Gallery
Sakura Warp Starfield
Canvas 2DMedium
A steady warp starfield rushing outward. Canvas 2D.
#stars#warp#canvas#warp#sakura
Live preview
1 file
// @ts-nocheck
import { useEffect, useRef } from "react";
// Render <Starfield /> inside a container with position: relative.
// Both schemes are inlined; the effect below follows prefers-color-scheme.
const opts = {"colors":["#f9a8d4","#f472b6","#fbcfe8"],"bg":"#0b0509","light":{"bg":"#fdf4f9","colors":["#be185d","#db2777","#9d174d"]}};
const SPEED = 0.9;
const COUNT = 500;
type Star = { x: number; y: number; z: number; pz: number; c: string };
export function Starfield() {
const canvasRef = useRef<HTMLCanvasElement>(null);
useEffect(() => {
const canvas = canvasRef.current;
if (!canvas) return;
const ctx = canvas.getContext("2d");
if (!ctx) return;
const host = canvas.parentElement;
if (!host) return;
/* Both schemes ship in opts; `light` is absent in the live preview, which
resolves the scheme itself, so nothing is observed there. */
const schemeMq =
opts.light && typeof matchMedia === "function"
? matchMedia("(prefers-color-scheme: light)")
: null;
const schemeNow = () => (schemeMq && schemeMq.matches ? opts.light : opts);
/** The scheme the scene or particle set was first built from. */
const SCHEME_BUILT = schemeNow();
let COLORS = SCHEME_BUILT.colors, BG = SCHEME_BUILT.bg;
const onScheme = () => {
const s = schemeNow();
COLORS = s.colors; BG = s.bg;
if (typeof seed === "function") seed();
if (typeof applyScheme === "function") applyScheme();
};
if (schemeMq) schemeMq.addEventListener("change", onScheme);
let w = 0, h = 0, dpr = 1, cx = 0, cy = 0;
let stars: Star[] = [];
const reset = (s: Star) => {
s.x = Math.random() * 2 - 1;
s.y = Math.random() * 2 - 1;
s.z = Math.random();
s.pz = s.z;
s.c = COLORS[(Math.random() * COLORS.length) | 0];
};
const seed = () => {
stars = Array.from({ length: COUNT }, () => {
const s = { x: 0, y: 0, z: 0, pz: 0, c: COLORS[0] };
reset(s);
return s;
});
};
const resize = () => {
w = host.clientWidth; h = host.clientHeight;
dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = w * dpr; canvas.height = h * dpr;
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
cx = w / 2; cy = h / 2;
seed();
};
const dz = 0.005 * SPEED;
let raf = 0;
const frame = () => {
ctx.fillStyle = BG; ctx.fillRect(0, 0, w, h);
for (const s of stars) {
s.pz = s.z; s.z -= dz;
if (s.z <= 0.02) { reset(s); continue; }
const sx = (s.x / s.z) * cx + cx;
const sy = (s.y / s.z) * cy + cy;
const px = (s.x / s.pz) * cx + cx;
const py = (s.y / s.pz) * cy + cy;
ctx.globalAlpha = Math.min(1, 1 - s.z);
ctx.strokeStyle = s.c;
ctx.lineWidth = (1 - s.z) * 2.4;
ctx.beginPath(); ctx.moveTo(px, py); ctx.lineTo(sx, sy); ctx.stroke();
}
ctx.globalAlpha = 1;
raf = requestAnimationFrame(frame);
};
const ro = new ResizeObserver(resize);
ro.observe(host); resize(); frame();
return () => { cancelAnimationFrame(raf); ro.disconnect(); if (schemeMq) schemeMq.removeEventListener("change", onScheme); };
}, []);
return (
<canvas ref={canvasRef} style={{ position: "absolute", inset: 0, width: "100%", height: "100%", display: "block" }} />
);
}Copy or download any file. The HTML build loads Three.js from a CDN via an import map, so it runs by just opening index.html. The React build is react-three-fiber; setup notes live at the top of each file.
Variants
40 of this pattern · page 1 of 4