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cinny/src/app/features/room/emoji-confetti/fireworkParticleEngine.ts
litruv 898d217451
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Make sick emoji confetti a fullscreen downward spew with morph.
🤢 now fills the viewport, morphs to 🤮 while particles spawn, hides the jumbo stand-in cleanly, and keeps green droplets out of the face morph.
2026-08-09 18:35:12 +10:00

516 lines
15 KiB
TypeScript

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