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Animation Updates
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@@ -127,17 +127,19 @@ export default function AnimatedBackground({
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ctx.setTransform(dpr, 0, 0, dpr, 0, 0);
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// Dense field tuned for ~40% constellation coverage on any slice. Stars
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// live in a sky disk larger than the viewport so rotation never reveals
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// an empty edge. Radius = distance to the far viewport corner.
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const cx = width / 2;
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const cy = height / 2;
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const maxR = Math.sqrt(cx * cx + cy * cy) + 40;
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// live in a sky disk large enough that rotation never reveals an empty
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// edge. The disk is centered on the PIVOT (the top-right corner) so the
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// whole field rotates around that corner like a star chart turning about
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// its corner mount; maxR reaches the far (bottom-left) corner.
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const cx = width;
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const cy = 0;
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const maxR = Math.sqrt(cx * cx + height * height) + 40;
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// One star per ~4000 px^2 of the disk, capped for perf (~12% anchors).
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// One star per ~3200 px^2 of the disk, capped for perf (~14% anchors).
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const diskArea = Math.PI * maxR * maxR;
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const count = Math.min(420, Math.floor(diskArea / 4000));
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const count = Math.min(520, Math.floor(diskArea / 3200));
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stars = Array.from({ length: count }, (_, i) => {
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const anchor = i % 8 === 0; // ~12% anchors -> denser constellation backbone
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const anchor = i % 7 === 0; // ~14% anchors -> dense constellation backbone
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// Uniform-ish distribution across the disk via sqrt on radius.
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const rr = maxR * Math.sqrt(Math.random());
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const a = Math.random() * Math.PI * 2;
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@@ -178,8 +180,9 @@ export default function AnimatedBackground({
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angle += ROT_SPEED * dt; // whole sky rotates together
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ctx.clearRect(0, 0, width, height);
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const cx = width / 2;
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const cy = height / 2;
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// Pivot = top-right corner (matches the disk center used in resize()).
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const cx = width;
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const cy = 0;
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const cosA = Math.cos(angle);
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const sinA = Math.sin(angle);
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