Add reference code
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@ -14,3 +14,85 @@ function resize() {
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}
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window.addEventListener('resize', resize, false);
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function reference() {
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let middle = { x: canvas.width / 2, y: canvas.height / 2 }
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// Each star is stored as an { x, y } object representing
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// its offset from the middle of the screen
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function canvasStarPosition(star) {
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return { x: middle.x + star.x,
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y: middle.y + star.y }
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}
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function starSize(star) {
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// Size is proportional to distance from the middle
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return Math.max(Math.abs(star.x), Math.abs(star.y)) / 100
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}
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function drawStar(ctx, star) {
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let { x, y } = canvasStarPosition(star)
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let r = starSize(star)
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ctx.fillStyle = 'white'
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ctx.beginPath()
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ctx.arc(x, y, r, 0, 2*Math.PI)
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ctx.fill()
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}
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let start = 0
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let stars = []
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let timeSinceLastStar = Infinity
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let starInterval = 10000 // milliseconds
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function makeStar() {
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let angle = Math.random() * 2*Math.PI
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stars.push({
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x : Math.cos(angle),
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y : Math.sin(angle),
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// The multiplier affects how quickly the star moves.
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// Varying this makes some stars appear closer (faster
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// movement), some further (slower movement).
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multiplier : 1.01 + Math.random() * 0.04
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})
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}
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function step(timestamp) {
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if (!start) start = timestamp
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var progress = timestamp - start
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// Create a new star if it's been long enough since
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// the previous one
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timeSinceLastStar += progress
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if (timeSinceLastStar > starInterval) {
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timeSinceLastStar = 0
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makeStar()
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}
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// Clear the screen.
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// If you want the hyperspace effect, skip this.
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ctx.clearRect(0,0,canvas.width, canvas.height)
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stars.forEach((s) => {
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// Increase the star's distance from the middle
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// proportionally to its current distance
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s.x *= s.multiplier
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s.y *= s.multiplier
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drawStar(ctx, s)
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})
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// Remove stars outside the view boundary
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let i = stars.length;
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while (--i) {
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let {x, y} = canvasStarPosition(stars[i])
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if (x < 0 || x > canvas.width || y < 0 || y > canvas.height) {
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stars.splice(i, 1)
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}
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}
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window.requestAnimationFrame(step)
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}
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window.requestAnimationFrame(step)
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}
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reference();
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