Traps & Portals
Six dungeon hazards play one-shot on a loop and re-fire wherever you click: rising spikes, a fire jet, a poison gas bloom, a teleport swirl, a spiral portal vortex, and a circular iris wipe. Set the variant, pace, scale, and colors.
Build a self-contained, performant Canvas 2D visual effect in a single React + TypeScript component.
Effect: "Traps & Portals".
Description: Six dungeon hazards play one-shot on a loop and re-fire wherever you click: rising spikes, a fire jet, a poison gas bloom, a teleport swirl, a spiral portal vortex, and a circular iris wipe. Set the variant, pace, scale, and colors.
Current settings: variant = Portal Swirl, speed = 1, size = 1, color = Signature, hue = 280, second hue = 200.
Tags: Canvas 2D, particles, pointer-reactive, click, 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.