confetty/confetti/confetti.go

105 lines
2.5 KiB
Go

package confetti
import (
"math/rand"
"time"
"github.com/maaslalani/confetty/array"
"github.com/maaslalani/confetty/simulation"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/harmonica"
"github.com/charmbracelet/lipgloss"
)
const (
framesPerSecond = 30.0
numParticles = 75
)
var (
colors = []string{"#a864fd", "#29cdff", "#78ff44", "#ff718d", "#fdff6a"}
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)
})
}
// Confetti model
type model struct {
system *simulation.System
}
func Spawn(width, height int) []*simulation.Particle {
particles := []*simulation.Particle{}
for i := 0; i < numParticles; i++ {
x := float64(width / 2)
y := float64(0)
p := simulation.Particle{
Physics: harmonica.NewProjectile(
harmonica.FPS(framesPerSecond),
harmonica.Point{X: x + (float64(width/4) * (rand.Float64() - 0.5)), Y: y, Z: 0},
harmonica.Vector{X: (rand.Float64() - 0.5) * 100, Y: rand.Float64() * 50, Z: 0},
harmonica.TerminalGravity,
),
Char: lipgloss.NewStyle().
Foreground(lipgloss.Color(array.Sample(colors))).
Render(array.Sample(characters)),
}
particles = append(particles, &p)
}
return particles
}
func InitialModel() model {
return model{system: &simulation.System{
Particles: []*simulation.Particle{},
Frame: simulation.Frame{},
}}
}
// Init initializes the confetti after a small delay
func (m model) Init() tea.Cmd {
return 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:
switch msg.String() {
case "ctrl+c", "q":
return m, tea.Quit
}
m.system.Particles = append(m.system.Particles, Spawn(m.system.Frame.Width, m.system.Frame.Height)...)
return m, nil
case frameMsg:
m.system.Update()
return m, animate()
case tea.WindowSizeMsg:
if m.system.Frame.Width == 0 && m.system.Frame.Height == 0 {
// For the first frameMsg spawn a system of particles
m.system.Particles = Spawn(msg.Width, msg.Height)
}
m.system.Frame.Width = msg.Width
m.system.Frame.Height = msg.Height
return m, nil
default:
return m, nil
}
}
// View displays all the particles on the screen
func (m model) View() string {
return m.system.Render()
}