Files
lovely/src/manage.js

183 lines
7.1 KiB
JavaScript

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.outExpo(); // The easing function that controls movement & scaling easing.
MOTION_BLUR_KERNEL_SIZE = 3; // Controls motion blur quality.
MOTION_BLUR_SCALE = 7; // The maximum scale motion blur can be in either X or Y.
VELOCITY_SCALE = 3;
TIME_PERIOD = 60;
EDGE_BUFFER = 0.15;
MIN_RADIUS = 30;
TIME_SCALE = 2.8;
constructor(app, sectionCount) {
this.app = app;
this.sectionCount = sectionCount;
// A list of containers with separate sections of items relegated by their angle.
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;
this.LEFT = -this.WIDTH / 2;
this.RIGHT = this.WIDTH / 2;
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",
"heavy_heart_exclamation_mark_ornament",
"revolving_hearts",
"sparkles",
"sparkling_heart"];
// Load all textures into memory
this.textures = this.emojiList.map(
(emoji_name) => PIXI.Texture.from(require(`./assets/emojis/${emoji_name}.png`))
);
// 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);
// Sprites that have gone out of boundary and need to be used.
this.sprite_trash = [];
}
/**
* 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;
// Acquire sprite object.
if (this.sprite_trash.length < 1) {
sprite = new PIXI.Sprite(random.choice(this.textures));
} else {
sprite = this.sprite_trash.shift();
sprite.visible = true;
}
// Place the sprite at the point
sprite.anchor.set(0.5, 0.5);
sprite.x = point.x;
sprite.y = point.y;
// Set scale
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;
sprite.totalTime = 0;
// Add it to the section & section list
this.sections[sectionIndex].addChild(sprite);
this.sectionSprites[sectionIndex].push(sprite);
this.total_sprites++;
return sprite;
}
/*
Return true if the Sprite is outside the boundaries of the Canvas (plus whatever buffer is specified).
*/
outside(sprite) {
return sprite.x < this.BUFFER_LEFT ||
sprite.x > this.BUFFER_RIGHT ||
sprite.y > this.BUFFER_BOTTOM ||
sprite.y < this.BUFFER_TOP;
}
/**
* Ticking function for Manager object.
* @param delta The time (in seconds) that passed between now and the last tick() call.
*/
tick = (delta) => {
delta *= this.TIME_SCALE;
// 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()) {
sprite.totalTime += delta;
let scaleValue = sprite.totalTime / this.TIME_PERIOD;
// let scaleValue = util.getDistanceSimple(0, 0, sprite.x, sprite.y) / this.MAX_DISTANCE;
// distanceScale = Math.max(1, distanceScale + 0.3);
let easeValue = this.EASING_FUNCTION(scaleValue);
if (sprite.baselineScale < this.MAX_BASELINE_SCALE)
sprite.baselineScale = Math.min(this.MAX_BASELINE_SCALE, sprite.baselineScale + (0.1 * delta * 0.25));
let scale = sprite.baselineScale * Math.log(scaleValue + 1)
sprite.scale.set(scale, scale);
sprite.x += sprite.velocityX * delta * easeValue;
sprite.y += sprite.velocityY * delta * easeValue;
// Remove sprites outside view
if (this.outside(sprite)) {
sprite.visible = false;
this.sprite_trash.push(sprite);
this.sectionSprites[sectionIndex].splice(spriteIndex, 1);
// section.removeChild(sprite);
// sprite.destroy();
this.total_sprites--;
}
}
}
// Generate one sprite on each tick if needed.
if (this.total_sprites < this.MAX_SPRITE_COUNT) {
this.generatePoint();
}
}
}
export default Manager;