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// Original stars.js code modified with AI in the following order:

// 1) Microsoft Copilot
// 2) Deepseek AI
// 3) Qwen3 Coder

(() => {
  const canvas = document.getElementById("starfield");
  const ctx = canvas.getContext("2d");
  let width, height;
  let bgCanvas, bgCtx;
  let starSprites = [];
  let layers = [];
  let comets = [];
  let pulses = [];
  let particles = [];
  let mouse = { x: 0, y: 0, active: false };

  // Layer configurations: count, base speed, draw size
  const layerConfigs = [
    { count: 500, speed: 1.5, size: 2.5 },
    { count: 400, speed: 3.0, size: 4.0 },
    { count: 300, speed: 6.0, size: 5.5 },
    { count: 200, speed: 10.0, size: 8.0 },
  ];

  const rand = (min, max) => min + Math.random() * (max - min);

  // Handle resize
  function resize() {
    width = window.innerWidth;
    height = window.innerHeight;
    canvas.width = width;
    canvas.height = height;

    // Create background with enhanced nebula effect
    bgCanvas = document.createElement("canvas");
    bgCanvas.width = width;
    bgCanvas.height = height;
    bgCtx = bgCanvas.getContext("2d");
    
    // Base gradient - pure black background
    const bgGrad = bgCtx.createRadialGradient(
      width / 2, height / 2, 0,
      width / 2, height / 2, width * 0.8
    );
    bgGrad.addColorStop(0, "#000000");
    bgGrad.addColorStop(0.5, "#000000");
    bgGrad.addColorStop(1, "#000000");
    bgCtx.fillStyle = bgGrad;
    bgCtx.fillRect(0, 0, width, height);
    
    // Enhanced nebula effect with multiple layers - more vibrant
    const nebulaCount = Math.floor(width * height / 30000);
    bgCtx.globalCompositeOperation = "screen";
    for (let i = 0; i < nebulaCount; i++) {
      const x = rand(0, width);
      const y = rand(0, height);
      const radius = rand(100, 400);
      const hue = rand(220, 280);
      const alpha = rand(0.03, 0.08);
      
      const grd = bgCtx.createRadialGradient(
        x, y, 0, 
        x, y, radius
      );
      grd.addColorStop(0, `hsla(${hue}, 100%, 100%, ${alpha})`);
      grd.addColorStop(0.3, `hsla(${hue + 20}, 100%, 80%, ${alpha * 0.8})`);
      grd.addColorStop(1, `hsla(${hue - 20}, 100%, 50%, 0)`);
      
      bgCtx.beginPath();
      bgCtx.fillStyle = grd;
      bgCtx.arc(x, y, radius, 0, Math.PI * 2);
      bgCtx.fill();
    }
    
    // Add subtle star clusters - brighter
    bgCtx.globalCompositeOperation = "lighter";
    for (let i = 0; i < nebulaCount / 3; i++) {
      const x = rand(0, width);
      const y = rand(0, height);
      const clusterSize = rand(20, 60);
      
      const clusterGrad = bgCtx.createRadialGradient(
        x, y, 0,
        x, y, clusterSize
      );
      clusterGrad.addColorStop(0, `rgba(255, 255, 255, 0.2)`);
      clusterGrad.addColorStop(1, `rgba(200, 220, 255, 0)`);
      
      bgCtx.beginPath();
      bgCtx.fillStyle = clusterGrad;
      bgCtx.arc(x, y, clusterSize, 0, Math.PI * 2);
      bgCtx.fill();
    }
    
    bgCtx.globalCompositeOperation = "source-over";
  }

  // Pre-render enhanced star sprites with glow
  function createStarSprites() {
    starSprites = layerConfigs.map(cfg => {
      const r = cfg.size;
      const sz = Math.ceil(r * 8);
      const off = document.createElement("canvas");
      off.width = off.height = sz;
      const octx = off.getContext("2d");
      
      // Core glow with gradient - brighter for black background
      const gradient = octx.createRadialGradient(
        sz/2, sz/2, 0,
        sz/2, sz/2, r * 3
      );
      gradient.addColorStop(0, "#ffffff");
      gradient.addColorStop(0.3, "#a0c0ff");
      gradient.addColorStop(1, "rgba(50, 100, 255, 0)");
      
      octx.fillStyle = gradient;
      octx.beginPath();
      octx.arc(sz/2, sz/2, r * 3, 0, Math.PI * 2);
      octx.fill();
      
      // Bright core with corona - enhanced brightness
      octx.shadowColor = "#ffffff";
      octx.shadowBlur = r * 3;
      octx.globalCompositeOperation = "lighter";
      octx.fillStyle = "#ffffff";
      octx.beginPath();
      octx.arc(sz/2, sz/2, r * 0.8, 0, Math.PI * 2);
      octx.fill();
      
      // Secondary corona - enhanced brightness
      octx.shadowColor = "#a0c0ff";
      octx.shadowBlur = r * 5;
      octx.fillStyle = "rgba(180, 220, 255, 0.9)";
      octx.beginPath();
      octx.arc(sz/2, sz/2, r * 0.6, 0, Math.PI * 2);
      octx.fill();
      
      return off;
    });
  }

  // Initialize star layers with enhanced twinkle parameters
  function initStars() {
    layers = layerConfigs.map((cfg, idx) => {
      const stars = [];
      for (let i = 0; i < cfg.count; i++) {
        stars.push({
          x: rand(-width/2, width/2),
          y: rand(-height/2, height/2),
          z: rand(1, width),
          twPhase: rand(0, Math.PI * 2),
          twFreq: rand(0.01, 0.05),
          twRange: rand(0.3, 0.9),
          sprIndex: idx,
          hue: rand(180, 220), // Blue-ish stars
          saturation: rand(80, 100),
          brightness: rand(90, 100),
          pulsePhase: rand(0, Math.PI * 2),
          pulseSpeed: rand(0.02, 0.08),
          originalSize: cfg.size
        });
      }
      return { ...cfg, stars };
    });
  }

  // Spawn comets with enhanced effects
  function maybeComet() {
    if (Math.random() < 0.003) {
      const angle = Math.PI * 0.25 + rand(-0.5, 0.5);
      comets.push({
        x: rand(-100, width + 100),
        y: rand(-100, height * 0.4),
        len: 0,
        maxLen: rand(100, 250),
        angle: angle,
        speed: rand(12, 20),
        segments: [],
        alpha: 1.0,
        hue: rand(180, 220),
        size: rand(2, 5)
      });
    }
  }

  // Create particle explosion
  function createParticles(x, y, count, color) {
    for (let i = 0; i < count; i++) {
      particles.push({
        x: x,
        y: y,
        vx: rand(-3, 3),
        vy: rand(-3, 3),
        life: 1.0,
        decay: rand(0.01, 0.03),
        size: rand(1, 3),
        color: color || `hsl(${rand(180, 220)}, 100%, ${rand(80, 100)}%)`
      });
    }
  }

  // Click creates enhanced warp pulse with particles
  canvas.addEventListener("click", e => {
    // Create main pulses
    for (let i = 0; i < 5; i++) {
      pulses.push({
        x: e.clientX,
        y: e.clientY,
        r: i * 15,
        maxR: 200 + i * 60,
        thickness: 20 - i * 2,
        alpha: 0.9 - i * 0.15,
        speed: 10 - i * 1.5,
        hue: rand(180, 220)
      });
    }
    
    // Create particle explosion
    createParticles(e.clientX, e.clientY, 50, `hsl(${rand(180, 220)}, 100%, 90%)`);
  });

  // Mouse move for star attraction
  canvas.addEventListener("mousemove", e => {
    mouse.x = e.clientX;
    mouse.y = e.clientY;
    mouse.active = true;
  });

  canvas.addEventListener("mouseleave", () => {
    mouse.active = false;
  });

  // Update positions and effects
  function update() {
    const now = Date.now();
    
    // Update stars with mouse attraction
    layers.forEach(layer => {
      layer.stars.forEach(s => {
        s.z -= layer.speed;
        
        // Mouse attraction effect
        if (mouse.active) {
          const dx = (mouse.x - width/2) - s.x;
          const dy = (mouse.y - height/2) - s.y;
          const dist = Math.sqrt(dx*dx + dy*dy);
          
          if (dist < 300) {
            const force = (300 - dist) / 300 * 0.5;
            s.x += dx * force * (s.z / width);
            s.y += dy * force * (s.z / width);
          }
        }
        
        if (s.z <= 0) {
          s.z = width;
          s.x = rand(-width/2, width/2);
          s.y = rand(-height/2, height/2);
        }
        // Update twinkle and pulsing
        s.twPhase += s.twFreq;
        s.pulsePhase += s.pulseSpeed;
      });
    });
    
    // Update comets
    comets = comets.filter(c => c.alpha > 0.05);
    comets.forEach(c => {
      c.len += c.speed;
      const headX = c.x + Math.cos(c.angle) * c.len;
      const headY = c.y + Math.sin(c.angle) * c.len;
      
      // Add new segment
      c.segments.push({
        x: headX, 
        y: headY, 
        alpha: 1.0,
        size: c.size * (0.5 + 0.5 * Math.random())
      });
      
      // Fade old segments
      c.segments.forEach(seg => seg.alpha -= 0.015);
      
      // Remove old segments
      if (c.segments.length > 30) c.segments.shift();
      
      // Fade entire comet
      c.alpha -= 0.002;
      
      // Occasionally create particles
      if (Math.random() < 0.3) {
        createParticles(headX, headY, 1, `hsl(${c.hue}, 100%, 80%)`);
      }
    });
    
    // Update pulses
    pulses = pulses.filter(p => p.r < p.maxR);
    pulses.forEach(p => {
      p.r += p.speed;
      p.alpha -= 0.006;
    });
    
    // Update particles
    particles = particles.filter(p => p.life > 0);
    particles.forEach(p => {
      p.x += p.vx;
      p.y += p.vy;
      p.vy += 0.05; // Gravity
      p.life -= p.decay;
      p.vx *= 0.98; // Friction
      p.vy *= 0.98;
    });
    
    maybeComet();
  }

  // Draw the enhanced scene
  function draw() {
    // Background with subtle movement
    ctx.clearRect(0, 0, width, height);
    ctx.drawImage(bgCanvas, 0, 0);
    
    // Subtle motion blur effect
    ctx.fillStyle = "rgba(0, 0, 0, 0.05)";
    ctx.fillRect(0, 0, width, height);
    
    // Draw particles
    particles.forEach(p => {
      ctx.globalAlpha = p.life;
      ctx.fillStyle = p.color;
      ctx.beginPath();
      ctx.arc(p.x, p.y, Math.max(0.1, p.size * p.life), 0, Math.PI * 2);
      ctx.fill();
    });
    
    // Stars with enhanced effects
    layers.forEach((layer, li) => {
      const sprite = starSprites[li];
      ctx.globalCompositeOperation = "lighter";
      layer.stars.forEach(s => {
        const k = (width/2) / s.z;
        const x = s.x * k + width/2;
        const y = s.y * k + height/2;
        
        if (x < -100 || x > width+100 || y < -100 || y > height+100) return;
        
        // Calculate twinkle with pulsing
        const twinkle = 0.5 + 0.5 * Math.sin(s.twPhase);
        const pulse = 0.8 + 0.2 * Math.sin(s.pulsePhase);
        const alpha = (s.twRange + (1 - s.twRange) * twinkle) * pulse;
        const ds = Math.max(0.1, (1 - s.z/width) * s.originalSize * 2 * pulse);
        
        ctx.globalAlpha = alpha;
        const drawSize = Math.max(0.1, ds * 2);
        ctx.drawImage(sprite, x - ds, y - ds, drawSize, drawSize);
      });
    });
    ctx.globalCompositeOperation = "source-over";
    ctx.globalAlpha = 1;
    
    // Comets with enhanced particle trails
    comets.forEach(c => {
      ctx.lineCap = "round";
      for (let i = 1; i < c.segments.length; i++) {
        const seg1 = c.segments[i-1];
        const seg2 = c.segments[i];
        
        const gradient = ctx.createLinearGradient(
          seg1.x, seg1.y, seg2.x, seg2.y
        );
        const segAlpha = Math.min(seg1.alpha, seg2.alpha) * c.alpha;
        gradient.addColorStop(0, `hsla(${c.hue}, 100%, 100%, ${segAlpha})`);
        gradient.addColorStop(0.5, `hsla(${c.hue - 20}, 100%, 80%, ${segAlpha * 0.8})`);
        gradient.addColorStop(1, `hsla(${c.hue - 40}, 100%, 60%, ${segAlpha * 0.3})`);
        
        ctx.strokeStyle = gradient;
        ctx.lineWidth = Math.max(0.1, seg2.size * (i/c.segments.length) * c.alpha);
        ctx.beginPath();
        ctx.moveTo(seg1.x, seg1.y);
        ctx.lineTo(seg2.x, seg2.y);
        ctx.stroke();
      }
    });
    
    // Warp pulses with enhanced rings
    pulses.forEach(p => {
      ctx.beginPath();
      ctx.arc(p.x, p.y, Math.max(0.1, p.r), 0, Math.PI * 2);
      const gradient = ctx.createRadialGradient(
        p.x, p.y, Math.max(0.1, p.r - p.thickness/2),
        p.x, p.y, Math.max(0.1, p.r + p.thickness/2)
      );
      gradient.addColorStop(0, `hsla(${p.hue}, 100%, 100%, ${p.alpha})`);
      gradient.addColorStop(0.3, `hsla(${p.hue - 10}, 100%, 90%, ${p.alpha * 0.9})`);
      gradient.addColorStop(0.7, `hsla(${p.hue - 20}, 100%, 70%, ${p.alpha * 0.5})`);
      gradient.addColorStop(1, `hsla(${p.hue - 30}, 100%, 50%, 0)`);
      
      ctx.strokeStyle = gradient;
      ctx.lineWidth = Math.max(0.1, p.thickness);
      ctx.stroke();
      
      // Add inner glow
      if (p.alpha > 0.3) {
        const innerRadius = Math.max(0.1, p.r * 0.3);
        ctx.beginPath();
        ctx.arc(p.x, p.y, innerRadius, 0, Math.PI * 2);
        const innerGradient = ctx.createRadialGradient(
          p.x, p.y, 0,
          p.x, p.y, innerRadius
        );
        innerGradient.addColorStop(0, `hsla(${p.hue + 20}, 100%, 100%, ${p.alpha * 0.7})`);
        innerGradient.addColorStop(1, `hsla(${p.hue}, 100%, 80%, 0)`);
        ctx.fillStyle = innerGradient;
        ctx.fill();
      }
    });
  }

  // Animation loop
  function loop() {
    update();
    draw();
    requestAnimationFrame(loop);
  }

  // Initialize
  function init() {
    resize();
    createStarSprites();
    initStars();
    
    window.addEventListener("resize", () => {
      resize();
      initStars();
    });
    
    // Add some initial particles for visual interest
    for (let i = 0; i < 100; i++) {
      setTimeout(() => {
        createParticles(rand(0, width), rand(0, height), 3, `hsl(${rand(180, 220)}, 100%, ${rand(70, 90)}%)`);
      }, i * 100);
    }
    
    loop();
  }

  init();
})();