adapt the following js to react lifecycle and use it to set the background of my Header.js. JS code: (function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / 60);
};
window.requestAnimationFrame = requestAnimationFrame;
})();

// Terrain stuff.
var background = document.getElementById(“bgCanvas”),
bgCtx = background.getContext(“2d”),
width = window.innerWidth,
height = document.body.offsetHeight;

(height < 400) ? height = 400 : height;

background.width = width;
background.height = height;

function Terrain(options) {
options = options || {};
this.terrain = document.createElement(“canvas”);
this.terCtx = this.terrain.getContext(“2d”);
this.scrollDelay = options.scrollDelay || 90;
this.lastScroll = new Date().getTime();

this.terrain.width = width;
this.terrain.height = height;
this.fillStyle = options.fillStyle || “#191D4C”;
this.mHeight = options.mHeight || height;

// generate
this.points = [];

var displacement = options.displacement || 140,
power = Math.pow(2, Math.ceil(Math.log(width) / (Math.log(2))));

// set the start height and end height for the terrain
this.points[0] = this.mHeight;//(this.mHeight - (Math.random() * this.mHeight / 2)) - displacement;
this.points[power] = this.points[0];

// create the rest of the points
for (var i = 1; i < power; i *= 2) {
for (var j = (power / i) / 2; j < power; j += power / i) {
this.points[j] = ((this.points[j - (power / i) / 2] + this.points[j + (power / i) / 2]) / 2) + Math.floor(Math.random() * -displacement + displacement);
}
displacement *= 0.6;
}

document.body.appendChild(this.terrain);
}

Terrain.prototype.update = function () {
// draw the terrain
this.terCtx.clearRect(0, 0, width, height);
this.terCtx.fillStyle = this.fillStyle;

if (new Date().getTime() > this.lastScroll + this.scrollDelay) {
this.lastScroll = new Date().getTime();
this.points.push(this.points.shift());
}

this.terCtx.beginPath();
for (var i = 0; i <= width; i++) {
if (i === 0) {
this.terCtx.moveTo(0, this.points[0]);
} else if (this.points[i] !== undefined) {
this.terCtx.lineTo(i, this.points[i]);
}
}

this.terCtx.lineTo(width, this.terrain.height);
this.terCtx.lineTo(0, this.terrain.height);
this.terCtx.lineTo(0, this.points[0]);
this.terCtx.fill();
}


// Second canvas used for the stars
bgCtx.fillStyle = ‘#05004c’;
bgCtx.fillRect(0, 0, width, height);

// stars
function Star(options) {
this.size = Math.random() * 2;
this.speed = Math.random() * .05;
this.x = options.x;
this.y = options.y;
}

Star.prototype.reset = function () {
this.size = Math.random() * 2;
this.speed = Math.random() * .05;
this.x = width;
this.y = Math.random() * height;
}

Star.prototype.update = function () {
this.x -= this.speed;
if (this.x < 0) {
this.reset();
} else {
bgCtx.fillRect(this.x, this.y, this.size, this.size);
}
}

function ShootingStar() {
this.reset();
}

ShootingStar.prototype.reset = function () {
this.x = Math.random() * width;
this.y = 0;
this.len = (Math.random() * 80) + 10;
this.speed = (Math.random() * 10) + 6;
this.size = (Math.random() * 1) + 0.1;
// this is used so the shooting stars arent constant
this.waitTime = new Date().getTime() + (Math.random() * 3000) + 500;
this.active = false;
}

ShootingStar.prototype.update = function () {
if (this.active) {
this.x -= this.speed;
this.y += this.speed;
if (this.x < 0 || this.y >= height) {
this.reset();
} else {
bgCtx.lineWidth = this.size;
bgCtx.beginPath();
bgCtx.moveTo(this.x, this.y);
bgCtx.lineTo(this.x + this.len, this.y - this.len);
bgCtx.stroke();
}
} else {
if (this.waitTime < new Date().getTime()) {
this.active = true;
}
}
}

var entities = [];

// init the stars
for (var i = 0; i < height; i++) {
entities.push(new Star({
x: Math.random() * width,
y: Math.random() * height
}));
}

// Add 2 shooting stars that just cycle.
entities.push(new ShootingStar());
entities.push(new ShootingStar());
entities.push(new Terrain({mHeight : (height/2)-120}));
entities.push(new Terrain({displacement : 120, scrollDelay : 50, fillStyle : “rgb(17,20,40)”, mHeight : (height/2)-60}));
entities.push(new Terrain({displacement : 100, scrollDelay : 20, fillStyle : “rgb(10,10,5)”, mHeight : height/2}));

//animate background
function animate() {
bgCtx.fillStyle = ‘#110E19’;
bgCtx.fillRect(0, 0, width, height);
bgCtx.fillStyle = ‘#ffffff’;
bgCtx.strokeStyle = ‘#ffffff’;

var entLen = entities.length;

while (entLen–) {
entities[entLen].update();
}
requestAnimationFrame(animate);
}
animate(); Header.js: (function () {
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || window.webkitRequestAnimationFrame || window.msRequestAnimationFrame || function (callback) {
window.setTimeout(callback, 1000 / 60);
};
window.requestAnimationFrame = requestAnimationFrame;
})();

// Terrain stuff.
var background = document.getElementById(“bgCanvas”),
bgCtx = background.getContext(“2d”),
width = window.innerWidth,
height = document.body.offsetHeight;

(height < 400) ? height = 400 : height;

background.width = width;
background.height = height;

function Terrain(options) {
options = options || {};
this.terrain = document.createElement(“canvas”);
this.terCtx = this.terrain.getContext(“2d”);
this.scrollDelay = options.scrollDelay || 90;
this.lastScroll = new Date().getTime();

this.terrain.width = width;
this.terrain.height = height;
this.fillStyle = options.fillStyle || “#191D4C”;
this.mHeight = options.mHeight || height;

// generate
this.points = [];

var displacement = options.displacement || 140,
power = Math.pow(2, Math.ceil(Math.log(width) / (Math.log(2))));

// set the start height and end height for the terrain
this.points[0] = this.mHeight;//(this.mHeight - (Math.random() * this.mHeight / 2)) - displacement;
this.points[power] = this.points[0];

// create the rest of the points
for (var i = 1; i < power; i *= 2) {
for (var j = (power / i) / 2; j < power; j += power / i) {
this.points[j] = ((this.points[j - (power / i) / 2] + this.points[j + (power / i) / 2]) / 2) + Math.floor(Math.random() * -displacement + displacement);
}
displacement *= 0.6;
}

document.body.appendChild(this.terrain);
}

Terrain.prototype.update = function () {
// draw the terrain
this.terCtx.clearRect(0, 0, width, height);
this.terCtx.fillStyle = this.fillStyle;

if (new Date().getTime() > this.lastScroll + this.scrollDelay) {
this.lastScroll = new Date().getTime();
this.points.push(this.points.shift());
}

this.terCtx.beginPath();
for (var i = 0; i <= width; i++) {
if (i === 0) {
this.terCtx.moveTo(0, this.points[0]);
} else if (this.points[i] !== undefined) {
this.terCtx.lineTo(i, this.points[i]);
}
}

this.terCtx.lineTo(width, this.terrain.height);
this.terCtx.lineTo(0, this.terrain.height);
this.terCtx.lineTo(0, this.points[0]);
this.terCtx.fill();
}


// Second canvas used for the stars
bgCtx.fillStyle = ‘#05004c’;
bgCtx.fillRect(0, 0, width, height);

// stars
function Star(options) {
this.size = Math.random() * 2;
this.speed = Math.random() * .05;
this.x = options.x;
this.y = options.y;
}

Star.prototype.reset = function () {
this.size = Math.random() * 2;
this.speed = Math.random() * .05;
this.x = width;
this.y = Math.random() * height;
}

Star.prototype.update = function () {
this.x -= this.speed;
if (this.x < 0) {
this.reset();
} else {
bgCtx.fillRect(this.x, this.y, this.size, this.size);
}
}

function ShootingStar() {
this.reset();
}

ShootingStar.prototype.reset = function () {
this.x = Math.random() * width;
this.y = 0;
this.len = (Math.random() * 80) + 10;
this.speed = (Math.random() * 10) + 6;
this.size = (Math.random() * 1) + 0.1;
// this is used so the shooting stars arent constant
this.waitTime = new Date().getTime() + (Math.random() * 3000) + 500;
this.active = false;
}

ShootingStar.prototype.update = function () {
if (this.active) {
this.x -= this.speed;
this.y += this.speed;
if (this.x < 0 || this.y >= height) {
this.reset();
} else {
bgCtx.lineWidth = this.size;
bgCtx.beginPath();
bgCtx.moveTo(this.x, this.y);
bgCtx.lineTo(this.x + this.len, this.y - this.len);
bgCtx.stroke();
}
} else {
if (this.waitTime < new Date().getTime()) {
this.active = true;
}
}
}

var entities = [];

// init the stars
for (var i = 0; i < height; i++) {
entities.push(new Star({
x: Math.random() * width,
y: Math.random() * height
}));
}

// Add 2 shooting stars that just cycle.
entities.push(new ShootingStar());
entities.push(new ShootingStar());
entities.push(new Terrain({mHeight : (height/2)-120}));
entities.push(new Terrain({displacement : 120, scrollDelay : 50, fillStyle : “rgb(17,20,40)”, mHeight : (height/2)-60}));
entities.push(new Terrain({displacement : 100, scrollDelay : 20, fillStyle : “rgb(10,10,5)”, mHeight : height/2}));

//animate background
function animate() {
bgCtx.fillStyle = ‘#110E19’;
bgCtx.fillRect(0, 0, width, height);
bgCtx.fillStyle = ‘#ffffff’;
bgCtx.strokeStyle = ‘#ffffff’;

var entLen = entities.length;

while (entLen–) {
entities[entLen].update();
}
requestAnimationFrame(animate);
}
animate();