mirror of https://github.com/vector-im/riot-web
fireworks effect added
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/*
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Copyright 2020 Nurjin Jafar
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Copyright 2020 Nordeck IT + Consulting GmbH.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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import ICanvasEffect from '../ICanvasEffect';
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export type FireworksOptions = {
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/**
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* the maximum number of the fireworks
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*/
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maxCount: number,
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/**
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* the alpha opacity of the fireworks (between 0 and 1, where 1 is opaque and 0 is invisible)
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*/
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gravity: number,
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probability: number,
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}
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type FireworksParticle = {
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color: string,
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x: number,
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y: number,
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vx: number,
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vy: number,
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alpha: number,
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w: number,
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h: number
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}
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export const DefaultOptions: FireworksOptions = {
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maxCount: 500,
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gravity: 0.05,
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probability: 0.04,
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};
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export default class Fireworks implements ICanvasEffect {
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private readonly options: FireworksOptions;
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constructor(options: { [key: string]: any }) {
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this.options = {...DefaultOptions, ...options};
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}
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private context: CanvasRenderingContext2D | null = null;
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private supportsAnimationFrame = window.requestAnimationFrame ||
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function(callback) {
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window.setTimeout(callback, 1000/60);
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};
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private particles: Array<FireworksParticle> = [];
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public isRunning: boolean;
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public start = async (canvas: HTMLCanvasElement, timeout = 4000) => {
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if (!canvas) {
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return;
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}
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this.isRunning = true;
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this.context = canvas.getContext('2d');
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this.supportsAnimationFrame.call(window, this.updateWorld);
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if (timeout) {
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window.setTimeout(this.stop, timeout);
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}
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}
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private updateWorld = () => {
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if (!this.isRunning) return;
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this.update();
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this.paint();
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this.supportsAnimationFrame.call(window, this.updateWorld);
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}
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private update = () => {
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if (this.particles.length < this.options.maxCount && Math.random() < this.options.probability) {
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this.createFirework();
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}
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const alive = [];
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for (let i=0; i<this.particles.length; i++) {
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if (this.move(this.particles[i])) {
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alive.push(this.particles[i]);
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}
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}
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this.particles = alive;
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}
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private paint = () => {
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if (!this.context || !this.context.canvas) return;
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this.context.globalCompositeOperation = 'source-over';
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this.context.fillStyle = "rgba(0,0,0,0.2)";
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this.context.canvas.style.opacity = "0.8";
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this.context.fillRect(0, 0, this.context.canvas.width, this.context.canvas.height);
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this.context.globalCompositeOperation = 'lighter';
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for (let i=0; i<this.particles.length; i++) {
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this.drawParticle(this.particles[i]);
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}
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}
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private createFirework = () => {
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if (!this.context || !this.context.canvas) return;
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const width = this.context.canvas.width;
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const height = this.context.canvas.height;
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const xPoint = Math.random() * (width - 200) + 100;
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const yPoint = Math.random() * (height - 200) + 100;
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const nFire = Math.random() * 50 + 100;
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const color = "rgb("+(~~(Math.random()*200+55))+","
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+(~~(Math.random()*200+55))+","+(~~(Math.random()*200+55))+")";
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for (let i=0; i<nFire; i++) {
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const particle = <FireworksParticle>{};
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particle.color = color;
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particle.w = particle.h = Math.random() * 4 + 1;
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particle.x = xPoint - particle.w / 2;
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particle.y = yPoint - particle.h / 2;
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particle.vx = (Math.random()-0.5)*10;
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particle.vy = (Math.random()-0.5)*10;
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particle.alpha = Math.random()*.5+.5;
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const vy = Math.sqrt(25 - particle.vx * particle.vx);
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if (Math.abs(particle.vy) > vy) {
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particle.vy = particle.vy > 0 ? vy: -vy;
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}
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this.particles.push(particle);
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}
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}
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public stop = async () => {
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this.isRunning = false;
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this.particles = [];
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this.context.canvas.style.opacity = "1";
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this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
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}
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private drawParticle = (particle: FireworksParticle): void => {
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if (!this.context || !this.context.canvas) {
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return;
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}
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this.context.save();
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this.context.beginPath();
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this.context.translate(particle.x + particle.w / 2, particle.y + particle.h / 2);
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this.context.arc(0, 0, particle.w, 0, Math.PI * 2);
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this.context.fillStyle = particle.color;
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this.context.globalAlpha = particle.alpha;
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this.context.closePath();
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this.context.fill();
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this.context.restore();
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}
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private move = (particle: FireworksParticle) => {
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particle.x += particle.vx;
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particle.vy += this.options.gravity;
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particle.y += particle.vy;
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particle.alpha -= 0.01;
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return !(particle.x <= -particle.w || particle.x >= screen.width ||
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particle.y >= screen.height ||
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particle.alpha <= 0);
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}
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}
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@ -64,6 +64,11 @@ type ConfettiOptions = {
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* use gradient instead of solid particle color
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*/
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gradient: boolean,
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};
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type FireworksOptions = {
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maxCount: number,
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gravity: number,
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probability: number,
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}
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/**
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@ -84,6 +89,18 @@ export const CHAT_EFFECTS: Array<Effect<{ [key: string]: any }>> = [
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gradient: false,
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},
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} as Effect<ConfettiOptions>,
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{
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emojis: ['🎆'],
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msgType: 'nic.custom.fireworks',
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command: 'fireworks',
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description: () => _td("Sends the given message with fireworks"),
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fallbackMessage: () => _t("sends fireworks") + "🎆",
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options: {
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maxCount: 500,
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gravity: 0.05,
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probability: 0.04,
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},
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} as Effect<FireworksOptions>,
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];
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@ -848,6 +848,8 @@
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"This is your list of users/servers you have blocked - don't leave the room!": "This is your list of users/servers you have blocked - don't leave the room!",
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"Sends the given message with confetti": "Sends the given message with confetti",
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"sends confetti": "sends confetti",
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"Sends the given message with fireworks": "Sends the given message with fireworks",
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"sends fireworks": "sends fireworks",
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"Video Call": "Video Call",
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"Voice Call": "Voice Call",
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"Fill Screen": "Fill Screen",
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