Merge pull request #5511 from matrix-org/travis/snow

Add a snowfall chat effect (with /snowfall command)
pull/21833/head
J. Ryan Stinnett 2020-12-21 10:19:39 +00:00 committed by GitHub
commit 60be1bfc0a
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3 changed files with 177 additions and 1 deletions

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@ -75,6 +75,20 @@ type FireworksOptions = {
*/
gravity: number;
}
type SnowfallOptions = {
/**
* The maximum number of snowflakes to render at a given time
*/
maxCount: number;
/**
* The amount of gravity to apply to the snowflakes
*/
gravity: number;
/**
* The amount of drift (horizontal sway) to apply to the snowflakes. Each snowflake varies.
*/
maxDrift: number;
}
/**
* This configuration defines room effects that can be triggered by custom message types and emojis
@ -105,6 +119,18 @@ export const CHAT_EFFECTS: Array<Effect<{ [key: string]: any }>> = [
gravity: 0.05,
},
} as Effect<FireworksOptions>,
{
emojis: ['❄', '🌨'],
msgType: 'io.element.effect.snowfall',
command: 'snowfall',
description: () => _td("Sends the given message with snowfall"),
fallbackMessage: () => _t("sends snowfall") + " ❄",
options: {
maxCount: 200,
gravity: 0.05,
maxDrift: 5,
},
} as Effect<SnowfallOptions>,
];

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@ -0,0 +1,148 @@
/*
Copyright 2020 The Matrix.org Foundation C.I.C.
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';
import { arrayFastClone } from "../../utils/arrays";
export type SnowfallOptions = {
/**
* The maximum number of snowflakes to render at a given time
*/
maxCount: number;
/**
* The amount of gravity to apply to the snowflakes
*/
gravity: number;
/**
* The amount of drift (horizontal sway) to apply to the snowflakes. Each snowflake varies.
*/
maxDrift: number;
}
type Snowflake = {
x: number;
y: number;
xCol: number;
diameter: number;
maximumDrift: number;
gravity: number;
}
export const DefaultOptions: SnowfallOptions = {
maxCount: 200,
gravity: 0.05,
maxDrift: 5,
};
const KEY_FRAME_INTERVAL = 15; // 15ms, roughly
export default class Snowfall implements ICanvasEffect {
private readonly options: SnowfallOptions;
constructor(options: { [key: string]: any }) {
this.options = {...DefaultOptions, ...options};
}
private context: CanvasRenderingContext2D | null = null;
private particles: Array<Snowflake> = [];
private lastAnimationTime: number;
public isRunning: boolean;
public start = async (canvas: HTMLCanvasElement, timeout = 3000) => {
if (!canvas) {
return;
}
this.context = canvas.getContext('2d');
this.particles = [];
const count = this.options.maxCount;
while (this.particles.length < count) {
this.particles.push(this.resetParticle({} as Snowflake, canvas.width, canvas.height));
}
this.isRunning = true;
requestAnimationFrame(this.renderLoop);
if (timeout) {
window.setTimeout(this.stop, timeout);
}
}
public stop = async () => {
this.isRunning = false;
}
private resetParticle = (particle: Snowflake, width: number, height: number): Snowflake => {
particle.x = Math.random() * width;
particle.y = Math.random() * -height;
particle.xCol = particle.x;
particle.diameter = (Math.random() * 7) + 4;
particle.maximumDrift = (Math.random() * this.options.maxDrift) + 3.5;
particle.gravity = this.options.gravity + (Math.random() * 6) + 4;
return particle;
}
private renderLoop = (): void => {
if (!this.context || !this.context.canvas) {
return;
}
if (this.particles.length === 0) {
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
} else {
const timeDelta = Date.now() - this.lastAnimationTime;
if (timeDelta >= KEY_FRAME_INTERVAL || !this.lastAnimationTime) {
// Clear the screen first
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
this.lastAnimationTime = Date.now();
this.animateAndRenderSnowflakes();
}
requestAnimationFrame(this.renderLoop);
}
};
private animateAndRenderSnowflakes() {
if (!this.context || !this.context.canvas) {
return;
}
const height = this.context.canvas.height;
for (const particle of arrayFastClone(this.particles)) {
particle.y += particle.gravity;
// We treat the drift as a sine function to have a more fluid-like movement instead
// of a pong-like movement off walls of the X column. This means that for
// $x=A\sin(\frac{2\pi}{P}y)$ we use the `maximumDrift` as the amplitude (A) and a
// large multiplier to create a very long waveform through P.
const peakDistance = 75 * particle.maximumDrift;
const PI2 = Math.PI * 2;
particle.x = particle.maximumDrift * Math.sin((PI2 / peakDistance) * particle.y);
particle.x += particle.xCol; // bring the particle to the right place
const radius = particle.diameter / 2;
this.context.save();
this.context.beginPath();
this.context.ellipse(particle.x, particle.y, radius, radius, 0, 0, 360);
this.context.fillStyle = '#eaeaea'; // grey so it shows up on the light theme
this.context.fill();
this.context.closePath();
this.context.restore();
// Remove any dead snowflakes
const maxBounds = radius * 4; // make sure it's *really* off screen
if (particle.y > (height + maxBounds)) {
const idx = this.particles.indexOf(particle);
this.particles.splice(idx, 1);
}
}
}
}

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@ -851,6 +851,8 @@
"sends confetti": "sends confetti",
"Sends the given message with fireworks": "Sends the given message with fireworks",
"sends fireworks": "sends fireworks",
"Sends the given message with snowfall": "Sends the given message with snowfall",
"sends snowfall": "sends snowfall",
"You held the call <a>Resume</a>": "You held the call <a>Resume</a>",
"%(peerName)s held the call": "%(peerName)s held the call",
"Video Call": "Video Call",