Dungeon Weather
Ten ambient weather loops fill the canvas with procedural particles: rain, snow, sandstorm, volcanic ash, void motes, crystal shimmer, plague spores, rising bubbles, fireflies, and falling leaves. Pick a system and tune density, speed, and wind, or recolor it with the palette.
Build a self-contained, performant Canvas 2D visual effect in a single React + TypeScript component.
Effect: "Dungeon Weather".
Description: Ten ambient weather loops fill the canvas with procedural particles: rain, snow, sandstorm, volcanic ash, void motes, crystal shimmer, plague spores, rising bubbles, fireflies, and falling leaves. Pick a system and tune density, speed, and wind, or recolor it with the palette.
Current settings: weather = Rain, density = 1, speed = 1, wind = 0, color = Signature, hue = 210, second hue = 280.
Tags: Canvas 2D, particles, ambient, pooled, loop.
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.