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export const riseReasoning = "For 'rise', I'll create a staged animation where particles gradually appear, pause briefly, then float upward. This creates a sense of emergence and ascension. Each particle follows this sequence independently with slight timing variations, creating a continuous cycle of rising elements. The fade-in adds a gentle, ethereal quality that matches the upward motion.";

export const riseSketch = `let font;
let fontSize = 200;
let word = "rise";
let points;
let particles = [];
let floatSpeed = 4;
let fadeInSpeed = 10;
let minWaitTime = 50;
let maxWaitTime = 200;
let particleMinSize = 3;
let particleMaxSize = 7;

let color1 = "#217BFE";
let color2 = "#078BFE";
let color3 = "#AC87EB";

function preload() {
  font = loadFont('/fonts/GoogleSans-Bold.ttf');
}

function setup() {
  createCanvas(500, 500);
  background(0);
  textFont(font);
  textSize(fontSize);
  textAlign(CENTER, CENTER);

  // Get the width of the text
  let textW = textWidth(word);
  
  // If text is too wide, scale down fontSize
  if (textW > width * 0.8) {
    fontSize = fontSize * (width * 0.8) / textW;
    textSize(fontSize);
    textW = textWidth(word);
  }

  // Get points for the text centered in canvas
  points = font.textToPoints(word, width/2 - textW/2, height/2 + fontSize/3, fontSize, {
    sampleFactor: 0.1
  });

  // Find min and max x positions for color gradient
  let minX = points[0].x;
  let maxX = points[0].x;
  for (let pt of points) {
    minX = min(minX, pt.x);
    maxX = max(maxX, pt.x);
  }
  let xRange = maxX - minX;

  for (let pt of points) {
    particles.push(new Particle(pt.x, pt.y, pt.x, minX, xRange));
  }
}

function draw() {
  blendMode(BLEND);
  background(0);
  blendMode(SCREEN);

  for (let particle of particles) {
    particle.update();
    particle.display();
  }
}

class Particle {
  constructor(x, y, particleX, minX, xRange) {
    this.pos = createVector(x, y);
    this.originalPos = createVector(x, y);
    this.originalX = x;
    this.originalY = y;
    this.size = random(particleMinSize, particleMaxSize);
    this.alpha = 255;
    this.floatSpeedVariation = random(0.5, 2.0);
    this.isFadingIn = true;
    this.isWaiting = false;
    this.waitTime = 0;
    this.particleX = particleX;
    this.minX = minX;
    this.xRange = xRange;
    this.color = this.getColorForPosition();
  }

  getColorForPosition() {
    let normalizedX = 0;
    if (this.xRange > 0) {
      normalizedX = constrain((this.particleX - this.minX) / this.xRange, 0, 1);
    }

    let particleColor;
    if (normalizedX < 0.5) {
      particleColor = lerpColor(color(color1), color(color2), normalizedX * 2);
    } else {
      particleColor = lerpColor(color(color2), color(color3), (normalizedX - 0.5) * 2);
    }
    return particleColor;
  }

  update() {
    if (this.isFadingIn) {
      this.alpha += fadeInSpeed;
      if (this.alpha >= 255) {
        this.alpha = 255;
        this.isFadingIn = false;
        this.isWaiting = true;
        this.waitTime = floor(random(minWaitTime, maxWaitTime));
      }
    } else if (this.isWaiting) {
      this.waitTime--;
      if (this.waitTime <= 0) {
        this.isWaiting = false;
      }
    } else {
      this.pos.y -= floatSpeed * this.floatSpeedVariation;
      if (this.pos.y < -this.size) {
        this.respawn();
      }
    }
  }

  respawn() {
    this.pos.y = this.originalPos.y;
    this.pos.x = this.originalPos.x;
    this.alpha = 0;
    this.isFadingIn = true;
    this.isWaiting = false;
    this.waitTime = 0;
    this.size = random(particleMinSize, particleMaxSize);
    this.floatSpeedVariation = random(0.5, 2.0);
    this.color = this.getColorForPosition();
  }

  display() {
    noStroke();
    fill(red(this.color), green(this.color), blue(this.color), this.alpha);
    ellipse(this.pos.x, this.pos.y, this.size, this.size);
  }
}`;