chore: fix linting and build errors
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This commit is contained in:
2026-02-17 23:48:52 +01:00
parent 786d35010b
commit 3eccff42e4
33 changed files with 303 additions and 66 deletions

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@@ -1,6 +1,6 @@
"use client";
/* eslint-disable no-unused-vars */
import * as React from "react";
import { motion } from "framer-motion";

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@@ -1,6 +1,6 @@
"use client";
/* eslint-disable no-unused-vars */
import * as React from "react";
import { motion } from "framer-motion";

View File

@@ -1,6 +1,6 @@
"use client";
/* eslint-disable no-unused-vars */
import * as React from "react";
import { motion } from "framer-motion";

View File

@@ -1,6 +1,6 @@
"use client";
/* eslint-disable no-unused-vars */
import * as React from "react";
import { motion } from "framer-motion";

View File

@@ -1,6 +1,6 @@
"use client";
/* eslint-disable no-unused-vars */
import * as React from "react";
import { motion } from "framer-motion";

View File

@@ -1,6 +1,6 @@
"use client";
/* eslint-disable no-unused-vars */
import * as React from "react";
import { motion } from "framer-motion";

View File

@@ -1,6 +1,6 @@
"use client";
/* eslint-disable no-unused-vars */
import * as React from "react";
import { motion } from "framer-motion";

View File

@@ -1,6 +1,6 @@
"use client";
/* eslint-disable no-unused-vars */
import * as React from "react";
import { motion } from "framer-motion";

View File

@@ -1,7 +1,7 @@
"use client";
/* eslint-disable @typescript-eslint/no-unused-vars */
/* eslint-disable no-unused-vars */
import * as React from "react";
export interface IllustrationProps {

View File

@@ -45,15 +45,15 @@ export const ParticleNetwork: React.FC<ParticleNetworkProps> = ({ className = ''
const initParticles = useCallback((width: number, height: number) => {
const particles: Particle[] = [];
const count = config.particleCount;
// Create particles primarily in the side gutters
for (let i = 0; i < count; i++) {
const isLeft = Math.random() > 0.5;
// Random position within the gutter (0-25% or 75-100%)
const gutterX = isLeft
? Math.random() * (width * config.gutterWidth)
const gutterX = isLeft
? Math.random() * (width * config.gutterWidth)
: width - (Math.random() * (width * config.gutterWidth));
// Add some occasional strays near the content but not IN it
const x = gutterX;
const y = Math.random() * height;
@@ -89,7 +89,7 @@ export const ParticleNetwork: React.FC<ParticleNetworkProps> = ({ className = ''
ctx.clearRect(0, 0, width, height);
// Update and draw particles
particles.forEach((p, i) => {
particles.forEach((p, _i) => {
// 1. Movement
// Apply downward flow
p.y += p.vy;
@@ -111,7 +111,7 @@ export const ParticleNetwork: React.FC<ParticleNetworkProps> = ({ className = ''
const angle = Math.atan2(dy, dx);
const pushX = Math.cos(angle) * force * 2;
const pushY = Math.sin(angle) * force * 2;
p.x += pushX;
p.y += pushY;
}
@@ -145,17 +145,17 @@ export const ParticleNetwork: React.FC<ParticleNetworkProps> = ({ className = ''
// Draw Connections
// We only connect particles that are close enough
ctx.lineWidth = 0.5;
for (let i = 0; i < particles.length; i++) {
const p1 = particles[i];
// Optimization: only check particles after this one
for (let j = i + 1; j < particles.length; j++) {
const p2 = particles[j];
// Quick check for distance
const dx = p1.x - p2.x;
const dy = p1.y - p2.y;
// Optimization: skip sqrt if obviously too far
if (Math.abs(dx) > config.connectionDistance || Math.abs(dy) > config.connectionDistance) continue;
@@ -164,7 +164,7 @@ export const ParticleNetwork: React.FC<ParticleNetworkProps> = ({ className = ''
if (dist < config.connectionDistance) {
// Calculate opacity based on distance
const opacity = (1 - dist / config.connectionDistance) * 0.3;
ctx.beginPath();
ctx.moveTo(p1.x, p1.y);
ctx.lineTo(p2.x, p2.y);
@@ -185,12 +185,12 @@ export const ParticleNetwork: React.FC<ParticleNetworkProps> = ({ className = ''
const rect = container.getBoundingClientRect();
const dpr = window.devicePixelRatio || 1;
canvas.width = rect.width * dpr;
canvas.height = rect.height * dpr;
canvas.style.width = `${rect.width}px`;
canvas.style.height = `${rect.height}px`;
const ctx = canvas.getContext('2d');
if (ctx) {
ctx.scale(dpr, dpr);
@@ -209,7 +209,7 @@ export const ParticleNetwork: React.FC<ParticleNetworkProps> = ({ className = ''
const handleMouseMove = useCallback((e: MouseEvent) => {
const container = containerRef.current;
if (!container) return;
const rect = container.getBoundingClientRect();
mouseRef.current = {
x: e.clientX - rect.left,