Dungeon Scenes
Fourteen animated level and menu backgrounds ported from the dungeon-crawler scene renderers: forges, cathedrals, forests, crypts, graveyards, portals, and more, each with its own lighting and drifting particles. Pick a scene and set the motion and brightness.
Build a self-contained, performant Canvas 2D visual effect in a single React + TypeScript component.
Effect: "Dungeon Scenes".
Description: Fourteen animated level and menu backgrounds ported from the dungeon-crawler scene renderers: forges, cathedrals, forests, crypts, graveyards, portals, and more, each with its own lighting and drifting particles. Pick a scene and set the motion and brightness.
Current settings: scene = Warrior Forge, motion = 1, brightness = 1.
Tags: Canvas 2D, background, ambient, scene, loop, game.
Requirements:
- Use requestAnimationFrame with a delta-time (dt) step, clamped to avoid jumps on tab switches.
- Render crisply: fully clear the canvas every frame (clearRect). Do NOT fake motion blur by painting a translucent background each frame, because that causes permanent 8-bit "ghost" burn-in. If you want trails, store each particle's recent positions and draw them as an explicit fading tail.
- If many short-lived particles are spawned, use an object pool (pre-allocate, reuse, swap-remove on death) to avoid GC pauses.
- Scale the backing store by devicePixelRatio (cap ~2) and handle resize.
- Pause when the tab is hidden or the canvas is off-screen; respect prefers-reduced-motion.
- Expose the listed settings as adjustable props/controls.