confetty/confetti/confetti.go

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package confetti
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import (
"math/rand"
"time"
"github.com/charmbracelet/harmonica"
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"github.com/maaslalani/confetty/array"
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"github.com/maaslalani/confetty/simulation"
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tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"golang.org/x/term"
)
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const (
framesPerSecond = 60.0
numParticles = 75
)
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var (
colors = []string{"#a864fd", "#29cdff", "#78ff44", "#ff718d", "#fdff6a"}
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characters = []string{"█", "▓", "▒", "░", "▄", "▀"}
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)
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type frameMsg time.Time
func animate() tea.Cmd {
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return tea.Tick(time.Second/framesPerSecond, func(t time.Time) tea.Msg {
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return frameMsg(t)
})
}
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// Confetti model
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type model struct {
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system *simulation.System
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}
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func Spawn(width, height int) []simulation.Particle {
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particles := []simulation.Particle{}
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for i := 0; i < numParticles; i++ {
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x := float64(width / 2)
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y := float64(0)
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p := simulation.Particle{
Physics: harmonica.NewProjectile(
harmonica.FPS(framesPerSecond),
harmonica.Point{X: x + (float64(width/4) * (rand.Float64() - 0.5)), Y: y, Z: 0},
harmonica.Vector{X: (rand.Float64() - 0.5) * 100, Y: rand.Float64() * 50, Z: 0},
harmonica.Vector(harmonica.TerminalGravity),
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),
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Char: lipgloss.NewStyle().
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Foreground(lipgloss.Color(array.Sample(colors))).
Render(array.Sample(characters)),
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}
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particles = append(particles, p)
}
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return particles
}
func InitialModel() model {
width, height, err := term.GetSize(0)
if err != nil {
panic(err)
}
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return model{system: &simulation.System{
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Particles: Spawn(width, height),
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Frame: simulation.Frame{
Width: width,
Height: height,
},
}}
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}
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// Init initializes the confetti after a small delay
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func (m model) Init() tea.Cmd {
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return animate()
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}
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// Update updates the model every frame, it handles the animation loop and
// updates the particle physics every frame
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func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
switch msg := msg.(type) {
case tea.KeyMsg:
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switch msg.String() {
case "ctrl+c", "q":
return m, tea.Quit
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}
m.system.Particles = append(m.system.Particles, Spawn(m.system.Frame.Width, m.system.Frame.Height)...)
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return m, nil
case frameMsg:
m.system.Update()
for i := len(m.system.Particles) - 1; i >= 0; i-- {
p := m.system.Particles[i].Physics.Position()
if p.X > float64(m.system.Frame.Width) || p.X < 0 || p.Y > float64(m.system.Frame.Height) {
m.system.Particles = simulation.RemoveParticleFromArray(m.system.Particles, i)
}
}
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return m, animate()
case tea.WindowSizeMsg:
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m.system.Frame.Width = msg.Width
m.system.Frame.Height = msg.Height
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return m, nil
default:
return m, nil
}
}
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// View displays all the particles on the screen
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func (m model) View() string {
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return m.system.Render()
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}