package confetti import ( "fmt" "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 numParticles = 75 ) var ( colors = []string{"#a864fd", "#29cdff", "#78ff44", "#ff718d", "#fdff6a"} characters = []string{"█", "▓", "▒", "░", "▄", "▀"} // 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 } } // Confetti model type model struct { particles []*Particle viewport viewport.Model } type Particle struct { char string physics *physics.Physics } func InitialModel() model { particles := []*Particle{} width, _, err := term.GetSize(0) if err != nil { panic(err) } for i := 0; i < numParticles; i++ { x := float64(width / 2) y := float64(-1) p := &Particle{ physics: physics.New( physics.Point{X: x + (float64(width/4) * (rand.Float64() - 0.5)), Y: y}, physics.Vector{X: (rand.Float64() - 0.5) * 100, Y: rand.Float64() * 50}, physics.Vector(physics.Gravity), framesPerSecond, ), char: lipgloss.NewStyle(). Foreground(lipgloss.Color(array.Sample(colors))). Render(array.Sample(characters)), } particles = append(particles, p) } return model{particles: particles} } // 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 >= m.viewport.Height-1 || x < 0 || x >= m.viewport.Width-1 { particlesVisible -= 1 } } if particlesVisible <= 0 { for _, p := range m.particles { p.physics.Reset() } } 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() }