Add a snowfall chat effect (with /snowfall command)
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3 changed files with 177 additions and 1 deletions
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@ -75,6 +75,20 @@ type FireworksOptions = {
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*/
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gravity: number;
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}
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type SnowfallOptions = {
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/**
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* The maximum number of snowflakes to render at a given time
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*/
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maxCount: number;
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/**
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* The amount of gravity to apply to the snowflakes
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*/
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gravity: number;
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/**
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* The amount of drift (horizontal sway) to apply to the snowflakes. Each snowflake varies.
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*/
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maxDrift: number;
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}
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/**
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* This configuration defines room effects that can be triggered by custom message types and emojis
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@ -99,12 +113,24 @@ export const CHAT_EFFECTS: Array<Effect<{ [key: string]: any }>> = [
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msgType: 'nic.custom.fireworks',
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command: 'fireworks',
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description: () => _td("Sends the given message with fireworks"),
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fallbackMessage: () => _t("sends fireworks") + "🎆",
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fallbackMessage: () => _t("sends fireworks") + " 🎆",
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options: {
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maxCount: 500,
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gravity: 0.05,
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},
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} as Effect<FireworksOptions>,
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{
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emojis: ['❄', '🌨'],
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msgType: 'io.element.effect.snowfall',
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command: 'snowfall',
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description: () => _td("Sends the given message with snowfall"),
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fallbackMessage: () => _t("sends snowfall") + " ❄",
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options: {
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maxCount: 200,
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gravity: 0.05,
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maxDrift: 5,
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},
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} as Effect<SnowfallOptions>,
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];
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148
src/effects/snowfall/index.ts
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148
src/effects/snowfall/index.ts
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@ -0,0 +1,148 @@
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/*
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Copyright 2020 The Matrix.org Foundation C.I.C.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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import ICanvasEffect from '../ICanvasEffect';
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import { arrayFastClone } from "../../utils/arrays";
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export type SnowfallOptions = {
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/**
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* The maximum number of snowflakes to render at a given time
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*/
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maxCount: number;
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/**
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* The amount of gravity to apply to the snowflakes
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*/
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gravity: number;
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/**
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* The amount of drift (horizontal sway) to apply to the snowflakes. Each snowflake varies.
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*/
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maxDrift: number;
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}
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type Snowflake = {
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x: number;
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y: number;
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xCol: number;
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diameter: number;
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maximumDrift: number;
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gravity: number;
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}
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export const DefaultOptions: SnowfallOptions = {
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maxCount: 200,
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gravity: 0.05,
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maxDrift: 5,
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};
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const KEY_FRAME_INTERVAL = 15; // 15ms, roughly
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export default class Snowfall implements ICanvasEffect {
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private readonly options: SnowfallOptions;
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constructor(options: { [key: string]: any }) {
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this.options = {...DefaultOptions, ...options};
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}
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private context: CanvasRenderingContext2D | null = null;
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private particles: Array<Snowflake> = [];
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private lastAnimationTime: number;
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public isRunning: boolean;
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public start = async (canvas: HTMLCanvasElement, timeout = 3000) => {
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if (!canvas) {
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return;
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}
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this.context = canvas.getContext('2d');
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this.particles = [];
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const count = this.options.maxCount;
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while (this.particles.length < count) {
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this.particles.push(this.resetParticle({} as Snowflake, canvas.width, canvas.height));
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}
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this.isRunning = true;
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requestAnimationFrame(this.renderLoop);
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if (timeout) {
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window.setTimeout(this.stop, timeout);
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}
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}
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public stop = async () => {
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this.isRunning = false;
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}
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private resetParticle = (particle: Snowflake, width: number, height: number): Snowflake => {
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particle.x = Math.random() * width;
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particle.y = Math.random() * -height;
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particle.xCol = particle.x;
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particle.diameter = (Math.random() * 7) + 4;
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particle.maximumDrift = (Math.random() * this.options.maxDrift) + 3.5;
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particle.gravity = this.options.gravity + (Math.random() * 6) + 4;
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return particle;
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}
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private renderLoop = (): void => {
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if (!this.context || !this.context.canvas) {
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return;
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}
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if (this.particles.length === 0) {
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this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
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} else {
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const timeDelta = Date.now() - this.lastAnimationTime;
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if (timeDelta >= KEY_FRAME_INTERVAL || !this.lastAnimationTime) {
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// Clear the screen first
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this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
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this.lastAnimationTime = Date.now();
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this.animateAndRenderSnowflakes();
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}
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requestAnimationFrame(this.renderLoop);
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}
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};
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private animateAndRenderSnowflakes() {
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if (!this.context || !this.context.canvas) {
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return;
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}
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const height = this.context.canvas.height;
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for (const particle of arrayFastClone(this.particles)) {
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particle.y += particle.gravity;
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// We treat the drift as a sine function to have a more fluid-like movement instead
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// of a pong-like movement off walls of the X column. This means that for
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// $x=A\sin(\frac{2\pi}{P}y)$ we use the `maximumDrift` as the amplitude (A) and a
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// large multiplier to create a very long waveform through P.
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const peakDistance = 75 * particle.maximumDrift;
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const PI2 = Math.PI * 2;
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particle.x = particle.maximumDrift * Math.sin((PI2 / peakDistance) * particle.y);
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particle.x += particle.xCol; // bring the particle to the right place
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const radius = particle.diameter / 2;
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this.context.save();
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this.context.beginPath();
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this.context.ellipse(particle.x, particle.y, radius, radius, 0, 0, 360);
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this.context.fillStyle = '#eaeaea'; // grey so it shows up on the light theme
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this.context.fill();
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this.context.closePath();
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this.context.restore();
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// Remove any dead snowflakes
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const maxBounds = radius * 4; // make sure it's *really* off screen
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if (particle.y > (height + maxBounds)) {
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const idx = this.particles.indexOf(particle);
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this.particles.splice(idx, 1);
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}
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}
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}
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}
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@ -849,6 +849,8 @@
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"sends confetti": "sends confetti",
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"Sends the given message with fireworks": "Sends the given message with fireworks",
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"sends fireworks": "sends fireworks",
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"Sends the given message with snowfall": "Sends the given message with snowfall",
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"sends snowfall": "sends snowfall",
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"You held the call <a>Resume</a>": "You held the call <a>Resume</a>",
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"%(peerName)s held the call": "%(peerName)s held the call",
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"Video Call": "Video Call",
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