Run the effect to completion rather than chopping it off

This commit is contained in:
Travis Ralston 2020-12-18 18:41:01 -07:00
parent b2825e8718
commit 1f95acc739

View file

@ -84,14 +84,14 @@ export default class Fireworks implements ICanvasEffect {
} }
private updateWorld = () => { private updateWorld = () => {
if (!this.isRunning) return; if (!this.isRunning && this.particles.length === 0) return;
this.update(); this.update();
this.paint(); this.paint();
this.supportsAnimationFrame.call(window, this.updateWorld); this.supportsAnimationFrame.call(window, this.updateWorld);
} }
private update = () => { private update = () => {
if (this.particles.length < this.options.maxCount) { if (this.particles.length < this.options.maxCount && this.isRunning) {
this.createFirework(); this.createFirework();
} }
const alive = []; const alive = [];
@ -142,8 +142,6 @@ export default class Fireworks implements ICanvasEffect {
public stop = async () => { public stop = async () => {
this.isRunning = false; this.isRunning = false;
this.particles = [];
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
} }
private drawParticle = (particle: FireworksParticle): void => { private drawParticle = (particle: FireworksParticle): void => {