mirror of
https://github.com/maaslalani/confetty.git
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125 lines
3.0 KiB
Go
125 lines
3.0 KiB
Go
package fireworks
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import (
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"math"
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"math/rand"
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"time"
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"github.com/maaslalani/confetty/array"
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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/lipgloss"
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)
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const (
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framesPerSecond = 30.0
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numParticles = 50
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)
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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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)
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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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type model struct {
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system *simulation.System
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}
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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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),
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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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Shooting: true,
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ExplosionCall: SpawnExplosion,
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}
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return &p
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}
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func SpawnExplosion(x, y float64, width, height int) []*simulation.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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particles := []*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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),
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Char: lipgloss.NewStyle().Foreground(color).Render(array.Sample(characters)),
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Shooting: false,
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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 InitialModelWithSize(width, height int) model {
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return model{system: &simulation.System{
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Particles: []*simulation.Particle{SpawnShoot(width, height)},
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Frame: simulation.Frame{
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Width: width,
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Height: height,
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},
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}}
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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 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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switch msg.String() {
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case "ctrl+c", "q":
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return m, tea.Quit
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}
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m.system.Particles = append(m.system.Particles, SpawnShoot(m.system.Frame.Width, m.system.Frame.Height))
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return m, nil
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case frameMsg:
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m.system.Update()
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return m, animate()
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case tea.WindowSizeMsg:
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m.system.Frame.Width = msg.Width
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m.system.Frame.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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return m.system.Render()
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}
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