Upload index.html
Browse files- index.html +134 -53
index.html
CHANGED
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@@ -22,6 +22,7 @@
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<script>
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(() => {
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"use strict";
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const canvas = document.getElementById("tank");
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const ctx = canvas.getContext("2d");
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let W = 0, H = 0;
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@@ -44,7 +45,7 @@ let sandHeights = [], starfish = null;
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class Fish {
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constructor() {
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this.size = rand(15, 42);
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this.speed = rand(0.55, 1.7) * (this.size / 30 + 0.5);
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this.x = rand(60, W - 60);
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this.y = rand(H * 0.15, H * 0.72);
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this.angle = Math.random() < 0.5 ? rand(-0.4, 0.4) : Math.PI + rand(-0.4, 0.4);
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@@ -65,6 +66,11 @@ class Fish {
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// Occasionally puffs a tiny cluster of bubbles from its mouth
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this.bubbleTimer = rand(4, 16); // seconds until the next bubble puff
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}
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update(dt) {
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// Behavior state machine — occasionally hover or come to near-rest
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@@ -93,7 +99,7 @@ class Fish {
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if (this.bubbleTimer <= 0) {
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const mx = this.x + Math.cos(this.angle) * this.size * 0.62;
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const my = this.y + Math.sin(this.angle) * this.size * 0.62;
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const n = 2 + ((Math.random() * 3) | 0); //
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for (let i = 0; i < n; i++) bubbles.push(new Bubble(false, mx + rand(-3, 3), my + rand(-3, 3)));
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this.bubbleTimer = rand(8, 22); // wait a while before the next puff
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}
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@@ -108,10 +114,10 @@ class Fish {
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let desired = Math.atan2(wy - this.y, wx - this.x);
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// Soft boundary steering:
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//
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let pull = 0;
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const mX = W * 0.
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if (this.x < mX) pull = Math.max(pull, 1 - this.x / mX);
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else if (this.x > W - mX) pull = Math.max(pull, 1 - (W - this.x) / mX);
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if (this.y < mTop) pull = Math.max(pull, 1 - this.y / mTop);
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@@ -123,11 +129,12 @@ class Fish {
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// Floor steering: as a fish nears the sand bed it is steered upward,
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// so it skims above the ground line instead of diving under it
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const floorY = sandAt(this.x) - this.size * 0.35;
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const fZone = H * 0.
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if (this.y > floorY - fZone) {
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const fp = Math.min(1, (this.y - (floorY - fZone)) / fZone);
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desired = lerpAngle(desired, Math.atan2(H * 0.45 - this.y, W / 2 - this.x), fp * 1.
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}
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// Limit turn rate so direction changes are smooth and fish-like
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@@ -137,6 +144,19 @@ class Fish {
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const maxStep = this.maxTurn * dt;
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this.angle += Math.max(-maxStep, Math.min(maxStep, d));
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const sp = this.speed * this.speedFactor * 60 * dt;
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this.x += Math.cos(this.angle) * sp;
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this.y += Math.sin(this.angle) * sp;
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// NOTE: fish do NOT collide with plants — they plough straight through.
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// The seaweed bends out of the way instead (see updatePlants).
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// Hard safety clamp —
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this.
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// Tail beat follows actual speed — a resting fish barely moves its tail
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const effSpeed = this.speed * this.speedFactor;
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c.save();
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c.translate(this.x, this.y);
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c.rotate(this.angle);
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const s = this.size;
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// tail fin
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c.fillStyle = `hsla(${this.hue},75%,52%,0.92)`;
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c.quadraticCurveTo(-s * 1.0, s * 0.35 + sway, -s * 0.5, 0);
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c.fill();
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// body
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const g = c.createLinearGradient(0, -s * 0.5, 0, s * 0.5);
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g.addColorStop(0, `hsl(${this.hue},82%,64%)`);
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g.addColorStop(1, `hsl(${this.hue},70%,44%)`);
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c.fillStyle = g;
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c.beginPath();
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c.fill();
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// belly highlight
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c.ellipse(0, s * 0.14, s * 0.82, s * 0.24, 0, 0, Math.PI * 2);
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c.fill();
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// dorsal fin
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c.fillStyle = `hsla(${this.hue},80%,50%,0.9)`;
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c.beginPath();
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c.moveTo(-s * 0.15, -s * 0.36);
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c.quadraticCurveTo(s * 0.05, -s * 0.78, s * 0.38, -s * 0.4);
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c.closePath();
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c.fill();
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@@ -305,11 +351,15 @@ function buildScene() {
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up: rand(10, 26), // how far it curls upward
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w: rand(2, 4),
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ph: rand(0, Math.PI * 2),
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});
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}
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seaweeds.push(st);
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grass.push({
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x: gx + rand(-7, 7),
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y: gy,
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h: rand(14,
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lean: rand(-0.35, 0.35), // base tilt from vertical
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phase: rand(0, Math.PI * 2),
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speed: rand(1.3, 2.8), // quicker, finer sway than seaweed
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const nFish = Math.max(7, Math.floor(W / 130));
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for (let i = 0; i < nFish; i++) fishes.push(new Fish());
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for (let i = 0; i <
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for (let i = 0; i < 45; i++) {
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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) });
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for (let i = 0; i < 5; i++) {
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rays.push({
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x: rand(0, W), w: rand(80, 210), tilt: rand(-0.35, 0.35),
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speed: rand(0.06, 0.14) * (Math.random() < 0.5 ? 1 : -1), alpha: rand(0.04, 0.09)
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});
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}
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function drawRays(t, light) {
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const [rr, rg, rb] = light.ray;
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for (const r of rays) {
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const off = Math.sin(t * r.speed * 6 + r.x) * 55;
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const
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const topW = r.w * 0.45, botW = r.w * 1.9;
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const shift = r.tilt * H;
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//
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//
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const
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}
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}
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ctx.quadraticCurveTo((a.x + b.tx) / 2 + b.side * 3, (a.y + b.ty) / 2 - 5, b.tx, b.ty);
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ctx.stroke();
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// colourful flower
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if (b.
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}
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}
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}
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<script>
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(() => {
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"use strict";
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// ============ Aquarium v2 — undulating god rays (light refracting through moving water) ============
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const canvas = document.getElementById("tank");
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const ctx = canvas.getContext("2d");
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let W = 0, H = 0;
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class Fish {
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constructor() {
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this.size = rand(15, 42);
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this.speed = rand(0.55, 1.7) * (this.size / 30 + 0.5) * 0.75; // v3: max speed reduced 25%
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this.x = rand(60, W - 60);
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this.y = rand(H * 0.15, H * 0.72);
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this.angle = Math.random() < 0.5 ? rand(-0.4, 0.4) : Math.PI + rand(-0.4, 0.4);
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// Occasionally puffs a tiny cluster of bubbles from its mouth
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this.bubbleTimer = rand(4, 16); // seconds until the next bubble puff
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// Body roll — banks/rolls through sharp turns like a real fish (spring-damper)
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this.roll = 0; // current roll angle (rad); 0 = upright
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this.rollVel = 0; // angular velocity of the roll
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this.inHardTurn = false;// was it in a sharp turn last frame?
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}
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update(dt) {
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// Behavior state machine — occasionally hover or come to near-rest
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if (this.bubbleTimer <= 0) {
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const mx = this.x + Math.cos(this.angle) * this.size * 0.62;
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const my = this.y + Math.sin(this.angle) * this.size * 0.62;
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const n = (2 + ((Math.random() * 3) | 0)) * 2; // 4..8 bubbles — doubled from the old 2..4
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for (let i = 0; i < n; i++) bubbles.push(new Bubble(false, mx + rand(-3, 3), my + rand(-3, 3)));
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this.bubbleTimer = rand(8, 22); // wait a while before the next puff
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}
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let desired = Math.atan2(wy - this.y, wx - this.x);
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// Soft boundary steering: kicks in a bit before the glass so fish turn
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// gently instead of bonking (v4), roaming freely across the whole tank
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let pull = 0;
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const mX = W * 0.16, mTop = H * 0.14, mBot = H * 0.16;
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if (this.x < mX) pull = Math.max(pull, 1 - this.x / mX);
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else if (this.x > W - mX) pull = Math.max(pull, 1 - (W - this.x) / mX);
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if (this.y < mTop) pull = Math.max(pull, 1 - this.y / mTop);
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// Floor steering: as a fish nears the sand bed it is steered upward,
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// so it skims above the ground line instead of diving under it
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// (v4: starts earlier and pushes harder — grass yes, faceplants no)
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const floorY = sandAt(this.x) - this.size * 0.35;
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const fZone = H * 0.18;
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if (this.y > floorY - fZone) {
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const fp = Math.min(1, (this.y - (floorY - fZone)) / fZone);
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desired = lerpAngle(desired, Math.atan2(H * 0.45 - this.y, W / 2 - this.x), fp * 1.6);
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}
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// Limit turn rate so direction changes are smooth and fish-like
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const maxStep = this.maxTurn * dt;
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this.angle += Math.max(-maxStep, Math.min(maxStep, d));
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// Fish roll their bodies when banking through sharp turns: the moment a big
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// heading change begins, sometimes excite a roll (banking into the turn),
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// then let a spring-damper wobble it back upright.
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const hardTurn = Math.abs(d) > 1.2;
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if (hardTurn && !this.inHardTurn && this.speedFactor > 0.35 && Math.random() < 0.55) {
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this.rollVel += Math.sign(d) * rand(3.8, 5.5); // bank into the turn
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}
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this.inHardTurn = hardTurn;
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this.rollVel += (-8 * this.roll - 2.4 * this.rollVel) * dt;
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this.roll += this.rollVel * dt;
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if (this.roll > 1.15) { this.roll = 1.15; this.rollVel *= -0.25; }
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else if (this.roll < -1.15) { this.roll = -1.15; this.rollVel *= -0.25; }
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const sp = this.speed * this.speedFactor * 60 * dt;
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this.x += Math.cos(this.angle) * sp;
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this.y += Math.sin(this.angle) * sp;
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// NOTE: fish do NOT collide with plants — they plough straight through.
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// The seaweed bends out of the way instead (see updatePlants).
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// Hard safety clamp — fish may just about swim off-screen (they never
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// despawn or leave), but never below the ground line (sand surface)
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this.x = Math.max(-40, Math.min(W + 40, this.x));
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this.y = Math.max(-50, Math.min(sandAt(this.x) - this.size * 0.35, this.y));
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// Tail beat follows actual speed — a resting fish barely moves its tail
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const effSpeed = this.speed * this.speedFactor;
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c.save();
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c.translate(this.x, this.y);
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c.rotate(this.angle);
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// body roll from banking into sharp turns: squash vertically as it rolls,
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// plus a tiny wobble so the motion reads as a real roll, not a glitch
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if (Math.abs(this.roll) > 0.01) {
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c.scale(1, Math.max(0.42, Math.cos(this.roll)));
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c.rotate(this.roll * 0.1);
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}
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const s = this.size;
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// traveling body wave (v3): ripples head→tail so the fish undulates like a real one
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const waveK = Math.PI / s; // ~one wavelength across the body length
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const waveAmp = s * 0.12; // subtle flex amplitude
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// tail fin follows the body wave at its base, amplified (same phase → no fighting)
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const sway = Math.sin(-s * waveK + this.phase) * s * 0.34;
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// tail fin
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c.fillStyle = `hsla(${this.hue},75%,52%,0.92)`;
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c.quadraticCurveTo(-s * 1.0, s * 0.35 + sway, -s * 0.5, 0);
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c.fill();
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// body — undulates while swimming: the ellipse flexes along a traveling wave (v3)
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const g = c.createLinearGradient(0, -s * 0.5, 0, s * 0.5);
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g.addColorStop(0, `hsl(${this.hue},82%,64%)`);
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g.addColorStop(1, `hsl(${this.hue},70%,44%)`);
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c.fillStyle = g;
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const NSEG = 26; // outline samples for a smooth curve
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// wave offset at any x along the body: rigid at head, full flex at tail.
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// Shared with the dorsal fin so it stays glued to the moving back (v4)
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const wy = x => Math.sin(x * waveK + this.phase) * waveAmp * ((s - x) / (2 * s));
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c.beginPath();
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for (let i = 0; i <= NSEG; i++) { // top edge: head (+s) -> tail (-s)
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const x = s - (i / NSEG) * 2 * s;
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const hh = s * 0.42 * Math.sqrt(Math.max(0, 1 - (x / s) ** 2));
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if (i === 0) c.moveTo(x, -hh + wy(x)); else c.lineTo(x, -hh + wy(x));
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}
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for (let i = NSEG; i >= 0; i--) { // bottom edge: tail (-s) -> head (+s)
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const x = s - (i / NSEG) * 2 * s;
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const hh = s * 0.42 * Math.sqrt(Math.max(0, 1 - (x / s) ** 2));
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c.lineTo(x, hh + wy(x));
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}
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c.closePath();
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c.fill();
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// belly highlight
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c.ellipse(0, s * 0.14, s * 0.82, s * 0.24, 0, 0, Math.PI * 2);
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c.fill();
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// dorsal fin — rides the body wave at its attachment points so it
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// never disconnects as the back undulates (v4)
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c.fillStyle = `hsla(${this.hue},80%,50%,0.9)`;
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c.beginPath();
|
| 236 |
+
c.moveTo(-s * 0.15, -s * 0.36 + wy(-s * 0.15));
|
| 237 |
+
c.quadraticCurveTo(s * 0.05, -s * 0.78 + wy(s * 0.05), s * 0.38, -s * 0.4 + wy(s * 0.38));
|
| 238 |
c.closePath();
|
| 239 |
c.fill();
|
| 240 |
|
|
|
|
| 351 |
up: rand(10, 26), // how far it curls upward
|
| 352 |
w: rand(2, 4),
|
| 353 |
ph: rand(0, Math.PI * 2),
|
| 354 |
+
flowers: Math.random() < 0.3 ? (() => { // ~30% of branches bloom with 1-3 heads (v3)
|
| 355 |
+
const n = 1 + ((Math.random() * 3) | 0); // 1..3 flowers per branch
|
| 356 |
+
return Array.from({ length: n }, () => ({
|
| 357 |
+
t: rand(0.45, 1), // where along the branch it sits (tip zone)
|
| 358 |
+
hue: (Math.random() * 360) | 0, // colourful — full spectrum
|
| 359 |
+
r: rand(4, 7), // head size
|
| 360 |
+
petals: 5 + ((Math.random() * 3) | 0) // 5..7 petals
|
| 361 |
+
}));
|
| 362 |
+
})() : []
|
| 363 |
});
|
| 364 |
}
|
| 365 |
seaweeds.push(st);
|
|
|
|
| 378 |
grass.push({
|
| 379 |
x: gx + rand(-7, 7),
|
| 380 |
y: gy,
|
| 381 |
+
h: rand(14, 70), // v3: taller grass blades allowed (seaweed unchanged)
|
| 382 |
lean: rand(-0.35, 0.35), // base tilt from vertical
|
| 383 |
phase: rand(0, Math.PI * 2),
|
| 384 |
speed: rand(1.3, 2.8), // quicker, finer sway than seaweed
|
|
|
|
| 392 |
const nFish = Math.max(7, Math.floor(W / 130));
|
| 393 |
for (let i = 0; i < nFish; i++) fishes.push(new Fish());
|
| 394 |
|
| 395 |
+
for (let i = 0; i < 26; i++) bubbles.push(new Bubble(true)); // halved back to the original stream
|
| 396 |
|
| 397 |
for (let i = 0; i < 45; i++) {
|
| 398 |
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) });
|
|
|
|
| 401 |
for (let i = 0; i < 5; i++) {
|
| 402 |
rays.push({
|
| 403 |
x: rand(0, W), w: rand(80, 210), tilt: rand(-0.35, 0.35),
|
| 404 |
+
speed: rand(0.06, 0.14) * (Math.random() < 0.5 ? 1 : -1), alpha: rand(0.04, 0.09),
|
| 405 |
+
// undulation — two traveling waves so each beam shimmers like light refracted through moving water
|
| 406 |
+
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),
|
| 407 |
+
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)
|
| 408 |
});
|
| 409 |
}
|
| 410 |
|
|
|
|
| 461 |
|
| 462 |
function drawRays(t, light) {
|
| 463 |
const [rr, rg, rb] = light.ray;
|
| 464 |
+
const segs = 18; // vertical resolution of each beam's undulating spine
|
| 465 |
for (const r of rays) {
|
| 466 |
+
// slow horizontal drift of the whole beam (kept from v1)
|
| 467 |
const off = Math.sin(t * r.speed * 6 + r.x) * 55;
|
| 468 |
+
const x0 = r.x + off;
|
| 469 |
const topW = r.w * 0.45, botW = r.w * 1.9;
|
| 470 |
const shift = r.tilt * H;
|
| 471 |
|
| 472 |
+
// Undulating spine: the beam's centerline bends left/right as it descends,
|
| 473 |
+
// driven by two traveling sine waves (different wavelength & speed) so it
|
| 474 |
+
// shimmers like sunlight refracted through moving water, seen from inside.
|
| 475 |
+
const L = [], R = [];
|
| 476 |
+
for (let i = 0; i <= segs; i++) {
|
| 477 |
+
const v = i / segs; // 0 at the surface, 1 near the floor
|
| 478 |
+
const y = -10 + v * (H * 0.95 + 10);
|
| 479 |
+
const grow = 0.35 + 0.65 * v; // straighter up top, bends more with depth
|
| 480 |
+
const wave =
|
| 481 |
+
Math.sin(v * r.uLen + t * r.uSpd + r.uPh) * r.uAmp +
|
| 482 |
+
Math.sin(v * r.vLen - t * r.vSpd + r.vPh) * r.vAmp;
|
| 483 |
+
const cx = x0 + shift * v + wave * grow; // undulating center x at this depth
|
| 484 |
+
const halfW = topW + (botW - topW) * v; // beam widens as it falls
|
| 485 |
+
L.push([cx - halfW, y]);
|
| 486 |
+
R.push([cx + halfW, y]);
|
| 487 |
+
}
|
| 488 |
|
| 489 |
+
// Fill a band between two edge polylines with a vertical fade (matches v1 look).
|
| 490 |
+
const band = (a, b, aTop, midStop, midFactor) => {
|
| 491 |
+
ctx.beginPath();
|
| 492 |
+
ctx.moveTo(a[0][0], a[0][1]);
|
| 493 |
+
for (let i = 1; i < a.length; i++) ctx.lineTo(a[i][0], a[i][1]);
|
| 494 |
+
for (let i = b.length - 1; i >= 0; i--) ctx.lineTo(b[i][0], b[i][1]);
|
| 495 |
+
ctx.closePath();
|
| 496 |
+
const g = ctx.createLinearGradient(0, 0, 0, H);
|
| 497 |
+
g.addColorStop(0, `rgba(${rr},${rg},${rb},${aTop})`);
|
| 498 |
+
g.addColorStop(midStop, `rgba(${rr},${rg},${rb},${aTop * midFactor})`);
|
| 499 |
+
g.addColorStop(1, `rgba(${rr},${rg},${rb},0)`);
|
| 500 |
+
ctx.fillStyle = g;
|
| 501 |
+
ctx.fill();
|
| 502 |
+
};
|
| 503 |
+
|
| 504 |
+
// soft outer beam (v1 alphas), now following the undulating spine
|
| 505 |
+
band(L, R, r.alpha, 0.55, 0.45);
|
| 506 |
+
|
| 507 |
+
// brighter, narrower inner core riding the same undulation (v1 core profile)
|
| 508 |
+
const LC = [], RC = [];
|
| 509 |
+
for (let i = 0; i <= segs; i++) {
|
| 510 |
+
const [lx, ly] = L[i], [rx2, ry2] = R[i];
|
| 511 |
+
const cxm = (lx + rx2) / 2;
|
| 512 |
+
const coreHalf = ((rx2 - lx) / 2) * 0.42; // 42% of the local half-width, as in v1
|
| 513 |
+
LC.push([cxm - coreHalf, ly]);
|
| 514 |
+
RC.push([cxm + coreHalf, ry2]);
|
| 515 |
+
}
|
| 516 |
+
band(LC, RC, r.alpha * 1.5, 0.65, 0);
|
| 517 |
}
|
| 518 |
}
|
| 519 |
|
|
|
|
| 691 |
ctx.quadraticCurveTo((a.x + b.tx) / 2 + b.side * 3, (a.y + b.ty) / 2 - 5, b.tx, b.ty);
|
| 692 |
ctx.stroke();
|
| 693 |
|
| 694 |
+
// colourful flower heads blooming along the branch — 1..3 per branch (v3)
|
| 695 |
+
if (b.flowers.length) {
|
| 696 |
+
const cpX = (a.x + b.tx) / 2 + b.side * 3;
|
| 697 |
+
const cpY = (a.y + b.ty) / 2 - 5;
|
| 698 |
+
for (const fl of b.flowers) {
|
| 699 |
+
const u = fl.t, iu = 1 - u; // point on the branch's quadratic curve
|
| 700 |
+
drawFlowerHead(iu * iu * a.x + 2 * iu * u * cpX + u * u * b.tx,
|
| 701 |
+
iu * iu * a.y + 2 * iu * u * cpY + u * u * b.ty, fl);
|
| 702 |
+
}
|
| 703 |
+
}
|
| 704 |
}
|
| 705 |
}
|
| 706 |
}
|