fix: audit phase 2 — teardown, failure paths, service worker, tooltip, resize

Correctness phase of the frontend audit. Nothing here is visible on a happy
path; it is what the app does when something goes wrong, when the window
changes, or when the component goes away.

Teardown (new src/lib/pixi/lifecycle.ts):
- Nothing was ever released: no app.destroy(), no ticker.remove(), no
  killTweensOf, no onDestroy. ~480 GSAP tweens (most repeat:-1), a ticker
  callback, and a dozen DOM listeners lived forever.
- 112 of those tweens are created inside an onComplete, so they don't exist
  when a call-site sweep would run. gsap.context() handles exactly this:
  GSAP records each animation's context on creation and restores it while
  invoking that animation's callbacks (see _callback in gsap-core), so
  late-created pulses land in the same context. One ctx.kill() gets all of
  them. kill(), not revert(), so GSAP doesn't write properties back onto
  objects about to be destroyed.
- All DOM listeners now go through life.listen(), which registers removal at
  the same time. Previously 6 canvas listeners were never removed, each
  closing over the whole ~713-object scene graph.
- The unmount race: cleanup used to be registered on the LAST line of an
  async onMount, after the asset waterfall, so unmounting mid-load cleaned up
  nothing. The lifecycle is now created before any await, with life.disposed
  guards after each one.
- Hover tweens re-enter the context per event and use overwrite:'auto' so
  rapid sweeps don't stack conflicting tweens.

Failure paths:
- onMount had no try/catch and no WebGL detection. Any init or asset failure
  left the spinner up forever, the stats toggle at opacity:0, and Escape dead
  (attachKeyboard never ran). Now caught, and it hands off to +page.svelte to
  reveal the text version.
- There was no <noscript> anywhere, and SeoContent is clipped to 1x1px with
  html/body overflow:hidden — so JS-disabled visitors got a pure black page.
  A <noscript><style> block now un-hides it with no JS involved.

Service worker (moved static/ -> src/, so SvelteKit builds it):
- It can now use $service-worker, so precache comes from the real build
  manifest instead of a hand-maintained 5-entry list that omitted all JS/CSS,
  and the cache name embeds `version` so old caches actually get pruned.
- cache.addAll was atomic: one 404 failed the whole install silently. Now
  per-asset with a warning on partial failure.
- The catch returned undefined for non-image assets, which makes
  respondWith throw a TypeError — a soft offline failure became a hard one.
  Every path now resolves to a Response.
- Unhashed assets (icons, headshot, resume PDF) were cache-first with no
  expiry, so replacing the resume at the same URL never reached a returning
  visitor. Those are network-first now; only hashed build output is
  cache-first.
- Navigation responses were cached without a status check, so a 404/500 body
  could become the offline fallback.
- Dropped skipWaiting() from install and added a real update prompt +
  controllerchange reload. The SKIP_WAITING handler was previously dead code
  and the "check for updates periodically" comment described an interval that
  did not exist.

Tooltip:
- Wrote Svelte state on every canvas mousemove even with nothing hovered.
  Now gated on hover and coalesced to one write per frame; raw coords are
  still tracked cheaply so the first hover isn't positioned from stale data.
- Animated left/top (layout + paint per frame on an element with two
  color-mix shadows); now translate3d.
- Listener moved to window, so coordinates no longer freeze when a drag
  leaves the canvas.
- Flip logic measured a hardcoded 280x120; now measures the real element
  (actual height is 113, so tall tooltips mis-flipped near the bottom edge).
- Dropped role="tooltip" + aria-live="polite", which announced the full
  label and description on every hover. Nothing referenced it via
  aria-describedby, so the role was inert. Now aria-hidden.

Resize:
- Star positions, gradient radius, vignette size and dust wrap bounds were
  all baked at first paint, so enlarging the window left an unlit band. The
  background is now rebuilt on a rAF-coalesced resize, under its own
  sub-lifecycle. The view is shifted by half the delta rather than re-centred,
  so the user's current view stays anchored.
- isTouchDevice used 'ontouchstart', true on touch-capable laptops and thus
  permanently killing mouse hover. Now matchMedia('(hover: hover)').

Known gap: node radii still don't change when the 768px breakpoint is
crossed mid-session; re-creating all 57 nodes would reset interaction state.

Verified in the production build: resize 1278x1220 -> 1734x821 rebuilds with
zero errors, tooltip positions via transform and stays on screen, fallback
renders as a readable resume page. svelte-check clean, lint clean, 14/14.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
TehRiehlDealandClaude Opus 5 committed 2026-08-09 00:27:30 -07:00
1 parent 8874b35998
commit 746d81b151
14 files changed
+1127 -692

No files matched your search

+195 -186
View File
@@ -6,9 +6,11 @@ import { gsap } from 'gsap';
import { getDistanceFromOrigin } from '$lib/utils/tree';
import { updateParallax } from './interaction';
import type { SkillTreeController } from './controller';
import type { Lifecycle } from './lifecycle';
interface EntranceOpts {
isMobile: boolean;
life: Lifecycle;
/** Called when the welcome title should be removed (matches its CSS fade). */
onTitleDone: () => void;
}
@@ -22,201 +24,208 @@ export function runEntranceAnimations(ctrl: SkillTreeController, opts: EntranceO
const zoomDuration = isMobile ? 2.5 : 4.5;
const nodeStagger = isMobile ? 0.05 : 0.08;
// Hide all lines and plasma beams initially
lineObjects.forEach((line) => {
line.graphics.alpha = 0;
line.glowGraphics.alpha = 0;
line.plasmaBeam.alpha = 0;
});
// Hide all nodes initially
nodeObjects.forEach((obj) => {
obj.graphics.alpha = 0;
obj.graphics.scale.set(0.5);
obj.glowGraphics.alpha = 0;
});
// Sort by distance from origin
const sortedNodes = [...nodeObjects].sort(
(a, b) => getDistanceFromOrigin(a.node) - getDistanceFromOrigin(b.node)
);
const sortedLines = [...lineObjects].sort(
(a, b) => getDistanceFromOrigin(a.node) - getDistanceFromOrigin(b.node)
);
// STEP 1: After title fades, show origin node first (overlap on mobile)
const originNode = sortedNodes.find((obj) => obj.node.id === 'origin');
const originDelay = isMobile ? titleDuration - 0.5 : titleDuration;
const originDuration = isMobile ? 0.3 : 0.6;
if (originNode && isMobile) {
originNode.graphics.scale.set(0.8); // Start slightly larger
}
if (originNode) {
gsap.to(originNode.graphics, {
alpha: 1,
duration: originDuration,
delay: originDelay,
ease: 'power2.out'
// The entrance allocates ~340 finite tweens plus ~170 `repeat: -1` pulses,
// some created inside an onComplete. GSAP restores an animation's context
// while running its callbacks, so wrapping the whole sequence here makes
// even those late-created pulses killable via the lifecycle.
opts.life.animate(() => {
// Hide all lines and plasma beams initially
lineObjects.forEach((line) => {
line.graphics.alpha = 0;
line.glowGraphics.alpha = 0;
line.plasmaBeam.alpha = 0;
});
gsap.to(originNode.graphics.scale, {
x: 1,
y: 1,
duration: originDuration,
delay: originDelay,
ease: 'back.out(1.7)',
onComplete: () => {
if (originNode.graphics instanceof Container) {
originNode.graphics.eventMode = 'static';
// Hide all nodes initially
nodeObjects.forEach((obj) => {
obj.graphics.alpha = 0;
obj.graphics.scale.set(0.5);
obj.glowGraphics.alpha = 0;
});
// Sort by distance from origin
const sortedNodes = [...nodeObjects].sort(
(a, b) => getDistanceFromOrigin(a.node) - getDistanceFromOrigin(b.node)
);
const sortedLines = [...lineObjects].sort(
(a, b) => getDistanceFromOrigin(a.node) - getDistanceFromOrigin(b.node)
);
// STEP 1: After title fades, show origin node first (overlap on mobile)
const originNode = sortedNodes.find((obj) => obj.node.id === 'origin');
const originDelay = isMobile ? titleDuration - 0.5 : titleDuration;
const originDuration = isMobile ? 0.3 : 0.6;
if (originNode && isMobile) {
originNode.graphics.scale.set(0.8); // Start slightly larger
}
if (originNode) {
gsap.to(originNode.graphics, {
alpha: 1,
duration: originDuration,
delay: originDelay,
ease: 'power2.out'
});
gsap.to(originNode.graphics.scale, {
x: 1,
y: 1,
duration: originDuration,
delay: originDelay,
ease: 'back.out(1.7)',
onComplete: () => {
if (originNode.graphics instanceof Container) {
originNode.graphics.eventMode = 'static';
}
}
}
});
gsap.to(originNode.glowGraphics, {
alpha: 1,
duration: originDuration,
delay: originDelay,
ease: 'power2.out'
});
}
// STEP 2: Start zoom out after origin appears
const zoomDelay = isMobile ? titleDuration - 0.3 : titleDuration + 0.3;
gsap.to(treeContainer.scale, {
x: endScale,
y: endScale,
duration: zoomDuration,
delay: zoomDelay,
ease: 'power1.out',
onUpdate: () => updateParallax(ctrl)
});
gsap.to(originNode.glowGraphics, {
alpha: 1,
duration: originDuration,
delay: originDelay,
ease: 'power2.out'
});
}
// STEP 2: Start zoom out after origin appears
const zoomDelay = isMobile ? titleDuration - 0.3 : titleDuration + 0.3;
// STEP 3: Animate in the rest of the nodes (excluding origin)
const otherNodes = sortedNodes.filter((obj) => obj.node.id !== 'origin');
const nodeStartDelay = isMobile ? titleDuration - 0.2 : titleDuration + 0.5;
gsap.to(treeContainer.scale, {
x: endScale,
y: endScale,
duration: zoomDuration,
delay: zoomDelay,
ease: 'power1.out',
onUpdate: () => updateParallax(ctrl)
});
otherNodes.forEach((obj, index) => {
const delay = nodeStartDelay + index * nodeStagger;
// STEP 3: Animate in the rest of the nodes (excluding origin)
const otherNodes = sortedNodes.filter((obj) => obj.node.id !== 'origin');
const nodeStartDelay = isMobile ? titleDuration - 0.2 : titleDuration + 0.5;
otherNodes.forEach((obj, index) => {
const delay = nodeStartDelay + index * nodeStagger;
gsap.to(obj.graphics, {
alpha: 1,
duration: 0.5,
delay,
ease: 'power2.out'
});
gsap.to(obj.graphics.scale, {
x: 1,
y: 1,
duration: 0.5,
delay,
ease: 'back.out(1.7)',
onComplete: () => {
if (obj.graphics instanceof Container) {
obj.graphics.eventMode = 'static';
gsap.to(obj.graphics, {
alpha: 1,
duration: 0.5,
delay,
ease: 'power2.out'
});
gsap.to(obj.graphics.scale, {
x: 1,
y: 1,
duration: 0.5,
delay,
ease: 'back.out(1.7)',
onComplete: () => {
if (obj.graphics instanceof Container) {
obj.graphics.eventMode = 'static';
}
}
}
});
gsap.to(obj.glowGraphics, {
alpha: 1,
duration: 0.5,
delay,
ease: 'power2.out'
});
gsap.to(obj.glowGraphics, {
alpha: 1,
duration: 0.5,
delay,
ease: 'power2.out'
});
// Start ambient pulse after node appears
gsap.to(obj.glowGraphics.scale, {
x: 1.4,
y: 1.4,
duration: 2 + Math.random() * 1,
delay: delay + 0.5,
ease: 'sine.inOut',
yoyo: true,
repeat: -1
});
});
// Start ambient pulse after node appears
gsap.to(obj.glowGraphics.scale, {
x: 1.4,
y: 1.4,
duration: 2 + Math.random() * 1,
delay: delay + 0.5,
ease: 'sine.inOut',
yoyo: true,
repeat: -1
// Start origin pulse too
if (originNode) {
gsap.to(originNode.glowGraphics.scale, {
x: 1.4,
y: 1.4,
duration: 2 + Math.random() * 1,
delay: titleDuration + 1,
ease: 'sine.inOut',
yoyo: true,
repeat: -1
});
}
// STEP 4: Animate lines and plasma beams as nodes appear
const lineStartDelay = isMobile ? titleDuration - 0.3 : titleDuration + 0.4;
sortedLines.forEach((line, index) => {
const delay = lineStartDelay + index * nodeStagger;
// Core line appears first
gsap.to(line.graphics, {
alpha: 1,
duration: 0.4,
delay,
ease: 'power2.out'
});
// Base glow appears with line
gsap.to(line.glowGraphics, {
alpha: 1,
duration: 0.6,
delay: delay + 0.1,
ease: 'power2.out'
});
// Plasma beam fades in, then breathes continuously
gsap.to(line.plasmaBeam, {
alpha: 1,
duration: 0.8,
delay: delay + 0.2,
ease: 'power2.out',
onComplete: () => {
const pulseDuration = 2.0 + Math.random() * 1.0; // Vary pulse speed
const minAlpha = 0.6 * line.intensity; // Minimum brightness - stays visible
gsap.to(line.plasmaBeam, {
alpha: minAlpha,
duration: pulseDuration,
ease: 'sine.inOut',
yoyo: true,
repeat: -1
});
const glowMinAlpha = 0.12 * line.intensity;
gsap.to(line.glowGraphics, {
alpha: glowMinAlpha,
duration: pulseDuration * 1.2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1
});
}
});
});
// Clean up title card after animation (matches titleDuration)
const titleTimer = setTimeout(
() => {
opts.onTitleDone();
},
isMobile ? 1500 : 2500
);
opts.life.add(() => clearTimeout(titleTimer));
// Fade in stats panel toggle button with the tree
const toggleButton = document.querySelector('.stats-panel-toggle');
if (toggleButton) {
gsap.to(toggleButton, {
opacity: 1,
duration: 0.5,
delay: nodeStartDelay + otherNodes.length * nodeStagger * 0.5, // midway through node animation
ease: 'power2.out'
});
}
});
// Start origin pulse too
if (originNode) {
gsap.to(originNode.glowGraphics.scale, {
x: 1.4,
y: 1.4,
duration: 2 + Math.random() * 1,
delay: titleDuration + 1,
ease: 'sine.inOut',
yoyo: true,
repeat: -1
});
}
// STEP 4: Animate lines and plasma beams as nodes appear
const lineStartDelay = isMobile ? titleDuration - 0.3 : titleDuration + 0.4;
sortedLines.forEach((line, index) => {
const delay = lineStartDelay + index * nodeStagger;
// Core line appears first
gsap.to(line.graphics, {
alpha: 1,
duration: 0.4,
delay,
ease: 'power2.out'
});
// Base glow appears with line
gsap.to(line.glowGraphics, {
alpha: 1,
duration: 0.6,
delay: delay + 0.1,
ease: 'power2.out'
});
// Plasma beam fades in, then breathes continuously
gsap.to(line.plasmaBeam, {
alpha: 1,
duration: 0.8,
delay: delay + 0.2,
ease: 'power2.out',
onComplete: () => {
const pulseDuration = 2.0 + Math.random() * 1.0; // Vary pulse speed
const minAlpha = 0.6 * line.intensity; // Minimum brightness - stays visible
gsap.to(line.plasmaBeam, {
alpha: minAlpha,
duration: pulseDuration,
ease: 'sine.inOut',
yoyo: true,
repeat: -1
});
const glowMinAlpha = 0.12 * line.intensity;
gsap.to(line.glowGraphics, {
alpha: glowMinAlpha,
duration: pulseDuration * 1.2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1
});
}
});
});
// Clean up title card after animation (matches titleDuration)
setTimeout(
() => {
opts.onTitleDone();
},
isMobile ? 1500 : 2500
);
// Fade in stats panel toggle button with the tree
const toggleButton = document.querySelector('.stats-panel-toggle');
if (toggleButton) {
gsap.to(toggleButton, {
opacity: 1,
duration: 0.5,
delay: nodeStartDelay + otherNodes.length * nodeStagger * 0.5, // midway through node animation
ease: 'power2.out'
});
}
}
+228 -217
View File
@@ -6,9 +6,15 @@ import { gsap } from 'gsap';
import { nebulaPalette } from '$lib/theme';
import { PARTICLE_COUNTS, byDevice } from '$lib/config';
import type { BackgroundLayers } from './types';
import type { Lifecycle } from './lifecycle';
export function createBackground(app: Application, isMobile: boolean): BackgroundLayers {
export function createBackground(
app: Application,
isMobile: boolean,
life: Lifecycle
): BackgroundLayers {
const deepBackgroundContainer = new Container();
let vignette!: Graphics;
const nebulaContainer = new Container();
const starContainer = new Container();
@@ -16,238 +22,243 @@ export function createBackground(app: Application, isMobile: boolean): Backgroun
app.stage.addChild(nebulaContainer);
app.stage.addChild(starContainer);
const screenWidth = app.screen.width;
const screenHeight = app.screen.height;
const centerX = screenWidth / 2;
const centerY = screenHeight / 2;
// Everything below allocates `repeat: -1` ambient tweens; building it inside
// the lifecycle's GSAP context makes all of them killable on teardown.
life.animate(() => {
const screenWidth = app.screen.width;
const screenHeight = app.screen.height;
const centerX = screenWidth / 2;
const centerY = screenHeight / 2;
// ========== DEEP SPACE GRADIENT ==========
const spaceGradient = new Graphics();
const gradientRadius = Math.max(screenWidth, screenHeight);
// ========== DEEP SPACE GRADIENT ==========
const spaceGradient = new Graphics();
const gradientRadius = Math.max(screenWidth, screenHeight);
const gradientSteps = 15;
for (let i = gradientSteps; i >= 0; i--) {
const ratio = i / gradientSteps;
const radius = gradientRadius * (0.3 + ratio * 0.7);
const gradientSteps = 15;
for (let i = gradientSteps; i >= 0; i--) {
const ratio = i / gradientSteps;
const radius = gradientRadius * (0.3 + ratio * 0.7);
const r = Math.floor(8 * (1 - ratio));
const g = Math.floor(6 * (1 - ratio));
const b = Math.floor(20 * (1 - ratio));
const color = (r << 16) + (g << 8) + b;
const r = Math.floor(8 * (1 - ratio));
const g = Math.floor(6 * (1 - ratio));
const b = Math.floor(20 * (1 - ratio));
const color = (r << 16) + (g << 8) + b;
spaceGradient.circle(centerX, centerY, radius).fill({ color, alpha: 0.8 });
}
deepBackgroundContainer.addChild(spaceGradient);
spaceGradient.circle(centerX, centerY, radius).fill({ color, alpha: 0.8 });
}
deepBackgroundContainer.addChild(spaceGradient);
// ========== NEBULA CLOUDS ==========
const nebulaColors = nebulaPalette;
// ========== NEBULA CLOUDS ==========
const nebulaColors = nebulaPalette;
nebulaColors.forEach((nebula, index) => {
const angle = (index / nebulaColors.length) * Math.PI * 2 + Math.PI / 4;
const distance = Math.min(screenWidth, screenHeight) * 0.35;
const baseX = centerX + Math.cos(angle) * distance;
const baseY = centerY + Math.sin(angle) * distance;
nebulaColors.forEach((nebula, index) => {
const angle = (index / nebulaColors.length) * Math.PI * 2 + Math.PI / 4;
const distance = Math.min(screenWidth, screenHeight) * 0.35;
const baseX = centerX + Math.cos(angle) * distance;
const baseY = centerY + Math.sin(angle) * distance;
const nebulaCloud = new Graphics();
const nebulaCloud = new Graphics();
// Outer very faint glow
const outerSize = 200 + Math.random() * 150;
for (let layer = 5; layer >= 0; layer--) {
const layerRatio = layer / 5;
const size = outerSize * (0.4 + layerRatio * 0.6);
const alpha = 0.02 * (1 - layerRatio);
nebulaCloud.circle(0, 0, size).fill({ color: nebula.color, alpha });
// Outer very faint glow
const outerSize = 200 + Math.random() * 150;
for (let layer = 5; layer >= 0; layer--) {
const layerRatio = layer / 5;
const size = outerSize * (0.4 + layerRatio * 0.6);
const alpha = 0.02 * (1 - layerRatio);
nebulaCloud.circle(0, 0, size).fill({ color: nebula.color, alpha });
}
// Irregular blobs for a more organic look
for (let i = 0; i < 3; i++) {
const offsetX = (Math.random() - 0.5) * 100;
const offsetY = (Math.random() - 0.5) * 100;
const blobSize = 60 + Math.random() * 80;
for (let layer = 3; layer >= 0; layer--) {
const layerRatio = layer / 3;
const size = blobSize * (0.5 + layerRatio * 0.5);
const alpha = 0.03 * (1 - layerRatio);
nebulaCloud.circle(offsetX, offsetY, size).fill({ color: nebula.color, alpha });
}
}
nebulaCloud.x = baseX;
nebulaCloud.y = baseY;
nebulaContainer.addChild(nebulaCloud);
// Animate nebula pulsing
gsap.to(nebulaCloud, {
alpha: 0.6,
duration: 3 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
gsap.to(nebulaCloud.scale, {
x: 1.1,
y: 1.1,
duration: 4 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
});
// ========== DISTANT STAR FIELD ==========
// Layer 1: Tiny distant stars (many, dim)
const distantStarCount = byDevice(PARTICLE_COUNTS.distantStars, isMobile);
for (let i = 0; i < distantStarCount; i++) {
const star = new Graphics();
const size = Math.random() * 1 + 0.5;
const alpha = Math.random() * 0.4 + 0.1;
star.circle(0, 0, size).fill({ color: 0xffffff, alpha });
star.x = Math.random() * screenWidth;
star.y = Math.random() * screenHeight;
starContainer.addChild(star);
gsap.to(star, {
alpha: alpha * 0.3,
duration: 1 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 3
});
}
// Irregular blobs for a more organic look
for (let i = 0; i < 3; i++) {
const offsetX = (Math.random() - 0.5) * 100;
const offsetY = (Math.random() - 0.5) * 100;
const blobSize = 60 + Math.random() * 80;
// Layer 2: Medium stars with colour tints
const mediumStarCount = byDevice(PARTICLE_COUNTS.mediumStars, isMobile);
const starTints = [0xffffff, 0xfff8e7, 0xe7f0ff, 0xffe7e7, 0xe7ffe7];
for (let layer = 3; layer >= 0; layer--) {
const layerRatio = layer / 3;
const size = blobSize * (0.5 + layerRatio * 0.5);
const alpha = 0.03 * (1 - layerRatio);
nebulaCloud.circle(offsetX, offsetY, size).fill({ color: nebula.color, alpha });
for (let i = 0; i < mediumStarCount; i++) {
const star = new Graphics();
const size = Math.random() * 1.5 + 1;
const alpha = Math.random() * 0.5 + 0.3;
const tint = starTints[Math.floor(Math.random() * starTints.length)];
star.circle(0, 0, size + 2).fill({ color: tint, alpha: alpha * 0.2 });
star.circle(0, 0, size).fill({ color: tint, alpha });
star.x = Math.random() * screenWidth;
star.y = Math.random() * screenHeight;
starContainer.addChild(star);
gsap.to(star, {
alpha: alpha * 0.4,
duration: 0.5 + Math.random() * 1.5,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
}
// Layer 3: Bright feature stars (few, prominent)
const brightStarCount = byDevice(PARTICLE_COUNTS.brightStars, isMobile);
for (let i = 0; i < brightStarCount; i++) {
const star = new Graphics();
const size = Math.random() * 2 + 1.5;
const tint = starTints[Math.floor(Math.random() * starTints.length)];
star.circle(0, 0, size + 6).fill({ color: tint, alpha: 0.05 });
star.circle(0, 0, size + 3).fill({ color: tint, alpha: 0.1 });
star.circle(0, 0, size).fill({ color: 0xffffff, alpha: 0.9 });
star.x = Math.random() * screenWidth;
star.y = Math.random() * screenHeight;
starContainer.addChild(star);
gsap.to(star.scale, {
x: 1.3,
y: 1.3,
duration: 2 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
}
// ========== FLOATING DUST PARTICLES ==========
const dustParticles: Array<{ graphics: Graphics; vx: number; vy: number }> = [];
const dustCount = byDevice(PARTICLE_COUNTS.dust, isMobile);
for (let i = 0; i < dustCount; i++) {
const dust = new Graphics();
const size = Math.random() * 2 + 1;
const colorIndex = Math.floor(Math.random() * nebulaColors.length);
const color = nebulaColors[colorIndex].color;
dust.circle(0, 0, size + 4).fill({ color, alpha: 0.05 });
dust.circle(0, 0, size + 2).fill({ color, alpha: 0.08 });
dust.circle(0, 0, size).fill({ color, alpha: 0.15 });
dust.x = Math.random() * screenWidth;
dust.y = Math.random() * screenHeight;
starContainer.addChild(dust);
dustParticles.push({
graphics: dust,
vx: (Math.random() - 0.5) * 0.2,
vy: (Math.random() - 0.5) * 0.2
});
gsap.to(dust, {
alpha: 0.3,
duration: 3 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
}
// Animate dust particles drifting. Named function + indexed loop: `forEach`
// with an inline arrow allocated a fresh closure on every frame.
function driftDust() {
for (let i = 0; i < dustParticles.length; i++) {
const p = dustParticles[i];
const g = p.graphics;
g.x += p.vx;
g.y += p.vy;
if (g.x < -20) g.x = screenWidth + 20;
else if (g.x > screenWidth + 20) g.x = -20;
if (g.y < -20) g.y = screenHeight + 20;
else if (g.y > screenHeight + 20) g.y = -20;
}
}
app.ticker.add(driftDust);
life.add(() => app.ticker.remove(driftDust));
nebulaCloud.x = baseX;
nebulaCloud.y = baseY;
nebulaContainer.addChild(nebulaCloud);
// ========== VIGNETTE OVERLAY ==========
vignette = new Graphics();
const vignetteSize = Math.max(screenWidth, screenHeight) * 1.2;
// Animate nebula pulsing
gsap.to(nebulaCloud, {
alpha: 0.6,
duration: 3 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
for (let i = 12; i >= 0; i--) {
const ratio = i / 12;
const radius = vignetteSize * (0.4 + ratio * 0.6);
const alpha = ratio * ratio * 0.4;
vignette.circle(centerX, centerY, radius).fill({ color: 0x000000, alpha });
}
app.stage.addChild(vignette);
gsap.to(nebulaCloud.scale, {
x: 1.1,
y: 1.1,
duration: 4 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
// The gradient (16 fills) and vignette (13 fills) are near-full-screen and
// never change — bake them to a texture instead of recompositing every frame.
deepBackgroundContainer.cacheAsTexture(true);
vignette.cacheAsTexture(true);
// Nothing in the background is clickable; skip it during hit-testing.
deepBackgroundContainer.interactiveChildren = false;
nebulaContainer.interactiveChildren = false;
starContainer.interactiveChildren = false;
vignette.eventMode = 'none';
});
// ========== DISTANT STAR FIELD ==========
// Layer 1: Tiny distant stars (many, dim)
const distantStarCount = byDevice(PARTICLE_COUNTS.distantStars, isMobile);
for (let i = 0; i < distantStarCount; i++) {
const star = new Graphics();
const size = Math.random() * 1 + 0.5;
const alpha = Math.random() * 0.4 + 0.1;
star.circle(0, 0, size).fill({ color: 0xffffff, alpha });
star.x = Math.random() * screenWidth;
star.y = Math.random() * screenHeight;
starContainer.addChild(star);
gsap.to(star, {
alpha: alpha * 0.3,
duration: 1 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 3
});
}
// Layer 2: Medium stars with colour tints
const mediumStarCount = byDevice(PARTICLE_COUNTS.mediumStars, isMobile);
const starTints = [0xffffff, 0xfff8e7, 0xe7f0ff, 0xffe7e7, 0xe7ffe7];
for (let i = 0; i < mediumStarCount; i++) {
const star = new Graphics();
const size = Math.random() * 1.5 + 1;
const alpha = Math.random() * 0.5 + 0.3;
const tint = starTints[Math.floor(Math.random() * starTints.length)];
star.circle(0, 0, size + 2).fill({ color: tint, alpha: alpha * 0.2 });
star.circle(0, 0, size).fill({ color: tint, alpha });
star.x = Math.random() * screenWidth;
star.y = Math.random() * screenHeight;
starContainer.addChild(star);
gsap.to(star, {
alpha: alpha * 0.4,
duration: 0.5 + Math.random() * 1.5,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
}
// Layer 3: Bright feature stars (few, prominent)
const brightStarCount = byDevice(PARTICLE_COUNTS.brightStars, isMobile);
for (let i = 0; i < brightStarCount; i++) {
const star = new Graphics();
const size = Math.random() * 2 + 1.5;
const tint = starTints[Math.floor(Math.random() * starTints.length)];
star.circle(0, 0, size + 6).fill({ color: tint, alpha: 0.05 });
star.circle(0, 0, size + 3).fill({ color: tint, alpha: 0.1 });
star.circle(0, 0, size).fill({ color: 0xffffff, alpha: 0.9 });
star.x = Math.random() * screenWidth;
star.y = Math.random() * screenHeight;
starContainer.addChild(star);
gsap.to(star.scale, {
x: 1.3,
y: 1.3,
duration: 2 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
}
// ========== FLOATING DUST PARTICLES ==========
const dustParticles: Array<{ graphics: Graphics; vx: number; vy: number }> = [];
const dustCount = byDevice(PARTICLE_COUNTS.dust, isMobile);
for (let i = 0; i < dustCount; i++) {
const dust = new Graphics();
const size = Math.random() * 2 + 1;
const colorIndex = Math.floor(Math.random() * nebulaColors.length);
const color = nebulaColors[colorIndex].color;
dust.circle(0, 0, size + 4).fill({ color, alpha: 0.05 });
dust.circle(0, 0, size + 2).fill({ color, alpha: 0.08 });
dust.circle(0, 0, size).fill({ color, alpha: 0.15 });
dust.x = Math.random() * screenWidth;
dust.y = Math.random() * screenHeight;
starContainer.addChild(dust);
dustParticles.push({
graphics: dust,
vx: (Math.random() - 0.5) * 0.2,
vy: (Math.random() - 0.5) * 0.2
});
gsap.to(dust, {
alpha: 0.3,
duration: 3 + Math.random() * 2,
ease: 'sine.inOut',
yoyo: true,
repeat: -1,
delay: Math.random() * 2
});
}
// Animate dust particles drifting. Named function + indexed loop: `forEach`
// with an inline arrow allocated a fresh closure on every frame.
function driftDust() {
for (let i = 0; i < dustParticles.length; i++) {
const p = dustParticles[i];
const g = p.graphics;
g.x += p.vx;
g.y += p.vy;
if (g.x < -20) g.x = screenWidth + 20;
else if (g.x > screenWidth + 20) g.x = -20;
if (g.y < -20) g.y = screenHeight + 20;
else if (g.y > screenHeight + 20) g.y = -20;
}
}
app.ticker.add(driftDust);
// ========== VIGNETTE OVERLAY ==========
const vignette = new Graphics();
const vignetteSize = Math.max(screenWidth, screenHeight) * 1.2;
for (let i = 12; i >= 0; i--) {
const ratio = i / 12;
const radius = vignetteSize * (0.4 + ratio * 0.6);
const alpha = ratio * ratio * 0.4;
vignette.circle(centerX, centerY, radius).fill({ color: 0x000000, alpha });
}
app.stage.addChild(vignette);
// The gradient (16 fills) and vignette (13 fills) are near-full-screen and
// never change — bake them to a texture instead of recompositing every frame.
deepBackgroundContainer.cacheAsTexture(true);
vignette.cacheAsTexture(true);
// Nothing in the background is clickable; skip it during hit-testing.
deepBackgroundContainer.interactiveChildren = false;
nebulaContainer.interactiveChildren = false;
starContainer.interactiveChildren = false;
vignette.eventMode = 'none';
return { deepBackgroundContainer, nebulaContainer, starContainer };
return { deepBackgroundContainer, nebulaContainer, starContainer, vignette };
}
+97 -47
View File
@@ -6,6 +6,7 @@
import { gsap } from 'gsap';
import { ZOOM, PARALLAX, PAN_SPEED } from '$lib/config';
import type { SkillTreeController } from './controller';
import type { Lifecycle } from './lifecycle';
/** Offset the background layers behind the tree to create parallax depth. */
export function updateParallax(ctrl: SkillTreeController) {
@@ -25,16 +26,31 @@ export function updateParallax(ctrl: SkillTreeController) {
interface PanZoomOpts {
onTooltipMove: (x: number, y: number) => void;
/** Tooltip coords are only worth computing while a node is actually hovered. */
hasHover: () => boolean;
}
/** Wire mouse/touch/wheel pan + zoom. Returns a cleanup for window listeners. */
export function attachPanZoom(ctrl: SkillTreeController, opts: PanZoomOpts): () => void {
export interface PanZoomHandle {
/**
* Push the current pointer position to the tooltip immediately. Needed on
* hover-start: the move handler below only writes state while a node is
* hovered, so without this the first hover would render at stale coords.
*/
flushTooltip: () => void;
}
/** Wire mouse/touch/wheel pan + zoom. Every listener is owned by `life`. */
export function attachPanZoom(
ctrl: SkillTreeController,
opts: PanZoomOpts,
life: Lifecycle
): PanZoomHandle {
const { app, treeContainer } = ctrl;
const minZoom = ZOOM.min;
const maxZoom = ZOOM.max;
// ===== MOUSE PANNING =====
app.canvas.addEventListener('mousedown', (e: MouseEvent) => {
life.listen(app.canvas, 'mousedown', (e: MouseEvent) => {
ctrl.isDragging = true;
ctrl.hasMoved = false;
ctrl.dragStartX = e.clientX;
@@ -55,23 +71,47 @@ export function attachPanZoom(ctrl: SkillTreeController, opts: PanZoomOpts): ()
treeContainer.y = ctrl.containerStartY + dy;
updateParallax(ctrl);
};
window.addEventListener('mousemove', onWindowMouseMove);
life.listen(window, 'mousemove', onWindowMouseMove);
const onWindowMouseUp = () => {
ctrl.isDragging = false;
app.canvas.style.cursor = 'grab';
};
window.addEventListener('mouseup', onWindowMouseUp);
life.listen(window, 'mouseup', onWindowMouseUp);
app.canvas.style.cursor = 'grab';
// Track mouse position for tooltip
app.canvas.addEventListener('mousemove', (e: MouseEvent) => {
opts.onTooltipMove(e.clientX, e.clientY);
// Track mouse position for the tooltip.
//
// Three things matter here. It is gated on `hasHover()` so moving the mouse
// across empty canvas costs nothing (this previously wrote Svelte state on
// every single mousemove, hovered or not). It coalesces to one write per
// frame instead of one per pointer event. And it listens on `window`, not the
// canvas, so coordinates keep updating when a drag leaves the canvas bounds.
let tooltipFrame = -1;
let tooltipPointerX = 0;
let tooltipPointerY = 0;
const flushTooltip = () => {
tooltipFrame = -1;
opts.onTooltipMove(tooltipPointerX, tooltipPointerY);
};
life.listen(window, 'mousemove', (e: MouseEvent) => {
// Raw coords are always tracked — two plain number writes, negligible.
// What was expensive, and is now gated, is writing Svelte state.
tooltipPointerX = e.clientX;
tooltipPointerY = e.clientY;
if (!opts.hasHover()) return;
if (tooltipFrame === -1) tooltipFrame = requestAnimationFrame(flushTooltip);
});
life.add(() => {
if (tooltipFrame !== -1) cancelAnimationFrame(tooltipFrame);
});
// ===== TOUCH PANNING & PINCH ZOOM =====
app.canvas.addEventListener(
life.listen(
app.canvas,
'touchstart',
(e: TouchEvent) => {
if (e.touches.length === 1) {
@@ -94,7 +134,8 @@ export function attachPanZoom(ctrl: SkillTreeController, opts: PanZoomOpts): ()
{ passive: true }
);
app.canvas.addEventListener(
life.listen(
app.canvas,
'touchmove',
(e: TouchEvent) => {
if (e.touches.length === 1 && ctrl.isDragging && !ctrl.isTouchZooming) {
@@ -129,7 +170,8 @@ export function attachPanZoom(ctrl: SkillTreeController, opts: PanZoomOpts): ()
{ passive: true }
);
app.canvas.addEventListener(
life.listen(
app.canvas,
'touchend',
(e: TouchEvent) => {
if (e.touches.length === 0) {
@@ -150,22 +192,26 @@ export function attachPanZoom(ctrl: SkillTreeController, opts: PanZoomOpts): ()
);
// ===== WHEEL ZOOM =====
app.canvas.addEventListener('wheel', (e: WheelEvent) => {
e.preventDefault();
const oldScale = treeContainer.scale.x;
const zoomFactor = e.deltaY > 0 ? ZOOM.wheelOut : ZOOM.wheelIn;
const newScale = Math.max(minZoom, Math.min(maxZoom, oldScale * zoomFactor));
// Explicitly non-passive: this calls preventDefault(). It works by default on
// a non-root element, but relying on that is an implicit dependency.
life.listen(
app.canvas,
'wheel',
(e: WheelEvent) => {
e.preventDefault();
const oldScale = treeContainer.scale.x;
const zoomFactor = e.deltaY > 0 ? ZOOM.wheelOut : ZOOM.wheelIn;
const newScale = Math.max(minZoom, Math.min(maxZoom, oldScale * zoomFactor));
// Zoom centered on origin node (0,0 in tree space): origin sits at
// (treeContainer.x, treeContainer.y), so scaling keeps it anchored.
treeContainer.scale.set(newScale);
updateParallax(ctrl);
});
// Zoom centered on origin node (0,0 in tree space): origin sits at
// (treeContainer.x, treeContainer.y), so scaling keeps it anchored.
treeContainer.scale.set(newScale);
updateParallax(ctrl);
},
{ passive: false }
);
return () => {
window.removeEventListener('mousemove', onWindowMouseMove);
window.removeEventListener('mouseup', onWindowMouseUp);
};
return { flushTooltip };
}
interface KeyboardOpts {
@@ -175,8 +221,8 @@ interface KeyboardOpts {
isStatsVisible: () => boolean;
}
/** Wire keyboard navigation (pan/zoom/reset/stats/escape). Returns cleanup. */
export function attachKeyboard(ctrl: SkillTreeController, opts: KeyboardOpts): () => void {
/** Wire keyboard navigation (pan/zoom/reset/stats/escape). Owned by `life`. */
export function attachKeyboard(ctrl: SkillTreeController, opts: KeyboardOpts, life: Lifecycle) {
const { app, treeContainer } = ctrl;
const minZoom = ZOOM.min;
const maxZoom = ZOOM.max;
@@ -241,28 +287,32 @@ export function attachKeyboard(ctrl: SkillTreeController, opts: KeyboardOpts): (
// R to reset view to origin
if (e.key === 'r' || e.key === 'R') {
e.preventDefault();
gsap.to(treeContainer, {
x: app.screen.width / 2,
y: app.screen.height / 2,
duration: 0.5,
ease: 'power2.out',
onUpdate: () => updateParallax(ctrl),
onComplete: () => {
// Update parallax baseline after reset
ctrl.initialTreeX = treeContainer.x;
ctrl.initialTreeY = treeContainer.y;
}
});
gsap.to(treeContainer.scale, {
x: ctrl.endScale,
y: ctrl.endScale,
duration: 0.5,
ease: 'power2.out',
onUpdate: () => updateParallax(ctrl)
// Re-enter the GSAP context: these are created per keypress.
life.animate(() => {
gsap.to(treeContainer, {
x: app.screen.width / 2,
y: app.screen.height / 2,
duration: 0.5,
ease: 'power2.out',
overwrite: 'auto',
onUpdate: () => updateParallax(ctrl),
onComplete: () => {
// Update parallax baseline after reset
ctrl.initialTreeX = treeContainer.x;
ctrl.initialTreeY = treeContainer.y;
}
});
gsap.to(treeContainer.scale, {
x: ctrl.endScale,
y: ctrl.endScale,
duration: 0.5,
ease: 'power2.out',
overwrite: 'auto',
onUpdate: () => updateParallax(ctrl)
});
});
}
}
window.addEventListener('keydown', handleKeydown);
return () => window.removeEventListener('keydown', handleKeydown);
life.listen(window, 'keydown', handleKeydown);
}
+74
View File
@@ -0,0 +1,74 @@
// Single owner for every resource the tree allocates, so one dispose() call
// releases all of it.
//
// Why this exists: the PixiJS layer creates ~480 infinite GSAP tweens, a ticker
// callback, and a dozen DOM listeners. None of them were ever released, and 112
// of the tweens are created inside an `onComplete` — so they don't exist yet at
// the moment a naive `killTweensOf` sweep would run.
//
// `gsap.context()` solves exactly that: GSAP records each animation's context on
// creation, and restores that context while invoking the animation's callbacks
// (see `_callback` in gsap-core). So a tween created inside a tracked tween's
// onComplete is tracked by the same context, and ctx.kill() gets all of them.
import { gsap } from 'gsap';
export function createLifecycle() {
const disposers: Array<() => void> = [];
const gsapCtx = gsap.context(() => {});
let isDisposed = false;
return {
/** True once dispose() has run — guards async work that resolves late. */
get disposed() {
return isDisposed;
},
/**
* Run `fn` with GSAP's active context set, so every tween it creates is
* tracked for teardown. Returns whatever `fn` returns.
*/
animate<T>(fn: () => T): T {
return gsapCtx.add(fn) as T;
},
/** Register an arbitrary teardown step. */
add(fn: () => void) {
disposers.push(fn);
},
/** Add a DOM listener and register its removal in one call. */
listen<T extends EventTarget>(
target: T,
type: string,
handler: (event: never) => void,
options?: AddEventListenerOptions
) {
target.addEventListener(type, handler as EventListener, options);
disposers.push(() => target.removeEventListener(type, handler as EventListener, options));
},
/**
* Release everything, newest first. `kill()` rather than `revert()`: we do
* not want GSAP writing properties back onto Pixi objects that are about
* to be destroyed.
*/
dispose() {
if (isDisposed) return;
isDisposed = true;
gsapCtx.kill();
for (let i = disposers.length - 1; i >= 0; i--) {
try {
disposers[i]();
} catch (err) {
// One failing teardown step must not strand the rest.
console.warn('Teardown step failed:', err);
}
}
disposers.length = 0;
}
};
}
export type Lifecycle = ReturnType<typeof createLifecycle>;
+16 -5
View File
@@ -8,11 +8,13 @@ import { categoryColors } from '$lib/theme';
import { getNodeRadius } from '$lib/utils/tree';
import type { NodeObject } from './types';
import type { SkillTreeController } from './controller';
import type { Lifecycle } from './lifecycle';
interface NodeOpts {
isMobile: boolean;
isTouchDevice: boolean;
controller: SkillTreeController;
life: Lifecycle;
onOpen: (node: TreeNode) => void;
onHover: (node: TreeNode | null) => void;
}
@@ -34,15 +36,22 @@ function attachNodeInteraction(
}
});
// Hover tweens are created per-event, long after setup, so each creation has
// to re-enter the GSAP context to stay killable. `overwrite: 'auto'` stops
// rapid in/out sweeps from stacking conflicting tweens on the same property.
target.on('pointerover', () => {
gsap.to(target.scale, { x: 1.2, y: 1.2, duration: 0.2 });
gsap.to(glowGraphics, { alpha: 1.5, duration: 0.2 });
opts.life.animate(() => {
gsap.to(target.scale, { x: 1.2, y: 1.2, duration: 0.2, overwrite: 'auto' });
gsap.to(glowGraphics, { alpha: 1.5, duration: 0.2, overwrite: 'auto' });
});
if (!opts.isTouchDevice) opts.onHover(node);
});
target.on('pointerout', () => {
gsap.to(target.scale, { x: 1, y: 1, duration: 0.2 });
gsap.to(glowGraphics, { alpha: 1, duration: 0.2 });
opts.life.animate(() => {
gsap.to(target.scale, { x: 1, y: 1, duration: 0.2, overwrite: 'auto' });
gsap.to(glowGraphics, { alpha: 1, duration: 0.2, overwrite: 'auto' });
});
if (!opts.isTouchDevice) opts.onHover(null);
});
}
@@ -59,7 +68,9 @@ export async function createNodes(treeContainer: Container, opts: NodeOpts): Pro
const [profileTexture, iconTextures] = await Promise.all([
Assets.load<Texture>('/headshot.jpg'),
// Array form resolves to a url -> Texture map and fetches concurrently.
iconUrls.length ? Assets.load<Texture>(iconUrls) : Promise.resolve({} as Record<string, Texture>)
iconUrls.length
? Assets.load<Texture>(iconUrls)
: Promise.resolve({} as Record<string, Texture>)
]);
for (const node of treeNodes) {
+3 -1
View File
@@ -19,9 +19,11 @@ export interface NodeObject {
glowGraphics: Graphics;
}
/** The three parallax background layers (vignette lives on the stage). */
/** The parallax background layers plus the vignette overlay. */
export interface BackgroundLayers {
deepBackgroundContainer: Container;
nebulaContainer: Container;
starContainer: Container;
/** Static overlay on the stage; returned so a resize rebuild can destroy it. */
vignette: Graphics;
}