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@Aditya30ag Aditya30ag commented Jul 23, 2025

image

Summary by CodeRabbit

  • New Features
    • Introduced an animated particle background effect to the Landing, Terms of Service, and Privacy pages for enhanced visual appeal.
    • Particle effect includes interactive elements and dynamic animations for a more engaging user experience.

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coderabbitai bot commented Jul 23, 2025

Walkthrough

A new ParticleEffect React component implementing an animated particle system is introduced. This component is imported and rendered at the top of the main container in the Landing, Legal, and Privacy pages, providing a visual particle background effect. No other logic or structure is changed in these pages.

Changes

File(s) Change Summary
LandingPage/src/components/ParticleCanva.tsx Added new ParticleEffect React component with animated particle system and configuration props.
LandingPage/src/Pages/Landing.tsx Imported and rendered ParticleEffect at the top of the landing page container.
LandingPage/src/Pages/Legal.tsx, LandingPage/src/Pages/Privacy.tsx Imported and rendered ParticleEffect at the top of the main container in each page.

Sequence Diagram(s)

sequenceDiagram
  participant User
  participant PageComponent (Landing/Legal/Privacy)
  participant ParticleEffect

  User->>PageComponent: Loads page
  PageComponent->>ParticleEffect: Render ParticleEffect
  ParticleEffect->>ParticleEffect: Initialize particles & animation
  loop Animation frame
    ParticleEffect->>ParticleEffect: Update & draw particles
    ParticleEffect->>ParticleEffect: Handle mouse interaction (if enabled)
  end
  PageComponent->>User: Render rest of page content
Loading

Estimated code review effort

3 (~45 minutes)

Poem

✨ A sprinkle of stardust, a canvas so bright,
Particles shimmer in digital night.
With every page loaded, a new dance begins—
Swirls and connections, like whimsical spins.
Rabbits approve, with a hop and a cheer,
For code that brings magic to all who draw near!
🐇✨

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Actionable comments posted: 2

🧹 Nitpick comments (2)
LandingPage/src/components/ParticleCanva.tsx (2)

71-97: Consider caching gradients for better performance.

Creating a new radial gradient for each particle on every frame can be expensive. Consider pre-generating gradients or using a simpler rendering approach for better performance.


204-210: Consider making z-index configurable.

The fixed z-index of 10 might conflict with other page elements. Consider making it a prop for better flexibility across different pages.

📜 Review details

Configuration used: CodeRabbit UI
Review profile: CHILL
Plan: Pro

📥 Commits

Reviewing files that changed from the base of the PR and between a3be437 and 4e2ab30.

📒 Files selected for processing (4)
  • LandingPage/src/Pages/Landing.tsx (2 hunks)
  • LandingPage/src/Pages/Legal.tsx (2 hunks)
  • LandingPage/src/Pages/Privacy.tsx (2 hunks)
  • LandingPage/src/components/ParticleCanva.tsx (1 hunks)
🔇 Additional comments (6)
LandingPage/src/components/ParticleCanva.tsx (3)

1-30: Well-structured component setup with proper TypeScript interfaces.

The interfaces are well-defined and the component uses appropriate React patterns with refs for performance-critical operations.


43-63: Particle initialization logic is correct.

The particle creation with randomized properties provides good visual variety.


164-202: Proper animation loop implementation with correct cleanup.

The animation uses requestAnimationFrame correctly and includes comprehensive cleanup to prevent memory leaks.

LandingPage/src/Pages/Privacy.tsx (1)

5-5: Clean integration of ParticleEffect component.

The particle effect is properly integrated as a background element.

Also applies to: 14-15

LandingPage/src/Pages/Legal.tsx (1)

5-5: Consistent integration with other pages.

The particle effect implementation matches the pattern used in other pages.

Also applies to: 15-15

LandingPage/src/Pages/Landing.tsx (1)

11-11: Verify the need for two particle effects on the same page.

The Landing page already has a Threads component (lines 59-65) that appears to be another particle/animation effect. Having both ParticleEffect and Threads might impact performance and create visual clutter.

Consider whether both effects are necessary or if they should be combined into a single, more performant solution.

Also applies to: 33-33

Comment on lines +122 to +123
particle.x += Math.sin(Date.now() * 0.001 + particle.y * 0.01) * 0.1;
particle.y += Math.cos(Date.now() * 0.001 + particle.x * 0.01) * 0.1;
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⚠️ Potential issue

Avoid using Date.now() in animation calculations.

Using Date.now() in the floating motion calculation can cause performance issues as it's called for every particle on every frame. Consider using a frame counter or elapsed time instead.

Apply this diff to improve performance:

+  const animationRef = useRef<number>(0);
+  const timeRef = useRef<number>(0);

   // In animate function:
+  timeRef.current += 0.016; // Approximate 60fps

   // In updateParticle:
-  particle.x += Math.sin(Date.now() * 0.001 + particle.y * 0.01) * 0.1;
-  particle.y += Math.cos(Date.now() * 0.001 + particle.x * 0.01) * 0.1;
+  particle.x += Math.sin(timeRef.current + particle.y * 0.01) * 0.1;
+  particle.y += Math.cos(timeRef.current + particle.x * 0.01) * 0.1;
📝 Committable suggestion

‼️ IMPORTANT
Carefully review the code before committing. Ensure that it accurately replaces the highlighted code, contains no missing lines, and has no issues with indentation. Thoroughly test & benchmark the code to ensure it meets the requirements.

Suggested change
particle.x += Math.sin(Date.now() * 0.001 + particle.y * 0.01) * 0.1;
particle.y += Math.cos(Date.now() * 0.001 + particle.x * 0.01) * 0.1;
particle.x += Math.sin(timeRef.current + particle.y * 0.01) * 0.1;
particle.y += Math.cos(timeRef.current + particle.x * 0.01) * 0.1;
🤖 Prompt for AI Agents
In LandingPage/src/components/ParticleCanva.tsx around lines 122 to 123, replace
the use of Date.now() in the particle position updates with a frame counter or
elapsed time variable that updates once per animation frame. This avoids calling
Date.now() for every particle on every frame, improving performance. Introduce a
time variable outside the particle loop that increments each frame and use it in
the sine and cosine calculations instead of Date.now().

Comment on lines +140 to +162
const drawConnections = () => {
const particles = particlesRef.current;
ctx.strokeStyle = 'rgba(147, 0, 160, 0.1)';
ctx.lineWidth = 0.5;

for (let i = 0; i < particles.length; i++) {
for (let j = i + 1; j < particles.length; j++) {
const dx = particles[i].x - particles[j].x;
const dy = particles[i].y - particles[j].y;
const distance = Math.sqrt(dx * dx + dy * dy);

if (distance < 100) {
const opacity = (100 - distance) / 100 * 0.3;
ctx.globalAlpha = opacity;
ctx.beginPath();
ctx.moveTo(particles[i].x, particles[i].y);
ctx.lineTo(particles[j].x, particles[j].y);
ctx.stroke();
}
}
}
ctx.globalAlpha = 1;
};
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🛠️ Refactor suggestion

O(n²) complexity in connection drawing may impact performance.

The nested loop for drawing connections has quadratic complexity. With the default 50 particles, this results in 1,225 distance calculations per frame. Consider implementing spatial partitioning or limiting connections to improve performance on lower-end devices.

🤖 Prompt for AI Agents
In LandingPage/src/components/ParticleCanva.tsx around lines 140 to 162, the
nested loops for drawing connections have O(n²) complexity, causing performance
issues with many particles. To fix this, implement spatial partitioning
techniques like a grid or quadtree to limit distance checks only to nearby
particles, or restrict the maximum number of connections per particle. This will
reduce the number of distance calculations and improve rendering performance on
lower-end devices.

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