feat: add real-time weather animations (rain, snow, fog, storm, clouds)
This commit is contained in:
@@ -255,6 +255,12 @@ function renderPanel(data) {
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// Trigger reflow for animation
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requestAnimationFrame(() => panel.classList.add("visible"));
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// Start weather animation
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if (typeof WeatherAnim !== "undefined") {
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// Small delay for canvas to be in DOM
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setTimeout(() => WeatherAnim.start(data), 100);
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}
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// Header
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document.getElementById("panelCityName").textContent =
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`${data.risk?.emoji || "🏙️"} ${data.display_name}`;
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@@ -710,6 +716,8 @@ function closePanel() {
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document
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.querySelectorAll(".city-item")
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.forEach((el) => el.classList.remove("active"));
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// Stop weather animation
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if (typeof WeatherAnim !== "undefined") WeatherAnim.stop();
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}
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// ──────────────────────────────────────────────────────────
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@@ -63,6 +63,11 @@
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</div>
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<div id="panelContent" class="panel-body">
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<!-- ── Weather Animation Overlay ── -->
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<div class="weather-anim-container" id="weatherAnimContainer">
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<canvas id="weatherCanvas"></canvas>
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</div>
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<!-- ── Temperature Hero ── -->
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<section class="hero-section">
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<div class="hero-weather" id="heroWeather"></div>
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@@ -148,6 +153,7 @@
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<script src="https://unpkg.com/leaflet@1.9.4/dist/leaflet.js"></script>
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<!-- Chart.js -->
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<script src="https://cdn.jsdelivr.net/npm/chart.js@4/dist/chart.umd.min.js"></script>
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<script src="/static/weather-anim.js"></script>
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<script src="/static/app.js"></script>
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</body>
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@@ -495,10 +495,81 @@ body {
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letter-spacing: 0.3px;
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}
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/* ── Weather Animation ── */
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.weather-anim-container {
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position: relative;
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width: 100%;
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height: 200px;
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overflow: hidden;
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border-radius: 16px;
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margin-bottom: -180px; /* Overlap with hero */
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z-index: 0;
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}
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.weather-anim-container canvas {
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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}
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/* Night sky gradient for the animation background */
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.weather-anim-container.active {
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background: linear-gradient(
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180deg,
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rgba(10, 14, 30, 0.9) 0%,
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rgba(15, 20, 40, 0.6) 40%,
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rgba(10, 14, 26, 0.3) 100%
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);
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}
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.weather-anim-container.clear {
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background: linear-gradient(
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180deg,
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rgba(30, 58, 95, 0.5) 0%,
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rgba(15, 25, 50, 0.3) 60%,
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transparent 100%
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);
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}
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.weather-anim-container.rain {
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background: linear-gradient(
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180deg,
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rgba(30, 40, 60, 0.7) 0%,
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rgba(20, 30, 50, 0.4) 60%,
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transparent 100%
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);
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}
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.weather-anim-container.snow {
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background: linear-gradient(
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180deg,
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rgba(50, 60, 80, 0.6) 0%,
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rgba(30, 40, 60, 0.3) 60%,
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transparent 100%
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);
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}
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.weather-anim-container.fog {
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background: linear-gradient(
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180deg,
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rgba(100, 110, 130, 0.4) 0%,
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rgba(60, 70, 90, 0.2) 60%,
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transparent 100%
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);
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}
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.weather-anim-container.storm {
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background: linear-gradient(
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180deg,
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rgba(20, 20, 35, 0.85) 0%,
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rgba(15, 15, 30, 0.5) 60%,
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transparent 100%
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);
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}
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/* ── Hero Section ── */
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.hero-section {
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text-align: center;
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padding-top: 12px !important;
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position: relative;
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z-index: 1;
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}
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.hero-weather {
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@@ -0,0 +1,285 @@
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// ──────────────────────────────────────────────────────────
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// Weather Animation Engine
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// Canvas-based particle system for rain, snow, fog, etc.
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// ──────────────────────────────────────────────────────────
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const WeatherAnim = (() => {
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let canvas, ctx;
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let animId = null;
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let particles = [];
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let currentType = null;
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let lightningTimer = 0;
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let lightningFlash = 0;
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const CONFIGS = {
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rain: {
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count: 120,
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init: (w, h) => ({
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x: Math.random() * w * 1.2 - w * 0.1,
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y: Math.random() * h - h,
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len: 12 + Math.random() * 18,
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speed: 8 + Math.random() * 6,
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opacity: 0.2 + Math.random() * 0.4,
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wind: 2 + Math.random() * 2,
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}),
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draw: (p, ctx) => {
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ctx.beginPath();
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ctx.moveTo(p.x, p.y);
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ctx.lineTo(p.x + p.wind * 0.5, p.y + p.len);
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ctx.strokeStyle = `rgba(174, 214, 241, ${p.opacity})`;
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ctx.lineWidth = 1.5;
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ctx.stroke();
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},
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update: (p, w, h) => {
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p.y += p.speed;
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p.x += p.wind;
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if (p.y > h) {
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p.y = -p.len;
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p.x = Math.random() * w * 1.2 - w * 0.1;
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}
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},
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},
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heavyrain: {
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count: 200,
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init: (w, h) => ({
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x: Math.random() * w * 1.3 - w * 0.15,
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y: Math.random() * h - h,
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len: 18 + Math.random() * 24,
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speed: 12 + Math.random() * 8,
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opacity: 0.3 + Math.random() * 0.5,
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wind: 4 + Math.random() * 3,
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}),
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draw: (p, ctx) => {
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ctx.beginPath();
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ctx.moveTo(p.x, p.y);
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ctx.lineTo(p.x + p.wind * 0.6, p.y + p.len);
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ctx.strokeStyle = `rgba(160, 200, 230, ${p.opacity})`;
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ctx.lineWidth = 2;
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ctx.stroke();
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},
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update: (p, w, h) => {
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p.y += p.speed;
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p.x += p.wind;
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if (p.y > h) {
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p.y = -p.len;
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p.x = Math.random() * w * 1.3 - w * 0.15;
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}
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},
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},
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snow: {
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count: 80,
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init: (w, h) => ({
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x: Math.random() * w,
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y: Math.random() * h - h,
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r: 1.5 + Math.random() * 3,
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speed: 0.8 + Math.random() * 1.5,
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opacity: 0.4 + Math.random() * 0.4,
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wobble: Math.random() * Math.PI * 2,
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wobbleSpeed: 0.01 + Math.random() * 0.03,
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wobbleAmp: 0.5 + Math.random() * 1.5,
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}),
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draw: (p, ctx) => {
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ctx.beginPath();
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ctx.arc(p.x, p.y, p.r, 0, Math.PI * 2);
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ctx.fillStyle = `rgba(255, 255, 255, ${p.opacity})`;
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ctx.fill();
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},
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update: (p, w, h) => {
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p.y += p.speed;
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p.wobble += p.wobbleSpeed;
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p.x += Math.sin(p.wobble) * p.wobbleAmp;
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if (p.y > h + p.r) {
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p.y = -p.r * 2;
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p.x = Math.random() * w;
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}
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},
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},
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fog: {
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count: 15,
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init: (w, h) => ({
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x: Math.random() * w,
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y: 20 + Math.random() * (h - 40),
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w: 120 + Math.random() * 200,
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h: 30 + Math.random() * 60,
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speed: 0.15 + Math.random() * 0.3,
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opacity: 0.03 + Math.random() * 0.08,
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phase: Math.random() * Math.PI * 2,
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}),
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draw: (p, ctx) => {
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const grad = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, p.w / 2);
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const osc = Math.sin(p.phase) * 0.02;
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grad.addColorStop(0, `rgba(200, 210, 230, ${p.opacity + osc})`);
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grad.addColorStop(1, "rgba(200, 210, 230, 0)");
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ctx.fillStyle = grad;
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ctx.fillRect(p.x - p.w / 2, p.y - p.h / 2, p.w, p.h);
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},
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update: (p, w) => {
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p.x += p.speed;
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p.phase += 0.01;
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if (p.x - p.w / 2 > w) {
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p.x = -p.w / 2;
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}
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},
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},
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clear: {
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count: 0,
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init: () => ({}),
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draw: () => {},
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update: () => {},
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},
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cloudy: {
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count: 8,
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init: (w, h) => ({
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x: Math.random() * w,
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y: 10 + Math.random() * 60,
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w: 100 + Math.random() * 160,
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h: 25 + Math.random() * 35,
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speed: 0.1 + Math.random() * 0.15,
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opacity: 0.04 + Math.random() * 0.06,
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}),
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draw: (p, ctx) => {
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const grad = ctx.createRadialGradient(p.x, p.y, 0, p.x, p.y, p.w / 2);
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grad.addColorStop(0, `rgba(150, 160, 180, ${p.opacity})`);
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grad.addColorStop(1, "rgba(150, 160, 180, 0)");
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ctx.fillStyle = grad;
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ctx.fillRect(p.x - p.w / 2, p.y - p.h / 2, p.w, p.h);
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},
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update: (p, w) => {
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p.x += p.speed;
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if (p.x - p.w / 2 > w) p.x = -p.w / 2;
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},
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},
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};
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function detectWeatherType(data) {
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if (!data || !data.current) return "clear";
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const wx = (data.current.wx_desc || "").toUpperCase();
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const cloud = (data.current.cloud_desc || "").toLowerCase();
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// Priority: precipitation > fog > clouds > clear
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if (wx.includes("TS") || wx.includes("TSRA")) return "storm";
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if (wx.includes("+RA") || wx.includes("+SN")) return "heavyrain";
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if (wx.includes("RA") || wx.includes("DZ") || wx.includes("SHRA"))
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return "rain";
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if (wx.includes("SN") || wx.includes("GR") || wx.includes("GS"))
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return "snow";
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if (wx.includes("FG") || wx.includes("BR") || wx.includes("HZ"))
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return "fog";
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// Cloud-based
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if (cloud.includes("阴天") || cloud.includes("多云")) return "cloudy";
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return "clear";
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}
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function initCanvas() {
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canvas = document.getElementById("weatherCanvas");
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if (!canvas) return false;
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const container = canvas.parentElement;
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canvas.width = container.offsetWidth * window.devicePixelRatio;
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canvas.height = container.offsetHeight * window.devicePixelRatio;
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canvas.style.width = container.offsetWidth + "px";
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canvas.style.height = container.offsetHeight + "px";
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ctx = canvas.getContext("2d");
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ctx.scale(window.devicePixelRatio, window.devicePixelRatio);
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return true;
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}
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function createParticles(type) {
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const config = CONFIGS[type] || CONFIGS.clear;
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const container = canvas.parentElement;
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const w = container.offsetWidth;
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const h = container.offsetHeight;
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particles = [];
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for (let i = 0; i < config.count; i++) {
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particles.push(config.init(w, h));
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}
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}
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function animate() {
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if (!ctx || !canvas) return;
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const container = canvas.parentElement;
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const w = container.offsetWidth;
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const h = container.offsetHeight;
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const config = CONFIGS[currentType] || CONFIGS.clear;
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ctx.clearRect(0, 0, w, h);
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// Lightning effect for storms
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if (currentType === "storm") {
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lightningTimer++;
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if (lightningTimer > 120 + Math.random() * 200) {
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lightningFlash = 6;
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lightningTimer = 0;
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}
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if (lightningFlash > 0) {
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const alpha = (lightningFlash / 6) * 0.25;
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ctx.fillStyle = `rgba(200, 220, 255, ${alpha})`;
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ctx.fillRect(0, 0, w, h);
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lightningFlash--;
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}
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// Storm uses heavyrain particles
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const stormConfig = CONFIGS.heavyrain;
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particles.forEach((p) => {
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stormConfig.draw(p, ctx);
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stormConfig.update(p, w, h);
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});
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} else {
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particles.forEach((p) => {
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config.draw(p, ctx);
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config.update(p, w, h);
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});
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}
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animId = requestAnimationFrame(animate);
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}
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function start(data) {
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stop();
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if (!initCanvas()) return;
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const type = detectWeatherType(data);
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currentType = type;
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// Set container CSS class for background gradient
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const container = document.getElementById("weatherAnimContainer");
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container.className = "weather-anim-container active " + type;
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// Storm uses heavyrain particles config
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if (type === "storm") {
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const stormW = container.offsetWidth;
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const stormH = container.offsetHeight;
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particles = [];
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for (let i = 0; i < CONFIGS.heavyrain.count; i++) {
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particles.push(CONFIGS.heavyrain.init(stormW, stormH));
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}
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lightningTimer = 0;
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lightningFlash = 0;
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} else {
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createParticles(type);
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}
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animate();
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}
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function stop() {
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if (animId) {
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cancelAnimationFrame(animId);
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animId = null;
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}
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particles = [];
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currentType = null;
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const container = document.getElementById("weatherAnimContainer");
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if (container) {
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container.className = "weather-anim-container";
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}
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}
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return { start, stop, detectWeatherType };
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})();
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Reference in New Issue
Block a user