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view graphics/index.js @ 279:b3b547563ec7
Add Google connector service and agent wiki
Implement the C/Seobeo Google Drive and Gmail connector with encrypted OAuth storage, Zenbu authentication, browser testing, AI tool discovery, chunked HTTP decoding, and Bazel coverage. Consolidate repository guidance into progressive wiki documentation and enforce arena-first allocation for new first-party C code.
Co-authored-by: Copilot <[email protected]>
Copilot-Session: 84c338fd-0939-4bb3-b7f3-1062eb213e5d
| author | MrJuneJune <me@mrjunejune.com> |
|---|---|
| date | Mon, 17 Aug 2026 22:22:36 -0700 |
| parents | 8ceb5d3c6bdd |
| children |
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const SCREEN_WIDTH = 600; const SCREEN_HEIGHT = 600; const PIXEL_SIZE = 1; const FRAME = 60 game.width = SCREEN_WIDTH; game.height = SCREEN_HEIGHT; const ctx = game.getContext("2d"); function drawBackground() { ctx.fillStyle = "black"; ctx.fillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); } function drawPixel({x, y}) { ctx.fillStyle = "pink"; ctx.fillRect(x * SCREEN_WIDTH, y * SCREEN_HEIGHT, PIXEL_SIZE, PIXEL_SIZE); } function normalize({x, y}) { return { x: ((x + 1) / 2), y: (1 - ((y + 1) / 2)), } } function threeDtotwoD({x, y, z}) { return { x: x/z, y: y/z } } function drawLine({x, y}, {x2, y2}) { ctx.beginPath(); ctx.moveTo(x * SCREEN_WIDTH, y * SCREEN_HEIGHT); ctx.lineTo(x2 * SCREEN_WIDTH, y2* SCREEN_HEIGHT); ctx.lineWidth = 3; ctx.strokeStyle = "red"; ctx.stroke(); } // function generateHeartPoints(resolution = 0.008) { // const points = []; // // Nordstrom needs a slightly higher threshold because the // // gradient of the cubic is steeper in some areas. // const threshold = 0.0001; // // for (let x = -1.5; x <= 1.5; x += resolution) { // for (let y = -1.5; y <= 1.5; y += resolution) { // for (let z = -1.5; z <= 1.5; z += resolution) { // // const x2 = x * x; // const y2 = y * y; // const z2 = z * z; // const z3 = z2 * z; // // // Nordstrom Equation: (2x² + y² + z² - 1)³ - (1/10)x²z³ - y²z³ = 0 // const inner = (2 * x2) + y2 + z2 - 1; // const value = Math.pow(inner, 3) - (0.1 * x2 * z3) - (y2 * z3); // // if (Math.abs(value) < threshold) { // // Keep the jitter for that organic "floating dust" look // points.push({ // x: x + (Math.random() - 0.5) * resolution, // y: y + (Math.random() - 0.5) * resolution, // z: z + (Math.random() - 0.5) * resolution // }); // } // } // } // } // return points; // } function generateHeartPoints(resolution = 0.01) { const points = []; const threshold = 0.001; for (let x = -1.5; x <= 1.5; x += resolution) { for (let y = -1.5; y <= 1.5; y += resolution) { for (let z = -1.5; z <= 1.5; z += resolution) { const x2 = x * x; const y2 = y * y; const z2 = z * z; const z3 = z2 * z; const inner = x2 + (9/4) * y2 + z2 - 1; const value = Math.pow(inner, 3) - x2 * z3 - (9/80) * y2 * z3; if (Math.abs(value) < threshold) { points.push({ x: x + (Math.random() - 0.5) * 0.01, y: y + (Math.random() - 0.5) * 0.01, z: z + (Math.random() - 0.5) * 0.01 }); } } } } return points; } let points = generateHeartPoints(); const intial_start_z = 2; points = points.map(point => ({...point, x: point.x + intial_start_z})); // const points = [ // {x: -0.25, y: 0.25, z: 0.25}, // {x: -0.25, y: -0.25, z: 0.25}, // {x: 0.25, y: -0.25, z: 0.25}, // {x: 0.25, y: 0.25, z: 0.25}, // // {x: -0.25, y: 0.25, z: -0.25}, // {x: -0.25, y: -0.25, z: -0.25}, // {x: 0.25, y: -0.25, z: -0.25}, // {x: 0.25, y: 0.25, z: -0.25}, // ] // const vortexs = [ // [0, 1, 2, 3], // [4, 5, 6, 7], // [0, 4], // [1, 5], // [2, 6], // [3, 7], // ] function rotate_xy({x, y, z}, angle) { return { x: x * Math.cos(angle) - y * Math.sin(angle), y: x * Math.sin(angle) + y * Math.cos(angle), z: z }; } function rotate_xz({x,y,z}, angle) { return { x: x * Math.cos(angle) - z*Math.sin(angle), y: y, z: x * Math.sin(angle) + z*Math.cos(angle), } } function rotate_yz({x, y, z}, angle) { return { x: x, y: y * Math.sin(angle) + z * Math.cos(angle), z: y * Math.cos(angle) - z * Math.sin(angle) }; } function move_z(point, dz) { return {...point, z: point.z + dz} } function move_y(point, dy) { return {...point, y: point.y + dy} } let dz = 0; let dt = 1/FRAME; let angle = 0; const fontPoint = {x: SCREEN_WIDTH / 2, y: SCREEN_HEIGHT * 0.3}; function drawAnimation() { drawBackground(); dz -= 1 * dt; angle += 2*Math.PI*dt*0.2; // Texts... ctx.font = "60px serif"; ctx.textAlign = "center"; // Ensures the point is the middle of the text ctx.textBaseline = "middle"; ctx.fillStyle = "pink"; ctx.fillText("Heart!", fontPoint.x, fontPoint.y); // Hearts... for (var point of points) { const newPoint = normalize( threeDtotwoD( move_z(rotate_yz(rotate_xz(rotate_xy(point, angle), angle), angle), dz) // move_z(point, dz) ) ); drawPixel(newPoint); } // for (var vortex of vortexs) // { // for (let i = 0; i < vortex.length; i++) // { // const newPoint = normalize( // threeDtotwoD( // move_z(rotate_xz(points[vortex[(i+1)%vortex.length]], angle), dz) // ) // ); // drawLine( // normalize( // threeDtotwoD( // move_z(rotate_xz(points[vortex[i]], angle), dz) // ) // ), // {x2: newPoint.x, y2: newPoint.y} // ); // } // } setTimeout(() => drawAnimation(), 1000/60) } drawAnimation()