Files
web/src/components/background/engines/confetti.ts

337 lines
8.8 KiB
TypeScript

import type { AnimationEngine } from "@/lib/animations/types";
interface ConfettiParticle {
x: number;
y: number;
vx: number;
vy: number;
r: number;
color: [number, number, number];
baseColor: [number, number, number];
opacity: number;
dop: number;
elevation: number;
targetElevation: number;
staggerDelay: number;
burst: boolean;
}
const BASE_CONFETTI = 385;
const BASE_AREA = 1920 * 1080;
const PI_2 = 2 * Math.PI;
const TARGET_FPS = 60;
const SPEED_FACTOR = 0.15;
const STAGGER_INTERVAL = 12;
const COLOR_LERP_SPEED = 0.02;
const MOUSE_INFLUENCE_RADIUS = 150;
const ELEVATION_FACTOR = 6;
const ELEVATION_LERP_SPEED = 0.05;
const COLOR_SHIFT_AMOUNT = 30;
const SHADOW_OFFSET_RATIO = 1.1;
function range(a: number, b: number): number {
return (b - a) * Math.random() + a;
}
export class ConfettiEngine implements AnimationEngine {
id = "confetti";
name = "Confetti";
private particles: ConfettiParticle[] = [];
private palette: [number, number, number][] = [];
private width = 0;
private height = 0;
private mouseX = -1000;
private mouseY = -1000;
private mouseXNorm = 0.5;
private elapsed = 0;
private exiting = false;
init(
width: number,
height: number,
palette: [number, number, number][],
_bgColor: string
): void {
this.width = width;
this.height = height;
this.palette = palette;
this.elapsed = 0;
this.mouseXNorm = 0.5;
this.initParticles();
}
beginExit(): void {
if (this.exiting) return;
this.exiting = true;
// Stagger fade-out over 3 seconds
for (let i = 0; i < this.particles.length; i++) {
const p = this.particles[i];
p.staggerDelay = -1; // ensure visible
// Random delay before fade starts, stored as negative dop
const delay = Math.random() * 3000;
setTimeout(() => {
p.dop = -0.02;
}, delay);
}
}
isExitComplete(): boolean {
if (!this.exiting) return false;
for (let i = 0; i < this.particles.length; i++) {
if (this.particles[i].opacity > 0.01) return false;
}
return true;
}
cleanup(): void {
this.particles = [];
}
private randomColor(): [number, number, number] {
return this.palette[Math.floor(Math.random() * this.palette.length)];
}
private getParticleCount(): number {
const area = this.width * this.height;
return Math.max(20, Math.round(BASE_CONFETTI * (area / BASE_AREA)));
}
private initParticles(): void {
this.particles = [];
const count = this.getParticleCount();
for (let i = 0; i < count; i++) {
const baseColor = this.randomColor();
const r = ~~range(3, 8);
this.particles.push({
x: range(-r * 2, this.width - r * 2),
y: range(-20, this.height - r * 2),
vx: (range(0, 2) + 8 * 0.5 - 5) * SPEED_FACTOR,
vy: (0.7 * r + range(-1, 1)) * SPEED_FACTOR,
r,
color: [...baseColor],
baseColor,
opacity: 0,
dop: 0.03 * range(1, 4) * SPEED_FACTOR,
elevation: 0,
targetElevation: 0,
staggerDelay: i * STAGGER_INTERVAL + range(0, STAGGER_INTERVAL),
burst: false,
});
}
}
private replaceParticle(p: ConfettiParticle): void {
p.opacity = 0;
p.dop = 0.03 * range(1, 4) * SPEED_FACTOR;
p.x = range(-p.r * 2, this.width - p.r * 2);
p.y = range(-20, -p.r * 2);
p.vx = (range(0, 2) + 8 * this.mouseXNorm - 5) * SPEED_FACTOR;
p.vy = (0.7 * p.r + range(-1, 1)) * SPEED_FACTOR;
p.elevation = 0;
p.targetElevation = 0;
p.baseColor = this.randomColor();
p.color = [...p.baseColor];
p.burst = false;
}
update(deltaTime: number): void {
const dt = deltaTime / (1000 / TARGET_FPS);
this.elapsed += deltaTime;
const mouseX = this.mouseX;
const mouseY = this.mouseY;
for (let i = 0; i < this.particles.length; i++) {
const p = this.particles[i];
// Stagger gate
if (p.staggerDelay >= 0) {
if (this.elapsed >= p.staggerDelay) {
p.staggerDelay = -1;
} else {
continue;
}
}
// Gravity (capped so falling particles don't accelerate)
const maxVy = (0.7 * p.r + 1) * SPEED_FACTOR;
if (p.vy < maxVy) {
p.vy = Math.min(p.vy + 0.02 * dt, maxVy);
}
// Position update
p.x += p.vx * dt;
p.y += p.vy * dt;
// Fade in, or fade out during exit
if (this.exiting && p.dop < 0) {
p.opacity += p.dop * dt;
if (p.opacity < 0) p.opacity = 0;
} else if (p.opacity < 1) {
p.opacity += Math.abs(p.dop) * dt;
if (p.opacity > 1) p.opacity = 1;
}
// Past the bottom: burst particles removed, base particles recycle (or remove during exit)
if (p.y > this.height + p.r) {
if (p.burst || this.exiting) {
this.particles.splice(i, 1);
i--;
} else {
this.replaceParticle(p);
}
continue;
}
// Horizontal wrap
const xmax = this.width - p.r;
if (p.x < 0 || p.x > xmax) {
p.x = ((p.x % xmax) + xmax) % xmax;
}
// Mouse proximity elevation
const dx = p.x - mouseX;
const dy = p.y - mouseY;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist < MOUSE_INFLUENCE_RADIUS && p.opacity > 0.1) {
const influenceFactor = Math.cos(
(dist / MOUSE_INFLUENCE_RADIUS) * (Math.PI / 2)
);
p.targetElevation =
ELEVATION_FACTOR * influenceFactor * influenceFactor;
const shift = influenceFactor * COLOR_SHIFT_AMOUNT * 0.5;
p.color = [
Math.min(255, Math.max(0, p.baseColor[0] + shift)),
Math.min(255, Math.max(0, p.baseColor[1] + shift)),
Math.min(255, Math.max(0, p.baseColor[2] + shift)),
];
} else {
p.targetElevation = 0;
p.color[0] += (p.baseColor[0] - p.color[0]) * 0.1;
p.color[1] += (p.baseColor[1] - p.color[1]) * 0.1;
p.color[2] += (p.baseColor[2] - p.color[2]) * 0.1;
}
// Elevation lerp
p.elevation +=
(p.targetElevation - p.elevation) * ELEVATION_LERP_SPEED * dt;
}
}
render(
ctx: CanvasRenderingContext2D,
_width: number,
_height: number
): void {
for (let i = 0; i < this.particles.length; i++) {
const p = this.particles[i];
if (p.opacity <= 0.01 || p.staggerDelay >= 0) continue;
const drawX = ~~p.x;
const drawY = ~~p.y - p.elevation;
const [r, g, b] = p.color;
// Shadow
if (p.elevation > 0.5) {
const shadowAlpha =
0.2 * (p.elevation / ELEVATION_FACTOR) * p.opacity;
ctx.globalAlpha = shadowAlpha;
ctx.fillStyle = "rgb(0,0,0)";
ctx.shadowBlur = 2;
ctx.shadowColor = "rgba(0,0,0,0.1)";
ctx.beginPath();
ctx.arc(
drawX,
drawY + p.elevation * SHADOW_OFFSET_RATIO,
p.r,
0,
PI_2
);
ctx.fill();
ctx.shadowBlur = 0;
ctx.shadowColor = "transparent";
}
// Main circle
ctx.globalAlpha = p.opacity;
ctx.fillStyle = `rgb(${r},${g},${b})`;
ctx.beginPath();
ctx.arc(drawX, drawY, p.r, 0, PI_2);
ctx.fill();
// Highlight on elevated particles
if (p.elevation > 0.5) {
const highlightAlpha =
0.1 * (p.elevation / ELEVATION_FACTOR) * p.opacity;
ctx.globalAlpha = highlightAlpha;
ctx.fillStyle = "rgb(255,255,255)";
ctx.beginPath();
ctx.arc(drawX, drawY, p.r, Math.PI, 0);
ctx.fill();
}
}
ctx.globalAlpha = 1;
}
handleResize(width: number, height: number): void {
this.width = width;
this.height = height;
this.elapsed = 0;
this.initParticles();
}
handleMouseMove(x: number, y: number, _isDown: boolean): void {
this.mouseX = x;
this.mouseY = y;
if (this.width > 0) {
this.mouseXNorm = Math.max(0, Math.min(1, x / this.width));
}
}
handleMouseDown(x: number, y: number): void {
const count = 12;
for (let i = 0; i < count; i++) {
const baseColor = this.randomColor();
const r = ~~range(3, 8);
const angle = (i / count) * PI_2 + range(-0.3, 0.3);
const speed = range(0.3, 1.2);
this.particles.push({
x,
y,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed,
r,
color: [...baseColor],
baseColor,
opacity: 1,
dop: this.exiting ? -0.02 : 0,
elevation: 0,
targetElevation: 0,
staggerDelay: -1,
burst: true,
});
}
}
handleMouseUp(): void {}
handleMouseLeave(): void {
this.mouseX = -1000;
this.mouseY = -1000;
this.mouseXNorm = 0.5;
}
updatePalette(palette: [number, number, number][], _bgColor: string): void {
this.palette = palette;
for (let i = 0; i < this.particles.length; i++) {
this.particles[i].baseColor = palette[i % palette.length];
}
}
}