fix: add shooting star and Mic remind
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@@ -18,6 +18,8 @@ const ParticleBackground = () => {
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const particles = [];
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const particleCount = 100;
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const meteors = [];
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const meteorCount = 8;
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class Particle {
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constructor() {
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@@ -45,13 +47,93 @@ const ParticleBackground = () => {
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}
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}
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class Meteor {
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constructor() {
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this.reset();
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}
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reset() {
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this.x = Math.random() * canvas.width * 1.5; // Start further right
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this.y = Math.random() * -canvas.height; // Start further above
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this.vx = -(Math.random() * 5 + 5); // Faster
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this.vy = Math.random() * 5 + 5; // Faster
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this.len = Math.random() * 150 + 150; // Longer trail
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this.color = Math.random() > 0.5 ? 'rgba(0, 185, 107, ' : 'rgba(0, 240, 255, ';
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this.opacity = 0;
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this.maxOpacity = Math.random() * 0.5 + 0.2;
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this.wait = Math.random() * 300; // Random delay before showing up
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}
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update() {
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if (this.wait > 0) {
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this.wait--;
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return;
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}
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this.x += this.vx;
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this.y += this.vy;
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if (this.opacity < this.maxOpacity) {
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this.opacity += 0.02;
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}
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if (this.x < -this.len || this.y > canvas.height + this.len) {
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this.reset();
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}
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}
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draw() {
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if (this.wait > 0) return;
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const tailX = this.x - this.vx * (this.len / 15);
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const tailY = this.y - this.vy * (this.len / 15);
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const gradient = ctx.createLinearGradient(this.x, this.y, tailX, tailY);
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gradient.addColorStop(0, this.color + this.opacity + ')');
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gradient.addColorStop(0.1, this.color + (this.opacity * 0.5) + ')');
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gradient.addColorStop(1, this.color + '0)');
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ctx.save();
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// Add glow effect
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ctx.shadowBlur = 8;
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ctx.shadowColor = this.color.replace('rgba', 'rgb').replace(', ', ')');
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ctx.beginPath();
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ctx.strokeStyle = gradient;
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ctx.lineWidth = 2;
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ctx.lineCap = 'round';
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ctx.moveTo(this.x, this.y);
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ctx.lineTo(tailX, tailY);
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ctx.stroke();
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// Add a bright head
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ctx.beginPath();
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ctx.fillStyle = '#fff';
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ctx.arc(this.x, this.y, 1, 0, Math.PI * 2);
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ctx.fill();
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ctx.restore();
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}
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}
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for (let i = 0; i < particleCount; i++) {
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particles.push(new Particle());
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}
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for (let i = 0; i < meteorCount; i++) {
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meteors.push(new Meteor());
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}
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const animate = () => {
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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// Draw meteors first (in background)
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meteors.forEach(m => {
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m.update();
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m.draw();
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});
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// Draw connecting lines
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ctx.lineWidth = 0.5;
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for (let i = 0; i < particleCount; i++) {
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