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| 1 | +return class MyEffect { |
| 2 | + constructor(display) { |
| 3 | + this.display = display; |
| 4 | + this.#clear(); |
| 5 | + |
| 6 | + // Time and animation parameters |
| 7 | + this.time = 0; |
| 8 | + this.speed = 0.03; |
| 9 | + |
| 10 | + // Display dimensions |
| 11 | + this.width = display.width; |
| 12 | + this.height = display.height; |
| 13 | + this.centerX = this.width / 2; |
| 14 | + this.centerY = this.height / 2; |
| 15 | + this.maxDistance = Math.sqrt(this.centerX * this.centerX + this.centerY * this.centerY); |
| 16 | + |
| 17 | + // Color parameters |
| 18 | + this.colorCycle = 20; |
| 19 | + this.colorShift = 2.0; |
| 20 | + |
| 21 | + // Pattern parameters |
| 22 | + this.waveScale = 15; |
| 23 | + this.waveSpeed = 2; |
| 24 | + |
| 25 | + // No particles in this version |
| 26 | + } |
| 27 | + |
| 28 | + #clear() { |
| 29 | + for (let x = 0; x < this.width; x++) { |
| 30 | + for (let y = 0; y < this.height; y++) { |
| 31 | + this.display.setPixel(x, y, [0, 0, 0]); |
| 32 | + } |
| 33 | + } |
| 34 | + this.display.flush(); |
| 35 | + } |
| 36 | + |
| 37 | + // Particle system removed |
| 38 | + |
| 39 | + update() { |
| 40 | + // Update time |
| 41 | + this.time += this.speed; |
| 42 | + |
| 43 | + // No particle updates needed |
| 44 | + |
| 45 | + // Pre-calculate time-based values |
| 46 | + const timeVal1 = this.time; |
| 47 | + const timeVal2 = this.time * 0.8; |
| 48 | + const timeVal3 = this.time * this.waveSpeed; |
| 49 | + const timeVal4 = this.time * 0.5; |
| 50 | + const colorTimeBase = this.time / this.colorCycle; |
| 51 | + |
| 52 | + // Render each pixel |
| 53 | + for (let x = 0; x < this.width; x++) { |
| 54 | + // Pre-calculate x-dependent values |
| 55 | + const xWave = Math.sin(x / this.waveScale + timeVal1) * 0.5; |
| 56 | + |
| 57 | + for (let y = 0; y < this.height; y++) { |
| 58 | + // Calculate relative position from center |
| 59 | + const dx = x - this.centerX; |
| 60 | + const dy = y - this.centerY; |
| 61 | + const distance = Math.sqrt(dx * dx + dy * dy); |
| 62 | + const angle = Math.atan2(dy, dx); |
| 63 | + |
| 64 | + // Calculate vignette effect (darker at edges) |
| 65 | + const vignette = 1 - (distance / this.maxDistance) * 0.3; |
| 66 | + |
| 67 | + // Base pattern value - flowing plasma effect |
| 68 | + const yWave = Math.sin(y / this.waveScale + timeVal2) * 0.5; |
| 69 | + const distanceWave = Math.sin(distance / this.waveScale - timeVal3) * 0.5; |
| 70 | + const angleWave = Math.sin(angle * 5 + timeVal4) * 0.5; |
| 71 | + |
| 72 | + let value = xWave + yWave + distanceWave + angleWave; |
| 73 | + |
| 74 | + // Add fractal-like detail |
| 75 | + value += Math.sin((x * y) / (this.waveScale * 10) + timeVal1) * 0.2; |
| 76 | + |
| 77 | + // Particle influence removed |
| 78 | + |
| 79 | + // Add oscillating ring effect |
| 80 | + const ringEffect = Math.sin(distance / 10 - this.time * 1.5) * 0.2 * |
| 81 | + Math.exp(-Math.abs(distance - 50 * (1 + Math.sin(this.time * 0.2))) / 20); |
| 82 | + value += ringEffect; |
| 83 | + |
| 84 | + // Normalize value to 0-1 range |
| 85 | + value = (value + 2.5) / 5; |
| 86 | + |
| 87 | + // Calculate color with shifting phase |
| 88 | + const r = Math.sin(value * Math.PI * 2 + colorTimeBase) * 0.5 + 0.5; |
| 89 | + const g = Math.sin(value * Math.PI * 2 + colorTimeBase + this.colorShift) * 0.5 + 0.5; |
| 90 | + const b = Math.sin(value * Math.PI * 2 + colorTimeBase + this.colorShift * 2) * 0.5 + 0.5; |
| 91 | + |
| 92 | + // Apply color power for more vibrant colors and vignette effect |
| 93 | + const color = [ |
| 94 | + Math.floor(r * r * 255 * vignette), |
| 95 | + Math.floor(g * g * 255 * vignette), |
| 96 | + Math.floor(b * b * 255 * vignette) |
| 97 | + ]; |
| 98 | + |
| 99 | + // Set pixel |
| 100 | + this.display.setPixel(x, y, color); |
| 101 | + } |
| 102 | + } |
| 103 | + |
| 104 | + // Particle cores removed |
| 105 | + |
| 106 | + // Flush the display |
| 107 | + this.display.flush(); |
| 108 | + } |
| 109 | +} |
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