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Particle.ts
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140 lines (118 loc) · 3.69 KB
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import { IConfettiOptions } from './Confetti'
import { degreesToRads, randomInt, randomRange } from './utils'
export enum ParticleShape {
Circle = 0,
Square = 1,
Strip = 2,
}
enum RotationDirection {
Positive = 1,
Negative = -1,
}
const DEFAULT_FRAME_TIME = 1000 / 60
export default class Particle {
constructor(
context: CanvasRenderingContext2D,
getOptions: () => IConfettiOptions,
x: number,
y: number,
) {
this.getOptions = getOptions
const { colors, initialVelocityX, initialVelocityY } = this.getOptions()
this.context = context
this.x = x
this.y = y
this.w = randomRange(5, 20)
this.h = randomRange(5, 20)
this.radius = randomRange(5, 10)
this.vx =
typeof initialVelocityX === 'number'
? randomRange(-initialVelocityX, initialVelocityX)
: randomRange(initialVelocityX.min, initialVelocityX.max)
this.vy =
typeof initialVelocityY === 'number'
? randomRange(-initialVelocityY, 0)
: randomRange(initialVelocityY.min, initialVelocityY.max)
this.shape = randomInt(0, 2)
this.angle = degreesToRads(randomRange(0, 360))
this.angularSpin = randomRange(-0.2, 0.2)
this.color = colors[Math.floor(Math.random() * colors.length)]
this.rotateY = randomRange(0, 1)
this.rotationDirection = randomRange(0, 1)
? RotationDirection.Positive
: RotationDirection.Negative
}
context: CanvasRenderingContext2D
radius: number
x: number
y: number
w: number
h: number
vx: number
vy: number
shape: ParticleShape
angle: number
angularSpin: number
color: string
// Actually used as scaleY to simulate rotation cheaply
rotateY: number
rotationDirection: RotationDirection
getOptions: () => IConfettiOptions
update(elapsed: number) {
const { gravity, wind, friction, opacity, drawShape } = this.getOptions()
const frameTimeMultiplier = elapsed / DEFAULT_FRAME_TIME
this.x += this.vx * frameTimeMultiplier
this.y += this.vy * frameTimeMultiplier
this.vy += gravity * frameTimeMultiplier
this.vx += wind * frameTimeMultiplier
this.vx *= friction ** frameTimeMultiplier
this.vy *= friction ** frameTimeMultiplier
if (
this.rotateY >= 1 &&
this.rotationDirection === RotationDirection.Positive
) {
this.rotationDirection = RotationDirection.Negative
} else if (
this.rotateY <= -1 &&
this.rotationDirection === RotationDirection.Negative
) {
this.rotationDirection = RotationDirection.Positive
}
const rotateDelta = 0.1 * this.rotationDirection * frameTimeMultiplier
this.rotateY += rotateDelta
this.angle += this.angularSpin
this.context.save()
this.context.translate(this.x, this.y)
this.context.rotate(this.angle)
this.context.scale(1, this.rotateY)
this.context.rotate(this.angle)
this.context.beginPath()
this.context.fillStyle = this.color
this.context.strokeStyle = this.color
this.context.globalAlpha = opacity
this.context.lineCap = 'round'
this.context.lineWidth = 2
if (drawShape && typeof drawShape === 'function') {
drawShape.call(this, this.context)
} else {
switch (this.shape) {
case ParticleShape.Circle: {
this.context.beginPath()
this.context.arc(0, 0, this.radius, 0, 2 * Math.PI)
this.context.fill()
break
}
case ParticleShape.Square: {
this.context.fillRect(-this.w / 2, -this.h / 2, this.w, this.h)
break
}
case ParticleShape.Strip: {
this.context.fillRect(-this.w / 6, -this.h / 2, this.w / 3, this.h)
break
}
}
}
this.context.closePath()
this.context.restore()
}
}