07가까운 별끼리 선으로 이어지는 별자리
격자로 나눈 칸 안의 이웃 별만 거리를 재고, 가까울수록 선을 진하게 그어 별자리가 흘러가며 이어졌다 끊어진다.
쓰임네트워크·연결 배경
LINK_RADIUSMAX_LINKSGRID_CELLLINE_ALPHA

<main class="stage">
<div class="sc is-demo" id="scRoot">
<canvas class="sc__canvas" id="scCanvas" width="480" height="300" tabindex="0" aria-label="가까운 별끼리 선으로 이어지는 별자리"></canvas>
<p class="sc__status" id="scStatus" aria-live="polite">이웃 칸만 계산 — 가까운 별끼리 선</p>
<button class="sc__btn" id="scBtn" type="button">멈춤</button>
<p class="sc__caption">가까운 별끼리 선으로 이어지는 별자리</p>
</div>
</main>@use "../../../../site/static/demo-tokens" as *;
@include stage($stage-ink);
.sc {
position: relative;
width: min(92vw, calc(160vh - 12.8vw));
aspect-ratio: 480 / 300;
margin: 0 auto;
border-radius: $r-card;
overflow: hidden;
box-shadow: $shadow-raised;
background: $subject-ink;
}
.sc__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
}
.sc__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, .85);
outline-offset: -6px;
}
.sc__status {
position: absolute;
left: $sp-3;
top: $sp-3;
max-width: 62%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.sc__btn {
position: absolute;
right: $sp-3;
bottom: $sp-3;
margin: 0;
padding: $sp-1 $sp-3;
border: 0;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.sc__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
.sc__caption {
position: absolute;
left: $sp-3;
bottom: $sp-3;
max-width: 68%;
margin: 0;
padding: $sp-1 $sp-3;
border-radius: $r-pill;
background: rgba(255, 255, 255, .85);
color: $subject-ink;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.sc__caption, .sc__btn { font-size: 10px; padding: $sp-1 $sp-2; }
.sc__status { font-size: 10px; }
}
@media (prefers-reduced-motion: reduce) {
.sc { cursor: default; }
}html, body {
margin: 0;
overflow: hidden;
}
.stage {
box-sizing: border-box;
min-height: 100vh;
display: grid;
place-items: center;
margin: 0;
background: #17141a;
font-family: -apple-system, "Segoe UI", "Noto Sans KR", sans-serif;
padding: clamp(8px, 4vw, 24px);
}
.sc {
position: relative;
width: min(92vw, 160vh - 12.8vw);
aspect-ratio: 480/300;
margin: 0 auto;
border-radius: 16px;
overflow: hidden;
box-shadow: 0 14px 24px rgba(23, 20, 26, 0.32);
background: #17141a;
}
.sc__canvas {
display: block;
width: 100%;
height: 100%;
touch-action: none;
}
.sc__canvas:focus-visible {
outline: 2px solid rgba(255, 255, 255, 0.85);
outline-offset: -6px;
}
.sc__status {
position: absolute;
left: 12px;
top: 12px;
max-width: 62%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 11px;
line-height: 1.4;
pointer-events: none;
}
.sc__btn {
position: absolute;
right: 12px;
bottom: 12px;
margin: 0;
padding: 4px 12px;
border: 0;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font: inherit;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
cursor: pointer;
}
.sc__btn:focus-visible {
outline: 2px solid #ffffff;
outline-offset: 2px;
}
.sc__caption {
position: absolute;
left: 12px;
bottom: 12px;
max-width: 68%;
margin: 0;
padding: 4px 12px;
border-radius: 999px;
background: rgba(255, 255, 255, 0.85);
color: #17141a;
font-weight: 500;
font-size: 12px;
line-height: 1.4;
pointer-events: none;
}
@media (max-width: 340px) {
.sc__caption, .sc__btn {
font-size: 10px;
padding: 4px 8px;
}
.sc__status {
font-size: 10px;
}
}
@media (prefers-reduced-motion: reduce) {
.sc {
cursor: default;
}
}(function () {
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const REDUCE_STEP_MS = 900;
const KEY_STEP = 14;
const IDLE_TICKS = 150;
const BTN_PAUSE = '멈춤';
const BTN_PLAY = '재생';
const BTN_NEXT = '다음 장면';
const BG = [14, 12, 32];
const STAR_RGBS = [[226, 238, 255], [255, 222, 196], [208, 196, 255], [196, 240, 228], [255, 206, 226]];
function clamp(v, lo, hi) { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a, b, k) { return a + (b - a) * k; }
function smooth(x) { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function rgba(c, a) {
return 'rgba(' + Math.round(c[0]) + ',' + Math.round(c[1]) + ',' + Math.round(c[2]) + ',' + clamp(a, 0, 1).toFixed(3) + ')';
}
function mix(a, b, k) {
return [lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)];
}
// 시드 고정 난수 — 같은 시드면 언제나 같은 수열 (선형 합동 방식)
function lcg(seed) {
let s = seed >>> 0;
return function () {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
return s / 4294967296;
};
}
function glow(ctx, x, y, r, c, a) {
const g = ctx.createRadialGradient(x, y, 0, x, y, r);
g.addColorStop(0, rgba(c, a));
g.addColorStop(1, rgba(c, 0));
ctx.fillStyle = g;
ctx.fillRect(x - r, y - r, r * 2, r * 2);
}
function paintBg(ctx, alpha) {
ctx.fillStyle = rgba(BG, alpha);
ctx.fillRect(0, 0, W, H);
}
function start(root, canvas, statusEl, btnEl, make) {
const ctx0 = canvas.getContext('2d');
if (!ctx0) {
return function () { return; };
}
const ctx = ctx0;
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(W * dpr);
canvas.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
const inp = { x: W / 2, y: H / 2, idle: 99999 };
const scene = make(inp, reduce);
let paused = false;
let rafId = 0;
let lastTs = -1;
let accMs = 0;
let lastLabel = '';
const cleaners = [];
function listen(target, type, fn) {
target.addEventListener(type, fn);
cleaners.push(function () { target.removeEventListener(type, fn); });
}
function show() {
scene.draw(ctx);
const t = scene.label();
if (t !== lastLabel) {
lastLabel = t;
statusEl.textContent = t;
}
}
function advance(ms) {
const n = Math.round(ms / FIXED_DT);
for (let i = 0; i < n; i += 1) {
inp.idle += 1;
scene.step();
}
}
function refresh() {
if (reduce) {
advance(FIXED_DT * 6);
show();
}
}
function toLocal(e) {
const r = canvas.getBoundingClientRect();
inp.x = clamp((e.clientX - r.left) * W / r.width, 0, W);
inp.y = clamp((e.clientY - r.top) * H / r.height, 0, H);
inp.idle = 0;
}
function tick(ts) {
if (lastTs < 0) {
lastTs = ts;
}
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
inp.idle += 1;
scene.step();
accMs -= FIXED_DT;
}
show();
}
rafId = requestAnimationFrame(tick);
}
btnEl.textContent = reduce ? BTN_NEXT : BTN_PAUSE;
if (reduce) {
root.classList.remove('is-demo');
advance(1400);
show();
}
listen(btnEl, 'click', function () {
if (reduce) {
advance(REDUCE_STEP_MS);
show();
return;
}
paused = !paused;
if (paused) {
root.classList.remove('is-demo');
}
else {
root.classList.add('is-demo');
}
btnEl.textContent = paused ? BTN_PLAY : BTN_PAUSE;
});
listen(canvas, 'pointermove', function (e) {
toLocal(e);
refresh();
});
listen(canvas, 'pointerdown', function (e) {
toLocal(e);
scene.tap();
refresh();
});
listen(canvas, 'keydown', function (e) {
const k = e.key;
let dx = 0;
let dy = 0;
if (k === 'Enter' || k === ' ') {
e.preventDefault();
scene.tap();
refresh();
return;
}
if (k === 'ArrowLeft') {
dx = -KEY_STEP;
}
else if (k === 'ArrowRight') {
dx = KEY_STEP;
}
else if (k === 'ArrowUp') {
dy = -KEY_STEP;
}
else if (k === 'ArrowDown') {
dy = KEY_STEP;
}
else {
return;
}
e.preventDefault();
inp.x = clamp(inp.x + dx, 0, W);
inp.y = clamp(inp.y + dy, 0, H);
inp.idle = 0;
refresh();
});
if (!reduce) {
rafId = requestAnimationFrame(tick);
}
return function () {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) {
cleaners[i]();
}
};
}
const LINK_RADIUS = 72;
const MAX_LINKS = 3;
const GRID_CELL = LINK_RADIUS;
const LINE_ALPHA = 0.6;
const NODE_COUNT = 110;
const CURSOR_LINKS = 6;
const TXT_GRID = '이웃 칸만 계산 — 가까운 별끼리 선';
const TXT_CURSOR = '포인터가 별 하나가 된다';
function makeScene(inp, reduce) {
const rnd = lcg(450707);
const nodes = [];
for (let i = 0; i <= NODE_COUNT; i += 1) {
const a = rnd() * PI2;
const sp = 0.35 + 0.65 * rnd();
nodes.push({ x: rnd() * W, y: rnd() * H, vx: Math.cos(a) * sp, vy: Math.sin(a) * sp, c: STAR_RGBS[i % STAR_RGBS.length], n: 0 });
}
// 마지막 노드는 커서 별 — 포인터가 없으면 자동 곡선을 돈다
const cur = nodes[NODE_COUNT];
cur.vx = 0;
cur.vy = 0;
let t = 0;
const cols = Math.ceil(W / GRID_CELL);
const rows = Math.ceil(H / GRID_CELL);
const scene = {
step() {
t += 1;
for (let i = 0; i < NODE_COUNT; i += 1) {
const s = nodes[i];
s.x += s.vx;
s.y += s.vy;
if (s.x < 0 || s.x > W) {
s.vx = -s.vx;
s.x = clamp(s.x, 0, W);
}
if (s.y < 0 || s.y > H) {
s.vy = -s.vy;
s.y = clamp(s.y, 0, H);
}
}
let tx = W / 2 + Math.cos(t * 0.021) * 170;
let ty = H / 2 + Math.sin(t * 0.034) * 90;
if (inp.idle < IDLE_TICKS) {
tx = inp.x;
ty = inp.y;
}
cur.x = lerp(cur.x, tx, 0.12);
cur.y = lerp(cur.y, ty, 0.12);
},
draw(ctx) {
paintBg(ctx, 1);
// 격자 칸마다 별 번호를 모아 두면 이웃 3x3 칸만 보면 된다
const cells = [];
for (let i = 0; i < cols * rows; i += 1) {
cells.push([]);
}
for (let i = 0; i < nodes.length; i += 1) {
nodes[i].n = 0;
const cx = clamp(Math.floor(nodes[i].x / GRID_CELL), 0, cols - 1);
const cy = clamp(Math.floor(nodes[i].y / GRID_CELL), 0, rows - 1);
cells[cy * cols + cx].push(i);
}
ctx.lineCap = 'round';
for (let i = 0; i < nodes.length; i += 1) {
const a = nodes[i];
const cx = clamp(Math.floor(a.x / GRID_CELL), 0, cols - 1);
const cy = clamp(Math.floor(a.y / GRID_CELL), 0, rows - 1);
const cap = i === NODE_COUNT ? CURSOR_LINKS : MAX_LINKS;
for (let gy = Math.max(0, cy - 1); gy <= Math.min(rows - 1, cy + 1); gy += 1) {
for (let gx = Math.max(0, cx - 1); gx <= Math.min(cols - 1, cx + 1); gx += 1) {
const list = cells[gy * cols + gx];
for (let q = 0; q < list.length; q += 1) {
const j = list[q];
const b = nodes[j];
if (j <= i || a.n >= cap) {
continue;
}
const capB = j === NODE_COUNT ? CURSOR_LINKS : MAX_LINKS;
if (b.n >= capB) {
continue;
}
const d = Math.hypot(a.x - b.x, a.y - b.y);
if (d >= LINK_RADIUS) {
continue;
}
a.n += 1;
b.n += 1;
const k = 1 - d / LINK_RADIUS;
ctx.strokeStyle = rgba(mix(a.c, b.c, 0.5), LINE_ALPHA * Math.pow(k, 1.3));
ctx.lineWidth = 0.6 + 1.4 * k;
ctx.beginPath();
ctx.moveTo(a.x, a.y);
ctx.lineTo(b.x, b.y);
ctx.stroke();
}
}
}
}
for (let i = 0; i < nodes.length; i += 1) {
const s = nodes[i];
glow(ctx, s.x, s.y, i === NODE_COUNT ? 22 : 9, s.c, i === NODE_COUNT ? 0.6 : 0.35);
ctx.fillStyle = rgba(s.c, 0.95);
ctx.beginPath();
ctx.arc(s.x, s.y, i === NODE_COUNT ? 3.4 : 1.7, 0, PI2);
ctx.fill();
}
},
label() {
return inp.idle < IDLE_TICKS ? TXT_CURSOR : TXT_GRID;
},
tap() {
for (let i = 0; i < NODE_COUNT; i += 1) {
const a = rnd() * PI2;
const sp = 0.35 + 0.65 * rnd();
nodes[i].vx = Math.cos(a) * sp;
nodes[i].vy = Math.sin(a) * sp;
}
}
};
if (reduce) {
for (let i = 0; i < 30; i += 1) {
scene.step();
}
}
return scene;
}
start(document.getElementById('scRoot'), document.getElementById('scCanvas'), document.getElementById('scStatus'), document.getElementById('scBtn'), makeScene);
})();import { useEffect, useRef } from "react";
import styles from "./SfConstellationLinks.module.scss";
const W = 480;
const H = 300;
const PI2 = Math.PI * 2;
const FIXED_DT = 16;
const REDUCE_STEP_MS = 900;
const KEY_STEP = 14;
const IDLE_TICKS = 150;
const BTN_PAUSE = '멈춤';
const BTN_PLAY = '재생';
const BTN_NEXT = '다음 장면';
type RGB = [number, number, number];
interface Input { x: number; y: number; idle: number; }
interface Scene {
step(): void;
draw(ctx: CanvasRenderingContext2D): void;
label(): string;
tap(): void;
}
type Maker = (inp: Input, reduce: boolean) => Scene;
const BG: RGB = [14, 12, 32];
const STAR_RGBS: RGB[] = [[226, 238, 255], [255, 222, 196], [208, 196, 255], [196, 240, 228], [255, 206, 226]];
function clamp(v: number, lo: number, hi: number): number { return v < lo ? lo : (v > hi ? hi : v); }
function lerp(a: number, b: number, k: number): number { return a + (b - a) * k; }
function smooth(x: number): number { const c = clamp(x, 0, 1); return c * c * (3 - 2 * c); }
function rgba(c: RGB, a: number): string {
return 'rgba(' + Math.round(c[0]) + ',' + Math.round(c[1]) + ',' + Math.round(c[2]) + ',' + clamp(a, 0, 1).toFixed(3) + ')';
}
function mix(a: RGB, b: RGB, k: number): RGB {
return [lerp(a[0], b[0], k), lerp(a[1], b[1], k), lerp(a[2], b[2], k)];
}
// 시드 고정 난수 — 같은 시드면 언제나 같은 수열 (선형 합동 방식)
function lcg(seed: number): () => number {
let s = seed >>> 0;
return function (): number {
s = (Math.imul(s, 1664525) + 1013904223) >>> 0;
return s / 4294967296;
};
}
function glow(ctx: CanvasRenderingContext2D, x: number, y: number, r: number, c: RGB, a: number): void {
const g = ctx.createRadialGradient(x, y, 0, x, y, r);
g.addColorStop(0, rgba(c, a));
g.addColorStop(1, rgba(c, 0));
ctx.fillStyle = g;
ctx.fillRect(x - r, y - r, r * 2, r * 2);
}
function paintBg(ctx: CanvasRenderingContext2D, alpha: number): void {
ctx.fillStyle = rgba(BG, alpha);
ctx.fillRect(0, 0, W, H);
}
function start(root: HTMLElement, canvas: HTMLCanvasElement, statusEl: HTMLElement, btnEl: HTMLButtonElement, make: Maker): () => void {
const ctx0 = canvas.getContext('2d');
if (!ctx0) {
return function (): void { return; };
}
const ctx: CanvasRenderingContext2D = ctx0;
const dpr = Math.min(window.devicePixelRatio || 1, 2);
canvas.width = Math.round(W * dpr);
canvas.height = Math.round(H * dpr);
ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
const reduce = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
const inp: Input = { x: W / 2, y: H / 2, idle: 99999 };
const scene = make(inp, reduce);
let paused = false;
let rafId = 0;
let lastTs = -1;
let accMs = 0;
let lastLabel = '';
const cleaners: Array<() => void> = [];
function listen(target: EventTarget, type: string, fn: (e: Event) => void): void {
target.addEventListener(type, fn);
cleaners.push(function (): void { target.removeEventListener(type, fn); });
}
function show(): void {
scene.draw(ctx);
const t = scene.label();
if (t !== lastLabel) {
lastLabel = t;
statusEl.textContent = t;
}
}
function advance(ms: number): void {
const n = Math.round(ms / FIXED_DT);
for (let i = 0; i < n; i += 1) {
inp.idle += 1;
scene.step();
}
}
function refresh(): void {
if (reduce) {
advance(FIXED_DT * 6);
show();
}
}
function toLocal(e: PointerEvent): void {
const r = canvas.getBoundingClientRect();
inp.x = clamp((e.clientX - r.left) * W / r.width, 0, W);
inp.y = clamp((e.clientY - r.top) * H / r.height, 0, H);
inp.idle = 0;
}
function tick(ts: number): void {
if (lastTs < 0) {
lastTs = ts;
}
const frameDt = Math.min(ts - lastTs, 160);
lastTs = ts;
if (!paused) {
accMs += frameDt;
while (accMs >= FIXED_DT) {
inp.idle += 1;
scene.step();
accMs -= FIXED_DT;
}
show();
}
rafId = requestAnimationFrame(tick);
}
btnEl.textContent = reduce ? BTN_NEXT : BTN_PAUSE;
if (reduce) {
root.classList.remove('is-demo');
advance(1400);
show();
}
listen(btnEl, 'click', function (): void {
if (reduce) {
advance(REDUCE_STEP_MS);
show();
return;
}
paused = !paused;
if (paused) {
root.classList.remove('is-demo');
} else {
root.classList.add('is-demo');
}
btnEl.textContent = paused ? BTN_PLAY : BTN_PAUSE;
});
listen(canvas, 'pointermove', function (e: Event): void {
toLocal(e as PointerEvent);
refresh();
});
listen(canvas, 'pointerdown', function (e: Event): void {
toLocal(e as PointerEvent);
scene.tap();
refresh();
});
listen(canvas, 'keydown', function (e: Event): void {
const k = (e as KeyboardEvent).key;
let dx = 0;
let dy = 0;
if (k === 'Enter' || k === ' ') {
e.preventDefault();
scene.tap();
refresh();
return;
}
if (k === 'ArrowLeft') { dx = -KEY_STEP; }
else if (k === 'ArrowRight') { dx = KEY_STEP; }
else if (k === 'ArrowUp') { dy = -KEY_STEP; }
else if (k === 'ArrowDown') { dy = KEY_STEP; }
else { return; }
e.preventDefault();
inp.x = clamp(inp.x + dx, 0, W);
inp.y = clamp(inp.y + dy, 0, H);
inp.idle = 0;
refresh();
});
if (!reduce) {
rafId = requestAnimationFrame(tick);
}
return function (): void {
cancelAnimationFrame(rafId);
for (let i = 0; i < cleaners.length; i += 1) {
cleaners[i]();
}
};
}
const LINK_RADIUS = 72;
const MAX_LINKS = 3;
const GRID_CELL = LINK_RADIUS;
const LINE_ALPHA = 0.6;
const NODE_COUNT = 110;
const CURSOR_LINKS = 6;
const TXT_GRID = '이웃 칸만 계산 — 가까운 별끼리 선';
const TXT_CURSOR = '포인터가 별 하나가 된다';
interface Mote { x: number; y: number; vx: number; vy: number; c: RGB; n: number; }
function makeScene(inp: Input, reduce: boolean): Scene {
const rnd = lcg(450707);
const nodes: Mote[] = [];
for (let i = 0; i <= NODE_COUNT; i += 1) {
const a = rnd() * PI2;
const sp = 0.35 + 0.65 * rnd();
nodes.push({ x: rnd() * W, y: rnd() * H, vx: Math.cos(a) * sp, vy: Math.sin(a) * sp, c: STAR_RGBS[i % STAR_RGBS.length], n: 0 });
}
// 마지막 노드는 커서 별 — 포인터가 없으면 자동 곡선을 돈다
const cur = nodes[NODE_COUNT];
cur.vx = 0;
cur.vy = 0;
let t = 0;
const cols = Math.ceil(W / GRID_CELL);
const rows = Math.ceil(H / GRID_CELL);
const scene: Scene = {
step(): void {
t += 1;
for (let i = 0; i < NODE_COUNT; i += 1) {
const s = nodes[i];
s.x += s.vx;
s.y += s.vy;
if (s.x < 0 || s.x > W) { s.vx = -s.vx; s.x = clamp(s.x, 0, W); }
if (s.y < 0 || s.y > H) { s.vy = -s.vy; s.y = clamp(s.y, 0, H); }
}
let tx = W / 2 + Math.cos(t * 0.021) * 170;
let ty = H / 2 + Math.sin(t * 0.034) * 90;
if (inp.idle < IDLE_TICKS) {
tx = inp.x;
ty = inp.y;
}
cur.x = lerp(cur.x, tx, 0.12);
cur.y = lerp(cur.y, ty, 0.12);
},
draw(ctx: CanvasRenderingContext2D): void {
paintBg(ctx, 1);
// 격자 칸마다 별 번호를 모아 두면 이웃 3x3 칸만 보면 된다
const cells: number[][] = [];
for (let i = 0; i < cols * rows; i += 1) {
cells.push([]);
}
for (let i = 0; i < nodes.length; i += 1) {
nodes[i].n = 0;
const cx = clamp(Math.floor(nodes[i].x / GRID_CELL), 0, cols - 1);
const cy = clamp(Math.floor(nodes[i].y / GRID_CELL), 0, rows - 1);
cells[cy * cols + cx].push(i);
}
ctx.lineCap = 'round';
for (let i = 0; i < nodes.length; i += 1) {
const a = nodes[i];
const cx = clamp(Math.floor(a.x / GRID_CELL), 0, cols - 1);
const cy = clamp(Math.floor(a.y / GRID_CELL), 0, rows - 1);
const cap = i === NODE_COUNT ? CURSOR_LINKS : MAX_LINKS;
for (let gy = Math.max(0, cy - 1); gy <= Math.min(rows - 1, cy + 1); gy += 1) {
for (let gx = Math.max(0, cx - 1); gx <= Math.min(cols - 1, cx + 1); gx += 1) {
const list = cells[gy * cols + gx];
for (let q = 0; q < list.length; q += 1) {
const j = list[q];
const b = nodes[j];
if (j <= i || a.n >= cap) { continue; }
const capB = j === NODE_COUNT ? CURSOR_LINKS : MAX_LINKS;
if (b.n >= capB) { continue; }
const d = Math.hypot(a.x - b.x, a.y - b.y);
if (d >= LINK_RADIUS) { continue; }
a.n += 1;
b.n += 1;
const k = 1 - d / LINK_RADIUS;
ctx.strokeStyle = rgba(mix(a.c, b.c, 0.5), LINE_ALPHA * Math.pow(k, 1.3));
ctx.lineWidth = 0.6 + 1.4 * k;
ctx.beginPath();
ctx.moveTo(a.x, a.y);
ctx.lineTo(b.x, b.y);
ctx.stroke();
}
}
}
}
for (let i = 0; i < nodes.length; i += 1) {
const s = nodes[i];
glow(ctx, s.x, s.y, i === NODE_COUNT ? 22 : 9, s.c, i === NODE_COUNT ? 0.6 : 0.35);
ctx.fillStyle = rgba(s.c, 0.95);
ctx.beginPath();
ctx.arc(s.x, s.y, i === NODE_COUNT ? 3.4 : 1.7, 0, PI2);
ctx.fill();
}
},
label(): string {
return inp.idle < IDLE_TICKS ? TXT_CURSOR : TXT_GRID;
},
tap(): void {
for (let i = 0; i < NODE_COUNT; i += 1) {
const a = rnd() * PI2;
const sp = 0.35 + 0.65 * rnd();
nodes[i].vx = Math.cos(a) * sp;
nodes[i].vy = Math.sin(a) * sp;
}
}
};
if (reduce) {
for (let i = 0; i < 30; i += 1) {
scene.step();
}
}
return scene;
}
export default function SfConstellationLinks() {
const rootRef = useRef<HTMLDivElement | null>(null);
const canvasRef = useRef<HTMLCanvasElement | null>(null);
const statusRef = useRef<HTMLParagraphElement | null>(null);
const btnRef = useRef<HTMLButtonElement | null>(null);
useEffect(() => {
const root = rootRef.current;
const canvas = canvasRef.current;
const statusEl = statusRef.current;
const btnEl = btnRef.current;
if (!root || !canvas || !statusEl || !btnEl) return;
return start(root, canvas, statusEl, btnEl, makeScene);
}, []);
return (
<main className={styles.stage}>
<div className={`${styles.sc} is-demo`} ref={rootRef}>
<canvas className={styles.sc__canvas} ref={canvasRef} width={480} height={300} tabIndex={0} aria-label="가까운 별끼리 선으로 이어지는 별자리" />
<p className={styles.sc__status} ref={statusRef} aria-live="polite">이웃 칸만 계산 — 가까운 별끼리 선</p>
<button className={styles.sc__btn} ref={btnRef} type="button">멈춤</button>
<p className={styles.sc__caption}>가까운 별끼리 선으로 이어지는 별자리</p>
</div>
</main>
);
}07 가까운 별끼리 선으로 이어지는 별자리 — 측정 누적면적 56.17% · 움직인 프레임 23/23GODRICH 원작 · zip 에 SCSS·React 포함 · css starfield 9가지 — 별이 깊이를 따라 날아오르는 우주 배경
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