Remove deprecated files and templates: Delete unused files including deployment scripts, environment configurations, and various HTML templates to streamline the project structure. This cleanup enhances maintainability and reduces clutter in the codebase.
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108
static/background.js
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108
static/background.js
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// Background animation with Three.js
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let scene, camera, renderer, stars = [];
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function initBackground() {
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// Setup scene
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scene = new THREE.Scene();
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// Setup camera
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camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
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camera.position.z = 100;
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// Setup renderer
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renderer = new THREE.WebGLRenderer({ alpha: true });
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renderer.setSize(window.innerWidth, window.innerHeight);
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renderer.setClearColor(0x000000, 0); // Transparent background
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// Append renderer to DOM
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const backgroundContainer = document.getElementById('background-container');
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if (backgroundContainer) {
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backgroundContainer.appendChild(renderer.domElement);
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}
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// Add stars
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for (let i = 0; i < 1000; i++) {
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const geometry = new THREE.SphereGeometry(0.2, 8, 8);
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const material = new THREE.MeshBasicMaterial({ color: 0xffffff, transparent: true, opacity: Math.random() * 0.5 + 0.1 });
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const star = new THREE.Mesh(geometry, material);
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// Random position
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star.position.x = Math.random() * 600 - 300;
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star.position.y = Math.random() * 600 - 300;
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star.position.z = Math.random() * 600 - 300;
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// Store reference to move in animation
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star.velocity = Math.random() * 0.02 + 0.005;
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stars.push(star);
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scene.add(star);
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}
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// Add large glowing particles
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for (let i = 0; i < 15; i++) {
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const size = Math.random() * 5 + 2;
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const geometry = new THREE.SphereGeometry(size, 16, 16);
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// Create a glowing material
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const color = new THREE.Color();
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color.setHSL(Math.random(), 0.7, 0.5); // Random hue
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const material = new THREE.MeshBasicMaterial({
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color: color,
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transparent: true,
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opacity: 0.2
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});
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const particle = new THREE.Mesh(geometry, material);
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// Random position but further away
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particle.position.x = Math.random() * 1000 - 500;
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particle.position.y = Math.random() * 1000 - 500;
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particle.position.z = Math.random() * 200 - 400;
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// Store reference to move in animation
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particle.velocity = Math.random() * 0.01 + 0.002;
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stars.push(particle);
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scene.add(particle);
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}
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// Handle window resize
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window.addEventListener('resize', onWindowResize);
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// Start animation
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animate();
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}
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function animate() {
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requestAnimationFrame(animate);
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// Move stars
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stars.forEach(star => {
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star.position.z += star.velocity;
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// Reset position if star moves too close
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if (star.position.z > 100) {
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star.position.z = -300;
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}
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});
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// Rotate the entire scene slightly for a dreamy effect
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scene.rotation.y += 0.0003;
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scene.rotation.x += 0.0001;
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renderer.render(scene, camera);
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize(window.innerWidth, window.innerHeight);
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}
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// Initialize background when the DOM is loaded
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if (document.readyState === 'loading') {
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document.addEventListener('DOMContentLoaded', initBackground);
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} else {
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initBackground();
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}
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