Fix many major issues with app

- Manager ticking function not getting correct this reference
- Scale on Sprites not being set initially
- Sections and SectionSprite not being generated properly
- Blur X direction inverted ?
- Messed with scaling more
- General fixes
This commit is contained in:
Xevion
2022-04-03 19:36:17 -05:00
parent d2c05793c9
commit abc500b5da
3 changed files with 102 additions and 192 deletions
+88 -36
View File
@@ -1,22 +1,41 @@
import * as PIXI from 'pixi.js'
import {Point} from "pixi.js";
import easing from "@/easing";
import util from "@/util";
import {MotionBlurFilter} from "@pixi/filter-motion-blur";
import random from "@/random";
class Manager {
REMOVAL_BUFFER = 100 // The buffer zone for sprite removal to prevent sprites from being deleted before they are entirely out of view.
MAX_BASELINE_SCALE = 0.65; // Maximum scaling constant for sprites.
MAX_SPRITE_COUNT = 200; // The maximum number of sprites that should be rendered at once.
EASING_FUNCTION = easing.outQuint(); // The easing function that controls movement & scaling easing.
MOTION_BLUR_KERNEL_SIZE = 3; // Controls motion blur quality.
MOTION_BLUR_SCALE = 8; // The maximum scale motion blur can be in either X or Y.
VELOCITY_SCALE = 7;
EDGE_BUFFER = 0.15;
MIN_RADIUS = 30;
constructor(app, sections) {
constructor(app, sectionCount) {
this.app = app;
this.sectionCount = sectionCount;
// A list of containers with separate sections of items relegated by their angle.
this.sections = Array(sections).map(() => {
new PIXI.Container()
});
this.sectionSprites = Array(sections).map(() => {
Array()
this.sections = util.generateSections(sectionCount).map((sectionData) => {
const container = new PIXI.Container();
let blurX = sectionData.velocityPoint.x * this.MOTION_BLUR_SCALE,
blurY = sectionData.velocityPoint.y * this.MOTION_BLUR_SCALE;
container.filters = [new MotionBlurFilter([blurX, blurY], this.MOTION_BLUR_KERNEL_SIZE)]
app.stage.addChild(container);
return container;
});
this.sectionSprites = Array.from(Array(sectionCount), () => new Array(0))
// Section Constants
this.BASE_ANGLE_DEG = 360 / this.sectionCount;
this.BASE_ANGLE_RAD = (Math.PI * 2) / this.sectionCount;
// Geometric Constants
this.WIDTH = app.screen.width;
this.HEIGHT = app.screen.height;
@@ -25,6 +44,15 @@ class Manager {
this.TOP = -this.HEIGHT / 2;
this.BOTTOM = this.HEIGHT / 2;
// Position Constants
this.POSITIONS = {
topLeft: new Point(-this.WIDTH / 2, this.HEIGHT / 2),
topRight: new Point(this.WIDTH / 2, this.HEIGHT / 2),
bottomLeft: new Point(-this.WIDTH / 2, -this.HEIGHT / 2),
bottomRight: new Point(this.WIDTH / 2, -this.HEIGHT / 2),
center: new Point(0, 0)
}
// A list of texture names for the emojis to be used.
this.emojiList = ["heart_with_arrow",
"heart_with_ribbon",
@@ -38,26 +66,54 @@ class Manager {
(emoji_name) => PIXI.Texture.from(require(`./assets/emojis/${emoji_name}.png`))
);
// Removal Buffer Constants
// Buffer size constants
this.BUFFER_LEFT = this.LEFT - this.REMOVAL_BUFFER;
this.BUFFER_RIGHT = this.RIGHT + this.REMOVAL_BUFFER;
this.BUFFER_TOP = this.TOP - this.REMOVAL_BUFFER;
this.BUFFER_BOTTOM = this.BOTTOM + this.REMOVAL_BUFFER;
this.MAX_DISTANCE = util.getDistance(this.POSITIONS.topLeft, this.POSITIONS.center);
this.total_sprites = 0;
// Generation Constants
this.MAX_RADIUS = Math.min(this.app.screen.width, this.app.screen.height) * (1 - this.EDGE_BUFFER);
}
/**
* Generate a new point and automatically add it to the container.
*/
generatePoint() {
}
// Generation initial data on the point
let point = random.pointInCircle(new Point(0, 0), this.MIN_RADIUS, this.MAX_RADIUS);
let sprite = new PIXI.Sprite(random.choice(this.textures));
/**
* Removes a sprite from the app.
* @param sprite
* @param section
*/
removeSprite(sprite, section = null) {
// Place the sprite at the point
sprite.anchor.set(0.5, 0.5);
sprite.x = point.x;
sprite.y = point.y;
// Set scale
// let distanceFromCenter = this.getDistance(commonPositions.center, point);
// sprite.baselineScale = this.uniform(0.45, 0.65);
sprite.baselineScale = random.uniform(0.05, 0.12)
sprite.scale.set(0, 0)
// Get the correct section & velocity for the sprite
const angleFromCenter = util.getAngle(0, 0, point.x, point.y) * Math.PI / 180;
const sectionIndex = Math.floor(angleFromCenter / this.BASE_ANGLE_RAD);
const velocity = this.VELOCITY_SCALE * random.uniform(0.8, 1.2);
sprite.velocityX = Math.cos(angleFromCenter) * velocity;
sprite.velocityY = Math.sin(angleFromCenter) * velocity * -1;
// console.log({sprite.velocityX})
// console.log({sprite.velocityX, sprite.velocityY})
// Add it to the section & section list
this.sections[sectionIndex].addChild(sprite);
this.sectionSprites[sectionIndex].push(sprite);
this.total_sprites++;
return sprite;
}
/*
@@ -70,20 +126,23 @@ class Manager {
sprite.y < this.BUFFER_TOP;
}
tick(delta) {
let index = 0;
/**
* Ticking function for Manager object.
* @param delta The time (in seconds) that passed between now and the last tick() call.
*/
tick = (delta) => {
// Iterate through each section
for (const [sectionIndex, section] of this.sections.entries()) {
// Iterate through all sprites moving in that section
for (const [spriteIndex, sprite] of this.sectionSprites[sectionIndex].entries()) {
let distanceScale = this.getDistance(commonPositions.center, new Point(sprite.x, sprite.y)) / maxDistance;
// distanceScale = Math.max(1, distanceScale + 0.3);
let easeValue = easingFunction(distanceScale);
let distanceScale = util.getDistanceSimple(0, 0, sprite.x, sprite.y) / this.MAX_DISTANCE;
// distanceScale = Math.max(1, distanceScale + 0.3);
let easeValue = this.EASING_FUNCTION(distanceScale);
if (sprite.baselineScale < this.MAX_BASELINE_SCALE)
sprite.baselineScale = Math.min(this.MAX_BASELINE_SCALE, sprite.baselineScale + (0.1 * delta * 0.25));
if (sprite.baselineScale < MAX_BASELINE)
sprite.baselineScale = Math.min(MAX_BASELINE, sprite.baselineScale + (0.1 * delta * 0.25));
let scale = sprite.baselineScale * Math.log(distanceScale + 1)
sprite.scale.set(scale, scale);
@@ -92,24 +151,17 @@ class Manager {
// Remove sprites outside view
if (this.outside(sprite)) {
this.sectionSprites[sectionIndex].splice(index, 1);
this.sectionSprites[sectionIndex].splice(spriteIndex, 1);
section.removeChild(sprite);
this.total_sprites--;
sprite.destroy();
}
}
}
while (index < objects.length) {
let sprite = objects[index];
index++;
if (objects.length < BASE_SPRITECOUNT) {
let newPoint = new Point(this.uniform(-WIDTH / 2, WIDTH / 2), this.uniform(-HEIGHT / 2, HEIGHT / 2));
let newSprite = setupByPoint(newPoint);
objects.push(newSprite);
app.stage.addChild(newSprite);
console.log(newSprite)
}
// Generate one sprite on each tick if needed.
if (this.total_sprites < this.MAX_SPRITE_COUNT) {
this.generatePoint();
}
}
}