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https://github.com/maaslalani/confetty.git
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small tweaks to firework sim
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commit
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@ -20,12 +20,12 @@ import (
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const (
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framesPerSecond = 60.0
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numParticles = 75
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numParticles = 50
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)
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var (
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colors = []string{"#fdff6a", "#ff718d"}
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characters = []string{"•"}
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characters = []string{"+", "*", "•"}
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// characters = []string{"▄", "▀"}
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)
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@ -53,7 +53,6 @@ type model struct {
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type Particle struct {
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char string
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physics *physics.Physics
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radius float64
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}
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func spawn() []*Particle {
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@ -64,7 +63,6 @@ func spawn() []*Particle {
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color := lipgloss.Color(array.Sample(colors))
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v := float64(rand.Intn(10) + 20.0)
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r := float64(rand.Intn(5) + 10)
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particles := []*Particle{}
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@ -76,13 +74,12 @@ func spawn() []*Particle {
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physics: physics.New(
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physics.Point{X: x, Y: y},
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physics.Vector{X: math.Cos(float64(i)) * v, Y: math.Sin(float64(i)) * v / 2},
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physics.Vector{Y: 2},
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physics.Vector(physics.Gravity),
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framesPerSecond,
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),
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char: lipgloss.NewStyle().
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Foreground(color).
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Render(array.Sample(characters)),
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radius: r,
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}
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particles = append(particles, p)
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@ -120,14 +117,6 @@ func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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particlesVisible -= 1
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continue
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}
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// Particle has reached its distance from the radius.
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// In the fireworks simulation, firework particles fade after reaching a certain point
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// just like in real life, so we don't render them if they've passed a certain distance
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if p.physics.Displacement() > p.radius {
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particlesVisible -= 1
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continue
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}
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}
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if particlesVisible <= 0 {
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