fix(pulse): smooth split + no direct box pulses (#12)

* feat: random light pulse along threads + box outlines

A blurred light pulse glides along one of the 5 wave threads
(wave1/2/3, thread1/2) every 2.5-7s. Color matches the active
theme (cyan on home/portfolio/about, pink/magenta on contact).

Pulse also follows the outline of designated boxes marked with
data-trail-box:
  - Home: 'Looking for inspiration?' + 'Ready to collaborate?'
  - Contact: 'Waiting to hear from you' card

Boxes are rebuilt on every pulse so they stay aligned during scroll
and respect viewport (off-screen boxes are skipped).

Pulse uses requestAnimationFrame + path.getPointAtLength for native
smoothness, fade-in 15% / hold 70% / fade-out 15%, screen blend
mode so it blends with the dark background.

* feat(pulse): slower, brighter, comet-shaped pulse along paths

Slower (9-13s per glide vs 4.5-6.5s), three-layer comet shape
(soft halo + mid glow + bright core), rotated to path tangent,
ease-in-out timing, mix-blend-mode screen.

Fixes: pulse not tracking path was a parallax-offset coordinate
mismatch. Cleaned up via getSpeedKey() helper.

* fix(pulse): tone down white core so theme color dominates

Core was pure white (#ffffff) which washed out the theme color.
Now tinted (#fdf4ff for purple, #f0fdfa for cyan) and smaller
(10x3 vs 14x4) with 75% opacity so the purple/pink and cyan
glow layers come through more visibly.

* feat(pulse): double the glide duration

Threads: 18-26s (was 9-13s). Boxes: 14-18s (was 7-9s).

* feat(pulse): split into two halves around boxes

When a thread-pulse hits a data-trail-box bound, it splits:
one half glides along the top of the box outline, the other
along the bottom. They re-merge on the far side and continue
as one along the rest of the thread.

Implementation:
- Two pulse-blob groups (blob-1, blob-2) in SVG
- Box-intersection scan samples path every 4px to find entry +
  exit points
- Phase 1: blob-1 glides from start to entry
- Phase 2: blob-1 follows top-half of box outline, blob-2
  follows bottom-half (both spawned dynamically)
- Phase 3: blob-1 continues from exit to end, blob-2 hides
- Velocity kept constant across phases so split makes the
  animation longer rather than faster

* fix(pulse): remove direct box-pulses + smooth split transition

Two fixes after review:

1. Removed runBoxPulse() entirely. Pulses now spawn ONLY on the
   5 wave threads. Box outlines are followed only via the split
   mechanism when a thread-pulse intersects a box.

2. Smooth split transition via Bezier curves: split-path now
   starts at the EXACT thread intersection point (entryX/Y) and
   ends at exact exit point, curving smoothly up/down to the box
   top/bottom edge. Previously the path jumped to box.cy which
   caused a visible teleport when entering the split phase.
This commit is contained in:
Linus Olofsson
2026-05-20 23:25:25 +02:00
committed by GitHub
parent 539b251287
commit a71883215b
+91 -134
View File
@@ -120,7 +120,6 @@ const pulseCore = theme === 'purple' ? '#fdf4ff' : '#f0fdfa';
window.addEventListener('scroll', onScroll, { passive: true });
type BoxRect = { left: number; right: number; top: number; bottom: number; cx: number; cy: number; r: number };
type PulsePath = { kind: 'thread'; id: string; pathTx: number } | { kind: 'box'; cx: number; cy: number };
if (svg && blob1 && blob2 && wrapper) {
const pulseMain = wrapper.getAttribute('data-pulse-main') || '#a5f3fc';
@@ -129,49 +128,29 @@ const pulseCore = theme === 'purple' ? '#fdf4ff' : '#f0fdfa';
const wavePaths = Array.from(document.querySelectorAll<SVGPathElement>('[data-pulse-path="true"]'));
const NS = 'http://www.w3.org/2000/svg';
function buildBoxPath(rect: DOMRect): string {
const r = 16;
const x = rect.left, y = rect.top, w = rect.width, h = rect.height;
return [
`M ${x + r} ${y}`,
`H ${x + w - r}`,
`A ${r} ${r} 0 0 1 ${x + w} ${y + r}`,
`V ${y + h - r}`,
`A ${r} ${r} 0 0 1 ${x + w - r} ${y + h}`,
`H ${x + r}`,
`A ${r} ${r} 0 0 1 ${x} ${y + h - r}`,
`V ${y + r}`,
`A ${r} ${r} 0 0 1 ${x + r} ${y}`,
`Z`,
].join(' ');
}
function clearBoxGroup() {
if (!boxGroup) return;
while (boxGroup.firstChild) boxGroup.removeChild(boxGroup.firstChild);
}
function refreshBoxPaths(): { paths: SVGPathElement[]; rects: DOMRect[] } {
if (!boxGroup) return { paths: [], rects: [] };
clearBoxGroup();
function refreshBoxes(): BoxRect[] {
const targets = document.querySelectorAll<HTMLElement>('[data-trail-box]');
const paths: SVGPathElement[] = [];
const rects: DOMRect[] = [];
targets.forEach((el, idx) => {
const out: BoxRect[] = [];
targets.forEach(el => {
const rect = el.getBoundingClientRect();
if (rect.width < 20 || rect.height < 20) return;
if (rect.bottom < 0 || rect.top > window.innerHeight) return;
const p = document.createElementNS(NS, 'path');
p.setAttribute('id', `trail-box-${idx}`);
p.setAttribute('d', buildBoxPath(rect));
p.setAttribute('fill', 'none');
p.setAttribute('stroke', 'transparent');
p.setAttribute('data-trail-box-path', 'true');
boxGroup.appendChild(p);
paths.push(p);
rects.push(rect);
out.push({
left: rect.left,
right: rect.right,
top: rect.top,
bottom: rect.bottom,
cx: rect.left + rect.width / 2,
cy: rect.top + rect.height / 2,
r: 16,
});
return { paths, rects };
});
return out;
}
function updatePulseColors(isSecondary: boolean) {
@@ -189,83 +168,105 @@ const pulseCore = theme === 'purple' ? '#fdf4ff' : '#f0fdfa';
if (midStops[2]) midStops[2].setAttribute('style', `stop-color:${midColor};stop-opacity:0`);
}
function rectExpand(rect: DOMRect, pad: number): BoxRect {
return {
left: rect.left - pad,
right: rect.right + pad,
top: rect.top - pad,
bottom: rect.bottom + pad,
cx: rect.left + rect.width / 2,
cy: rect.top + rect.height / 2,
r: 16,
};
}
function pointInBox(x: number, y: number, b: BoxRect): boolean {
return x >= b.left && x <= b.right && y >= b.top && y <= b.bottom;
}
type Intersection = {
boxIdx: number;
entryLen: number;
exitLen: number;
entryX: number;
entryY: number;
exitX: number;
exitY: number;
};
function findBoxIntersection(
path: SVGPathElement,
pathTx: number,
boxes: BoxRect[]
): { boxIdx: number; entryLen: number; exitLen: number } | null {
): Intersection | null {
const total = path.getTotalLength();
const step = 4;
const step = 3;
let activeBox = -1;
let entryLen = -1;
let entryX = 0, entryY = 0;
for (let len = 0; len <= total; len += step) {
const pt = path.getPointAtLength(len);
const x = pt.x + pathTx;
const y = pt.y;
if (activeBox === -1) {
for (let bi = 0; bi < boxes.length; bi++) {
if (pointInBox(x, y, boxes[bi])) {
if (activeBox === -1) {
activeBox = bi;
entryLen = len;
} else if (activeBox === bi) {
// still in same box, continue
}
entryX = x;
entryY = y;
break;
}
}
if (activeBox !== -1) {
// Check if we left
const stillIn = pointInBox(x, y, boxes[activeBox]);
if (!stillIn) {
return { boxIdx: activeBox, entryLen, exitLen: len };
} else {
if (!pointInBox(x, y, boxes[activeBox])) {
return {
boxIdx: activeBox,
entryLen,
exitLen: len,
entryX,
entryY,
exitX: x,
exitY: y,
};
}
}
}
return null;
}
function buildBoxHalfPath(box: BoxRect, half: 'top' | 'bottom'): SVGPathElement {
const r = box.r;
const x = box.left + 16; // un-pad: revert to original rect
const y = box.top + 16;
const w = (box.right - box.left) - 32;
const h = (box.bottom - box.top) - 32;
// Entry-point assumed left side at cy; exit-point right side at cy
function buildSplitHalfPath(
box: BoxRect,
entry: { x: number; y: number },
exit: { x: number; y: number },
half: 'top' | 'bottom'
): SVGPathElement {
// Goal: smooth path from entry-point → out to box-edge → around half → back from box-edge → exit-point.
// We route via the actual box corners + halfway top or bottom of the box.
const xL = box.left, xR = box.right, yT = box.top, yB = box.bottom, r = box.r;
const yMid = box.cy;
// Tangent-out from entry: smoothly leave the thread and head toward box-edge near top-or-bottom
// First waypoint on box-edge — closer to entry's y but rounded into the top/bottom corner
const targetTopY = yT;
const targetBotY = yB;
const apexY = half === 'top' ? targetTopY : targetBotY;
// Two control points to bezier from entry into the corner curve
const transitionDist = 24;
const cp1x = entry.x + (half === 'top' ? -10 : -10);
const cp1y = entry.y + (half === 'top' ? -transitionDist : transitionDist);
const cp2x = xL + r;
const cp2y = apexY;
// After top/bottom traversal, exit via similar curve back to exit-point
const cp3x = xR - r;
const cp3y = apexY;
const cp4x = exit.x + (half === 'top' ? 10 : 10);
const cp4y = exit.y + (half === 'top' ? -transitionDist : transitionDist);
let d: string;
if (half === 'top') {
d = [
`M ${x} ${yMid}`,
`V ${y + r}`,
`A ${r} ${r} 0 0 1 ${x + r} ${y}`,
`H ${x + w - r}`,
`A ${r} ${r} 0 0 1 ${x + w} ${y + r}`,
`V ${yMid}`,
`M ${entry.x} ${entry.y}`,
`C ${cp1x} ${cp1y}, ${cp2x} ${cp2y - r}, ${xL + r} ${yT}`,
`H ${xR - r}`,
`C ${cp3x} ${cp3y - r}, ${cp4x} ${cp4y}, ${exit.x} ${exit.y}`,
].join(' ');
} else {
d = [
`M ${x} ${yMid}`,
`V ${y + h - r}`,
`A ${r} ${r} 0 0 0 ${x + r} ${y + h}`,
`H ${x + w - r}`,
`A ${r} ${r} 0 0 0 ${x + w} ${y + h - r}`,
`V ${yMid}`,
`M ${entry.x} ${entry.y}`,
`C ${cp1x} ${cp1y}, ${cp2x} ${cp2y + r}, ${xL + r} ${yB}`,
`H ${xR - r}`,
`C ${cp3x} ${cp3y + r}, ${cp4x} ${cp4y}, ${exit.x} ${exit.y}`,
].join(' ');
}
const p = document.createElementNS(NS, 'path');
@@ -296,8 +297,9 @@ const pulseCore = theme === 'purple' ? '#fdf4ff' : '#f0fdfa';
let isPulsing = false;
function runThreadPulse(path: SVGPathElement, durationMs: number) {
if (!blob1 || !blob2) return;
if (!blob1 || !blob2 || !boxGroup) return;
isPulsing = true;
clearBoxGroup();
const total = path.getTotalLength();
const isSecondary =
(path.getAttribute('stroke') || '').includes('gradSec') ||
@@ -306,53 +308,46 @@ const pulseCore = theme === 'purple' ? '#fdf4ff' : '#f0fdfa';
updatePulseColors(isSecondary);
const speedKey = getSpeedKey(path.id);
const { rects: boxRects } = refreshBoxPaths();
const boxes: BoxRect[] = boxRects.map(r => rectExpand(r, 4));
const boxes = refreshBoxes();
const pathTx0 = speedKey ? window.scrollY * speeds[speedKey] : 0;
const hit = findBoxIntersection(path, pathTx0, boxes);
// Velocity = pixels per ms across full pathLength over full duration
const velocity = total / durationMs;
const startTime = performance.now();
blob2.setAttribute('opacity', '0');
// PHASE 1: glide from 0 to entry (or full if no hit)
const entryLen = hit ? hit.entryLen : total;
const exitLen = hit ? hit.exitLen : total;
const phase1Duration = entryLen / velocity;
// PHASE 2: split around box from entryLen at velocity
let topPath: SVGPathElement | null = null;
let bottomPath: SVGPathElement | null = null;
let phase2Duration = 0;
if (hit) {
topPath = buildBoxHalfPath(boxes[hit.boxIdx], 'top');
bottomPath = buildBoxHalfPath(boxes[hit.boxIdx], 'bottom');
if (boxGroup) {
const entryPt = { x: hit.entryX, y: hit.entryY };
const exitPt = { x: hit.exitX, y: hit.exitY };
topPath = buildSplitHalfPath(boxes[hit.boxIdx], entryPt, exitPt, 'top');
bottomPath = buildSplitHalfPath(boxes[hit.boxIdx], entryPt, exitPt, 'bottom');
boxGroup.appendChild(topPath);
boxGroup.appendChild(bottomPath);
}
const topLen = topPath.getTotalLength();
const bottomLen = bottomPath.getTotalLength();
const maxHalf = Math.max(topLen, bottomLen);
phase2Duration = maxHalf / velocity;
phase2Duration = Math.max(topLen, bottomLen) / velocity;
}
// PHASE 3: glide from exitLen to end at velocity
const phase3Duration = hit ? (total - exitLen) / velocity : 0;
const totalTime = phase1Duration + phase2Duration + phase3Duration;
function step(now: number) {
if (!blob1 || !blob2) return;
const elapsed = now - startTime;
const totalTime = phase1Duration + phase2Duration + phase3Duration;
const globalT = Math.min(elapsed / totalTime, 1);
const fade = fadeFactor(globalT);
const pathTx = speedKey ? window.scrollY * speeds[speedKey] : 0;
if (elapsed <= phase1Duration) {
// Phase 1: single blob on path
const len = elapsed * velocity;
const pt = path.getPointAtLength(Math.min(len, total));
const angle = tangentAngle(path, Math.min(len, total), total);
@@ -360,7 +355,6 @@ const pulseCore = theme === 'purple' ? '#fdf4ff' : '#f0fdfa';
blob1.setAttribute('opacity', String(fade));
blob2.setAttribute('opacity', '0');
} else if (hit && elapsed <= phase1Duration + phase2Duration) {
// Phase 2: split around box
const inPhase2 = elapsed - phase1Duration;
if (topPath && bottomPath) {
const topLen = topPath.getTotalLength();
@@ -379,7 +373,6 @@ const pulseCore = theme === 'purple' ? '#fdf4ff' : '#f0fdfa';
blob2.setAttribute('opacity', String(fade));
}
} else if (hit) {
// Phase 3: single blob continues from exitLen
const inPhase3 = elapsed - phase1Duration - phase2Duration;
const len = exitLen + inPhase3 * velocity;
const clamped = Math.min(len, total);
@@ -390,39 +383,12 @@ const pulseCore = theme === 'purple' ? '#fdf4ff' : '#f0fdfa';
blob2.setAttribute('opacity', '0');
}
if (elapsed < (phase1Duration + phase2Duration + phase3Duration) && globalT < 1) {
if (elapsed < totalTime && globalT < 1) {
requestAnimationFrame(step);
} else {
blob1.setAttribute('opacity', '0');
blob2.setAttribute('opacity', '0');
if (topPath && boxGroup && topPath.parentNode) boxGroup.removeChild(topPath);
if (bottomPath && boxGroup && bottomPath.parentNode) boxGroup.removeChild(bottomPath);
isPulsing = false;
}
}
requestAnimationFrame(step);
}
function runBoxPulse(boxPath: SVGPathElement, durationMs: number) {
if (!blob1 || !blob2) return;
isPulsing = true;
updatePulseColors(true);
const total = boxPath.getTotalLength();
const startTime = performance.now();
blob2.setAttribute('opacity', '0');
function step(now: number) {
if (!blob1) return;
const elapsed = now - startTime;
const t = Math.min(elapsed / durationMs, 1);
const eased = t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
const len = eased * total;
const pt = boxPath.getPointAtLength(len);
const angle = tangentAngle(boxPath, len, total);
applyTransform(blob1, pt.x, pt.y, angle);
blob1.setAttribute('opacity', String(fadeFactor(t)));
if (t < 1) requestAnimationFrame(step);
else {
blob1.setAttribute('opacity', '0');
clearBoxGroup();
isPulsing = false;
}
}
@@ -434,21 +400,12 @@ const pulseCore = theme === 'purple' ? '#fdf4ff' : '#f0fdfa';
schedule();
return;
}
const { paths: boxPaths } = refreshBoxPaths();
const allTargets: { kind: 'wave' | 'box'; path: SVGPathElement }[] = [
...wavePaths.map(p => ({ kind: 'wave' as const, path: p })),
...boxPaths.map(p => ({ kind: 'box' as const, path: p })),
];
if (allTargets.length === 0) {
if (wavePaths.length === 0) {
schedule();
return;
}
const choice = allTargets[Math.floor(Math.random() * allTargets.length)];
if (choice.kind === 'wave') {
runThreadPulse(choice.path, 18000 + Math.random() * 8000);
} else {
runBoxPulse(choice.path, 14000 + Math.random() * 4000);
}
const choice = wavePaths[Math.floor(Math.random() * wavePaths.length)];
runThreadPulse(choice, 18000 + Math.random() * 8000);
schedule();
}