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https://github.com/maaslalani/confetty.git
synced 2024-11-22 07:36:40 +00:00
Allow multiple confetti and fireworks particles to be spawned at a time
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parent
c2d273df9d
commit
78a718424f
@ -88,10 +88,19 @@ func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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case "ctrl+c", "q":
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case "ctrl+c", "q":
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return m, tea.Quit
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return m, tea.Quit
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}
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}
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m.system.Particles = Spawn(m.system.Frame.Width, m.system.Frame.Height)
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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
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return m, nil
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case frameMsg:
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case frameMsg:
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m.system.Update()
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m.system.Update()
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for i := len(m.system.Particles) - 1; i >= 0; i-- {
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p := m.system.Particles[i].Physics.Position()
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if p.X > float64(m.system.Frame.Width) || p.X < 0 || p.Y > float64(m.system.Frame.Height) {
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m.system.Particles = simulation.RemoveParticleFromArray(m.system.Particles, i)
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}
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}
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return m, animate()
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return m, animate()
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case tea.WindowSizeMsg:
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case tea.WindowSizeMsg:
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m.system.Frame.Width = msg.Width
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m.system.Frame.Width = msg.Width
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@ -20,12 +20,11 @@ const (
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)
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)
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var (
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var (
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colors = []string{"#fdff6a", "#ff718d"}
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colors = []string{"#a864fd", "#29cdff", "#78ff44", "#ff718d", "#fdff6a"}
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characters = []string{"+", "*", "•"}
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characters = []string{"+", "*", "•"}
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)
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)
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type frameMsg time.Time
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type frameMsg time.Time
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type fireworkMsg time.Time
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func animate() tea.Cmd {
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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 tea.Tick(time.Second/framesPerSecond, func(t time.Time) tea.Msg {
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@ -90,10 +89,19 @@ func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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case "ctrl+c", "q":
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case "ctrl+c", "q":
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return m, tea.Quit
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return m, tea.Quit
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}
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}
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m.system.Particles = Spawn(m.system.Frame.Width, m.system.Frame.Height)
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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
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return m, nil
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case frameMsg:
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case frameMsg:
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m.system.Update()
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m.system.Update()
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for i := len(m.system.Particles) - 1; i >= 0; i-- {
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p := m.system.Particles[i].Physics.Position()
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if p.X > float64(m.system.Frame.Width) || p.X < 0 || p.Y > float64(m.system.Frame.Height) {
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m.system.Particles = simulation.RemoveParticleFromArray(m.system.Particles, i)
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}
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}
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return m, animate()
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return m, animate()
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case tea.WindowSizeMsg:
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case tea.WindowSizeMsg:
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m.system.Frame.Width = msg.Width
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m.system.Frame.Width = msg.Width
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@ -23,17 +23,13 @@ type Frame struct {
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Height int
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Height int
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}
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}
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func RemoveParticleFromArray(s []Particle, i int) []Particle {
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s[i] = s[len(s)-1]
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return s[:len(s)-1]
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}
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func (s *System) Update() {
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func (s *System) Update() {
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for _, p := range s.Particles {
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for _, p := range s.Particles {
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if p.Hidden {
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continue
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}
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if !s.Visible(p) {
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p.Hidden = true
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continue
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}
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p.Physics.Update()
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p.Physics.Update()
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}
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}
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}
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}
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