepier
pull *= (1 - settle * 0.55); // up to ~55% weaker when fully settled
}
if (pull > 0) {
const cx = W / 2, cy = H * 0.45;
desired = lerpAngle(desired, Math.atan2(cy - this.y, cx - this.x), Math.min(1, pull * 1.5));
}
// Floor steering: as a fish nears the sand bed it is steered upward,
// so it skims above the ground line instead of diving under it
// (v4: starts earlier and pushes harder â grass yes, faceplants no)
const floorY = sandAt(this.x) - this.size * 0.35;
const fZone = H * 0.18;
if (this.y > floorY - fZone) {
const fp = Math.min(1, (this.y - (floorY - fZone)) / fZone);
desired = lerpAngle(desired, Math.atan2(H * 0.45 - this.y, W / 2 - this.x), fp * 1.6);
}
// v7: separation steering â bend around nearby fish instead of ploughing into them.
// The faster we swim, the earlier and harder we steer away.
const mySpeed = this.speed * this.speedFactor;
if (mySpeed > 0.3) {
let ax = 0, ay = 0, wsum = 0;
for (const o of fishes) {
if (o === this) continue;
const dx = o.x - this.x, dy = o.y - this.y;
const d2 = dx * dx + dy * dy;
const zone = (this.size + o.size) * 1.7; // notice radius scales with both fish
if (d2 < zone * zone && d2 > 0.01) {
const dd = Math.sqrt(d2);
const w = (1 - dd / zone) * Math.min(1, mySpeed); // close & fast â strong
ax -= (dx / dd) * w;
ay -= (dy / dd) * w;
wsum += w;
}
}
if (wsum > 0) {
desired = lerpAngle(desired, Math.atan2(ay, ax), Math.min(0.85, wsum * 0.45));
}
} else if (night > 0.2) {
// v14: at rest after dark â a wider, stronger personal buffer so sleeping
// fish gently push apart instead of settling into one tight clump
let ax = 0, ay = 0, wsum = 0;
for (const o of fishes) {
if (o === this) continue;
const dx = o.x - this.x, dy = o.y - this.y;
const d2 = dx * dx + dy * dy;
const zone = (this.size + o.size) * 2.4; // much wider buffer than the swim radius
if (d2 < zone * zone && d2 > 0.01) {
const dd = Math.sqrt(d2);
const w = 1 - dd / zone;
ax -= (dx / dd) * w;
ay -= (dy / dd) * w;
wsum += w;
}
}
if (wsum > 0) {
desired = lerpAngle(desired, Math.atan2(ay, ax), Math.min(0.85, wsum * 0.6));
}
}
// Limit turn rate so direction changes are smooth and fish-like
let d = desired - this.angle;
while (d > Math.PI) d -= 2 * Math.PI;
while (d < -Math.PI) d += 2 * Math.PI;
const maxStep = this.maxTurn * dt;
this.angle += Math.max(-maxStep, Math.min(maxStep, d));
// Fish roll their bodies when banking through sharp turns: the moment a big
// heading change begins, sometimes excite a roll (banking into the turn),
// then let a spring-damper wobble it back upright.
const hardTurn = Math.abs(d) > 1.2;
if (hardTurn && !this.inHardTurn && this.speedFactor > 0.35 && Math.random() < 0.55) {
this.rollVel += Math.sign(d) * rand(3.8, 5.5); // bank into the turn
}
this.inHardTurn = hardTurn;
this.rollVel += (-8 * this.roll - 2.4 * this.rollVel) * dt;
this.roll += this.rollVel * dt;
if (this.roll > 1.15) { this.roll = 1.15; this.rollVel *= -0.25; }
else if (this.roll < -1.15) { this.roll = -1.15; this.rollVel *= -0.25; }
// v22: Ecco-style viewing angle â when moving vertically, we see the fish from above/below;
// when moving horizontally, we see its side profile. Smoothly interpolate between views.
// sin(angle) gives 0 for horizontal (0, Ï) and ±1 for vertical (±Ï/2)
const targetView = Math.abs(Math.sin(this.angle));
this.viewAngle += (targetView - this.viewAngle) * Math.min(1, dt * 4);
// Player fish: input-driven movement (keyboard WASD + gamepad sticks),
// overrides the AI cruising so the player is fully in control.
if (this === playerFish) {
const inp = getPlayerInput();
// Turn toward the combined input direction (WASD or left stick).
if (Math.hypot(inp.dx, inp.dy) > GAMEPAD_DEADZONE) {
const targetAngle = Math.atan2(inp.dy, inp.dx);
let d = targetAngle - this.angle;
while (d > Math.PI) d -= 2 * Math.PI;
while (d < -Math.PI) d += 2 * Math.PI;
const turnSpeed = 4.0; // rad/s â responsive turning
this.angle += Math.max(-turnSpeed * dt, Math.min(turnSpeed * dt, d));
}
// Speed: cruise baseline, boosted by Shift / R-stick down,
// slowed by Space / R-stick up.
let speedMult = 1;
if (inp.boost > 0) speedMult += inp.boost * 2.0; // speed up
if (inp.slow > 0) speedMult -= inp.slow * 0.85; // slow down
speedMult = Math.max(0.15, Math.min(3.0, speedMult));
const playerSpeed = this.speed * this.cruiseSpeed * speedMult * 60 * dt;
this.x += Math.cos(this.angle) * playerSpeed;
this.y += Math.sin(this.angle) * playerSpeed;
this.currentVelocity = this.speed * this.cruiseSpeed * speedMult * 60; // track actual velocity
} else {
// Normal AI fish movement.
const sp = this.speed * this.cruiseSpeed * this.speedFactor * 60 * dt;
this.x += Math.cos(this.angle) * sp;
this.y += Math.sin(this.angle) * sp;
this.currentVelocity = this.speed * this.cruiseSpeed * this.speedFactor * 60; // track actual velocity
}
// NOTE: fish do NOT collide with plants â they plough straight through.
// The seaweed bends out of the way instead (see updatePlants).
// Hard safety clamp â fish may just about swim off-screen (they never
// despawn or leave), but never below the ground line (sand surface)
this.x = Math.max(-40, Math.min(W + 40, this.x));
this.y = Math.max(-50, Math.min(sandAt(this.x) - this.size * 0.35, this.y));
// Tail beat follows actual speed â a resting fish barely moves its tail
// Use the actual current velocity (which accounts for player boost/slow)
const effSpeed = this.currentVelocity / 60; // convert back to base units
this.phase += dt * (4 + effSpeed * 3);
}
draw(c) {
c.save();
c.translate(this.x, this.y);
c.rotate(this.angle);
// v23: Ecco-style perspective WITHOUT a second picture. We keep the one fully-
// detailed body and foreshorten it as the fish turns to swim vertically.
// viewAngle 0 = pure side profile (one eye), 1 = seen from above/below (the back).
// Foreshortening along local up/down makes the dorsal fin slide toward center and
// the body slim down, reading as "seeing the back" â no snapping, nothing vanishes.
const v = Math.max(0, Math.min(1, this.viewAngle));
let scaleY = 1 - 0.34 * v; // foreshorten toward the back view
if (Math.abs(this.roll) > 0.01) { // banking roll still squashes a touch
scaleY *= Math.max(0.42, Math.cos(this.roll));
c.rotate(this.roll * 0.1);
}
c.scale(1, scaleY);
this.drawSideView(c); // one body: wave + patterns + fins always on
c.restore();
}
// v22: Draw fish from above or below (Ecco-style top/bottom view)
drawTopBottomView(c) {
const s = this.size;
// traveling body wave
const waveK = Math.PI / s;
const waveAmp = s * 0.12;
const sway = Math.sin(-s * waveK + this.phase) * s * 0.34;
// Top/bottom view: body seen from above or below
// Dorsal fin visible as a line down the center when viewed from above
const g = this.bodyGrad;
const NSEG = 26;
// Build body outline (same as side view but we're looking at it from top/bottom)
const bodyPath = new Path2D();
for (let i = 0; i <= NSEG; i++) {
const x = s - (i / NSEG) * 2 * s;
// Wider body when viewed from top/bottom (we see the full width)
const hh = s * 0.55 * Math.sqrt(Math.max(0, 1 - (x / s) ** 2));
if (i === 0) bodyPath.moveTo(x, -hh); else bodyPath.lineTo(x, -hh);
}
for (let i = NSEG; i >= 0; i--) {
const x = s - (i / NSEG) * 2 * s;
const hh = s * 0.55 * Math.sqrt(Math.max(0, 1 - (x / s) ** 2));
bodyPath.lineTo(x, hh);
}
bodyPath.closePath();
c.fillStyle = g;
c.fill(bodyPath);
// Dorsal fin â visible as a line/shape down the center when viewed from above
c.strokeStyle = this.tailFillStyle;
c.lineWidth = s * 0.15;
c.lineCap = "round";
c.beginPath();
c.moveTo(s * 0.3, 0);
// Curved dorsal fin running down the center
c.quadraticCurveTo(-s * 0.2, -sway * 0.5, -s * 0.6, sway * 0.3);
c.stroke();
// Eyes â visible on both sides of the head when viewed from top/bottom
c.fillStyle = "#fff";
// Left eye
c.beginPath();
c.arc(s * 0.55, -s * 0.40, s * 0.1, 0, Math.PI * 2);
c.fill();
c.fillStyle = "#0d1420";
c.beginPath();
c.arc(s * 0.57, -s * 0.36, s * 0.05, 0, Math.PI * 2);
c.fill();
// Right eye
c.fillStyle = "#fff";
c.beginPath();
c.arc(s * 0.55, s * 0.40, s * 0.1, 0, Math.PI * 2);
c.fill();
c.fillStyle = "#0d1420";
c.beginPath();
c.arc(s * 0.57, s * 0.36, s * 0.05, 0, Math.PI * 2);
c.fill();
// Tail fin (simplified for top/bottom view)
c.fillStyle = this.tailFillStyle;
c.beginPath();
if (this.tailType === 'fan') {
c.moveTo(-s * 0.5, 0);
c.quadraticCurveTo(-s * 1.3, -s * 0.28 + sway, -s * 1.42, -s * 0.5 + sway);
c.quadraticCurveTo(-s * 1.12, sway * 0.5, -s * 1.42, s * 0.5 + sway);
c.quadraticCurveTo(-s * 1.3, s * 0.28 + sway, -s * 0.5, 0);
} else if (this.tailType === 'streamer') {
c.moveTo(-s * 0.5, 0);
c.quadraticCurveTo(-s * 1.35, -s * 0.24 + sway, -s * 1.68, -s * 0.56 + sway);
c.quadraticCurveTo(-s * 0.98, sway * 0.35, -s * 1.68, s * 0.56 + sway);
c.quadraticCurveTo(-s * 1.35, s * 0.24 + sway, -s * 0.5, 0);
} else {
c.moveTo(-s * 0.5, 0);
c.quadraticCurveTo(-s * 1.04, -s * 0.36 + sway, -s * 1.22, -s * 0.44 + sway);
c.quadraticCurveTo(-s * 1.34, -s * 0.52 + sway, -s * 0.86, sway * 0.5);
c.quadraticCurveTo(-s * 1.34, s * 0.52 + sway, -s * 1.22, s * 0.44 + sway);
c.quadraticCurveTo(-s * 1.04, s * 0.36 + sway, -s * 0.5, 0);
}
c.fill();
}
// v22: Draw fish from the side (original view)
drawSideView(c) {
const s = this.size;
// traveling body wave (v3): ripples headâtail so the fish undulates like a real one
const waveK = Math.PI / s; // ~one wavelength across the body length
const waveAmp = s * 0.12; // subtle flex amplitude
// tail fin follows the body wave at its base, amplified (same phase â no fighting)
const sway = Math.sin(-s * waveK + this.phase) * s * 0.34;
// v24: Ecco-style blend factor (0 = side profile, 1 = seen from above/below).
// Flattens the tail lobes and spreads eyes/barbels as we see more of the back.
const ev = Math.max(0, Math.min(1, this.viewAngle));
const tailFlat = 1 - 0.55 * ev; // v25: squish the tail fin a bit more when vertical
// tail fin (v7 rounded / v11 three styles): each tip is swept around by a curve
// whose control point sits just past where the old spike was. The style is fixed
// per fish at spawn so the school has variety in its tails.
// v14: use per-fish saturation and lightness for expanded color palette
c.fillStyle = this.tailFillStyle;
c.beginPath();
if (this.tailType === 'fan') {
// Broad, rounded fan (betta/goldfish-style): wide spread, tips high and far out,
// with only a shallow dip between the two lobes.
c.moveTo(-s * 0.5, 0);
c.quadraticCurveTo(-s * 1.3, -s * 0.28 * tailFlat + sway, -s * 1.42, -s * 0.5 * tailFlat + sway); // up to upper tip
c.quadraticCurveTo(-s * 1.12, sway * 0.5, -s * 1.42, s * 0.5 * tailFlat + sway); // shallow notch â lower tip
c.quadraticCurveTo(-s * 1.3, s * 0.28 * tailFlat + sway, -s * 0.5, 0); // back to the base
} else if (this.tailType === 'streamer') {
// Long forked streamers (angelfish/fancy-guppy-style): two flowing lobes that
// reach further back with a deeper notch between them.
c.moveTo(-s * 0.5, 0);
c.quadraticCurveTo(-s * 1.35, -s * 0.24 * tailFlat + sway, -s * 1.68, -s * 0.56 * tailFlat + sway); // long upper lobe
c.quadraticCurveTo(-s * 0.98, sway * 0.35, -s * 1.68, s * 0.56 * tailFlat + sway); // deep fork â lower tip
c.quadraticCurveTo(-s * 1.35, s * 0.24 * tailFlat + sway, -s * 0.5, 0); // long lower lobe back to base
} else {
// classic (v7): rounded lobes with a soft notch â the original look
c.moveTo(-s * 0.5, 0);
c.quadraticCurveTo(-s * 1.04, -s * 0.36 * tailFlat + sway, -s * 1.22, -s * 0.44 * tailFlat + sway); // upper edge out toward the tip
c.quadraticCurveTo(-s * 1.34, -s * 0.52 * tailFlat + sway, -s * 0.86, sway * 0.5); // rounded upper lobe â notch
c.quadraticCurveTo(-s * 1.34, s * 0.52 * tailFlat + sway, -s * 1.22, s * 0.44 * tailFlat + sway); // notch â rounded lower lobe
c.quadraticCurveTo(-s * 1.04, s * 0.36 * tailFlat + sway, -s * 0.5, 0); // lower edge back to the base
}
c.fill();
// v21: far-side whisker â drawn BEFORE the body so it sits behind the fish and is
// partially obscured by the head (only the part that pokes out from behind the snout
// shows). The near-side whisker is drawn after the eye, below.
if (this.whiskerLen) {
const L = this.whiskerLen * s;
const spd = Math.min(1, this.speedFactor);
const NPTS = 7;
c.save();
c.lineCap = "round";
c.strokeStyle = this.whiskerStyle;
c.lineWidth = Math.max(1, s * 0.045);
{
const side = -1; // far side (behind the body)
const rootX = s * 0.6;
// v24: from above, barbels sit on either side of the mouth â spread the roots
// apart and flare each whisker further out as the fish "rotates" to swim vertically
const rootY = side * s * (0.09 + 0.07 * ev);
c.beginPath();
c.moveTo(rootX, rootY);
for (let i = 1; i <= NPTS; i++) {
const t = i / NPTS;
const bx = rootX - L * (0.25 + 0.65 * spd) * t;
const by = rootY + side * L * (0.42 + 0.3 * ev) * t * t;
const amp = s * 0.17 * t * (0.35 + 0.65 * spd);
const off = Math.sin(t * 5.5 - this.phase * 1.4 + this.whiskPh) * amp;
c.lineTo(bx, by + off);
}
c.stroke();
}
c.restore();
}
// v26:
// body â undulates while swimming: the ellipse flexes along a traveling wave (v3)
const g = this.bodyGrad; // precomputed in constructor (static colors, local coords)
const NSEG = 26; // outline samples for a smooth curve
// wave offset at any x along the body: rigid at head, full flex at tail.
// Shared with the dorsal fin so it stays glued to the moving back (v4)
const wy = x => Math.sin(x * waveK + this.phase) * waveAmp * ((s - x) / (2 * s));
// pelvic fin drawn BEFORE the body so it sits behind the fish
if (this.hasPelvicFin) {
try {
c.fillStyle = this.pevFillStyle;
c.beginPath();
const pelvicBaseY1 = s * 0.36 * (1 - 0.6 * ev);
const pelvicPeakY = s * 0.78 * (1 - ev);
const pelvicBaseY2 = s * 0.4 * (1 - 0.6 * ev);
c.moveTo(-s * 0.15, pelvicBaseY1 + wy(-s * 0.15));
c.quadraticCurveTo(s * 0.05, pelvicPeakY + wy(s * 0.05), s * 0.38, pelvicBaseY2 + wy(s * 0.38));
c.closePath();
c.fill();
} catch (e) {
console.error('Pelvic fin error:', e);
}
}
// // Build the body outline once as a Path2D â reused for base fill + iridescence (v7)
const bodyPath = new Path2D();
for (let i = 0; i <= NSEG; i++) { // top edge: head (+s) -> tail (-s)
const x = s - (i / NSEG) * 2 * s;
const hh = s * 0.42 * Math.sqrt(Math.max(0, 1 - (x / s) ** 2));
if (i === 0) bodyPath.moveTo(x, -hh + wy(x)); else bodyPath.lineTo(x, -hh + wy(x));
}
for (let i = NSEG; i >= 0; i--) { // bottom edge: tail (-s) -> head (+s)
const x = s - (i / NSEG) * 2 * s;
const hh = s * 0.42 * Math.sqrt(Math.max(0, 1 - (x / s) ** 2));
bodyPath.lineTo(x, hh + wy(x));
}
bodyPath.closePath();
c.fillStyle = g;
c.fill(bodyPath);
// v15: stripes first when both are present â bars form the base pattern,
// spots scatter on top. Each is clipped to the body so nothing spills, and both
// ride the traveling wave (wy) so they flex with the undulating body, drawn
// BEFORE the additive sheen so the iridescent shimmer still plays across them.
if (this.stripes) {
c.save();
c.clip(bodyPath);
const N = 8; // samples down each edge for smooth organic curves
for (const st of this.stripes) {
const sx = st.x * s; // bar center, fish-local x
const hw0 = st.w * s / 2; // base half-width
const H = s * 1.35; // vertical span (clipped by the body outline)
c.fillStyle = st.style;
c.beginPath();
// left edge, top â bottom: bend the centerline + taper the width with t
for (let j = 0; j <= N; j++) {
const t = j / N;
const cx = sx + Math.sin(t * st.cFreq * Math.PI + st.cPh) * st.cAmp * s;
const hwL = hw0 * (1 + st.tAmp * Math.sin(t * st.tFreq * Math.PI + st.tPh));
const xL = cx - hwL, yL = wy(xL) + (t - 0.5) * H;
if (j === 0) c.moveTo(xL, yL); else c.lineTo(xL, yL);
}
// right edge, bottom â top
for (let j = N; j >= 0; j--) {
const t = j / N;
const cx = sx + Math.sin(t * st.cFreq * Math.PI + st.cPh) * st.cAmp * s;
const hwR = hw0 * (1 + st.tAmp * Math.sin(t * st.tFreq * Math.PI + st.tPh));
const xR = cx + hwR, yR = wy(xR) + (t - 0.5) * H;
c.lineTo(xR, yR);
}
c.closePath();
c.fill();
}
c.restore();
}
// v18: koi patches â large irregular blobs clipped to the body outline, riding the
// traveling wave (wy) so they flex with the undulating body, drawn BEFORE the
// additive sheen so the iridescent shimmer still plays across them.
if (this.koiPatches) {
c.save();
c.clip(bodyPath);
for (const kp of this.koiPatches) {
const sx = kp.x * s;
c.fillStyle = kp.style;
c.beginPath();
c.arc(sx, kp.y * s + wy(sx), kp.r * s, 0, Math.PI * 2);
c.fill();
}
c.restore();
}
// v13: random spots on ~20% of fish (or over the stripes for the 10% mixed) â
// clipped to the body so they never spill, riding the traveling wave (wy) so they
// flex with the undulating body, and drawn BEFORE the additive sheen so the
// iridescent shimmer still plays across them.
if (this.spots) {
c.save();
c.clip(bodyPath);
for (const sp of this.spots) {
const sx = sp.x * s;
c.fillStyle = sp.style;
c.beginPath();
c.arc(sx, sp.y * s + wy(sx), sp.r * s, 0, Math.PI * 2);
c.fill();
}
c.restore();
}
// v7: efficient iridescence â a sheen whose hue shimmers with the swim phase,
// so scales appear to catch the light while moving. One gradient + one fill.
const shimmer = Math.sin(this.phase * 1.6) * 0.5 + 0.5; // 0..1 as it swims
const iridHue = this.hue + 40 * Math.sin(this.phase * 2.3); // hue drifts with phase
// PERF: cache the sheen gradient. Its inputs move smoothly, so quantize them to a
// tiny grid (1/31 shimmer steps, 1° hue) and reuse until the cell changes â this
// skips one createLinearGradient + 3 addColorStop calls on most frames.
const igKey = Math.round(shimmer * 31) * 512 + (Math.round(iridHue) + 64);
if (igKey !== this._igKey || !this._igGrad) {
this._igGrad = c.createLinearGradient(-s, -s*0.3, s, s*0.35);
this._igGrad.addColorStop(0.0, `hsla(${this.hue},95%,72%,${0.10 + 0.18*shimmer})`);
this._igGrad.addColorStop(0.5, `hsla(${iridHue},90%,70%,${0.04 + 0.10*shimmer})`);
this._igGrad.addColorStop(1.0, `hsla(${this.hue + 200},85%,68%,${0.03 + 0.08*shimmer})`);
this._igKey = igKey;
}
const ig = this._igGrad;
c.save();
c.globalCompositeOperation = "lighter"; // additive sheen: reads as light on scales
c.fillStyle = ig;
c.fill(bodyPath);
c.restore();
// belly highlight
c.fillStyle = "rgba(255,255,255,0.16)";
c.beginPath();
c.ellipse(0, s * 0.14, s * 0.82, s * 0.24, 0, 0, Math.PI * 2);
c.fill();
// dorsal fin â rides the body wave at its attachment points so it
// never disconnects as the back undulates (v4)
// v17: matches the fish's own color instead of a fixed blue â silver fish no longer
// sprout mismatched blue fins
// v25: as the fish turns to swim vertically (evâ1), the dorsal fin slides from
// "on top of the fish" to "in the middle" (centerline), matching the top-down view
c.fillStyle = this.dorsalFillStyle;
c.beginPath();
const dorsalBaseY1 = -s * 0.36 * (1 - 0.6 * ev); // base point 1 moves toward centerline
const dorsalPeakY = -s * 0.78 * (1 - ev); // peak moves to centerline (y=0)
const dorsalBaseY2 = -s * 0.4 * (1 - 0.6 * ev); // base point 2 moves toward centerline
c.moveTo(-s * 0.15, dorsalBaseY1 + wy(-s * 0.15));
c.quadraticCurveTo(s * 0.05, dorsalPeakY + wy(s * 0.05), s * 0.38, dorsalBaseY2 + wy(s * 0.38));
c.closePath();
c.fill();
// v24: both eyes â as the fish turns to swim vertically (evâ1) we see them from
// above: the pair spreads wider on either side of the head and each eye squashes
// into a flatter ellipse (perspective), instead of two overlapping circles.
{
const eyeRY = 0.11 * (1 - 0.35 * ev); // vertical squash of the white
const pupRY = 0.055 * (1 - 0.35 * ev); // pupil squashes with it
const yNear = -s * (0.12 + 0.1 * ev); // near eye slides outward as we see more of the back
c.fillStyle = "#fff";
c.beginPath();
c.ellipse(s * 0.58, yNear, s * 0.11, s * eyeRY, 0, 0, Math.PI * 2);
c.fill();
c.fillStyle = "#0d1420";
c.beginPath();
c.ellipse(s * 0.61, yNear, s * 0.055, s * pupRY, 0, 0, Math.PI * 2);
c.fill();
// far-side eye fades in as we see more of the back (Ecco-style top view) â
// two eyes flanking the head when the fish turns to swim vertically.
if (ev > 0.03) {
const yFar = s * (0.16 + 0.08 * ev); // far eye slides outward too â pair widens
c.save();
// Ease in the far-side eye so it takes longer to appear (25% slower fade-in)
c.globalAlpha = Math.pow(ev, 1.25) * 0.9;
c.fillStyle = "#fff";
c.beginPath();
c.ellipse(s * 0.58, yFar, s * 0.11, s * eyeRY, 0, 0, Math.PI * 2);
c.fill();
c.fillStyle = "#0d1420";
c.beginPath();
c.ellipse(s * 0.61, yFar, s * 0.055, s * pupRY, 0, 0, Math.PI * 2);
c.fill();
c.restore();
}
}
// v21: near-side whisker â drawn AFTER the body so it sits in front of the fish.
// (The far-side whisker is drawn before the body, above.) Together they form a
// pair from the snout on ~10% of fish, in one of three lengths, with loose ribbons
// flowing in the current and a traveling wave rippling down their length. Drawn at
// a fixed 50% opacity.
if (this.whiskerLen) {
const L = this.whiskerLen * s;
const spd = Math.min(1, this.speedFactor);
const NPTS = 7;
c.save();
c.lineCap = "round";
c.strokeStyle = this.whiskerStyle;
c.lineWidth = Math.max(1, s * 0.045);
{
const side = 1; // near side (in front of the body)
const rootX = s * 0.6;
// v24: same spread/flare as the far whisker â a pair flanking the snout from above
const rootY = side * s * (0.09 + 0.07 * ev);
c.beginPath();
c.moveTo(rootX, rootY);
for (let i = 1; i <= NPTS; i++) {
const t = i / NPTS;
const bx = rootX - L * (0.25 + 0.65 * spd) * t;
const by = rootY + side * L * (0.42 + 0.3 * ev) * t * t;
const amp = s * 0.17 * t * (0.35 + 0.65 * spd);
const off = Math.sin(t * 5.5 - this.phase * 1.4 + this.whiskPh) * amp;
c.lineTo(bx, by + off);
}
c.stroke();
}
c.restore();
}
c.restore();
// v17/v23: overhead light â soft elliptical highlight on the fish's upper edge.
// Drawn in local coords (draw() already positioned + rotated us) so it rides with
// the body and foreshortens correctly instead of being double-offset.
{
const a = 0.35 * (1 - curNight * 0.65); // dimmer at night, still present
if (a > 0.02) {
c.fillStyle = `rgba(255,255,255,${(a * 0.3).toFixed(3)})`;
c.beginPath();
c.ellipse(s * 0.05, -s * 0.26, s * 0.6, s * 0.2, 0, 0, Math.PI * 2);
c.fill();
c.fillStyle = `rgba(255,255,255,${a.toFixed(3)})`;
c.beginPath();
c.ellipse(s * 0.05, -s * 0.26, s * 0.34, s * 0.1, 0, 0, Math.PI * 2);
c.fill();
}
}
}
}
// v7: helper â stroke a smooth line through the given points
function strokeArc(c, pts) {
c.beginPath();
c.moveTo(pts[0][0], pts[0][1]);
for (let i = 1; i < pts.length; i++) c.lineTo(pts[i][0], pts[i][1]);
c.stroke();
}
// v19: each bubble gets a subtle random tint â pure white up to a soft grey-blue
function bubbleColor() {
const t = Math.random() * 0.85; // keep it subtle, most stay near-white
const r = Math.round(255 - (255 - 196) * t);
const g = Math.round(255 - (255 - 214) * t);
const b = Math.round(255 - (255 - 238) * t);
return [r, g, b];
}
class Bubble {
constructor(init, x, y, size) {
if (x !== undefined) { // spawned from a fish's mouth: tiny, one-shot
this.x = x; this.y = y;
const s = (size || 28) / 28; // v6: scales with the fish that blew it
this.r = rand(1.4, 3.2) * s;
this.speed = rand(45, 85) * (0.7 + 0.3 * s);
this.p = rand(0, Math.PI * 2);
this.rgb = bubbleColor();
this.isMouth = true;
} else {
this.reset(init);
}
}
reset(init) {
this.x = rand(0, W);
this.y = init ? rand(H * 0.3, H) : H + rand(10, 80);
this.r = rand(2, 7);
this.speed = rand(35, 90);
this.p = rand(0, Math.PI * 2);
this.rgb = bubbleColor();
this.isMouth = false;
}
update(dt, t) {
this.y -= this.speed * dt;
this.x += Math.sin(t * 1.6 + this.p) * 22 * dt;
if (this.y < -12) { if (this.isMouth) this.dead = true; else this.reset(false); }
}
draw(c) {
const [r, g, b] = this.rgb;
c.lineWidth = 1;
c.strokeStyle = `rgba(${r},${g},${b},0.35)`;
c.fillStyle = `rgba(${r},${g},${b},0.08)`;
c.beginPath();
c.arc(this.x, this.y, this.r, 0, Math.PI * 2);
c.fill();
c.stroke();
c.fillStyle = `rgba(${r},${g},${b},0.45)`;
c.beginPath();
c.arc(this.x - this.r * 0.3, this.y - this.r * 0.3, this.r * 0.25, 0, Math.PI * 2);
c.fill();
}
}
function sandAt(x) {
const i = Math.max(0, Math.min(sandHeights.length - 2, x / 40));
const f = (x / 40) - Math.floor(i);
return sandHeights[Math.floor(i)] * (1 - f) + sandHeights[Math.floor(i) + 1] * f;
}
function buildScene() {
fishes = [];
bubbles = [];
seaweeds = [];
backSeaweeds = []; // v4: blurry background seaweed (not fish-touchable)
midSeaweeds = []; // v6: middle-distance seaweed with halo pass (between back and far)
farSeaweeds = []; // v5: ultra-far pre-rendered blurry sprites (deepest layer)
motes = [];
rays = [];
rocks = [];
sandHeights = [];
sandParticles = []; // v22: fresh bed, no leftover grains
raySpritesBuiltFor = null; // v23: beam sprites are sized to the old canvas â rebuild them
grass = []; // v10.1: clear on rebuild so resize/F11 doesn't stack a second row
fgGrass = []; // v12: same reset for the foreground layer (resize/F11 safety)
// ALT: rolling hills instead of a flat bed â three octaves of random sine waves
// (broad swells + mid undulations + fine ripples), re-rolled on every refresh.
const sandTop = H - Math.max(60, H * 0.12);
const hillUp = rand(34, 58); // tallest crest rises this far above the baseline
const hillDown = rand(14, 26); // deepest dip sinks this far below it
const waves = [
{ wl: rand(380, 720), amp: 1.00, ph: rand(0, Math.PI * 2) }, // broad swells
{ wl: rand(170, 320), amp: 0.45, ph: rand(0, Math.PI * 2) }, // mid undulations
{ wl: rand(80, 150), amp: 0.18, ph: rand(0, Math.PI * 2) } // fine surface ripples
];
const raw = [];
for (let x = 0; x <= W + 40; x += 40) {
let v = 0;
for (const wv of waves) v += Math.sin((x / wv.wl) * Math.PI * 2 + wv.ph) * wv.amp;
raw.push(v);
}
// Rescale so the extremes land exactly at the chosen limits â full relief, no clamping
let lo = Infinity, hi = -Infinity;
for (const v of raw) { if (v < lo) lo = v; if (v > hi) hi = v; }
const span = Math.max(0.001, hi - lo);
sandHeights.length = 0;
for (const v of raw) {
const off = -hillUp + ((hi - v) / span) * (hillUp + hillDown); // crest â -hillUp, dip â +hillDown
sandHeights.push(sandTop + off);
}
// plants grow in bundles of stalks sharing a base patch; each stalk sprouts side branches
const nClusters = Math.max(6, Math.floor(W / 150));
for (let i = 0; i < nClusters; i++) {
const cx = rand(45, W - 45);
const clusterHue = rand(95, 145);
const nStalks = 3 + ((Math.random() * 4) | 0); // 3..6 stalks per bundle
for (let j = 0; j < nStalks; j++) {
const hue = clusterHue + rand(-10, 10);
const st = {
x: cx + rand(-16, 16),
h: rand(H * 0.12, H * 0.34),
segs: 8,
phase: rand(0, Math.PI * 2),
speed: rand(0.9, 1.7),
hue,
width: rand(4, 8),
touch: 0,
// v15: organic rest curve â each stalk leans and waves like real seaweed
// instead of standing perfectly straight. Also fed into the physics (updatePlants)
// so fish push the stalk where it actually looks. Weighted by f â root stays planted.
cA1: rand(5, 12), cF1: rand(0.9, 1.8), cP1: rand(0, Math.PI * 2),
cA2: rand(2, 6), cF2: rand(2.2, 3.6), cP2: rand(0, Math.PI * 2),
// v17: secondary wobble - a finer inner shimmer for unique motion per stalk
sAmp: rand(2, 5), // amplitude of the secondary wave
sFreq: rand(3.5, 6.5), // higher frequency than primary sway
sPh: rand(0, Math.PI * 2), // phase offset
tipW: rand(1.4, 2.6), // v15: blade tapers from width â tipW up the stipe
// PERF: stroke styles precomputed once (hue is fixed per stalk) â drawSeaweed
// used to rebuild both template strings every frame for every stalk.
stalkStyle: `hsla(${hue},55%,36%,0.92)`,
branchStyle: `hsla(${hue + 8},60%,46%,0.9)`,
midStyle: `hsla(${hue - 8},48%,27%,0.45)`, // v15: faint leaf vein down the blade
off: new Float32Array(9), // lateral bend per segment (fish push leaves aside)
offV: new Float32Array(9), // velocity of that bend
branches: [],
// PERF: stalk points preallocated once â updatePlants reuses these objects
// in place instead of pushing fresh {x,y} pairs every frame (GC churn)
points: Array.from({ length: 9 }, () => ({ x: 0, y: 0 })) // segs+1; can't read st inside its own initializer
};
const nBr = 1 + ((Math.random() * 3) | 0); // 1..3 branches per stalk
for (let k = 0; k < nBr; k++) {
st.branches.push({
f: rand(0.25, 0.85), // where along the stalk it sprouts
side: Math.random() < 0.5 ? -1 : 1,
len: rand(12, 30), // horizontal reach
up: rand(10, 26), // how far it curls upward
w: rand(2, 4),
ph: rand(0, Math.PI * 2),
flowers: Math.random() < 0.3 ? (() => { // ~30% of branches bloom with 1-3 heads (v3)
const n = 1 + ((Math.random() * 3) | 0); // 1..3 flowers per branch
return Array.from({ length: n }, () => {
const hue = (Math.random() * 360) | 0; // colourful â full spectrum
return {
t: rand(0.45, 1), // where along the branch it sits (tip zone)
hue,
r: rand(4, 7), // head size
petals: 5 + ((Math.random() * 3) | 0), // 5..7 petals
// PERF: paint styles precomputed once â drawFlowerHead used to rebuild
// these strings per petal, per frame.
petalFill: `hsla(${hue},85%,64%,0.95)`,
centerFill: `hsla(${(hue + 45) % 360},92%,78%,0.95)`
};
});
})() : []
});
}
seaweeds.push(st);
}
}
// v4: blurry background seaweed â taller, bluer, behind everything else.
// Pre-rendered to offscreen canvases with blur at build time (no runtime cost).
const nBackClusters = Math.max(4, Math.floor(W / 200));
for (let i = 0; i < nBackClusters; i++) {
const cx = rand(30, W - 30);
const clusterHue = rand(165, 200); // bluer than foreground seaweed (95-145)
const nStalks = 2 + ((Math.random() * 3) | 0); // 2..4 stalks per bundle
for (let j = 0; j < nStalks; j++) {
const hue = clusterHue + rand(-15, 15);
// v4.3: depth split â ~51% "far" (heavy softness), ~49% "near" (sharper) for a layered look
const near = Math.random() < 0.49;
const w = near ? rand(2.5, 5) : rand(3, 6);
const tw = near ? rand(1.2, 2.4) : rand(1.5, 3);
const st = {
x: cx + rand(-20, 20),
h: rand(H * 0.35, H * 0.65), // much taller than foreground seaweed
segs: 10,
phase: rand(0, Math.PI * 2),
speed: rand(0.7, 1.3), // slower, more gentle sway
hue,
near,
width: w,
tipW: tw,
branches: [],
// organic curve parameters (same as foreground seaweed)
cA1: rand(8, 15), cF1: rand(0.8, 1.6), cP1: rand(0, Math.PI * 2),
cA2: rand(3, 8), cF2: rand(2.0, 3.2), cP2: rand(0, Math.PI * 2),
// v4.3: multi-wave organic motion parameters
waveA1: rand(6, 14), waveF1: rand(0.5, 1.2), wavePh1: rand(0, Math.PI * 2),
waveA2: rand(3, 8), waveF2: rand(1.3, 2.1), wavePh2: rand(0, Math.PI * 2),
waveA3: rand(2, 5), waveF3: rand(2.4, 3.6), wavePh3: rand(0, Math.PI * 2),
// PERF: precomputed styles/widths (avoids per-frame string alloc + arithmetic)
coreStyle: `hsla(${hue},50%,32%,${near ? 0.8 : 0.7})`,
haloStyle: `hsla(${hue},45%,36%,0.18)`,
branchCoreStyle: `hsla(${hue + 8},55%,42%,0.75)`,
backLineW: (w + tw) / 2
};
// v4.1: add branches to background seaweed (like foreground)
const nBr = 1 + ((Math.random() * 3) | 0); // 1..3 branches per stalk
for (let k = 0; k < nBr; k++) {
const bw = rand(1.5, 3); // PERF: computed once, reused for halo width
st.branches.push({
f: rand(0.25, 0.85), // where along the stalk it sprouts
side: Math.random() < 0.5 ? -1 : 1,
len: rand(10, 24), // horizontal reach (slightly smaller than fg)
up: rand(8, 20), // how far it curls upward
w: bw,
haloW: bw * 1.9, // PERF: precomputed halo width
ph: rand(0, Math.PI * 2)
});
}
backSeaweeds.push(st);
}
}
// v6: middle-distance seaweed using halo stroke pass (median properties between back and far)
const nMidClusters = Math.max(5, Math.floor(W / 190));
for (let i = 0; i < nMidClusters; i++) {
const cx = rand(25, W - 25);
// Median hue between backSeaweeds (165-200) and farSeaweeds (170-210)
const clusterHue = rand(183, 197); // midpoint of both ranges
const nStalks = 2 + ((Math.random() * 3) | 0);
for (let j = 0; j < nStalks; j++) {
const hue = clusterHue + rand(-12, 12);
const mw = rand(3, 6.5); // PERF: captured once for precomputed widths
const mtw = rand(1.8, 3.2);
// Median properties: height between backSeaweeds (0.35-0.65H) and farSeaweeds (0.4-0.7H)
const st = {
x: cx + rand(-22, 22),
h: rand(H * 0.42, H * 0.68), // median height
segs: 9,
phase: rand(0, Math.PI * 2),
speed: rand(0.6, 1.15), // median sway speed between back (0.7-1.3) and far (0.5-1.0)
hue,
width: mw, // median width
tipW: mtw,
branches: [],
// Organic curve parameters (like backSeaweeds for halo pass technique)
cA1: rand(9, 16), cF1: rand(0.7, 1.5), cP1: rand(0, Math.PI * 2),
cA2: rand(3.5, 9), cF2: rand(1.8, 3.0), cP2: rand(0, Math.PI * 2),
// Multi-wave organic motion parameters
waveA1: rand(7, 15), waveF1: rand(0.45, 1.1), wavePh1: rand(0, Math.PI * 2),
waveA2: rand(3.5, 9), waveF2: rand(1.2, 2.0), wavePh2: rand(0, Math.PI * 2),
waveA3: rand(2.5, 6), waveF3: rand(2.2, 3.4), wavePh3: rand(0, Math.PI * 2),
// PERF: precomputed styles/widths (avoids per-frame string alloc + arithmetic)
coreStyle: `hsla(${hue},48%,30%,0.65)`,
haloStyle: `hsla(${hue},42%,34%,0.16)`,
branchCoreStyle: `hsla(${hue + 6},50%,40%,0.7)`,
midLineW: (mw + mtw) / 2
};
// Add branches (median count between back and far)
const nBr = 1 + ((Math.random() * 3) | 0);
for (let k = 0; k < nBr; k++) {
const bw = rand(1.8, 3.5); // PERF: computed once, reused for halo width
st.branches.push({
f: rand(0.28, 0.82),
side: Math.random() < 0.5 ? -1 : 1,
len: rand(11, 26),
up: rand(9, 22),
w: bw,
haloW: bw * 2.2, // PERF: precomputed halo width
ph: rand(0, Math.PI * 2)
});
}
midSeaweeds.push(st);
}
}
// v5: ultra-far pre-rendered blurry seaweed â deepest layer, heavily blurred sprites
const nFarClusters = Math.max(6, Math.floor(W / 180)); // 50% more than previous far count
for (let i = 0; i < nFarClusters; i++) {
const cx = rand(20, W - 20);
const clusterHue = rand(170, 210); // very blue-tinted for depth
const nStalks = 2 + ((Math.random() * 3) | 0); // 2..4 stalks per bundle
for (let j = 0; j < nStalks; j++) {
const hue = clusterHue + rand(-15, 15);
const st = {
x: cx + rand(-25, 25),
h: rand(H * 0.4, H * 0.7), // very tall
segs: 8,
phase: rand(0, Math.PI * 2),
speed: rand(0.5, 1.0), // very slow sway
hue,
width: rand(4, 8),
tipW: rand(2, 4),
branches: [],
sprite: null, // will be built by buildFarSeaweedSprites()
spriteXOffset: 0,
spriteYOffset: 0
};
// Add some branches for visual complexity (will be part of the sprite)
const nBr = 1 + ((Math.random() * 2) | 0); // 1..2 branches
for (let k = 0; k < nBr; k++) {
st.branches.push({
f: rand(0.3, 0.8),
side: Math.random() < 0.5 ? -1 : 1,
len: rand(12, 28),
up: rand(10, 24),
w: rand(2, 4),
ph: rand(0, Math.PI * 2)
});
}
farSeaweeds.push(st);
}
}
// Short, dense grass-like ground cover along the sand bed.
// Each tuft is a cluster of thin blades that ripple when fish swim nearby.
const nGrassTufts = Math.max(50, Math.floor(W / 9));
for (let i = 0; i < nGrassTufts; i++) {
const gx = rand(8, W - 8);
const gy = sandAt(gx) + rand(2, 9); // moved DOWN so every blade roots at/below the sand line â no floating bits, closes the gap fish wedged into
const baseHue = rand(95, 155);
const blades = 2 + ((Math.random() * 4) | 0); // 2..5 blades per tuft
for (let b = 0; b < blades; b++) {
const bladeSegs = 3 + ((Math.random() * 2) | 0); // 3-4 segments for tapered outline
grass.push({
x: gx + rand(-7, 7),
y: gy,
h: rand(12, 85), // v4: more height variability â some short tufts, some noticeably tall
lean: rand(-0.35, 0.35), // base tilt from vertical
phase: rand(0, Math.PI * 2),
speed: rand(1.3, 2.8), // quicker, finer sway than seaweed
hue: baseHue + rand(-9, 9),
width: rand(1.4, 2.8),
ripple: 0, // agitation from nearby fish (0..1)
// v16: organic rest-curve + segmented blade outline (like seaweed)
cA1: rand(-5, 5), // primary bend amplitude
cF1: rand(2.2, 4.5), // frequency along blade length
cP1: rand(0, Math.PI * 2), // phase offset
segs: bladeSegs, // 3-4 segments for tapered outline
// v17: secondary wobble - finer inner shimmer per blade
sAmp: rand(1.5, 3.5),
sFreq: rand(4.5, 8),
sPh: rand(0, Math.PI * 2),
// PERF: per-blade scratch points â drawGrass reuses them instead of
// allocating a fresh pts array + point objects every frame (GC churn)
pts: Array.from({ length: bladeSegs + 1 }, () => ({ x: 0, y: 0 }))
});
}
}
// v12: foreground grass â planted on the FRONT glass (closest to the viewer), so it is
// drawn last and foreshortened. It grows in the low band below the sand line, i.e. the
// zone fish never reach, and sways with the water like the other flora but has no
// fish-push physics (purely decorative). ALT-FG: all sizes halved vs the original fg.
// DOUBLED: more foreground grass clusters for denser coverage
const nFgClusters = Math.max(16, Math.floor(W / 60));
for (let i = 0; i < nFgClusters; i++) {
const cx = rand(-10, W + 10);
const clusterBaseY = sandAt(cx) + rand(8, H * 0.06); // moved down (a touch lower than the mid-ground grass) so it sits planted in front
const baseHue = rand(46, 76); // v12.1: yellowish-green â pops against the mid-ground green grass
const nBlades = 5 + ((Math.random() * 4) | 0); // 5..8 blades per clump (doubled density)
for (let b = 0; b < nBlades; b++) {
const fgSegs = 4 + ((Math.random() * 2) | 0); // 4-5 segments for tapered outline
fgGrass.push({
x: cx + rand(-7.5, 7.5), // 50%: tighter clumps (was -15..15)
y: clusterBaseY + rand(-2, 4), // 50%: finer vertical jitter (was -4..8)
h: rand(H * 0.08, H * 0.18), // 50%: half height (was H*0.16..H*0.36)
lean: rand(-0.25, 0.25), // base tilt from vertical
phase: rand(0, Math.PI * 2),
speed: rand(0.8, 1.6), // slower, heavier sway than the tiny mid-ground grass
hue: baseHue + rand(-10, 10),
width: rand(2, 4), // kept slightly thicker than the mid-ground grass (1.4..2.8)
// v16: organic rest-curve + segmented blade outline (like seaweed)
cA1: rand(-8, 8), // primary bend amplitude (larger for foreground)
cF1: rand(2, 4), // frequency along blade length
cP1: rand(0, Math.PI * 2), // phase offset
segs: fgSegs, // 4-5 segments for tapered outline
// v17: secondary wobble - finer inner shimmer per blade (foreground)
sAmp: rand(2, 4.5),
sFreq: rand(3.8, 6.5),
sPh: rand(0, Math.PI * 2),
// PERF: per-blade scratch points â drawFgGrass reuses them in place
pts: Array.from({ length: fgSegs + 1 }, () => ({ x: 0, y: 0 })),
// v28: ~40% of blades get a gentle blur (pre-rendered sprite) for depth
blurred: Math.random() < 0.4,
sprite: null,
spriteScale: 1
});
}
}
buildFgGrassSprites(); // v28: bake the defocused-blade sprites once (free at runtime)
// PERF: pool the plantPoints collision objects too â updatePlants reuses them
// in place instead of allocating one per stalk/branch point every frame.
let pcap = 8;
for (const w of seaweeds) pcap += (w.segs + 1) + w.branches.length * 2;
while (plantPoints.length < pcap) plantPoints.push({ x: 0, y: 0, r: 0, s: null });
const nFish = Math.max(7, Math.floor(W / 130));
for (let i = 0; i < nFish; i++) fishes.push(new Fish());
const nAmbient = Math.round(26 * 0.75); // v10: ambient bubbles reduced 25% (fish production unchanged)
for (let i = 0; i < nAmbient; i++) bubbles.push(new Bubble(true));
for (let i = 0; i < 45; i++) {
motes.push({ x: rand(0, W), y: rand(0, H), r: rand(0.6, 1.8), s: rand(3, 9), p: rand(0, Math.PI * 2) });
}
for (let i = 0; i < 5; i++) {
// random blur state: ~3.75px (semi-blurry), ~8.75px (blurry), or ~17.5px (very blurry) for visual variety
const blurRoll = Math.random();
const blur = blurRoll < 0.34 ? 3.75 : (blurRoll < 0.67 ? 8.75 : 17.5);
rays.push({
x: rand(0, W), w: rand(80, 210), tilt: rand(-0.35, 0.35),
speed: rand(0.06, 0.14) * (Math.random() < 0.5 ? 1 : -1), alpha: rand(0.04, 0.09), blur,
// undulation â two traveling waves so each beam shimmers like light refracted through moving water
uAmp: rand(18, 46), uLen: rand(2.2, 4.5), uSpd: rand(0.35, 0.9) * (Math.random() < 0.5 ? 1 : -1), uPh: rand(0, Math.PI * 2),
vAmp: rand(6, 14), vLen: rand(5, 9), vSpd: rand(0.8, 1.6) * (Math.random() < 0.5 ? 1 : -1), vPh: rand(0, Math.PI * 2)
});
}
const nRocks = Math.max(3, Math.floor(W / 320));
for (let i = 0; i < nRocks; i++) {
const r = rand(14, 34);
// jagged outline â a ring of uneven points so rocks read as craggy stones, not domes
const nPts = 8 + ((Math.random() * 5) | 0); // 8..12 vertices
const pts = [];
for (let k = 0; k < nPts; k++) {
const a = (k / nPts) * Math.PI * 2 + rand(-0.2, 0.2);
pts.push([Math.cos(a) * r * rand(0.75, 1.15), Math.sin(a) * r * 0.72 * rand(0.65, 1.0)]);
}
rocks.push({ x: rand(40, W - 40), r, tone: rand(0.75, 1), pts });
}
}
function resize() {
const dpr = Math.min(2, window.devicePixelRatio || 1);
W = window.innerWidth;
H = window.innerHeight;
canvas.width = W * dpr;
canvas.height = H * dpr;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
buildScene();
buildFarSeaweedSprites(); // v5: pre-render ultra-far blurry seaweed sprites
}
// --- slow light cycle: bright day -> dusk -> night -> dawn, over CYCLE seconds ---
const CYCLE = 180; // seconds per full day/night cycle (v9: exactly 3 minutes)
// Phase durations in seconds: daytime blue 90s, dusk 15s, night 60s, dawn 15s. Total = 180s.
// The cycle starts at the beginning of the bright daytime-blue phase.
const DUSK_START = 90 / CYCLE; // p where day ends and dusk begins (0.5)
const NIGHT_START = (90 + 15) / CYCLE; // p where dusk ends and night begins (~0.5833)
const DAWN_START = (90 + 15 + 60) / CYCLE; // p where night ends and dawn begins (~0.9167)
const MID_DUSK = (DUSK_START + NIGHT_START) / 2; // sunset-glow point, mid-dusk
// [t, waterTop, waterMid, waterBot, rayTint, ambientWashRGB, ambientWashAlpha]
const LIGHT_KEYS = [
[0.00, [13,88,118], [8,58,82], [3,25,43], [190,235,255], [190,235,255], 0.00],
[DUSK_START, [13,88,118], [8,58,82], [3,25,43], [190,235,255], [190,235,255], 0.00],
[MID_DUSK, [224,122,52], [128,60,36], [34,22,26], [255,176,96], [255,150,70], 0.14],
[NIGHT_START,[7,15,32], [4,10,22], [2,6,14], [96,146,206], [3,8,20], 0.40],
[DAWN_START, [7,15,32], [4,10,22], [2,6,14], [96,146,206], [3,8,20], 0.40],
[1.00, [13,88,118], [8,58,82], [3,25,43], [190,235,255], [190,235,255], 0.00]
];
function sampleLight(t) {
const p = ((t / CYCLE) % 1 + 1) % 1;
let i = 0;
while (i < LIGHT_KEYS.length - 2 && LIGHT_KEYS[i + 1][0] <= p) i++;
const k0 = LIGHT_KEYS[i], k1 = LIGHT_KEYS[i + 1];
const f = Math.max(0, Math.min(1, (p - k0[0]) / (k1[0] - k0[0])));
// each key row: [t, waterTop[r,g,b], waterMid, waterBot, rayTint, washRGB, washA]
const mixC = (a, b) => [0, 1, 2].map(c => Math.round(a[c] + (b[c] - a[c]) * f));
return { top: mixC(k0[1], k1[1]), mid: mixC(k0[2], k1[2]), bot: mixC(k0[3], k1[3]), ray: mixC(k0[4], k1[4]), washRGB: mixC(k0[5], k1[5]), washA: k0[6] + (k1[6] - k0[6]) * f };
}
function rgbStr(c) { return `rgb(${c[0]},${c[1]},${c[2]})`; }
// How dark it is right now (0 = bright day, 1 = full night), from the light cycle.
// Drives the sleepier night-time behaviour. Cheap: pure math on one number.
function nightFactor(t) {
const p = ((t / CYCLE) % 1 + 1) % 1;
if (p < DUSK_START) return 0; // bright day
if (p < NIGHT_START) return (p - DUSK_START) / (NIGHT_START - DUSK_START); // dusk: fade to night
if (p < DAWN_START) return 1; // full night
return 1 - (p - DAWN_START) / (1 - DAWN_START); // dawn: fade to day
}
// Per-fish night curve (v10): shifts each fish's dusk/dawn fades by its own early/normal/late
// personality so they don't all sleep or wake in unison. Full day and full night are shared
// by everyone â only the transitions differ.
function personalNight(t, f) {
const p = ((t / CYCLE) % 1 + 1) % 1;
if (p < DUSK_START) return 0; // bright day: all awake
if (p >= NIGHT_START && p < DAWN_START) return 1; // full night: all asleep
const c = v => Math.max(0, Math.min(1, v));
if (p < NIGHT_START) { // dusk: darkness rising
const g = (p - DUSK_START) / (NIGHT_START - DUSK_START);
return c(g + f.sleepShift);
}
const g = 1 - (p - DAWN_START) / (1 - DAWN_START); // dawn: darkness falling
return c(g + f.riseShift);
}
// PERF: cache background gradient - only recreate when colors change significantly
let _bgGrad = null, _bgGradKey = '';
function drawBackground(light) {
// PERF: quantize colors so the gradient only rebuilds on visible color shifts
const key = [light.top[0] | 0, light.top[1] | 0, light.top[2] | 0,
light.mid[0] | 0, light.mid[1] | 0, light.mid[2] | 0,
light.bot[0] | 0, light.bot[1] | 0, light.bot[2] | 0].join(',');
if (!_bgGrad || _bgGradKey !== key) {
_bgGrad = ctx.createLinearGradient(0, 0, 0, H);
_bgGrad.addColorStop(0, rgbStr(light.top));
_bgGrad.addColorStop(0.5, rgbStr(light.mid));
_bgGrad.addColorStop(1, rgbStr(light.bot));
_bgGradKey = key;
}
ctx.fillStyle = _bgGrad;
ctx.fillRect(0, 0, W, H);
}
// ============ Light rays â pre-blurred sprites (v23 fast path) ============
// The old version applied a canvas blur() filter to every beam on every frame;
// canvas filters force slow CPU rasterization over large regions, which tanked FPS.
// Now each beam's shape is rendered ONCE into its own offscreen sprite (blur + the
// vertical fade baked in at build time), and per frame we just blit that sprite in
// horizontal slices with the same undulation offsets as before â wobble + soft
// edges, zero filters at runtime.
const RAY_SEGS = 18; // vertical resolution of each beam's spine (at build time)
const RAY_SLICES = 10; // horizontal slices per beam used for the wobble (per frame) â reduced from 24
const RAY_SPRITE_SCALE = 0.5; // sprites stored at half resolution â softer + cheaper
const RAY_PAD = 60; // room for the blur to spill past the beam edge
let raySpritesBuiltFor = null;
let rayTintRGB = null; // the light.ray color used when building tinted sprites (perf: rebuild only on big shifts)
function buildRaySprites() {
const S = RAY_SPRITE_SCALE;
const yTop0 = -10, ySpan = H * 0.95 + 10; // beam vertical extent (same as before)
for (const r of rays) {
const shift = r.tilt * H;
const topW = r.w * 0.45, botW = r.w * 1.9;
// static spine in local coords (x relative to the beam origin); the per-frame
// drift + wobble are added when slicing, so each sprite stays reusable
const L = [], Rr = [];
for (let i = 0; i <= RAY_SEGS; i++) {
const v = i / RAY_SEGS;
const y = yTop0 + v * ySpan;
const cx = shift * v; // centerline x at this depth
const halfW = topW + (botW - topW) * v; // beam widens as it falls
L.push([cx - halfW, y]);
Rr.push([cx + halfW, y]);
}
let xMinL = Infinity, xMaxL = -Infinity;
for (const [px] of L) if (px < xMinL) xMinL = px;
for (const [px] of Rr) if (px > xMaxL) xMaxL = px;
const bw = Math.ceil(xMaxL - xMinL + RAY_PAD * 2);
const bh = Math.ceil(ySpan + RAY_PAD * 2);
// draw the beam into a full-res scratch canvas (identity transform so the blur
// radius is unambiguous), then downscale it into the half-res sprite
const full = document.createElement("canvas");
full.width = bw; full.height = bh;
const fc = full.getContext("2d");
fc.translate(-xMinL + RAY_PAD, -yTop0 + RAY_PAD); // local beam coords â scratch px
if (r.blur > 0) { try { fc.filter = `blur(${r.blur}px)`; } catch (e) {} }
const poly = (a, b) => {
fc.beginPath();
fc.moveTo(a[0][0], a[0][1]);
for (let i = 1; i < a.length; i++) fc.lineTo(a[i][0], a[i][1]);
for (let i = b.length - 1; i >= 0; i--) fc.lineTo(b[i][0], b[i][1]);
fc.closePath();
fc.fill();
};
// vertical fade baked into the sprite: bright at the surface, gone by the floor
// (same gradient stops as before, mapped into scratch-canvas coordinates)
const yS0 = -yTop0 + RAY_PAD; // scratch y of world y=0
const yS1 = H - yTop0 + RAY_PAD; // scratch y of world y=H
const gOuter = fc.createLinearGradient(0, yS0, 0, yS1);
gOuter.addColorStop(0, `rgba(255,255,255,${r.alpha})`);
gOuter.addColorStop(0.55, `rgba(255,255,255,${r.alpha * 0.45})`);
gOuter.addColorStop(1, "rgba(255,255,255,0)");
fc.fillStyle = gOuter;
poly(L, Rr);
// brighter, narrower inner core riding the same spine (v1 core profile)
const LC = [], RC = [];
for (let i = 0; i <= RAY_SEGS; i++) {
const [lx, ly] = L[i], [rx2, ry2] = Rr[i];
const cxm = (lx + rx2) / 2;
const coreHalf = ((rx2 - lx) / 2) * 0.42; // 42% of the local half-width, as in v1
LC.push([cxm - coreHalf, ly]);
RC.push([cxm + coreHalf, ry2]);
}
const gCore = fc.createLinearGradient(0, yS0, 0, yS1);
gCore.addColorStop(0, `rgba(255,255,255,${r.alpha * 1.5})`);
gCore.addColorStop(0.65, "rgba(255,255,255,0)");
fc.fillStyle = gCore;
poly(LC, RC);
const spr = document.createElement("canvas");
spr.width = Math.max(1, Math.ceil(bw * S));
spr.height = Math.max(1, Math.ceil(bh * S));
const sc = spr.getContext("2d");
sc.drawImage(full, 0, 0, bw, bh, 0, 0, spr.width, spr.height);
// PERF: store the blurred WHITE beam. Tinting is done separately in applyRayTint()
// so that a light-color change only needs a cheap source-in fill instead of
// re-running this expensive blur rasterization (which caused transition hitching).
r.baseSprite = spr;
r.tw = spr.width; r.th = spr.height; // sprite pixel size
r.bw = bw; // beam width in CSS px (dest size)
r.xMinL = xMinL; // leftmost local x of the beam body
}
raySpritesBuiltFor = W + "x" + H;
applyRayTint(); // ensure every ray has a blittable sprite immediately
}
// Cheaply re-tint the cached blurred sprites with the current light.ray color.
// No blur / no shape rasterization â just a source-in fill over the stored beam,
// so this stays fast even during slow dusk/dawn transitions.
function applyRayTint() {
for (const r of rays) {
if (!r.baseSprite) continue;
if (!r.tintCanvas) {
r.tintCanvas = document.createElement("canvas");
r.tintCanvas.width = r.tw; r.tintCanvas.height = r.th;
}
const tc = r.tintCanvas.getContext("2d");
tc.clearRect(0, 0, r.tw, r.th);
tc.drawImage(r.baseSprite, 0, 0);
if (rayTintRGB) {
const [tr, tg, tb] = rayTintRGB;
tc.globalCompositeOperation = "source-in";
tc.fillStyle = `rgb(${tr},${tg},${tb})`;
tc.fillRect(0, 0, r.tw, r.th);
tc.globalCompositeOperation = "source-over";
}
r.sprite = r.tintCanvas;
}
}
function drawRays(t, light) {
if (!raySpritesBuiltFor || raySpritesBuiltFor !== W + "x" + H) buildRaySprites();
const [rr, rg, rb] = light.ray;
const yTop0 = -10, ySpan = H * 0.95 + 10;
// PERF: re-tint the cached blurred sprites only when the light color shifts enough.
// Re-tinting is cheap (a source-in fill) â no blur re-rasterization â so this runs
// smoothly even during slow dusk/dawn transitions instead of hitching on rebuilds.
if (!rayTintRGB || Math.abs(rayTintRGB[0] - rr) + Math.abs(rayTintRGB[1] - rg) + Math.abs(rayTintRGB[2] - rb) > 35) {
rayTintRGB = [rr, rg, rb];
applyRayTint(); // cheap re-tint of the cached blurred sprites (no blur re-run)
}
ctx.restore();
for (const r of rays) {
// blit horizontal slices with the undulation offset at each depth â same wave
// math as before, so the beams shimmer exactly like they always have
const off = Math.sin(t * r.speed * 6 + r.x) * 55; // slow drift of the whole beam
for (let i = 0; i < RAY_SLICES; i++) {
const vT = i / RAY_SLICES, vB = (i + 1) / RAY_SLICES, vM = (vT + vB) / 2;
const ya = yTop0 + vT * ySpan, yb = yTop0 + vB * ySpan;
const grow = 0.35 + 0.65 * vM; // straighter up top, bends more with depth
const wave =
Math.sin(vM * r.uLen + t * r.uSpd + r.uPh) * r.uAmp +
Math.sin(vM * r.vLen - t * r.vSpd + r.vPh) * r.vAmp;
const dx = r.x + off + wave * grow; // undulating center x at this depth
ctx.drawImage(r.sprite,
0, (ya + 10 + RAY_PAD) * RAY_SPRITE_SCALE, r.tw, (yb - ya) * RAY_SPRITE_SCALE,
dx + r.xMinL - RAY_PAD, ya, r.bw, yb - ya);
}
}
}
// v29: Fish occlude godrays - cast angled, blurred shadows that move with the sun
function drawFishShadows(t) {
ctx.save();
ctx.globalCompositeOperation = 'multiply';
// Calculate sun position based on raw day phase (linear progression)
const p = ((t / CYCLE) % 1 + 1) % 1; // 0 to 1, linear throughout the day
// Daytime is p=0 to p=0.5 (DUSK_START), night is p=0.5833 to p=0.9167
// Sun moves from left to right across the sky during the day only
let sunPhase;
if (p < DUSK_START) {
// Daytime: sun moves from left to right
sunPhase = p / DUSK_START; // 0 to 1 during daytime
} else if (p < DAWN_START) {
// Night: sun is set, shadows are at sunset position
sunPhase = 1;
} else {
// Dawn: sun is rising, shadows are at sunrise position
sunPhase = 0;
}
// Sun angle: -1.25 to +1.25 radians (left to right)
const sunAngle = (sunPhase - 0.5) * Math.PI * 0.8;
const shadowAngle = Math.atan2(1, Math.tan(sunAngle + Math.PI/2));
for (const f of fishes) {
// Fish blocks light, casting a shadow that extends down to the sand at an angle
const shadowTop = f.y - f.size * 0.3;
const shadowBottom = sandAt(f.x) - 5;
const shadowHeight = shadowBottom - shadowTop;
if (shadowHeight > 0) {
// Shadow width tapers from fish size at top to wider at bottom
const topWidth = f.size * 1.875;
const bottomWidth = f.size * 3.90625;
// Shadow descends at an angle based on sun position
const topX = f.x;
const bottomX = f.x + shadowHeight * Math.tan(shadowAngle);
// Create gradient for shadow (darker near fish, fading downward)
const g = ctx.createLinearGradient(topX, shadowTop, bottomX, shadowBottom);
g.addColorStop(0, 'rgba(0,0,0,0.0825)');
g.addColorStop(0.3, 'rgba(0,0,0,0.045)');
g.addColorStop(1, 'rgba(0,0,0,0.01125)');
ctx.fillStyle = g;
ctx.beginPath();
// Draw tapered shadow shape with soft edges using quadratic curves
const blur = f.size * 0.8;
ctx.moveTo(topX - topWidth/2, shadowTop + blur);
ctx.quadraticCurveTo(topX - topWidth/2, shadowTop, topX, shadowTop);
ctx.quadraticCurveTo(topX + topWidth/2, shadowTop, topX + topWidth/2, shadowTop + blur);
ctx.lineTo(bottomX + bottomWidth/2, shadowBottom - blur);
ctx.quadraticCurveTo(bottomX + bottomWidth/2, shadowBottom, bottomX, shadowBottom);
ctx.quadraticCurveTo(bottomX - bottomWidth/2, shadowBottom, bottomX - bottomWidth/2, shadowBottom - blur);
ctx.closePath();
ctx.fill();
}
}
ctx.restore();
}
function updateMotes(dt, t) {
ctx.fillStyle = "rgba(220,240,255,0.3)";
for (const m of motes) {
m.y -= m.s * dt;
m.x += Math.sin(t + m.p) * 6 * dt;
if (m.y < -4) { m.y = H + 4; m.x = rand(0, W); }
ctx.beginPath();
ctx.arc(m.x, m.y, m.r, 0, Math.PI * 2);
ctx.fill();
}
}
function drawSand(c = ctx) {
const g = c.createLinearGradient(0, H * 0.85, 0, H);
g.addColorStop(0, "#cdd8bd"); // v24: pale aqua-tan (cooled from warm brown)
g.addColorStop(1, "#7f938b"); // v24: sea-glass taupe
c.fillStyle = g;
c.beginPath();
c.moveTo(-10, H + 10);
for (let i = 0; i < sandHeights.length; i++) c.lineTo(i * 40, sandHeights[i]);
c.lineTo(W + 10, H + 10);
c.closePath();
c.fill();
}
function drawRocks(c = ctx) {
for (const rk of rocks) {
const y = sandAt(rk.x) + rk.r * 0.35;
// fully opaque â tone now varies lightness instead of alpha
const base = Math.round(28 + rk.tone * 46);
const g = c.createRadialGradient(rk.x - rk.r * 0.3, y - rk.r * 0.5, rk.r * 0.1, rk.x, y, rk.r * 1.1);
g.addColorStop(0, `rgb(${base + 68},${base + 78},${base + 92})`);
g.addColorStop(1, "rgb(38,48,62)");
c.fillStyle = g;
// jagged polygon outline (precomputed in buildScene) instead of a smooth dome
c.beginPath();
rk.pts.forEach(([dx, dy], i) => {
const px = rk.x + dx, py = y + dy;
i ? c.lineTo(px, py) : c.moveTo(px, py);
});
c.closePath();
c.fill();
}
}
// v15: static organic lean of a stalk at fraction f up its length (root stays planted)
function stalkCurveX(w, f) {
return f * (w.cA1 * Math.sin(f * w.cF1 + w.cP1) + w.cA2 * Math.sin(f * w.cF2 + w.cP2));
}
// PERF: shared sway function (was a per-stalk closure recreated every frame)
function stalkSwayX(w, t, f) {
return Math.sin(t * w.waveF1 + w.wavePh1 + f * 2.4) * w.waveA1 * f * f +
Math.sin(t * w.waveF2 + w.wavePh2 + f * 3.8) * w.waveA2 * f * f +
Math.sin(t * w.waveF3 + w.wavePh3 + f * 5.4) * w.waveA3 * f;
}
// v4.3: draw background seaweed procedurally â multi-wave organic motion instead of
// rigid sprite rotation. Far stalks get a soft low-alpha halo pass to keep their
// "far away" look without any runtime blur filters (no slowdown).
// v6: middle-distance seaweed using halo stroke pass (median depth between back and far)
function drawMidSeaweeds(t) {
// PERF: lineCap/lineJoin are constant â set once instead of per stalk per pass
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
for (const w of midSeaweeds) {
const baseY = sandAt(w.x) + 10;
const n = w.segs;
// PERF: compute sway positions ONCE per frame; both passes and branches reuse them
const pxs = w._px || (w._px = new Float64Array(n + 1));
const pys = w._py || (w._py = new Float64Array(n + 1));
for (let i = 0; i <= n; i++) {
const f = i / n;
pxs[i] = w.x + stalkCurveX(w, f) + stalkSwayX(w, t, f);
pys[i] = baseY - w.h * f;
}
// Wider halo pass for more softness (between backSeaweeds and farSeaweeds)
for (let pass = 0; pass < 2; pass++) {
const isHalo = pass === 0;
ctx.strokeStyle = isHalo ? w.haloStyle : w.coreStyle; // PERF: precomputed at build
ctx.lineWidth = w.midLineW * (isHalo ? 2.2 : 1);
// stalk outline: up one side, down the other
ctx.beginPath();
let prevX = 0, prevY = baseY; // original quirk: first normal measured from origin
for (let i = 0; i <= n; i++) {
const f = i / n;
const px = pxs[i], py = pys[i];
const dx = px - prevX, dy = py - prevY;
const dl = Math.sqrt(dx * dx + dy * dy) || 1; // PERF: hypot is slower, not needed here
const nx = -dy / dl, ny = dx / dl;
const hw = (w.width * (1 - f) + w.tipW * f) * 0.5;
if (i === 0) ctx.moveTo(px + nx * hw, py + ny * hw);
else ctx.lineTo(px + nx * hw, py + ny * hw);
prevX = px; prevY = py;
}
// down the other side (cached points; i=n no-op point dropped â degenerate in original)
for (let i = n - 1; i >= 0; i--) {
const f = i / n;
const px = pxs[i], py = pys[i];
const dx = pxs[i + 1] - px, dy = pys[i + 1] - py;
const dl = Math.sqrt(dx * dx + dy * dy) || 1;
const nx = -dy / dl, ny = dx / dl;
const hw = (w.width * (1 - f) + w.tipW * f) * 0.5;
ctx.lineTo(px - nx * hw, py - ny * hw);
}
ctx.closePath();
ctx.stroke();
// branches flutter with the stalk (anchors read from cached positions)
for (const b of w.branches) {
const idx = Math.min(n, Math.max(1, Math.round(b.f * n)));
const ax = pxs[idx], ay = pys[idx];
const flutter = Math.sin(t * w.waveF2 * 1.4 + b.ph) * (3 + w.waveA2 * 0.4);
const bx = ax + b.side * b.len + flutter;
const by = ay - b.up;
ctx.beginPath();
ctx.lineWidth = isHalo ? b.haloW : b.w; // PERF: halo width precomputed
ctx.strokeStyle = isHalo ? w.haloStyle : w.branchCoreStyle;
ctx.moveTo(ax, ay);
ctx.bezierCurveTo(
ax + b.side * b.len * 0.3, ay - b.up * 0.75,
bx - b.side * b.len * 0.35, by + b.up * 0.6,
bx, by
);
ctx.stroke();
}
}
}
}
function drawBackSeaweeds(t) {
// v6: no runtime canvas filter â blur() forces a CPU re-rasterize every frame
// and was the main FPS cost. Softness now comes from the halo pass below instead.
ctx.lineCap = 'round';
ctx.lineJoin = 'round';
for (const w of backSeaweeds) {
const baseY = sandAt(w.x) + 10;
const n = w.segs;
// PERF: compute sway positions ONCE per frame; both passes and branches reuse them
const pxs = w._px || (w._px = new Float64Array(n + 1));
const pys = w._py || (w._py = new Float64Array(n + 1));
for (let i = 0; i <= n; i++) {
const f = i / n;
pxs[i] = w.x + stalkCurveX(w, f) + stalkSwayX(w, t, f);
pys[i] = baseY - w.h * f;
}
// v6: near stalks also get a halo pass (replaces the old blur(2px) filter)
for (let pass = 0; pass < 2; pass++) {
const isHalo = pass === 0;
ctx.strokeStyle = isHalo ? w.haloStyle : w.coreStyle; // PERF: precomputed at build
ctx.lineWidth = w.backLineW * (isHalo ? 1.9 : 1);
// stalk outline: up one side, down the other
ctx.beginPath();
let prevX = 0, prevY = baseY; // original quirk: first normal measured from origin
for (let i = 0; i <= n; i++) {
const f = i / n;
const px = pxs[i], py = pys[i];
const dx = px - prevX, dy = py - prevY;
const dl = Math.sqrt(dx * dx + dy * dy) || 1; // PERF: hypot is slower, not needed here
const nx = -dy / dl, ny = dx / dl;
const hw = (w.width * (1 - f) + w.tipW * f) * 0.5;
if (i === 0) ctx.moveTo(px + nx * hw, py + ny * hw);
else ctx.lineTo(px + nx * hw, py + ny * hw);
prevX = px; prevY = py;
}
// down the other side (cached points; i=n no-op point dropped â degenerate in original)
for (let i = n - 1; i >= 0; i--) {
const f = i / n;
const px = pxs[i], py = pys[i];
const dx = pxs[i + 1] - px, dy = pys[i + 1] - py;
const dl = Math.sqrt(dx * dx + dy * dy) || 1;
const nx = -dy / dl, ny = dx / dl;
const hw = (w.width * (1 - f) + w.tipW * f) * 0.5;
ctx.lineTo(px - nx * hw, py - ny * hw);
}
ctx.closePath();
ctx.stroke();
// branches flutter with the stalk (anchors read from cached positions)
for (const b of w.branches) {
const idx = Math.min(n, Math.max(1, Math.round(b.f * n)));
const ax = pxs[idx], ay = pys[idx];
const flutter = Math.sin(t * w.waveF2 * 1.4 + b.ph) * (3 + w.waveA2 * 0.4);
const bx = ax + b.side * b.len + flutter;
const by = ay - b.up;
ctx.beginPath();
ctx.lineWidth = isHalo ? b.haloW : b.w; // PERF: halo width precomputed
ctx.strokeStyle = isHalo ? w.haloStyle : w.branchCoreStyle;
ctx.moveTo(ax, ay);
ctx.bezierCurveTo(
ax + b.side * b.len * 0.3, ay - b.up * 0.75,
bx - b.side * b.len * 0.35, by + b.up * 0.6,
bx, by
);
ctx.stroke();
}
}
}
}
// v5: pre-render ultra-far seaweed sprites with heavy blur baked in at build time
function buildFarSeaweedSprites() {
const BLUR = 7; // v5.1: reduced from 10 (33% less) â slightly closer appearance
const PAD = 40; // extra space for blur spill
for (const w of farSeaweeds) {
// Calculate bounding box by sampling the stalk curve
const baseY = sandAt(w.x) + 10;
let xMin = Infinity, xMax = -Infinity;
for (let i = 0; i <= w.segs; i++) {
const f = i / w.segs;
// Use a static curve for the sprite (no animation baked in)
const px = w.x + f * 10 * Math.sin(f * 2.5 + w.phase); // gentle curve
if (px < xMin) xMin = px;
if (px > xMax) xMax = px;
}
// Add padding for blur + width
xMin -= PAD + w.width;
xMax += PAD + w.width;
const bw = Math.ceil(xMax - xMin);
const bh = Math.ceil(w.h + PAD * 2);
// Create sprite canvas
const spr = document.createElement("canvas");
spr.width = bw;
spr.height = bh;
const sc = spr.getContext("2d");
// Apply heavy blur filter (baked in at build time - zero runtime cost)
sc.filter = `blur(${BLUR}px)`;
// Draw the stalk as a tapered blade with branches
const coreStyle = `hsla(${w.hue},45%,28%,0.8125)`; // v5.2: +25% opacity
sc.strokeStyle = coreStyle;
sc.lineCap = 'round';
sc.lineJoin = 'round';
// Calculate sprite-local coordinates
const localBaseX = bw / 2;
const localBaseY = bh - PAD;
// Draw main stalk outline
sc.beginPath();
let prevX = localBaseX, prevY = localBaseY;
for (let i = 0; i <= w.segs; i++) {
const f = i / w.segs;
const curveX = f * 10 * Math.sin(f * 2.5 + w.phase);
const px = localBaseX + curveX;
const py = localBaseY - w.h * f;
if (i === 0) sc.moveTo(px, py);
else sc.lineTo(px, py);
prevX = px; prevY = py;
}
// Draw with width to create the blade shape
sc.lineWidth = (w.width + w.tipW) / 2;
sc.stroke();
// Draw branches
for (const b of w.branches) {
const idx = Math.min(w.segs, Math.max(1, Math.round(b.f * w.segs)));
const f = idx / w.segs;
const curveX = f * 10 * Math.sin(f * 2.5 + w.phase);
const ax = localBaseX + curveX;
const ay = localBaseY - w.h * f;
sc.beginPath();
sc.lineWidth = b.w;
sc.strokeStyle = `hsla(${w.hue + 8},40%,32%,0.625)`; // v5.2: +25% opacity
sc.moveTo(ax, ay);
const bx = ax + b.side * b.len;
const by = ay - b.up;
sc.bezierCurveTo(
ax + b.side * b.len * 0.3, ay - b.up * 0.75,
bx - b.side * b.len * 0.35, by + b.up * 0.6,
bx, by
);
sc.stroke();
}
// Store sprite and offset for drawing
w.sprite = spr;
w.spriteXOffset = xMin; // left edge of bounding box in world coords
w.spriteYOffset = baseY - bh + PAD; // top edge in world coords (baseY is bottom)
}
}
// v28: pre-render blurred foreground grass sprites for ~40% of blades (gentle depth effect)
function buildFgGrassSprites() {
const BLUR = 1.5; // very gentle blur â just enough to suggest "slightly out of focus"
const PAD = 8; // extra space for blur spill
for (const g of fgGrass) {
if (!g.blurred || g.sprite) continue; // only build for flagged blades that don't have sprites yet
// Bounding box: account for the lean deviation so the tip can't clip out of canvas
const dev = g.lean * g.h; // horizontal offset of tip from base
const bw = Math.ceil(Math.abs(dev) + g.width + PAD * 2);
const bh = Math.ceil(g.h + PAD * 2);
// Create sprite canvas
const spr = document.createElement("canvas");
spr.width = bw;
spr.height = bh;
const sc = spr.getContext("2d");
// Apply gentle blur filter (baked in at build time - zero runtime cost)
sc.filter = `blur(${BLUR}px)`;
// Draw the blade as a tapered shape with the same style as drawFgGrass
const localBaseX = PAD - Math.min(0, dev); // base x so both base and tip fit in canvas
const localBaseY = bh - PAD;
// Dark body of the blade (simplified static version)
sc.fillStyle = `hsla(${g.hue},60%,31%,0.96)`;
sc.beginPath();
// Simple tapered blade shape
const nSegs = g.segs + 1;
for (let i = 0; i < nSegs; i++) {
const f = i / g.segs;
const x = localBaseX + g.lean * g.h * f;
const y = localBaseY - g.h * f;
const hw = (g.width * (1 - f) + 1.2 * f) / 2;
if (i === 0) sc.moveTo(x - hw, y);
else sc.lineTo(x - hw, y);
}
// Rounded tip
const tipX = localBaseX + g.lean * g.h;
const tipY = localBaseY - g.h;
sc.quadraticCurveTo(tipX + 2, tipY + 3, tipX + 1, tipY);
// Right side going back down
for (let i = nSegs - 1; i >= 0; i--) {
const f = i / g.segs;
const x = localBaseX + g.lean * g.h * f;
const y = localBaseY - g.h * f;
const hw = (g.width * (1 - f) + 1.2 * f) / 2;
sc.lineTo(x + hw, y);
}
sc.closePath();
sc.fill();
// Lighter inner highlight
sc.strokeStyle = `hsla(${g.hue + 6},64%,45%,0.5)`;
sc.lineWidth = g.width * 0.3;
sc.lineCap = "round";
sc.beginPath();
sc.moveTo(localBaseX, localBaseY);
sc.lineTo(tipX, tipY);
sc.stroke();
// Store sprite and offset for drawing (offsets place the blade base at the draw origin)
g.sprite = spr;
g.spriteXOffset = -localBaseX;
g.spriteYOffset = -localBaseY;
}
}
// v5: draw ultra-far seaweed sprites with simple sway animation
function drawFarSeaweeds(t) {
for (const w of farSeaweeds) {
if (!w.sprite) continue;
const baseY = sandAt(w.x) + 10;
// Simple rotational sway - root stays planted, sprite rotates slightly
const swayAngle = Math.sin(t * w.speed + w.phase) * 0.04; // very subtle rotation
ctx.save();
// Translate to the base point (where the stalk meets the sand)
ctx.translate(w.x, baseY);
// Rotate around the base point for natural sway
ctx.rotate(swayAngle);
// v28: +25% more visible (brighter/more opaque) for the farthest seaweed layer
ctx.globalAlpha = 1.25;
// Draw sprite at its offset position relative to base
ctx.drawImage(w.sprite, w.spriteXOffset - w.x, w.spriteYOffset - baseY);
ctx.restore();
}
}
function updatePlants(t, dt) {
plantPoints.length = 0;
for (const w of seaweeds) {
// ---- fish push leaves aside: fish overpower the flora ----
for (const f of fishes) {
const R = 80, R2 = R * R; // influence radius around fish
const fSpd = f.currentVelocity / 60; // actual current speed (from movement)
const fx = Math.cos(f.angle) * f.currentVelocity; // fish velocity x (px/s)
const moveF = Math.min(1, fSpd / 1.2); // v9: how actively this fish is swimming
for (let i = 1; i <= w.segs; i++) {
const fl = i / w.segs;
const px = w.x + w.off[i] + stalkCurveX(w, fl) + Math.sin(t * w.speed + w.phase + fl * 2.6) * fl * fl * 24;
const py = sandAt(w.x) + 8 - w.h * fl;
const dx = px - f.x, dy = py - f.y;
const d2 = dx * dx + dy * dy;
if (d2 < R2 && d2 > 0.01) {
const d = Math.sqrt(d2);
const weight = (R - d) / R * (0.35 + 0.65 * fl); // upper segments yield more
// shove radially away from the fish + drag along its swim direction.
// v9: a nearly-still fish only gently parts leaves â no shoving, no flinch wobble
w.offV[i] += ((dx / d) * 1500 * (0.25 + 0.75 * moveF) + fx * 9) * weight * dt;
if (weight > 0.25 && moveF > 0.35) w.touch = Math.min(1, w.touch + dt * 5);
}
}
}
// ---- spring back toward rest, with damping (leaves flow back after fish pass) ----
for (let i = 1; i <= w.segs; i++) {
w.offV[i] += -w.off[i] * 20 * dt;
w.offV[i] *= Math.max(0, 1 - 4 * dt);
}
// ---- neighbour coupling: bend as one flexible stalk, not loose points ----
for (let i = 1; i < w.segs; i++) {
const F = (w.off[i + 1] - w.off[i]) * 30 * dt;
w.offV[i] += F;
w.offV[i + 1] -= F;
}
// ---- integrate bend (root stays planted) ----
for (let i = 1; i <= w.segs; i++) {
w.off[i] += w.offV[i] * dt;
if (w.off[i] > 70) { w.off[i] = 70; w.offV[i] *= -0.3; }
else if (w.off[i] < -70) { w.off[i] = -70; w.offV[i] *= -0.3; }
}
if (w.touch > 0) w.touch = Math.max(0, w.touch - dt * 1.2);
const baseY = sandAt(w.x) + 8;
w.yMid = baseY - w.h * 0.5; // v6: stalk midpoint â the night-time gathering point
w.points.length = 0;
for (let i = 0; i <= w.segs; i++) {
const f = i / w.segs;
// normal sway + a fast extra flinch while being pushed
const sway = Math.sin(t * w.speed + w.phase + f * 2.6) * f * f * 24
+ Math.sin(t * 7 + w.phase) * w.touch * f * 16;
// v17: secondary wobble - a finer inner movement for unique per-stalk motion
const sWobble = Math.sin(t * w.sFreq + w.sPh + f * 4.2) * w.sAmp * f;
const px = w.x + (w.off[i] || 0) + stalkCurveX(w, f) + sway + sWobble;
const py = baseY - w.h * f;
w.points.push({ x: px, y: py });
plantPoints.push({ x: px, y: py, r: w.width * 0.55, s: w });
}
for (const b of w.branches) {
const a = w.points[Math.min(w.segs, Math.max(1, Math.round(b.f * w.segs)))];
const flutter = Math.sin(t * w.speed * 1.4 + b.ph) * (3 + w.touch * 9);
b.tx = a.x + b.side * b.len + flutter;
b.ty = a.y - b.up;
plantPoints.push({ x: b.tx, y: b.ty, r: 5, s: w });
plantPoints.push({ x: (a.x + b.tx) / 2, y: (a.y + b.ty) / 2, r: 4, s: w });
}
}
}
// Grass blades ripple when fish swim close â stronger the lower the fish is.
// v4: more reactive to fish contact â wider influence radius, faster ripple build,
// and slightly slower decay so the wave lingers a touch longer after a fish passes.
function updateGrass(t, dt) {
const night = nightFactor(t); // v6: after dark the fish drift toward the plants
for (const g of grass) {
if (g.ripple > 0) g.ripple = Math.max(0, g.ripple - dt * 1.3); // v4: slower decay (was 1.6)
for (const f of fishes) {
const dx = g.x - f.x;
const dy = g.y - f.y;
const d2 = dx * dx + dy * dy;
const R = 115, R2 = R * R; // v4: wider influence radius (was 95)
if (d2 < R2 && d2 > 1) {
const d = Math.sqrt(d2);
// fish low near the ground stir the grass far more than high up
const nearGround = f.y > H * 0.58 ? 1 : 0.4; // v4: slightly stronger even when higher (was 0.35)
g.ripple = Math.min(1, g.ripple + ((R - d) / R) * dt * 14 * nearGround); // v4: faster ripple build (was 9)
}
}
}
}
function drawSeaweed() {
for (const w of seaweeds) {
const pts = w.points, n = pts.length;
// v15: main stipe as a tapered leaf-blade â an outline around the same physics
// points, wide at the root and thinning to a soft point up top. No straight-line
// segments anywhere; the stalk's own curve comes from the sway + rest-curve baked
// into those points in updatePlants.
ctx.fillStyle = w.stalkStyle;
ctx.beginPath();
for (let i = 0; i < n; i++) { // up one side of the blade
const p = pts[i];
const a = pts[Math.max(0, i - 1)], b = pts[Math.min(n - 1, i + 1)];
let dx = b.x - a.x, dy = b.y - a.y;
const dl = Math.hypot(dx, dy) || 1;
const nx = -dy / dl, ny = dx / dl; // perpendicular to the local stalk direction
const f = i / (n - 1);
const hw = (w.width * (1 - f) + w.tipW * f) / 2; // half-width: base â tip taper
if (i === 0) ctx.moveTo(p.x + nx * hw, p.y + ny * hw);
else ctx.lineTo(p.x + nx * hw, p.y + ny * hw);
}
{ // rounded cap at the tip
const tp = pts[n - 1], pp = pts[n - 2];
let dx = tp.x - pp.x, dy = tp.y - pp.y;
const dl = Math.hypot(dx, dy) || 1;
const nx = -dy / dl, ny = dx / dl;
const hwT = w.tipW / 2;
ctx.quadraticCurveTo(tp.x + dx, tp.y + dy * 0.6, tp.x - nx * hwT, tp.y - ny * hwT);
}
for (let i = n - 1; i >= 0; i--) { // down the other side
const p = pts[i];
const a = pts[Math.max(0, i - 1)], b = pts[Math.min(n - 1, i + 1)];
let dx = b.x - a.x, dy = b.y - a.y;
const dl = Math.hypot(dx, dy) || 1;
const nx = -dy / dl, ny = dx / dl;
const f = i / (n - 1);
const hw = (w.width * (1 - f) + w.tipW * f) / 2;
ctx.lineTo(p.x - nx * hw, p.y - ny * hw);
}
ctx.closePath();
ctx.fill();
// v15: faint midrib vein down the blade's centreline for a leafy look
ctx.strokeStyle = w.midStyle;
ctx.lineWidth = 1.4;
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(pts[0].x, pts[0].y);
for (let i = 1; i < n; i++) ctx.lineTo(pts[i].x, pts[i].y);
ctx.stroke();
// side branches curling up and out from the stalk
for (const b of w.branches) {
const a = w.points[Math.min(w.segs, Math.max(1, Math.round(b.f * w.segs)))];
// v15: S-curved frond â leaves the stalk heading upward, then arcs out and up
// to the tip instead of one plain quadratic bow (same endpoints as before)
const c1x = a.x + b.side * b.len * 0.3;
const c1y = a.y - b.up * 0.75;
const c2x = b.tx - b.side * b.len * 0.35;
const c2y = b.ty + b.up * 0.6;
ctx.strokeStyle = w.branchStyle;
ctx.lineWidth = b.w;
ctx.beginPath();
ctx.moveTo(a.x, a.y);
ctx.bezierCurveTo(c1x, c1y, c2x, c2y, b.tx, b.ty);
ctx.stroke();
// colourful flower heads blooming along the branch â 1..3 per branch (v3)
if (b.flowers.length) {
for (const fl of b.flowers) {
const u = fl.t, iu = 1 - u; // point on the branch's cubic curve (v15)
drawFlowerHead(
iu * iu * iu * a.x + 3 * iu * iu * u * c1x + 3 * iu * u * u * c2x + u * u * u * b.tx,
iu * iu * iu * a.y + 3 * iu * iu * u * c1y + 3 * iu * u * u * c2y + u * u * u * b.ty, fl);
}
}
}
}
}
function drawFlowerHead(x, y, fl) {
ctx.save();
for (let i = 0; i < fl.petals; i++) { // petals radiating from the centre
const ang = (i / fl.petals) * Math.PI * 2;
const px = x + Math.cos(ang) * fl.r * 0.72;
const py = y + Math.sin(ang) * fl.r * 0.72;
ctx.fillStyle = fl.petalFill;
ctx.beginPath();
ctx.ellipse(px, py, fl.r * 0.55, fl.r * 0.36, ang, 0, Math.PI * 2);
ctx.fill();
}
ctx.fillStyle = fl.centerFill; // bright contrasting centre (precomputed at bloom time)
ctx.beginPath();
ctx.arc(x, y, fl.r * 0.42, 0, Math.PI * 2);
ctx.fill();
ctx.restore();
}
function drawGrass(t) {
for (const g of grass) {
// v16: tapered multi-segment blade â wide at root, thinning to a soft point
const amp = 3 + g.ripple * 13;
const n = g.segs + 1; // number of points along the blade
const pts = [];
for (let i = 0; i < n; i++) {
const f = i / g.segs; // 0 at base, 1 at tip
// organic rest-curve: each blade has its own natural bend (like seaweed)
const curveX = f * g.cA1 * Math.sin(f * g.cF1 + g.cP1);
// constant sway, amplified while rippling from a passing fish
const sway = Math.sin(t * g.speed + g.phase + f * 2.4) * amp * f;
// v17: secondary wobble - finer inner movement for unique per-blade motion
const sWobble = Math.sin(t * g.sFreq + g.sPh + f * 3.8) * g.sAmp * f;
pts.push({
x: g.x + g.lean * g.h * f + curveX + sway + sWobble,
y: g.y - g.h * f * (1 - g.ripple * 0.06)
});
}
// draw tapered outline around the physics points
ctx.fillStyle = `hsla(${g.hue},58%,40%,0.92)`;
ctx.beginPath();
for (let i = 0; i < n; i++) {
const p = pts[i];
const a = pts[Math.max(0, i - 1)], b = pts[Math.min(n - 1, i + 1)];
let dx = b.x - a.x, dy = b.y - a.y;
const dl = Math.hypot(dx, dy) || 1;
const nx = -dy / dl, ny = dx / dl; // perpendicular to local blade direction
const f = i / (n - 1);
const hw = (g.width * (1 - f) + 0.8 * f) / 2; // half-width: base â tip taper
if (i === 0) ctx.moveTo(p.x + nx * hw, p.y + ny * hw);
else ctx.lineTo(p.x + nx * hw, p.y + ny * hw);
}
// rounded cap at the tip
{
const tp = pts[n - 1], pp = pts[n - 2];
let dx = tp.x - pp.x, dy = tp.y - pp.y;
const dl = Math.hypot(dx, dy) || 1;
const nx = -dy / dl, ny = dx / dl;
const hwT = 0.4; // tip half-width
ctx.quadraticCurveTo(tp.x + dx, tp.y + dy * 0.6, tp.x - nx * hwT, tp.y - ny * hwT);
}
for (let i = n - 1; i >= 0; i--) {
const p = pts[i];
const a = pts[Math.max(0, i - 1)], b = pts[Math.min(n - 1, i + 1)];
let dx = b.x - a.x, dy = b.y - a.y;
const dl = Math.hypot(dx, dy) || 1;
const nx = -dy / dl, ny = dx / dl;
const f = i / (n - 1);
const hw = (g.width * (1 - f) + 0.8 * f) / 2;
ctx.lineTo(p.x - nx * hw, p.y - ny * hw);
}
ctx.closePath();
ctx.fill();
}
}
// v12: foreground grass sways with the water â decorative only, no physics.
// Drawn on top of everything else (it is closest to the viewer). Each blade gets a
// thin lighter inner stroke over a darker body for a lush, voluminous "closer" look.
function drawFgGrass(t) {
for (const g of fgGrass) {
// v28: defocused blades â blit the pre-blurred sprite with a gentle rotational sway
// around its base (same trick as the ultra-far seaweed). The baked blur hides the
// simplified motion, and this path is far cheaper than per-frame canvas filters.
if (g.sprite) {
const swayAngle = Math.sin(t * g.speed + g.phase) * 0.05; // subtle: like farSeaweeds
ctx.save();
ctx.translate(g.x, g.y);
ctx.rotate(swayAngle);
ctx.drawImage(g.sprite, g.spriteXOffset, g.spriteYOffset);
ctx.restore();
continue;
}
// v16: tapered multi-segment blade with two-tone depth (like seaweed)
const amp = 4 + g.h * 0.03;
const n = g.segs + 1;
const pts = [];
for (let i = 0; i < n; i++) {
const f = i / g.segs;
// organic rest-curve: each blade has its own natural bend
const curveX = f * g.cA1 * Math.sin(f * g.cF1 + g.cP1);
// constant sway, weighted toward the tip
const sway = Math.sin(t * g.speed + g.phase + f * 2.4) * amp * f;
// v17: secondary wobble - finer inner movement for unique per-blade motion
const sWobble = Math.sin(t * g.sFreq + g.sPh + f * 4.5) * g.sAmp * f;
pts.push({
x: g.x + g.lean * g.h * f + curveX + sway + sWobble,
y: g.y - g.h * f
});
}
// dark body of the blade (tapered outline)
ctx.fillStyle = `hsla(${g.hue},60%,31%,0.96)`;
ctx.beginPath();
for (let i = 0; i < n; i++) {
const p = pts[i];
const a = pts[Math.max(0, i - 1)], b = pts[Math.min(n - 1, i + 1)];
let dx = b.x - a.x, dy = b.y - a.y;
const dl = Math.hypot(dx, dy) || 1;
const nx = -dy / dl, ny = dx / dl;
const f = i / (n - 1);
const hw = (g.width * (1 - f) + 1.2 * f) / 2; // half-width: base â tip
if (i === 0) ctx.moveTo(p.x + nx * hw, p.y + ny * hw);
else ctx.lineTo(p.x + nx * hw, p.y + ny * hw);
}
// rounded cap at the tip
{
const tp = pts[n - 1], pp = pts[n - 2];
let dx = tp.x - pp.x, dy = tp.y - pp.y;
const dl = Math.hypot(dx, dy) || 1;
const nx = -dy / dl, ny = dx / dl;
const hwT = 0.6; // tip half-width
ctx.quadraticCurveTo(tp.x + dx, tp.y + dy * 0.6, tp.x - nx * hwT, tp.y - ny * hwT);
}
for (let i = n - 1; i >= 0; i--) {
const p = pts[i];
const a = pts[Math.max(0, i - 1)], b = pts[Math.min(n - 1, i + 1)];
let dx = b.x - a.x, dy = b.y - a.y;
const dl = Math.hypot(dx, dy) || 1;
const nx = -dy / dl, ny = dx / dl;
const f = i / (n - 1);
const hw = (g.width * (1 - f) + 1.2 * f) / 2;
ctx.lineTo(p.x - nx * hw, p.y - ny * hw);
}
ctx.closePath();
ctx.fill();
// lighter inner highlight for depth: a thin centerline stroke
ctx.strokeStyle = `hsla(${g.hue + 6},64%,45%,0.5)`;
ctx.lineWidth = g.width * 0.3;
ctx.lineCap = "round";
ctx.beginPath();
ctx.moveTo(pts[0].x, pts[0].y);
for (let i = 1; i < n; i++) ctx.lineTo(pts[i].x, pts[i].y);
ctx.stroke();
}
}
// v6: vignette is static -> pre-render once per resize, blit each frame
// (cheaper than recreating the radial gradient + full-screen fill every frame)
let vignetteLayer = null;
function buildVignette() {
vignetteLayer = document.createElement("canvas");
vignetteLayer.width = canvas.width;
vignetteLayer.height = canvas.height;
const c2 = vignetteLayer.getContext("2d");
c2.setTransform(ctx.getTransform());
const g = c2.createRadialGradient(W / 2, H * 0.45, Math.min(W, H) * 0.35, W / 2, H * 0.55, Math.max(W, H) * 0.78);
g.addColorStop(0, "rgba(0,0,0,0)");
g.addColorStop(1, "rgba(0,10,20,0.45)");
c2.fillStyle = g;
c2.fillRect(0, 0, W, H);
}
function drawVignette() {
if (!vignetteLayer) return;
ctx.drawImage(vignetteLayer, 0, 0, W, H);
}
// --- v8: mild film grain over the whole scene.
// Efficient: a small noise tile is generated ONCE and turned into a cached pattern.
// Each frame we just blit that pattern with 'overlay' blending at low opacity and a
// random sub-tile offset, so it shimmers like real film. Cost = one pattern fillRect.
let grainPattern = null;
const GRAIN_TILE = 160; // tile size in px (kept small so the pattern is cheap to repeat)
function buildGrainTile() {
const tile = document.createElement("canvas");
tile.width = GRAIN_TILE; tile.height = GRAIN_TILE;
const g = tile.getContext("2d");
const img = g.createImageData(GRAIN_TILE, GRAIN_TILE);
const d = img.data;
for (let i = 0; i < d.length; i += 4) {
// grayscale noise centred on mid-grey (~128): with 'overlay' blend, values near
// 128 are neutral while higher/lower ones gently brighten/darken -> filmic grain.
const v = 96 + Math.floor(Math.random() * 64); // 96..159, centred on 128
d[i] = v; d[i+1] = v; d[i+2] = v; d[i+3] = 255;
}
g.putImageData(img, 0, 0);
grainPattern = ctx.createPattern(tile, "repeat"); // cached once, reused every frame
}
let grainOx = 0, grainOy = 0, lastGrainTime = 0;
function drawGrain() {
if (!grainPattern) return;
// v17: half-speed grain â re-randomize the offset every other frame instead of every frame
const now = performance.now();
if (now - lastGrainTime >= 33) { // ~30fps grain updates instead of per-frame (~60fps)
grainOx = (Math.random() * GRAIN_TILE) | 0;
grainOy = (Math.random() * GRAIN_TILE) | 0;
lastGrainTime = now;
lastGrainDrawn = false; // offset changed -> must repaint
}
if (lastGrainDrawn) return; // v6: skip the full-screen overlay blend when nothing changed
const ox = grainOx, oy = grainOy;
ctx.save();
ctx.globalCompositeOperation = "overlay";
ctx.globalAlpha = 0.7; // mild: subtle shimmer, not heavy noise
ctx.translate(-ox, -oy);
ctx.fillStyle = grainPattern;
ctx.fillRect(0, 0, W + GRAIN_TILE, H + GRAIN_TILE); // cover full screen even with offset
ctx.restore();
lastGrainDrawn = true;
}
let lastGrainDrawn = false;
// Precomputed static layers â the sand and rocks never move, so they are
// rendered once to an offscreen canvas and blitted each frame (v6) instead of
// re-drawing their gradients and paths every single frame.
// PERF: half-resolution offscreen buffer for the light rays (see drawRays) â the
// per-ray blur() filter is far cheaper rasterizing small areas than full-screen.
// v24: baked current ripples â faint curved lines following the sand contour
function drawRipples(c) {
c.save();
c.lineCap = "round";
const nLines = Math.floor(W / 16);
for (let i = 0; i < nLines; i++) {
const x0 = rand(0, W);
const yBase = sandAt(x0);
const len = rand(35, 95);
const bow = rand(-7, 7);
c.strokeStyle = `rgba(126, 148, 141, ${rand(0.07, 0.16)})`;
c.lineWidth = rand(1, 2);
c.beginPath();
c.moveTo(x0, yBase + rand(3, H * 0.05));
c.quadraticCurveTo(
x0 + len / 2,
sandAt(x0 + len / 2) + bow,
x0 + len,
sandAt(x0 + len) + rand(3, H * 0.04)
);
c.stroke();
}
c.restore();
}
// v24: baked pebble/speckle scatter â grainy cool-toned dots across the sand bed
function drawPebbles(c) {
const n = Math.floor(W * H / 1800);
for (let i = 0; i < n; i++) {
const x = rand(0, W);
const y = sandAt(x) + rand(2, H * 0.14);
if (y > H) continue;
// cool palette: grey-teal, muted green, pale blue-grey
const hue = rand(150, 200);
const light = rand(38, 68);
c.fillStyle = `hsla(${hue}, ${rand(10, 28)}%, ${light}%, ${rand(0.25, 0.5)})`;
const r = rand(0.7, 2.4);
if (Math.random() < 0.6) {
// small round dot
c.beginPath();
c.arc(x, y, r, 0, Math.PI * 2);
c.fill();
} else {
// small ellipse pebble
c.save();
c.translate(x, y);
c.rotate(rand(0, Math.PI));
c.beginPath();
c.ellipse(0, 0, r * rand(1.2, 2), r * rand(0.5, 0.8), 0, 0, Math.PI * 2);
c.fill();
c.restore();
}
}
}
// v24: contact shadows â soft dark ellipses under rocks + faint band at sand surface line
function drawContactShadows(c) {
// Faint darker band right at the sand surface (grounds the whole bed)
// FIXED: follows the actual sand contour instead of a fixed horizontal band
c.save();
const bandGrad = c.createLinearGradient(0, H * 0.85, 0, H * 0.9);
bandGrad.addColorStop(0, "rgba(50, 72, 68, 0)");
bandGrad.addColorStop(1, "rgba(50, 72, 68, 0.10)");
c.fillStyle = bandGrad;
// Draw the band following the sand contour to avoid visible horizontal lines
c.beginPath();
c.moveTo(-10, H + 10);
for (let i = 0; i < sandHeights.length; i++) {
const x = i * 40;
const y = sandHeights[i] + rand(2, H * 0.05); // offset below the surface
c.lineTo(x, y);
}
c.lineTo(W + 10, H + 10);
c.closePath();
c.fill();
// Soft ellipse under each rock
for (const rk of rocks) {
const y = sandAt(rk.x) + rk.r * 0.35;
c.fillStyle = "rgba(42, 60, 58, 0.18)";
c.beginPath();
c.ellipse(rk.x, y + rk.r * 0.25, rk.r * 1.25, rk.r * 0.38, 0, 0, Math.PI * 2);
c.fill();
}
c.restore();
}
let staticLayer = null;
function buildStaticLayer() {
staticLayer = document.createElement("canvas");
staticLayer.width = canvas.width; // same device-pixel resolution as the tank
staticLayer.height = canvas.height;
const c2 = staticLayer.getContext("2d");
c2.setTransform(ctx.getTransform()); // match DPR scaling exactly
drawSand(c2);
drawRipples(c2); // v24: baked current ripples (free at runtime)
drawPebbles(c2); // v24: baked grainy pebble/speckle scatter
drawContactShadows(c2); // v24: soft dark ellipses under rocks + surface band
// NOTE: rocks are no longer baked here â they live in rocksLayer so they can be
// drawn AFTER the mid-ground grass (rocks sit IN FRONT of the blades, not behind them).
}
// Rocks on their own layer: blitted after drawGrass() so stones read as sitting in
// front of the plants instead of the grass appearing to sprout out of them.
let rocksLayer = null;
function buildRocksLayer() {
rocksLayer = document.createElement("canvas");
rocksLayer.width = canvas.width; // same device-pixel resolution as the tank
rocksLayer.height = canvas.height;
const c3 = rocksLayer.getContext("2d");
c3.setTransform(ctx.getTransform()); // match DPR scaling exactly
drawRocks(c3);
}
// ============ Tier 2: Caustics + light pooling (v25) ============
let causticTile = null;
let causticOffsetX = 0, causticOffsetY = 0;
let lastCausticShift = 0;
const CAUSTIC_TILE_SIZE = 160; // small tile â cheap to blit repeatedly
function buildCausticTile() {
causticTile = document.createElement("canvas");
const s = CAUSTIC_TILE_SIZE;
causticTile.width = s; causticTile.height = s;
const c = causticTile.getContext("2d");
// Apply blur to make caustics look softer/more realistic
c.filter = "blur(6px)"; // v27: softer blur, more realistic caustics
// Draw a few random bright spots/lines that look like refracted light patterns
for (let i = 0; i < 18; i++) {
const x = Math.random() * s, y = Math.random() * s;
const r = rand(4, 14);
const g = c.createRadialGradient(x, y, 0, x, y, r);
// Faint white-blue glow (will be blended with 'screen')
g.addColorStop(0, "rgba(255,255,255,0.44)"); // v26: +25% brighter
g.addColorStop(1, "rgba(255,255,255,0)");
c.fillStyle = g;
c.fillRect(x - r, y - r, r * 2, r * 2);
}
// Add some thin curved lines (like caustic web patterns)
for (let i = 0; i < 8; i++) {
const x1 = Math.random() * s, y1 = Math.random() * s;
const cx = x1 + rand(-40, 40), cy = y1 + rand(-40, 40);
const x2 = Math.random() * s, y2 = Math.random() * s;
c.strokeStyle = "rgba(255,255,255,0.23)"; // v26: +25% brighter
c.lineWidth = rand(1.5, 3.5);
c.beginPath();
c.moveTo(x1, y1);
c.quadraticCurveTo(cx, cy, x2, y2);
c.stroke();
}
// Reset filter
c.filter = "none";
}
function drawCaustics(t) {
if (!causticTile || !sandHeights.length) return;
// Shift the tile offset every ~50ms for a subtle shimmer effect (cheap: no redraw, just reposition)
if (t - lastCausticShift > 0.05) {
causticOffsetX = Math.random() * CAUSTIC_TILE_SIZE;
causticOffsetY = Math.random() * CAUSTIC_TILE_SIZE;
lastCausticShift = t;
}
ctx.save();
// Create a clipping path that follows the actual sand terrain
ctx.beginPath();
ctx.moveTo(-10, H + 10);
for (let i = 0; i < sandHeights.length; i++) {
ctx.lineTo(i * 40, sandHeights[i]);
}
ctx.lineTo(W + 10, H + 10);
ctx.closePath();
ctx.clip();
ctx.globalCompositeOperation = "screen"; // additive light effect
ctx.globalAlpha = 0.35; // v26: +25% brighter so the shimmer stands out from the sand
// Tile the caustic pattern across the entire canvas (clip will handle masking)
const tileW = CAUSTIC_TILE_SIZE, tileH = CAUSTIC_TILE_SIZE;
for (let x = -causticOffsetX % tileW - tileW; x < W + tileW; x += tileW) {
for (let y = -causticOffsetY % tileH - tileH; y < H + tileH; y += tileH) {
ctx.drawImage(causticTile, x, y);
}
}
ctx.restore();
}
// PERF: pre-render a soft radial gradient sprite for light pooling - draw scaled instead of creating gradients each frame
let _poolSprite = null, _poolSpriteSize = 0;
function buildPoolSprite() {
const size = 256; // fixed size, will be scaled per ray
if (_poolSprite && _poolSpriteSize === size) return;
_poolSprite = document.createElement('canvas');
_poolSprite.width = size;
_poolSprite.height = size;
const pc = _poolSprite.getContext('2d');
const g = pc.createRadialGradient(size/2, size/2, 0, size/2, size/2, size/2);
g.addColorStop(0, 'rgba(255,255,255,1)'); // full white, alpha controlled via globalAlpha
g.addColorStop(1, 'rgba(255,255,255,0)');
pc.fillStyle = g;
pc.fillRect(0, 0, size, size);
_poolSpriteSize = size;
}
function drawLightPooling(t) {
if (!_poolSprite) buildPoolSprite(); // lazy init (was never called before)
// Draw faint bright patches where each god-ray hits the sand
const sandTop = H * 0.85;
ctx.save();
ctx.globalCompositeOperation = "screen"; // additive light
for (const r of rays) {
// Compute where this ray hits the sand at y â sandTop
// Use the same wave math as the ray drawing to match positions
const off = Math.sin(t * r.speed * 6 + r.x) * 55;
// At the sand depth (vM near the bottom), compute the x position
const vM = 0.95; // approximate depth where sand starts
const wave =
Math.sin(vM * r.uLen + t * r.uSpd + r.uPh) * r.uAmp +
Math.sin(vM * r.vLen - t * r.vSpd + r.vPh) * r.vAmp;
const dx = r.x + off + wave * (0.35 + 0.65 * vM);
// Draw a soft bright ellipse at this position on the sand using pre-rendered sprite
const poolW = r.w * 0.7, poolH = 18;
ctx.globalAlpha = r.alpha * 1.75; // v26: +25% brighter
ctx.drawImage(_poolSprite, dx - poolW, sandTop + 12 - poolH, poolW * 2, poolH * 2);
}
ctx.restore();
}
let last = performance.now();
let lastNightUpdate = 0;
let lastSortTime = 0;
// Spatial grid for bubble-fish collision detection
const GRID_SIZE = 80;
let grid = null;
function buildGrid() {
grid = {};
for (const f of fishes) {
const gx = Math.floor(f.x / GRID_SIZE);
const gy = Math.floor(f.y / GRID_SIZE);
const key = `${gx},${gy}`;
if (!grid[key]) grid[key] = [];
grid[key].push(f);
}
}
function getFishNear(x, y) {
const gx = Math.floor(x / GRID_SIZE);
const gy = Math.floor(y / GRID_SIZE);
const result = [];
for (let dx = -1; dx <= 1; dx++) {
for (let dy = -1; dy <= 1; dy++) {
const key = `${gx + dx},${gy + dy}`;
if (grid[key]) {
for (const f of grid[key]) result.push(f);
}
}
}
return result;
}
function frame(now) {
const dt = Math.min(0.05, (now - last) / 1000);
last = now;
const t = now / 1000;
// Cache night factor - update only once per second
if (t - lastNightUpdate > 1.0) {
curNight = nightFactor(t);
lastNightUpdate = t;
}
const light = sampleLight(t);
drawBackground(light);
drawRays(t, light);
drawFishShadows(t);
updateMotes(dt, t);
// v5: ultra-far pre-rendered blurry seaweed â deepest layer, behind everything else
drawFarSeaweeds(t);
// v6: middle-distance seaweed with halo pass (between far and back)
drawMidSeaweeds(t);
// v4: background seaweed â drawn behind sand/rocks for depth
drawBackSeaweeds(t); // v4.3: procedural multi-wave motion (no separate update pass)
updatePlants(t, dt);
updateGrass(t, dt);
for (const f of fishes) f.update(dt);
// Build spatial grid for collision detection
buildGrid();
// Build spatial grid for collision detection
buildGrid();
// v7: fish gently bump each other - overlapping pairs are eased apart along their
// center line (weighted by size), so they nudge instead of stacking on top of each other
// Uses spatial grid for O(n) average instead of O(n²)
// Track processed pairs by ID to avoid double-checking (which causes twitching when sleeping)
const checked = new Set();
for (const a of fishes) {
const nearby = getFishNear(a.x, a.y);
for (const b of nearby) {
if (a === b) continue;
// Only check each pair once using fish IDs
const pairKey = a.id < b.id ? `${a.id}:${b.id}` : `${b.id}:${a.id}`;
if (checked.has(pairKey)) continue;
checked.add(pairKey);
let dx = b.x - a.x, dy = b.y - a.y;
const minD = (a.size + b.size) * 0.62; // gentle: smaller than their visual length
const d2 = dx * dx + dy * dy;
if (d2 <= 0.01) { // exactly overlapping - nudge apart randomly
a.x -= rand(0.5, 1.5); a.y -= rand(0.5, 1.5);
b.x += rand(0.5, 1.5); b.y += rand(0.5, 1.5);
} else if (d2 < minD * minD) {
const dd = Math.sqrt(d2);
const overlap = (minD - dd) / minD; // 0..1 how deep they are in each other
const push = overlap * 24 * dt; // soft: only a few px/s even at full overlap
dx /= dd; dy /= dd;
const ma = b.size / (a.size + b.size), mb = a.size / (a.size + b.size);
a.x -= dx * push * 2 * ma; a.y -= dy * push * 2 * ma;
b.x += dx * push * 2 * mb; b.y += dy * push * 2 * mb;
}
}
}
if (t - lastSortTime > 0.1) {
// Sort fish by size for depth ordering - only re-sort every 100ms
if (t - lastSortTime > 0.1) {
fishes.sort((a, b) => a.size - b.size);
lastSortTime = t;
}
lastSortTime = t;
}
for (const f of fishes) f.draw(ctx);
ctx.drawImage(staticLayer, 0, 0, W, H);
// v27: at night, dim the bare floor ~25% (clipped to the sand shape) BEFORE the caustics,
// so the shimmer reads brighter against a darker bed without touching the caustics themselves.
if (curNight > 0.01) {
ctx.save();
ctx.beginPath();
ctx.moveTo(-10, H + 10);
for (let i = 0; i < sandHeights.length; i++) ctx.lineTo(i * 40, sandHeights[i]);
ctx.lineTo(W + 10, H + 10);
ctx.closePath();
ctx.clip();
ctx.fillStyle = `rgba(5,10,22,${(curNight * 0.25).toFixed(3)})`;
ctx.fillRect(0, H * 0.8, W, H * 0.2);
ctx.restore();
}
drawCaustics(t); // v25: animated caustic shimmer on the sand
drawLightPooling(t); // v25: light pools where god-rays hit the floor
drawSeaweed();
drawGrass(t);
ctx.drawImage(rocksLayer, 0, 0, W, H); // rocks in front of mid-ground grass
for (let i = bubbles.length - 1; i >= 0; i--) {
const b = bubbles[i];
b.update(dt, t);
if (!b.dead) {
// v10: a fish brushing a bubble pops it â unless it's that same fish's own bubble
// Optimized: use spatial grid instead of checking all fish
const nearby = getFishNear(b.x, b.y);
for (const f of nearby) {
if (f === b.owner) continue;
const dx = f.x - b.x, dy = f.y - b.y;
const rr = f.size * 0.6 + b.r;
if (dx * dx + dy * dy < rr * rr) { b.dead = true; break; }
}
}
if (b.dead) { bubbles.splice(i, 1); continue; }
b.draw(ctx);
}
drawFgGrass(t); // v12: foreground grass â closest to the viewer, drawn on top
// ambient day/night wash over the whole scene
if (light.washA > 0.005) {
ctx.fillStyle = `rgba(${light.washRGB[0]},${light.washRGB[1]},${light.washRGB[2]},${light.washA})`;
ctx.fillRect(0, 0, W, H);
}
drawVignette();
drawGrain(); // v8: mild film grain on top of everything
requestAnimationFrame(frame);
}
function doResize() {
resize();
buildRaySprites(); // v23: rebuild the pre-blurred beam sprites for the new size
buildFarSeaweedSprites(); // v5: rebuild ultra-far seaweed sprites for new size
buildVignette(); // v6: rebuild the static vignette layer
buildStaticLayer();
buildRocksLayer(); // rocks drawn after grass so they sit in front of the plants
buildCausticTile(); // v25: caustic texture tile (built once)
if (!grainPattern) buildGrainTile(); // v8: grain tile is size-independent, build once
}
// ============ Player controls: keyboard + gamepad ============
const keys = {}; // currently-held keyboard keys (lowercased)
let prevStartPressed = false; // edge-detect the gamepad Start button
// Spawn a fresh player-controlled fish at the centre of the tank.
function spawnPlayerFish() {
if (playerFish) { // replace any existing one
const idx = fishes.indexOf(playerFish);
if (idx !== -1) fishes.splice(idx, 1);
}
playerFish = new Fish();
playerFish.x = W / 2;
playerFish.y = H / 2;
playerFish.size = rand(25, 43); // ~20% larger than normal fish for visibility
playerFish.speed *= 1.5; // a touch faster than average for fun
playerFish.hue = (Math.random() * 360) | 0; // unique colour so it stands out
playerFish.saturation = 90;
playerFish.lightness = 55;
fishes.push(playerFish);
console.log('Player fish spawned! Steer with WASD or the left stick.');
}
// Keyboard: WASD steer, Shift speed up, Space slow down, F spawn.
document.addEventListener('keydown', (e) => {
const k = e.key.toLowerCase();
keys[k] = true;
if (k === ' ') e.preventDefault(); // stop Space from scrolling the page
if (k === 'f' && !e.repeat) spawnPlayerFish();
});
document.addEventListener('keyup', (e) => {
keys[e.key.toLowerCase()] = false;
});
// Poll gamepad state each frame (Gamepad API requires polling).
function pollGamepad() {
const pads = navigator.getGamepads ? navigator.getGamepads() : null;
let startNow = false;
if (pads) {
for (const pad of pads) {
if (!pad || !pad.connected) continue;
// Xbox 360 layout: Start button is index [7].
if (pad.buttons[7] && pad.buttons[7].pressed) startNow = true;
break; // only the first connected pad
}
}
if (startNow && !prevStartPressed) spawnPlayerFish(); // on-press only
prevStartPressed = startNow;
}
setInterval(pollGamepad, 10);
// Combine keyboard + gamepad into one input vector for the player fish.
function getPlayerInput() {
let dx = 0, dy = 0, boost = 0, slow = 0;
// Keyboard: WASD steer, Shift speed up, Space slow down.
if (keys['a']) dx -= 1;
if (keys['d']) dx += 1;
if (keys['w']) dy -= 1;
if (keys['s']) dy += 1;
if (keys['shift']) boost = 1;
if (keys[' ']) slow = 1;
// Gamepad: left stick steers, right stick down speeds up / up slows down.
const pads = navigator.getGamepads ? navigator.getGamepads() : null;
if (pads) {
for (const pad of pads) {
if (!pad || !pad.connected) continue;
const lx = Math.abs(pad.axes[0]) > GAMEPAD_DEADZONE ? pad.axes[0] : 0;
const ly = Math.abs(pad.axes[1]) > GAMEPAD_DEADZONE ? pad.axes[1] : 0;
dx += lx;
dy += ly;
if (pad.axes[3] > GAMEPAD_DEADZONE) boost = Math.max(boost, pad.axes[3]); // down â faster
if (pad.axes[3] < -GAMEPAD_DEADZONE) slow = Math.max(slow, -pad.axes[3]); // up â slower
break; // only the first connected pad
}
}
return { dx, dy, boost, slow };
}
// Fade out the controls help text 10s after load/refresh.
setTimeout(() => {
const el = document.getElementById('controls-help');
if (el) el.style.opacity = '0';
}, 10000);
window.addEventListener("resize", doResize);
doResize();
requestAnimationFrame(frame);
})();
</script>
</body>
</html> |