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https://github.com/maaslalani/confetty.git
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Use harmonica
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parent
9c59ff5446
commit
c1f984adc7
@ -8,6 +8,7 @@ import (
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"github.com/maaslalani/confetty/simulation"
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tea "github.com/charmbracelet/bubbletea"
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"github.com/charmbracelet/harmonica"
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"github.com/charmbracelet/lipgloss"
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)
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@ -41,11 +42,11 @@ func Spawn(width, height int) []*simulation.Particle {
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y := float64(0)
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p := simulation.Particle{
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Physics: simulation.NewProjectile(
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simulation.FPS(framesPerSecond),
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simulation.Point{X: x + (float64(width/4) * (rand.Float64() - 0.5)), Y: y, Z: 0},
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simulation.Vector{X: (rand.Float64() - 0.5) * 100, Y: rand.Float64() * 50, Z: 0},
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simulation.Vector(simulation.TerminalGravity),
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Physics: harmonica.NewProjectile(
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harmonica.FPS(framesPerSecond),
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harmonica.Point{X: x + (float64(width/4) * (rand.Float64() - 0.5)), Y: y, Z: 0},
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harmonica.Vector{X: (rand.Float64() - 0.5) * 100, Y: rand.Float64() * 50, Z: 0},
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harmonica.TerminalGravity,
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),
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Char: lipgloss.NewStyle().
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Foreground(lipgloss.Color(array.Sample(colors))).
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@ -9,6 +9,7 @@ import (
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"github.com/maaslalani/confetty/simulation"
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tea "github.com/charmbracelet/bubbletea"
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"github.com/charmbracelet/harmonica"
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"github.com/charmbracelet/lipgloss"
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)
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@ -20,8 +21,8 @@ const (
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var (
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colors = []string{"#a864fd", "#29cdff", "#78ff44", "#ff718d", "#fdff6a"}
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characters = []string{"+", "*", "•"}
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head_char = "▄"
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tail_char = "│"
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head = "▄"
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tail = "│"
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)
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type frameMsg time.Time
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@ -39,18 +40,16 @@ type model struct {
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func SpawnShoot(width, height int) *simulation.Particle {
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color := lipgloss.Color(array.Sample(colors))
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v := float64(rand.Intn(15) + 15.0)
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x := rand.Float64() * float64(width)
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p := simulation.Particle{
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Physics: simulation.NewProjectile(
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simulation.FPS(framesPerSecond),
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simulation.Point{X: x, Y: float64(height)},
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simulation.Vector{X: 0, Y: -v},
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simulation.Vector(simulation.TerminalGravity),
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Physics: harmonica.NewProjectile(
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harmonica.FPS(framesPerSecond),
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harmonica.Point{X: x, Y: float64(height)},
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harmonica.Vector{X: 0, Y: -v},
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harmonica.TerminalGravity,
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),
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Char: lipgloss.NewStyle().Foreground(color).Render(head_char),
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TailChar: lipgloss.NewStyle().Foreground(color).Render(tail_char),
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Char: lipgloss.NewStyle().Foreground(color).Render(head),
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TailChar: lipgloss.NewStyle().Foreground(color).Render(tail),
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Shooting: true,
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ExplosionCall: SpawnExplosion,
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}
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@ -65,11 +64,11 @@ func SpawnExplosion(x, y float64, width, height int) []*simulation.Particle {
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for i := 0; i < numParticles; i++ {
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p := simulation.Particle{
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Physics: simulation.NewProjectile(
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simulation.FPS(framesPerSecond),
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simulation.Point{X: x, Y: y},
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simulation.Vector{X: math.Cos(float64(i)) * v, Y: math.Sin(float64(i)) * v / 2},
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simulation.Vector(simulation.TerminalGravity),
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Physics: harmonica.NewProjectile(
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harmonica.FPS(framesPerSecond),
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harmonica.Point{X: x, Y: y},
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harmonica.Vector{X: math.Cos(float64(i)) * v, Y: math.Sin(float64(i)) * v / 2},
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harmonica.TerminalGravity,
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),
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Char: lipgloss.NewStyle().Foreground(color).Render(array.Sample(characters)),
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Shooting: false,
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1
go.mod
1
go.mod
@ -4,6 +4,7 @@ go 1.16
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require (
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github.com/charmbracelet/bubbletea v0.19.0
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github.com/charmbracelet/harmonica v0.1.1-0.20211102215834-9db67628b1a0 // indirect
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github.com/charmbracelet/lipgloss v0.4.0
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github.com/mattn/go-isatty v0.0.14 // indirect
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golang.org/x/sys v0.0.0-20211031064116-611d5d643895 // indirect
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2
go.sum
2
go.sum
@ -1,5 +1,7 @@
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github.com/charmbracelet/bubbletea v0.19.0 h1:1gz4rbxl3qZik/oP8QW2vUtul2gO8RDDzmoLGERpTQc=
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github.com/charmbracelet/bubbletea v0.19.0/go.mod h1:VuXF2pToRxDUHcBUcPmCRUHRvFATM4Ckb/ql1rBl3KA=
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github.com/charmbracelet/harmonica v0.1.1-0.20211102215834-9db67628b1a0 h1:JgZg3p93jE4i2p1GaraDD63jFpTYFoH5jJJckG4Di7E=
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github.com/charmbracelet/harmonica v0.1.1-0.20211102215834-9db67628b1a0/go.mod h1:KSri/1RMQOZLbw7AHqgcBycp8pgJnQMYYT8QZRqZ1Ao=
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github.com/charmbracelet/lipgloss v0.4.0 h1:768h64EFkGUr8V5yAKV7/Ta0NiVceiPaV+PphaW1K9g=
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github.com/charmbracelet/lipgloss v0.4.0/go.mod h1:vmdkHvce7UzX6xkyf4cca8WlwdQ5RQr8fzta+xl7BOM=
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github.com/containerd/console v1.0.2 h1:Pi6D+aZXM+oUw1czuKgH5IJ+y0jhYcwBJfx5/Ghn9dE=
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@ -1,33 +0,0 @@
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package simulation
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type Projectile struct {
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Position Point
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Velocity Vector
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Acceleration Vector
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DeltaTime float64
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}
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type Point struct {
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X, Y, Z float64
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}
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type Vector struct {
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X, Y, Z float64
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}
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var Gravity = Vector{0, -9.81, 0}
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var TerminalGravity = Vector{0, 9.81, 0}
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func NewProjectile(del float64, pos Point, vel, acc Vector) *Projectile {
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return &Projectile{pos, vel, acc, del}
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}
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func (p *Projectile) Update() {
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p.Position.X += (p.Velocity.X * p.DeltaTime)
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p.Position.Y += (p.Velocity.Y * p.DeltaTime)
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p.Position.Z += (p.Velocity.Z * p.DeltaTime)
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p.Velocity.X += (p.Acceleration.X * p.DeltaTime)
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p.Velocity.Y += (p.Acceleration.Y * p.DeltaTime)
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p.Velocity.Z += (p.Acceleration.Z * p.DeltaTime)
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}
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@ -4,6 +4,8 @@ import (
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"fmt"
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"strings"
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"time"
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"github.com/charmbracelet/harmonica"
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)
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type System struct {
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@ -14,7 +16,7 @@ type System struct {
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type Particle struct {
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Char string
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TailChar string
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Physics *Projectile
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Physics *harmonica.Projectile
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Hidden bool
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Shooting bool
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ExplosionCall func(x, y float64, width, height int) []*Particle
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@ -38,13 +40,13 @@ func RemoveParticleFromArray(s []*Particle, i int) []*Particle {
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func (s *System) Update() {
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for i := len(s.Particles) - 1; i >= 0; i-- {
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p := s.Particles[i]
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pos := p.Physics.Position
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pos := p.Physics.Position()
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// if the shooting particle is slow enough then hide it and call the explosion function
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if !p.Hidden && p.Shooting && p.Physics.Velocity.Y > -3 {
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if !p.Hidden && p.Shooting && p.Physics.Velocity().Y > -3 {
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p.Hidden = true
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if p.ExplosionCall != nil {
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s.Particles = append(s.Particles, p.ExplosionCall(p.Physics.Position.X, p.Physics.Position.Y, s.Frame.Width, s.Frame.Height)...)
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s.Particles = append(s.Particles, p.ExplosionCall(pos.X, pos.Y, s.Frame.Width, s.Frame.Height)...)
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}
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}
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@ -58,8 +60,9 @@ func (s *System) Update() {
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}
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func (s *System) Visible(p *Particle) bool {
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y := int(p.Physics.Position.Y)
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x := int(p.Physics.Position.X)
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pos := p.Physics.Position()
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x := int(pos.X)
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y := int(pos.Y)
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return !p.Hidden && y >= 0 && y < s.Frame.Height-1 && x >= 0 && x < s.Frame.Width-1
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}
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@ -71,13 +74,14 @@ func (s *System) Render() string {
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}
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for _, p := range s.Particles {
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if s.Visible(p) {
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plane[int(p.Physics.Position.Y)][int(p.Physics.Position.X)] = p.Char
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pos := p.Physics.Position()
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plane[int(pos.Y)][int(pos.X)] = p.Char
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if p.Shooting {
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l := -int(p.Physics.Velocity.Y)
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l := -int(p.Physics.Velocity().Y)
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for i := 1; i < l; i++ {
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y := int(p.Physics.Position.Y) + i
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y := int(pos.Y) + i
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if y > 0 && y < s.Frame.Height-1 {
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plane[y][int(p.Physics.Position.X)] = p.TailChar
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plane[y][int(pos.X)] = p.TailChar
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}
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}
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}
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