Torch Flame
Wall-mounted torches with a three-layer flickering flame, a stone bracket, and rising sparks, ported from the dungeon lighting renderer. Set how many torches line the wall, the flame size, the spark rate, and the fire color.
Build a self-contained, performant Canvas 2D visual effect in a single React + TypeScript component.
Effect: "Torch Flame".
Description: Wall-mounted torches with a three-layer flickering flame, a stone bracket, and rising sparks, ported from the dungeon lighting renderer. Set how many torches line the wall, the flame size, the spark rate, and the fire color.
Current settings: torches = 3, flame size = 1, sparks = 1, color = Single, hue = 25, second hue = 45.
Tags: Canvas 2D, fire, lighting, pooled, 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.