mirror of
https://github.com/maaslalani/confetty.git
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189 lines
3.7 KiB
Go
189 lines
3.7 KiB
Go
// TODO: Lots of code duplication between fireworks and confetti extract to a
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// `particle system` package
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package fireworks
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import (
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"fmt"
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"math"
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"math/rand"
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"strings"
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"time"
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"github.com/maaslalani/confetty/array"
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"github.com/maaslalani/confetty/physics"
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"github.com/charmbracelet/bubbles/viewport"
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tea "github.com/charmbracelet/bubbletea"
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"github.com/charmbracelet/lipgloss"
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"golang.org/x/term"
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)
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const (
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framesPerSecond = 60.0
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numParticles = 75
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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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)
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type frameMsg time.Time
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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 frameMsg(t)
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})
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}
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func wait(d time.Duration) tea.Cmd {
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return func() tea.Msg {
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time.Sleep(d)
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return nil
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}
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}
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// Fireworks model
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type model struct {
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particles []*Particle
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viewport viewport.Model
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}
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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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width, height, err := term.GetSize(0)
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if err != nil {
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panic(err)
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}
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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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x := rand.Float64() * float64(width)
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y := rand.Float64() * float64(height)
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for i := 0; i < numParticles; i++ {
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p := &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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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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}
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return particles
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}
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func InitialModel() model {
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return model{particles: spawn()}
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}
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// Init initializes the confetti after a small delay
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func (m model) Init() tea.Cmd {
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return tea.Sequentially(wait(time.Second/2), animate())
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}
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// Update updates the model every frame, it handles the animation loop and
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// updates the particle physics every frame
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func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
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switch msg := msg.(type) {
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case tea.KeyMsg:
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return m, tea.Quit
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// frame animation
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case frameMsg:
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particlesVisible := numParticles
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for _, p := range m.particles {
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p.physics.Update()
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y := p.physics.PosY()
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x := p.physics.PosX()
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// Particle is out of view
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if y < 0 || y >= m.viewport.Height-1 || x < 0 || x >= m.viewport.Width-1 {
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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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m.particles = spawn()
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}
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return m, animate()
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case tea.WindowSizeMsg:
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m.viewport.Width = msg.Width
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m.viewport.Height = msg.Height
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return m, nil
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default:
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return m, nil
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}
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}
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// View displays all the particles on the screen
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func (m model) View() string {
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height := m.viewport.Height
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width := m.viewport.Width
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if height <= 0 || width <= 0 {
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return ""
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}
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var out strings.Builder
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grid := make([][]string, m.viewport.Height)
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for i := range grid {
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grid[i] = make([]string, m.viewport.Width)
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}
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for _, p := range m.particles {
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y := p.physics.PosY()
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x := p.physics.PosX()
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if y < 0 || x < 0 || y >= height-1 || x >= width-1 {
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continue
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}
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grid[y][x] = p.char
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}
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// Print out grid
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for i := range grid {
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for _, col := range grid[i] {
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if col == "" {
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fmt.Fprint(&out, " ")
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} else {
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fmt.Fprint(&out, col)
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}
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}
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fmt.Fprint(&out, "\n")
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}
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return out.String()
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}
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