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🤢 now fills the viewport, morphs to 🤮 while particles spawn, hides the jumbo stand-in cleanly, and keeps green droplets out of the face morph.
516 lines
15 KiB
TypeScript
516 lines
15 KiB
TypeScript
/**
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* Old-school fullscreen firework fountain — no physics engine.
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* Position/velocity arrays, gravity, floor bounce, settle into a pile.
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* Same vibe as late-90s/MSN page effects, just with emoji.
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*/
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import { BurstPoint } from './burstOrigin';
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import {
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pickParticleEmoji,
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sampleBurstAngle,
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type EmojiBurstProfile,
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} from './emojiParticleProfiles';
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const EMOJI_CACHE_PX = 40;
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const EMOJI_CACHE_SCALE = 2;
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const SPAWN_WINDOW_MS = 2200;
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const SETTLE_HOLD_MS = 7800;
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const FADE_MS = 800;
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export const FIREWORK_TOTAL_MS = SETTLE_HOLD_MS + FADE_MS;
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const SPARKLE_IN_MS = 120;
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const MAX_SPAWNS_PER_FRAME = 6;
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const FLOOR_PAD = 8;
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const BOUNCE = 0.38;
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const DRAG = 0.992;
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const SETTLE_SPEED = 55;
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const PILE_CELL = 22;
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type SpawnItem = {
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atMs: number;
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emoji: string;
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fontSize: number;
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};
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export type FireworkParticle = {
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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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spin: number;
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angle: number;
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emoji: string;
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emojiCanvas: HTMLCanvasElement;
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drawSize: number;
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halfSize: number;
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bornAt: number;
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settled: boolean;
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};
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type HeroFace = {
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emoji: string;
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emojiCanvas: HTMLCanvasElement;
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/** Target CSS pixel size of the glyph (matches jumbo font-size). */
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drawSize: number;
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halfSize: number;
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/** canvasPx / fontPx — draw box is drawSize * canvasScale so the glyph isn't cropped. */
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canvasScale: number;
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morphed: boolean;
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};
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export type FireworkSim = {
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particles: FireworkParticle[];
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profile: EmojiBurstProfile;
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primaryEmoji: string;
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morphAtMs: number | null;
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/** When to drop the stand-in hero and reveal the real jumbo again. */
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heroUntilMs: number | null;
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hero: HeroFace | null;
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width: number;
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height: number;
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origin: BurstPoint;
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startMs: number;
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spawnPlan: SpawnItem[];
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spawnCursor: number;
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floorY: number;
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/** Column stack heights for the settled pile (in cells). */
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pileCols: Uint16Array;
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pileCanvas: HTMLCanvasElement | null;
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pileCtx: CanvasRenderingContext2D | null;
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flyingCount: number;
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};
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const emojiCanvasCache = new Map<string, HTMLCanvasElement>();
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function lerp(min: number, max: number): number {
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return min + Math.random() * (max - min);
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}
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const HERO_PAD_RATIO = 0.24;
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type EmojiBitmap = {
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canvas: HTMLCanvasElement;
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/** Multiply CSS glyph size by this when drawImage'ing to keep padding uncropped. */
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canvasScale: number;
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};
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function getEmojiCanvas(emoji: string, tintColor?: string, cssPx?: number): HTMLCanvasElement {
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return getEmojiBitmap(emoji, tintColor, cssPx, 0).canvas;
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}
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function getEmojiBitmap(
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emoji: string,
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tintColor: string | undefined,
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cssPx: number | undefined,
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padRatio: number
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): EmojiBitmap {
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const targetCss = Math.max(16, Math.round(cssPx ?? EMOJI_CACHE_PX));
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const dpr = typeof window !== 'undefined' ? Math.min(window.devicePixelRatio || 1, 2) : 1;
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const fontPx = Math.round(targetCss * dpr);
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const pad = Math.ceil(fontPx * padRatio);
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const size = fontPx + pad * 2;
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const cacheKey = `${emoji}|px:${fontPx}|pad:${pad}|tint:${tintColor ?? ''}`;
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const cached = emojiCanvasCache.get(cacheKey);
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if (cached) {
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return { canvas: cached, canvasScale: size / fontPx };
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}
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const canvas = document.createElement('canvas');
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canvas.width = size;
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canvas.height = size;
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const ctx = canvas.getContext('2d');
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if (ctx) {
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ctx.textAlign = 'center';
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ctx.textBaseline = 'middle';
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ctx.imageSmoothingEnabled = false;
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ctx.font = `${fontPx}px "Apple Color Emoji", "Segoe UI Emoji", "Noto Color Emoji", sans-serif`;
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// Slight optical nudge — color emoji fonts sit high in the em box.
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ctx.fillText(emoji, size / 2, size / 2 + fontPx * 0.06);
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if (tintColor) {
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ctx.globalCompositeOperation = 'source-atop';
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ctx.fillStyle = tintColor;
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ctx.fillRect(0, 0, size, size);
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ctx.globalCompositeOperation = 'source-over';
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}
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}
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emojiCanvasCache.set(cacheKey, canvas);
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return { canvas, canvasScale: size / Math.max(fontPx, 1) };
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}
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function setHeroEmoji(hero: HeroFace, emoji: string) {
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const bitmap = getEmojiBitmap(emoji, undefined, hero.drawSize, HERO_PAD_RATIO);
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hero.emoji = emoji;
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hero.emojiCanvas = bitmap.canvas;
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hero.canvasScale = bitmap.canvasScale;
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}
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function setHeroSize(hero: HeroFace, cssPx: number) {
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if (!(cssPx > 0)) return;
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if (Math.abs(cssPx - hero.drawSize) < 0.5) return;
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hero.drawSize = cssPx;
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hero.halfSize = cssPx / 2;
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const bitmap = getEmojiBitmap(hero.emoji, undefined, cssPx, HERO_PAD_RATIO);
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hero.emojiCanvas = bitmap.canvas;
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hero.canvasScale = bitmap.canvasScale;
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}
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function particleTint(profile: EmojiBurstProfile, emoji: string): string | undefined {
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if (!profile.tintColor || !profile.tintEmojis?.length) return undefined;
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return profile.tintEmojis.includes(emoji) ? profile.tintColor : undefined;
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}
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/** Spew particles for morph bursts — never the morphTo face (that stays on the hero). */
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function pickSpewEmoji(profile: EmojiBurstProfile, primaryEmoji: string): string {
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const morphTo = profile.morphTo;
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const companions = (profile.companions ?? []).filter((e) => e !== morphTo);
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if (morphTo && companions.length) {
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return companions[Math.floor(Math.random() * companions.length)] ?? primaryEmoji;
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}
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const picked = pickParticleEmoji(profile, primaryEmoji);
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return picked === morphTo ? primaryEmoji : picked;
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}
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function buildSpawnPlan(
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profile: EmojiBurstProfile,
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primaryEmoji: string,
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startMs: number
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): SpawnItem[] {
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// Anchored morphing hero is drawn separately — skip a flying hero twin.
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const plan: SpawnItem[] = profile.morphTo
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? []
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: [
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{
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atMs: startMs,
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emoji: primaryEmoji,
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fontSize: lerp(profile.heroFontSizeMin, profile.heroFontSizeMax),
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},
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];
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const count = profile.particleCount;
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for (let i = 0; i < count; i += 1) {
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const slot = (i + 0.5) / count;
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const eased = slot * slot;
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plan.push({
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atMs:
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startMs +
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80 +
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eased * SPAWN_WINDOW_MS +
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(Math.random() - 0.5) * 70,
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emoji: pickSpewEmoji(profile, primaryEmoji),
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fontSize: lerp(profile.fontSizeMin, profile.fontSizeMax),
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});
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}
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plan.sort((a, b) => a.atMs - b.atMs);
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return plan;
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}
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function applyMorph(sim: FireworkSim, now: number) {
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const to = sim.profile.morphTo;
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if (!to || sim.morphAtMs === null || now < sim.morphAtMs) return;
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if (sim.hero?.morphed) return;
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// Only the stand-in face morphs — spray stays droplets / companions.
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if (sim.hero) {
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setHeroEmoji(sim.hero, to);
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sim.hero.morphed = true;
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}
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}
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function ensurePile(sim: FireworkSim): CanvasRenderingContext2D {
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if (sim.pileCanvas && sim.pileCtx) return sim.pileCtx;
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const canvas = document.createElement('canvas');
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canvas.width = sim.width;
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canvas.height = sim.height;
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const ctx = canvas.getContext('2d');
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if (!ctx) throw new Error('firework pile unsupported');
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ctx.imageSmoothingEnabled = false;
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sim.pileCanvas = canvas;
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sim.pileCtx = ctx;
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return ctx;
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}
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function stampSettled(sim: FireworkSim, p: FireworkParticle) {
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const ctx = ensurePile(sim);
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const rad = (p.angle * Math.PI) / 180;
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const cos = Math.cos(rad);
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const sin = Math.sin(rad);
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ctx.setTransform(cos, sin, -sin, cos, p.x, p.y);
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ctx.globalAlpha = 1;
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ctx.drawImage(p.emojiCanvas, -p.halfSize, -p.halfSize, p.drawSize, p.drawSize);
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ctx.setTransform(1, 0, 0, 1, 0, 0);
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}
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function spawnOne(sim: FireworkSim, item: SpawnItem, now: number) {
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const { profile, origin } = sim;
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const jitter = Math.max(4, (origin.maskRadius ?? 28) * 0.25);
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const directed = profile.angleSpread !== undefined;
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const angle = directed ? sampleBurstAngle(profile) : Math.random() * Math.PI * 2;
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const speed = lerp(profile.speedMin, profile.speedMax);
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const launchUp = lerp(profile.launchUpMin, profile.launchUpMax);
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const drawSize = item.fontSize * EMOJI_CACHE_SCALE * 0.85;
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const emoji = item.emoji;
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// Directed cones (e.g. throw-up) push along the sampled angle.
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// Undirected fireworks keep the classic upward launch kick.
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let vx = Math.cos(angle) * speed + (Math.random() - 0.5) * 40;
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let vy = Math.sin(angle) * speed;
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if (directed) {
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const bias = profile.angleBias ?? angle;
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vx += Math.cos(bias) * launchUp * 0.25;
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vy += Math.sin(bias) * launchUp;
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} else {
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vy -= launchUp;
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}
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const tint = particleTint(profile, emoji);
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sim.particles.push({
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x: origin.x + (Math.random() - 0.5) * jitter,
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y: origin.y + (Math.random() - 0.5) * jitter,
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vx,
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vy,
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spin: lerp(profile.spinMin, profile.spinMax) * 0.35,
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angle: (Math.random() - 0.5) * 40,
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emoji,
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emojiCanvas: getEmojiCanvas(emoji, tint),
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drawSize,
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halfSize: drawSize / 2,
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bornAt: now,
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settled: false,
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});
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sim.flyingCount += 1;
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}
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function settleParticle(sim: FireworkSim, p: FireworkParticle) {
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const cols = sim.pileCols.length;
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let col = Math.floor(p.x / PILE_CELL);
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if (col < 0) col = 0;
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if (col >= cols) col = cols - 1;
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// Prefer the intended column; spill to neighbors if that stack is already tall.
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let bestCol = col;
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let bestH = sim.pileCols[col];
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for (const delta of [0, -1, 1, -2, 2]) {
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const c = col + delta;
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if (c < 0 || c >= cols) continue;
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if (sim.pileCols[c] < bestH) {
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bestH = sim.pileCols[c];
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bestCol = c;
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}
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}
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const stack = sim.pileCols[bestCol];
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sim.pileCols[bestCol] = stack + 1;
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p.x = bestCol * PILE_CELL + PILE_CELL * 0.5 + (Math.random() - 0.5) * 6;
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p.y = sim.floorY - stack * (PILE_CELL * 0.72) - p.halfSize;
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p.vx = 0;
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p.vy = 0;
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p.spin = 0;
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p.settled = true;
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sim.flyingCount = Math.max(0, sim.flyingCount - 1);
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stampSettled(sim, p);
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}
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export function createFireworkSim(
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widthPx: number,
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heightPx: number,
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originPx: BurstPoint,
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primaryEmoji: string,
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profile: EmojiBurstProfile,
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startMs = performance.now(),
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/** Pixel size of the source jumbo emoji — hero face matches this when set. */
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heroSizePx?: number
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): FireworkSim {
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const colCount = Math.max(8, Math.ceil(widthPx / PILE_CELL));
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const fallbackHero =
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lerp(profile.heroFontSizeMin, profile.heroFontSizeMax) * EMOJI_CACHE_SCALE * 0.95;
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const heroSize = heroSizePx && heroSizePx > 0 ? heroSizePx : fallbackHero;
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const hero: HeroFace | null = profile.morphTo
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? (() => {
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const bitmap = getEmojiBitmap(primaryEmoji, undefined, heroSize, HERO_PAD_RATIO);
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return {
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emoji: primaryEmoji,
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emojiCanvas: bitmap.canvas,
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drawSize: heroSize,
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halfSize: heroSize / 2,
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canvasScale: bitmap.canvasScale,
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morphed: false,
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};
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})()
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: null;
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const spawnPlan = buildSpawnPlan(profile, primaryEmoji, startMs);
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// Keep the spewing stand-in up for the whole fountain — not just a short flash.
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const lastSpawnAt = spawnPlan.length > 0 ? spawnPlan[spawnPlan.length - 1].atMs : startMs;
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const heroUntilMs = profile.morphTo
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? profile.heroDurationMs != null
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? startMs + profile.heroDurationMs
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: lastSpawnAt + 120
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: null;
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return {
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particles: [],
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profile,
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primaryEmoji,
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morphAtMs: profile.morphTo ? startMs + (profile.morphAfterMs ?? 220) : null,
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heroUntilMs,
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hero,
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width: widthPx,
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height: heightPx,
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origin: originPx,
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startMs,
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spawnPlan,
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spawnCursor: 0,
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floorY: heightPx - FLOOR_PAD,
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pileCols: new Uint16Array(colCount),
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pileCanvas: null,
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pileCtx: null,
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flyingCount: 0,
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};
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}
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/** Keep the stand-in face glued to the live jumbo metrics. */
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export function syncFireworkHero(
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sim: FireworkSim,
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metrics: { x: number; y: number; size: number } | null
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) {
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if (!sim.hero || !metrics) return;
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sim.origin.x = metrics.x;
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sim.origin.y = metrics.y;
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setHeroSize(sim.hero, metrics.size);
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}
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/** @returns false when the burst should be removed. */
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export function stepFireworkSim(sim: FireworkSim, now: number, dtSeconds: number): boolean {
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if (now - sim.startMs > FIREWORK_TOTAL_MS) return false;
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applyMorph(sim, now);
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if (sim.hero && sim.heroUntilMs !== null && now >= sim.heroUntilMs) {
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sim.hero = null;
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}
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const dt = Math.min(dtSeconds, 0.05);
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const g = sim.profile.gravity;
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let spawned = 0;
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while (
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spawned < MAX_SPAWNS_PER_FRAME &&
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sim.spawnCursor < sim.spawnPlan.length &&
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sim.spawnPlan[sim.spawnCursor].atMs <= now
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) {
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spawnOne(sim, sim.spawnPlan[sim.spawnCursor], now);
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sim.spawnCursor += 1;
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spawned += 1;
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}
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const floor = sim.floorY;
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const left = 4;
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const right = sim.width - 4;
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for (let i = 0; i < sim.particles.length; i += 1) {
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const p = sim.particles[i];
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if (p.settled) continue;
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p.vy += g * dt;
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p.vx *= DRAG;
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p.vy *= DRAG;
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p.x += p.vx * dt;
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p.y += p.vy * dt;
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p.angle += p.spin * dt;
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if (p.x < left) {
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p.x = left;
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p.vx = Math.abs(p.vx) * BOUNCE;
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} else if (p.x > right) {
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p.x = right;
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p.vx = -Math.abs(p.vx) * BOUNCE;
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}
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if (p.y >= floor - p.halfSize) {
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p.y = floor - p.halfSize;
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const speed = Math.hypot(p.vx, p.vy);
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if (speed < SETTLE_SPEED || Math.abs(p.vy) < SETTLE_SPEED * 0.55) {
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settleParticle(sim, p);
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} else {
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p.vy = -Math.abs(p.vy) * BOUNCE;
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p.vx *= 0.85;
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p.spin *= 0.7;
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}
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}
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}
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return true;
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}
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export function drawFireworkSim(
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context: CanvasRenderingContext2D,
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sim: FireworkSim,
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now: number
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) {
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const elapsed = now - sim.startMs;
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let fade = 1;
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if (elapsed >= SETTLE_HOLD_MS) {
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fade = 1 - Math.min(1, (elapsed - SETTLE_HOLD_MS) / FADE_MS);
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}
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context.setTransform(1, 0, 0, 1, 0, 0);
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context.imageSmoothingEnabled = false;
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if (sim.pileCanvas) {
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context.globalAlpha = fade;
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context.drawImage(sim.pileCanvas, 0, 0);
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}
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// Anchored face at the spew origin — morphs 🤢 → 🤮 mid-throw, then drops away.
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if (sim.hero && fade > 0.02) {
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const hero = sim.hero;
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const heaveAmp = Math.max(1.5, hero.drawSize * 0.02);
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const heave = Math.sin(elapsed / 70) * (hero.morphed ? heaveAmp * 1.25 : heaveAmp);
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// Scale includes bitmap padding so the glyph matches jumbo size without clipping.
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const box = hero.drawSize * hero.canvasScale;
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const half = box / 2;
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context.globalAlpha = fade;
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context.setTransform(1, 0, 0, 1, sim.origin.x, sim.origin.y + heave);
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context.drawImage(hero.emojiCanvas, -half, -half, box, box);
|
|
context.setTransform(1, 0, 0, 1, 0, 0);
|
|
}
|
|
|
|
for (let i = 0; i < sim.particles.length; i += 1) {
|
|
const p = sim.particles[i];
|
|
if (p.settled) continue;
|
|
|
|
const ageMs = now - p.bornAt;
|
|
if (ageMs < 0) continue;
|
|
|
|
let opacity = fade;
|
|
let scale = 1;
|
|
if (ageMs < SPARKLE_IN_MS) {
|
|
const t = ageMs / SPARKLE_IN_MS;
|
|
const appear = t * t * (3 - 2 * t);
|
|
scale = 0.5 + 0.65 * appear;
|
|
opacity *= appear;
|
|
}
|
|
if (opacity <= 0.02) continue;
|
|
|
|
const rad = (p.angle * Math.PI) / 180;
|
|
const size = p.drawSize * scale;
|
|
const half = size / 2;
|
|
const cos = Math.cos(rad);
|
|
const sin = Math.sin(rad);
|
|
|
|
context.globalAlpha = opacity;
|
|
context.setTransform(cos, sin, -sin, cos, p.x, p.y);
|
|
context.drawImage(p.emojiCanvas, -half, -half, size, size);
|
|
}
|
|
|
|
context.globalAlpha = 1;
|
|
context.setTransform(1, 0, 0, 1, 0, 0);
|
|
}
|
|
|
|
export function getFireworkDpr(): number {
|
|
return 1;
|
|
}
|