confetty/fireworks/fireworks.go

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// TODO: Lots of code duplication between fireworks and confetti extract to a
// `particle system` package
package fireworks
import (
"fmt"
"math"
"math/rand"
"strings"
"time"
"github.com/maaslalani/confetty/array"
"github.com/maaslalani/confetty/physics"
"github.com/charmbracelet/bubbles/viewport"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
"golang.org/x/term"
)
const (
framesPerSecond = 60.0
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numParticles = 50
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)
var (
colors = []string{"#fdff6a", "#ff718d"}
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characters = []string{"+", "*", "•"}
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// characters = []string{"▄", "▀"}
)
type frameMsg time.Time
func animate() tea.Cmd {
return tea.Tick(time.Second/framesPerSecond, func(t time.Time) tea.Msg {
return frameMsg(t)
})
}
func wait(d time.Duration) tea.Cmd {
return func() tea.Msg {
time.Sleep(d)
return nil
}
}
// Fireworks model
type model struct {
particles []*Particle
viewport viewport.Model
}
type Particle struct {
char string
physics *physics.Physics
}
func spawn() []*Particle {
width, height, err := term.GetSize(0)
if err != nil {
panic(err)
}
color := lipgloss.Color(array.Sample(colors))
v := float64(rand.Intn(10) + 20.0)
particles := []*Particle{}
x := rand.Float64() * float64(width)
y := rand.Float64() * float64(height)
for i := 0; i < numParticles; i++ {
p := &Particle{
physics: physics.New(
physics.Point{X: x, Y: y},
physics.Vector{X: math.Cos(float64(i)) * v, Y: math.Sin(float64(i)) * v / 2},
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physics.Vector(physics.Gravity),
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framesPerSecond,
),
char: lipgloss.NewStyle().
Foreground(color).
Render(array.Sample(characters)),
}
particles = append(particles, p)
}
return particles
}
func InitialModel() model {
return model{particles: spawn()}
}
// Init initializes the confetti after a small delay
func (m model) Init() tea.Cmd {
return tea.Sequentially(wait(time.Second/2), animate())
}
// Update updates the model every frame, it handles the animation loop and
// updates the particle physics every frame
func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
switch msg := msg.(type) {
case tea.KeyMsg:
return m, tea.Quit
// frame animation
case frameMsg:
particlesVisible := numParticles
for _, p := range m.particles {
p.physics.Update()
y := p.physics.PosY()
x := p.physics.PosX()
// Particle is out of view
if y < 0 || y >= m.viewport.Height-1 || x < 0 || x >= m.viewport.Width-1 {
particlesVisible -= 1
continue
}
}
if particlesVisible <= 0 {
m.particles = spawn()
}
return m, animate()
case tea.WindowSizeMsg:
m.viewport.Width = msg.Width
m.viewport.Height = msg.Height
return m, nil
default:
return m, nil
}
}
// View displays all the particles on the screen
func (m model) View() string {
height := m.viewport.Height
width := m.viewport.Width
if height <= 0 || width <= 0 {
return ""
}
var out strings.Builder
grid := make([][]string, m.viewport.Height)
for i := range grid {
grid[i] = make([]string, m.viewport.Width)
}
for _, p := range m.particles {
y := p.physics.PosY()
x := p.physics.PosX()
if y < 0 || x < 0 || y >= height-1 || x >= width-1 {
continue
}
grid[y][x] = p.char
}
// Print out grid
for i := range grid {
for _, col := range grid[i] {
if col == "" {
fmt.Fprint(&out, " ")
} else {
fmt.Fprint(&out, col)
}
}
fmt.Fprint(&out, "\n")
}
return out.String()
}