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https://github.com/Xevion/lovely.git
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183 lines
7.1 KiB
JavaScript
183 lines
7.1 KiB
JavaScript
import * as PIXI from 'pixi.js'
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import {Point} from "pixi.js";
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import easing from "@/easing";
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import util from "@/util";
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import {MotionBlurFilter} from "@pixi/filter-motion-blur";
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import random from "@/random";
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class Manager {
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REMOVAL_BUFFER = 100 // The buffer zone for sprite removal to prevent sprites from being deleted before they are entirely out of view.
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MAX_BASELINE_SCALE = 0.65; // Maximum scaling constant for sprites.
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MAX_SPRITE_COUNT = 200; // The maximum number of sprites that should be rendered at once.
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EASING_FUNCTION = easing.outExpo(); // The easing function that controls movement & scaling easing.
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MOTION_BLUR_KERNEL_SIZE = 3; // Controls motion blur quality.
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MOTION_BLUR_SCALE = 7; // The maximum scale motion blur can be in either X or Y.
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VELOCITY_SCALE = 3;
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TIME_PERIOD = 60;
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EDGE_BUFFER = 0.15;
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MIN_RADIUS = 30;
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TIME_SCALE = 2.8;
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constructor(app, sectionCount) {
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this.app = app;
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this.sectionCount = sectionCount;
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// A list of containers with separate sections of items relegated by their angle.
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this.sections = util.generateSections(sectionCount).map((sectionData) => {
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const container = new PIXI.Container();
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let blurX = sectionData.velocityPoint.x * this.MOTION_BLUR_SCALE,
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blurY = sectionData.velocityPoint.y * this.MOTION_BLUR_SCALE;
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container.filters = [new MotionBlurFilter([blurX, blurY], this.MOTION_BLUR_KERNEL_SIZE)]
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app.stage.addChild(container);
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return container;
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});
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this.sectionSprites = Array.from(Array(sectionCount), () => new Array(0))
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// Section Constants
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this.BASE_ANGLE_DEG = 360 / this.sectionCount;
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this.BASE_ANGLE_RAD = (Math.PI * 2) / this.sectionCount;
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// Geometric Constants
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this.WIDTH = app.screen.width;
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this.HEIGHT = app.screen.height;
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this.LEFT = -this.WIDTH / 2;
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this.RIGHT = this.WIDTH / 2;
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this.TOP = -this.HEIGHT / 2;
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this.BOTTOM = this.HEIGHT / 2;
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// Position Constants
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this.POSITIONS = {
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topLeft: new Point(-this.WIDTH / 2, this.HEIGHT / 2),
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topRight: new Point(this.WIDTH / 2, this.HEIGHT / 2),
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bottomLeft: new Point(-this.WIDTH / 2, -this.HEIGHT / 2),
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bottomRight: new Point(this.WIDTH / 2, -this.HEIGHT / 2),
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center: new Point(0, 0)
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}
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// A list of texture names for the emojis to be used.
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this.emojiList = ["heart_with_arrow",
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"heart_with_ribbon",
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"heavy_heart_exclamation_mark_ornament",
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"revolving_hearts",
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"sparkles",
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"sparkling_heart"];
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// Load all textures into memory
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this.textures = this.emojiList.map(
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(emoji_name) => PIXI.Texture.from(require(`./assets/emojis/${emoji_name}.png`))
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);
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// Buffer size constants
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this.BUFFER_LEFT = this.LEFT - this.REMOVAL_BUFFER;
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this.BUFFER_RIGHT = this.RIGHT + this.REMOVAL_BUFFER;
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this.BUFFER_TOP = this.TOP - this.REMOVAL_BUFFER;
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this.BUFFER_BOTTOM = this.BOTTOM + this.REMOVAL_BUFFER;
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this.MAX_DISTANCE = util.getDistance(this.POSITIONS.topLeft, this.POSITIONS.center);
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this.total_sprites = 0;
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// Generation Constants
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this.MAX_RADIUS = Math.min(this.app.screen.width, this.app.screen.height) * (1 - this.EDGE_BUFFER);
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// Sprites that have gone out of boundary and need to be used.
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this.sprite_trash = [];
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}
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/**
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* Generate a new point and automatically add it to the container.
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*/
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generatePoint() {
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// Generation initial data on the point
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let point = random.pointInCircle(new Point(0, 0), this.MIN_RADIUS, this.MAX_RADIUS);
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let sprite;
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// Acquire sprite object.
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if (this.sprite_trash.length < 1) {
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sprite = new PIXI.Sprite(random.choice(this.textures));
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} else {
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sprite = this.sprite_trash.shift();
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sprite.visible = true;
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}
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// Place the sprite at the point
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sprite.anchor.set(0.5, 0.5);
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sprite.x = point.x;
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sprite.y = point.y;
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// Set scale
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sprite.baselineScale = random.uniform(0.05, 0.12)
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sprite.scale.set(0, 0)
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// Get the correct section & velocity for the sprite
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const angleFromCenter = util.getAngle(0, 0, point.x, point.y) * Math.PI / 180;
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const sectionIndex = Math.floor(angleFromCenter / this.BASE_ANGLE_RAD);
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const velocity = this.VELOCITY_SCALE * random.uniform(0.8, 1.2);
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sprite.velocityX = Math.cos(angleFromCenter) * velocity;
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sprite.velocityY = Math.sin(angleFromCenter) * velocity * -1;
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sprite.totalTime = 0;
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// Add it to the section & section list
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this.sections[sectionIndex].addChild(sprite);
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this.sectionSprites[sectionIndex].push(sprite);
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this.total_sprites++;
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return sprite;
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}
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/*
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Return true if the Sprite is outside the boundaries of the Canvas (plus whatever buffer is specified).
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*/
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outside(sprite) {
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return sprite.x < this.BUFFER_LEFT ||
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sprite.x > this.BUFFER_RIGHT ||
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sprite.y > this.BUFFER_BOTTOM ||
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sprite.y < this.BUFFER_TOP;
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}
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/**
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* Ticking function for Manager object.
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* @param delta The time (in seconds) that passed between now and the last tick() call.
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*/
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tick = (delta) => {
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delta *= this.TIME_SCALE;
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// Iterate through each section
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for (const [sectionIndex, section] of this.sections.entries()) {
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// Iterate through all sprites moving in that section
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for (const [spriteIndex, sprite] of this.sectionSprites[sectionIndex].entries()) {
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sprite.totalTime += delta;
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let scaleValue = sprite.totalTime / this.TIME_PERIOD;
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// let scaleValue = util.getDistanceSimple(0, 0, sprite.x, sprite.y) / this.MAX_DISTANCE;
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// distanceScale = Math.max(1, distanceScale + 0.3);
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let easeValue = this.EASING_FUNCTION(scaleValue);
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if (sprite.baselineScale < this.MAX_BASELINE_SCALE)
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sprite.baselineScale = Math.min(this.MAX_BASELINE_SCALE, sprite.baselineScale + (0.1 * delta * 0.25));
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let scale = sprite.baselineScale * Math.log(scaleValue + 1)
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sprite.scale.set(scale, scale);
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sprite.x += sprite.velocityX * delta * easeValue;
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sprite.y += sprite.velocityY * delta * easeValue;
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// Remove sprites outside view
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if (this.outside(sprite)) {
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sprite.visible = false;
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this.sprite_trash.push(sprite);
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this.sectionSprites[sectionIndex].splice(spriteIndex, 1);
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// section.removeChild(sprite);
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// sprite.destroy();
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this.total_sprites--;
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}
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}
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}
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// Generate one sprite on each tick if needed.
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if (this.total_sprites < this.MAX_SPRITE_COUNT) {
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this.generatePoint();
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}
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}
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}
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export default Manager; |