feat: tip IAP, commercial GitHub Pages, and App Store screenshots
Add optional StoreKit support tip (features stay free), redesign the landing page with zh/en + light/dark and product shots, and ship iPhone/iPad/Mac App Store screenshot sets.
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// SonicParticleField.swift
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// OSGKeyboard · Shared Design System
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//
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// Ambient radial sonic-wave particles for onboarding welcome screens.
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// Pure SwiftUI Canvas + TimelineView — no Metal / SpriteKit dependency.
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import SwiftUI
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// MARK: - Ripple
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private struct SonicRipple: Identifiable {
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let id = UUID()
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let origin: CGPoint
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let bornAt: TimeInterval
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}
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// MARK: - Particle seed (immutable layout)
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private struct SonicParticleSeed: Sendable {
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let ring: Int
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let angle: Double
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let phase: Double
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let size: CGFloat
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}
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// MARK: - View
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/// Radial sonic-wave particle field with touch / pointer interaction.
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/// Intended as a decorative backdrop behind onboarding hero content.
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public struct SonicParticleField: View {
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@Environment(\.themePalette) private var palette
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@Environment(\.accessibilityReduceMotion) private var reduceMotion
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/// Optional accent override; defaults to `themePalette.accent`.
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public var accent: Color?
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/// Focal point for the pulse rings, in unit coordinates of the field bounds.
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public var focalPoint: UnitPoint
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/// When false, particles animate but ignore pointer input.
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public var isInteractive: Bool
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@State private var touchLocation: CGPoint?
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@State private var isTouching = false
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@State private var ripples: [SonicRipple] = []
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public init(
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accent: Color? = nil,
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focalPoint: UnitPoint = .center,
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isInteractive: Bool = true
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) {
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self.accent = accent
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self.focalPoint = focalPoint
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self.isInteractive = isInteractive
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}
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private var resolvedAccent: Color {
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accent ?? palette.accent
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}
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public var body: some View {
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TimelineView(.animation(minimumInterval: 1.0 / 45.0)) { timeline in
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GeometryReader { geo in
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let size = geo.size
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let center = CGPoint(
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x: size.width * focalPoint.x,
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y: size.height * focalPoint.y
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)
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let time = timeline.date.timeIntervalSinceReferenceDate
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let motionScale = reduceMotion ? 0.18 : 1.0
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ZStack {
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RadialGradient(
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colors: [
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resolvedAccent.opacity(reduceMotion ? 0.05 : 0.10),
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resolvedAccent.opacity(0.03),
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palette.background.opacity(0)
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],
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center: .center,
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startRadius: 0,
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endRadius: min(size.width, size.height) * 0.52
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)
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Canvas { context, canvasSize in
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drawField(
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in: &context,
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size: canvasSize,
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center: center,
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time: time * motionScale,
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motionScale: motionScale
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)
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}
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}
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.contentShape(Rectangle())
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.gesture(interactionGesture(in: size, time: time))
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}
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}
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.accessibilityHidden(true)
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.allowsHitTesting(isInteractive)
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}
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// MARK: - Drawing
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private func drawField(
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in context: inout GraphicsContext,
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size: CGSize,
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center: CGPoint,
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time: TimeInterval,
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motionScale: Double
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) {
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let maxDimension = max(size.width, size.height)
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let ringSpacing = maxDimension * 0.075
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let baseRadius = maxDimension * 0.06
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let influenceRadius = maxDimension * 0.22
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drawRipples(
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in: &context,
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time: time,
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maxRadius: maxDimension * 0.55
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)
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for seed in Self.particleSeeds {
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let pulse = (time * 0.42 + seed.phase).truncatingRemainder(dividingBy: 1.0)
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let wobble = sin(time * 2.4 + seed.angle * 3.0) * 0.018
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let angle = seed.angle + wobble
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let ringRadius = baseRadius + Double(seed.ring) * ringSpacing
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let expansion = pulse * ringSpacing * 0.92
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var radius = ringRadius + expansion
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// Soft sonic bulge — particles swell mid-pulse.
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let swell = sin(pulse * .pi) * ringSpacing * 0.08
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radius += swell
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var position = polarPoint(center: center, radius: radius, angle: angle)
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position = applyTouchInfluence(
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to: position,
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touch: touchLocation,
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influenceRadius: influenceRadius
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)
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var opacity = (1.0 - pulse) * 0.62 + 0.12
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opacity += sin(time * 3.1 + seed.phase * 8.0) * 0.06
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opacity = max(0.08, min(0.78, opacity))
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if motionScale < 1 {
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opacity *= 0.55
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}
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opacity += rippleBoost(at: position, time: time, maxRadius: maxDimension * 0.55)
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let particleColor = resolvedAccent.opacity(opacity)
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let rect = CGRect(
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x: position.x - seed.size * 0.5,
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y: position.y - seed.size * 0.5,
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width: seed.size,
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height: seed.size
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)
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context.fill(
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Path(ellipseIn: rect),
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with: .color(particleColor)
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)
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}
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}
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private func drawRipples(
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in context: inout GraphicsContext,
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time: TimeInterval,
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maxRadius: CGFloat
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) {
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for ripple in ripples {
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let age = time - ripple.bornAt
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guard age > 0, age < 2.4 else { continue }
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let progress = age / 2.4
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let radius = maxRadius * CGFloat(progress)
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let opacity = (1.0 - progress) * 0.28
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let lineWidth = max(0.8, 2.4 - progress * 1.4)
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var ringContext = context
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ringContext.stroke(
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Path(ellipseIn: CGRect(
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x: ripple.origin.x - radius,
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y: ripple.origin.y - radius,
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width: radius * 2,
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height: radius * 2
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)),
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with: .color(resolvedAccent.opacity(opacity)),
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lineWidth: lineWidth
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)
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}
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}
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private func rippleBoost(at point: CGPoint, time: TimeInterval, maxRadius: CGFloat) -> Double {
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var boost = 0.0
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for ripple in ripples {
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let age = time - ripple.bornAt
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guard age > 0, age < 2.4 else { continue }
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let progress = age / 2.4
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let radius = Double(maxRadius) * progress
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let dist = hypot(point.x - ripple.origin.x, point.y - ripple.origin.y)
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let band = abs(dist - radius)
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if band < 18 {
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boost += (1.0 - band / 18.0) * (1.0 - progress) * 0.35
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}
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}
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return min(boost, 0.4)
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}
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private func polarPoint(center: CGPoint, radius: Double, angle: Double) -> CGPoint {
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CGPoint(
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x: center.x + CGFloat(cos(angle) * radius),
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y: center.y + CGFloat(sin(angle) * radius)
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)
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}
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private func applyTouchInfluence(
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to point: CGPoint,
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touch: CGPoint?,
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influenceRadius: CGFloat
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) -> CGPoint {
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guard let touch else { return point }
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let dx = point.x - touch.x
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let dy = point.y - touch.y
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let distance = hypot(dx, dy)
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guard distance > 0.5, distance < influenceRadius else { return point }
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let normalized = (influenceRadius - distance) / influenceRadius
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let strength = CGFloat(normalized * normalized) * (isTouching ? 22 : 10)
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return CGPoint(
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x: point.x + dx / distance * strength,
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y: point.y + dy / distance * strength
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)
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}
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// MARK: - Interaction
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private func interactionGesture(in size: CGSize, time: TimeInterval) -> some Gesture {
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DragGesture(minimumDistance: 0, coordinateSpace: .local)
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.onChanged { value in
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guard isInteractive else { return }
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touchLocation = value.location
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isTouching = true
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registerRipple(at: value.location, time: time)
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}
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.onEnded { _ in
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isTouching = false
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touchLocation = nil
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}
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}
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private func registerRipple(at location: CGPoint, time: TimeInterval) {
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let shouldAdd: Bool
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if let last = ripples.last {
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let moved = hypot(location.x - last.origin.x, location.y - last.origin.y)
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let elapsed = time - last.bornAt
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shouldAdd = moved > 36 || elapsed > 0.38
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} else {
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shouldAdd = true
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}
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guard shouldAdd else { return }
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ripples.append(SonicRipple(origin: location, bornAt: time))
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ripples = ripples.filter { time - $0.bornAt < 2.6 }
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}
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// MARK: - Particle layout
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private static let particleSeeds: [SonicParticleSeed] = {
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var seeds: [SonicParticleSeed] = []
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let ringCount = 7
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let particlesPerRing = [14, 18, 22, 26, 30, 34, 38]
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for ring in 0..<ringCount {
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let count = particlesPerRing[ring]
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for index in 0..<count {
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let angle = (Double(index) / Double(count)) * (.pi * 2.0)
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+ Double(ring) * 0.11
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let phase = Double(ring) * 0.13 + Double(index) * 0.017
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let size = CGFloat(1.6 + (Double(index + ring) * 0.07).truncatingRemainder(dividingBy: 1.9))
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seeds.append(SonicParticleSeed(ring: ring, angle: angle, phase: phase, size: size))
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}
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}
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return seeds
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}()
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}
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