fireworks effect added

This commit is contained in:
nurjinn jafar 2020-12-17 16:57:59 +01:00 committed by Travis Ralston
parent efe7332b6d
commit b24a98c6d2
3 changed files with 186 additions and 0 deletions

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@ -0,0 +1,167 @@
/*
Copyright 2020 Nurjin Jafar
Copyright 2020 Nordeck IT + Consulting GmbH.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
import ICanvasEffect from '../ICanvasEffect';
export type FireworksOptions = {
/**
* the maximum number of the fireworks
*/
maxCount: number,
/**
* the alpha opacity of the fireworks (between 0 and 1, where 1 is opaque and 0 is invisible)
*/
gravity: number,
probability: number,
}
type FireworksParticle = {
color: string,
x: number,
y: number,
vx: number,
vy: number,
alpha: number,
w: number,
h: number
}
export const DefaultOptions: FireworksOptions = {
maxCount: 500,
gravity: 0.05,
probability: 0.04,
};
export default class Fireworks implements ICanvasEffect {
private readonly options: FireworksOptions;
constructor(options: { [key: string]: any }) {
this.options = {...DefaultOptions, ...options};
}
private context: CanvasRenderingContext2D | null = null;
private supportsAnimationFrame = window.requestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000/60);
};
private particles: Array<FireworksParticle> = [];
public isRunning: boolean;
public start = async (canvas: HTMLCanvasElement, timeout = 4000) => {
if (!canvas) {
return;
}
this.isRunning = true;
this.context = canvas.getContext('2d');
this.supportsAnimationFrame.call(window, this.updateWorld);
if (timeout) {
window.setTimeout(this.stop, timeout);
}
}
private updateWorld = () => {
if (!this.isRunning) return;
this.update();
this.paint();
this.supportsAnimationFrame.call(window, this.updateWorld);
}
private update = () => {
if (this.particles.length < this.options.maxCount && Math.random() < this.options.probability) {
this.createFirework();
}
const alive = [];
for (let i=0; i<this.particles.length; i++) {
if (this.move(this.particles[i])) {
alive.push(this.particles[i]);
}
}
this.particles = alive;
}
private paint = () => {
if (!this.context || !this.context.canvas) return;
this.context.globalCompositeOperation = 'source-over';
this.context.fillStyle = "rgba(0,0,0,0.2)";
this.context.canvas.style.opacity = "0.8";
this.context.fillRect(0, 0, this.context.canvas.width, this.context.canvas.height);
this.context.globalCompositeOperation = 'lighter';
for (let i=0; i<this.particles.length; i++) {
this.drawParticle(this.particles[i]);
}
}
private createFirework = () => {
if (!this.context || !this.context.canvas) return;
const width = this.context.canvas.width;
const height = this.context.canvas.height;
const xPoint = Math.random() * (width - 200) + 100;
const yPoint = Math.random() * (height - 200) + 100;
const nFire = Math.random() * 50 + 100;
const color = "rgb("+(~~(Math.random()*200+55))+","
+(~~(Math.random()*200+55))+","+(~~(Math.random()*200+55))+")";
for (let i=0; i<nFire; i++) {
const particle = <FireworksParticle>{};
particle.color = color;
particle.w = particle.h = Math.random() * 4 + 1;
particle.x = xPoint - particle.w / 2;
particle.y = yPoint - particle.h / 2;
particle.vx = (Math.random()-0.5)*10;
particle.vy = (Math.random()-0.5)*10;
particle.alpha = Math.random()*.5+.5;
const vy = Math.sqrt(25 - particle.vx * particle.vx);
if (Math.abs(particle.vy) > vy) {
particle.vy = particle.vy > 0 ? vy: -vy;
}
this.particles.push(particle);
}
}
public stop = async () => {
this.isRunning = false;
this.particles = [];
this.context.canvas.style.opacity = "1";
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
}
private drawParticle = (particle: FireworksParticle): void => {
if (!this.context || !this.context.canvas) {
return;
}
this.context.save();
this.context.beginPath();
this.context.translate(particle.x + particle.w / 2, particle.y + particle.h / 2);
this.context.arc(0, 0, particle.w, 0, Math.PI * 2);
this.context.fillStyle = particle.color;
this.context.globalAlpha = particle.alpha;
this.context.closePath();
this.context.fill();
this.context.restore();
}
private move = (particle: FireworksParticle) => {
particle.x += particle.vx;
particle.vy += this.options.gravity;
particle.y += particle.vy;
particle.alpha -= 0.01;
return !(particle.x <= -particle.w || particle.x >= screen.width ||
particle.y >= screen.height ||
particle.alpha <= 0);
}
}

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@ -64,6 +64,11 @@ type ConfettiOptions = {
* use gradient instead of solid particle color * use gradient instead of solid particle color
*/ */
gradient: boolean, gradient: boolean,
};
type FireworksOptions = {
maxCount: number,
gravity: number,
probability: number,
} }
/** /**
@ -84,6 +89,18 @@ export const CHAT_EFFECTS: Array<Effect<{ [key: string]: any }>> = [
gradient: false, gradient: false,
}, },
} as Effect<ConfettiOptions>, } as Effect<ConfettiOptions>,
{
emojis: ['🎆'],
msgType: 'nic.custom.fireworks',
command: 'fireworks',
description: () => _td("Sends the given message with fireworks"),
fallbackMessage: () => _t("sends fireworks") + "🎆",
options: {
maxCount: 500,
gravity: 0.05,
probability: 0.04,
},
} as Effect<FireworksOptions>,
]; ];

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@ -849,6 +849,8 @@
"sends confetti": "sends confetti", "sends confetti": "sends confetti",
"You held the call <a>Resume</a>": "You held the call <a>Resume</a>", "You held the call <a>Resume</a>": "You held the call <a>Resume</a>",
"%(peerName)s held the call": "%(peerName)s held the call", "%(peerName)s held the call": "%(peerName)s held the call",
"sends fireworks": "sends fireworks",
"Sends the given message with fireworks": "Sends the given message with fireworks",
"Video Call": "Video Call", "Video Call": "Video Call",
"Voice Call": "Voice Call", "Voice Call": "Voice Call",
"Fill Screen": "Fill Screen", "Fill Screen": "Fill Screen",