/* Copyright 2020 Nurjin Jafar Copyright 2020 Nordeck IT + Consulting GmbH. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. */ import ICanvasEffect from '../ICanvasEffect'; export type FireworksOptions = { /** * the maximum number of the fireworks */ maxCount: number, /** * the alpha opacity of the fireworks (between 0 and 1, where 1 is opaque and 0 is invisible) */ gravity: number, probability: number, } type FireworksParticle = { color: string, x: number, y: number, vx: number, vy: number, alpha: number, w: number, h: number } export const DefaultOptions: FireworksOptions = { maxCount: 500, gravity: 0.05, probability: 0.04, }; export default class Fireworks implements ICanvasEffect { private readonly options: FireworksOptions; constructor(options: { [key: string]: any }) { this.options = {...DefaultOptions, ...options}; } private context: CanvasRenderingContext2D | null = null; private supportsAnimationFrame = window.requestAnimationFrame || function(callback) { window.setTimeout(callback, 1000/60); }; private particles: Array = []; public isRunning: boolean; public start = async (canvas: HTMLCanvasElement, timeout = 4000) => { if (!canvas) { return; } this.isRunning = true; this.context = canvas.getContext('2d'); this.supportsAnimationFrame.call(window, this.updateWorld); if (timeout) { window.setTimeout(this.stop, timeout); } } private updateWorld = () => { if (!this.isRunning) return; this.update(); this.paint(); this.supportsAnimationFrame.call(window, this.updateWorld); } private update = () => { if (this.particles.length < this.options.maxCount && Math.random() < this.options.probability) { this.createFirework(); } const alive = []; for (let i=0; i { if (!this.context || !this.context.canvas) return; this.context.globalCompositeOperation = 'source-over'; this.context.fillStyle = "rgba(0,0,0,0.2)"; this.context.canvas.style.opacity = "0.8"; this.context.fillRect(0, 0, this.context.canvas.width, this.context.canvas.height); this.context.globalCompositeOperation = 'lighter'; for (let i=0; i { if (!this.context || !this.context.canvas) return; const width = this.context.canvas.width; const height = this.context.canvas.height; const xPoint = Math.random() * (width - 200) + 100; const yPoint = Math.random() * (height - 200) + 100; const nFire = Math.random() * 50 + 100; const color = "rgb("+(~~(Math.random()*200+55))+"," +(~~(Math.random()*200+55))+","+(~~(Math.random()*200+55))+")"; for (let i=0; i{}; particle.color = color; particle.w = particle.h = Math.random() * 4 + 1; particle.x = xPoint - particle.w / 2; particle.y = yPoint - particle.h / 2; particle.vx = (Math.random()-0.5)*10; particle.vy = (Math.random()-0.5)*10; particle.alpha = Math.random()*.5+.5; const vy = Math.sqrt(25 - particle.vx * particle.vx); if (Math.abs(particle.vy) > vy) { particle.vy = particle.vy > 0 ? vy: -vy; } this.particles.push(particle); } } public stop = async () => { this.isRunning = false; this.particles = []; this.context.canvas.style.opacity = "1"; this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height); } private drawParticle = (particle: FireworksParticle): void => { if (!this.context || !this.context.canvas) { return; } this.context.save(); this.context.beginPath(); this.context.translate(particle.x + particle.w / 2, particle.y + particle.h / 2); this.context.arc(0, 0, particle.w, 0, Math.PI * 2); this.context.fillStyle = particle.color; this.context.globalAlpha = particle.alpha; this.context.closePath(); this.context.fill(); this.context.restore(); } private move = (particle: FireworksParticle) => { particle.x += particle.vx; particle.vy += this.options.gravity; particle.y += particle.vy; particle.alpha -= 0.01; return !(particle.x <= -particle.w || particle.x >= screen.width || particle.y >= screen.height || particle.alpha <= 0); } }