Add heart effect (#6188)

* add heart effect

* clean up syntax

* convert indentation to spaces

* appease the linter

* hopefully resolve merge conflict

* add missing semicolons

* add label to toggle switch

* Revert "add label to toggle switch"

This reverts commit 5e83d9b9109f5f1922555484f7492596cc5966ff.

* remove extra space

* replace gift heart with emoji heart in timeline message

* reduce number of emoji triggers

* copyright should be myself

* Update src/effects/index.ts

Co-authored-by: ColonisationCaptain <52425971+ColonisationCaptain@users.noreply.github.com>
Co-authored-by: Travis Ralston <travpc@gmail.com>
Co-authored-by: Travis Ralston <travisr@matrix.org>
This commit is contained in:
CicadaCinema 2022-04-08 22:31:04 +01:00 committed by GitHub
parent 579a166113
commit cdb0c2c6a1
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3 changed files with 205 additions and 1 deletions

191
src/effects/hearts/index.ts Normal file
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@ -0,0 +1,191 @@
/*
Copyright 2021 The Matrix.org Foundation C.I.C.
Copyright 2022 Arseny Uskov
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*/
import ICanvasEffect from '../ICanvasEffect';
import { arrayFastClone } from "../../utils/arrays";
export type HeartOptions = {
/**
* The maximum number of hearts to render at a given time
*/
maxCount: number;
/**
* The amount of gravity to apply to the hearts
*/
gravity: number;
/**
* The maximum amount of drift (horizontal sway) to apply to the hearts. Each heart varies.
*/
maxDrift: number;
/**
* The maximum amount of tilt to apply to the heart. Each heart varies.
*/
maxRot: number;
};
type Heart = {
x: number;
y: number;
xCol: number;
scale: number;
maximumDrift: number;
maximumRot: number;
gravity: number;
color: string;
};
export const DefaultOptions: HeartOptions = {
maxCount: 120,
gravity: 3.2,
maxDrift: 5,
maxRot: 5,
};
const KEY_FRAME_INTERVAL = 15; // 15ms, roughly
export default class Hearts implements ICanvasEffect {
private readonly options: HeartOptions;
constructor(options: { [key: string]: any }) {
this.options = { ...DefaultOptions, ...options };
}
private context: CanvasRenderingContext2D | null = null;
private particles: Array<Heart> = [];
private lastAnimationTime: number;
private colours = [
'rgba(194,210,224,1)',
'rgba(235,214,219,1)',
'rgba(255,211,45,1)',
'rgba(255,190,174,1)',
'rgba(255,173,226,1)',
'rgba(242,114,171,1)',
'rgba(228,55,116,1)',
'rgba(255,86,130,1)',
'rgba(244,36,57,1)',
'rgba(247,126,157,1)',
'rgba(243,142,140,1)',
'rgba(252,116,183,1)'];
public isRunning: boolean;
public start = async (canvas: HTMLCanvasElement, timeout = 3000) => {
if (!canvas) {
return;
}
this.context = canvas.getContext('2d');
this.particles = [];
const count = this.options.maxCount;
while (this.particles.length < count) {
this.particles.push(this.resetParticle({} as Heart, canvas.width, canvas.height));
}
this.isRunning = true;
requestAnimationFrame(this.renderLoop);
if (timeout) {
window.setTimeout(this.stop, timeout);
}
};
public stop = async () => {
this.isRunning = false;
};
private resetParticle = (particle: Heart, width: number, height: number): Heart => {
particle.color = this.colours[(Math.random() * this.colours.length) | 0];
particle.x = Math.random() * width;
particle.y = Math.random() * height + height;
particle.xCol = particle.x;
particle.scale = (Math.random() * 0.07) + 0.04;
particle.maximumDrift = (Math.random() * this.options.maxDrift) + 3.5;
particle.maximumRot = (Math.random() * this.options.maxRot) + 3.5;
particle.gravity = this.options.gravity + (Math.random() * 4.8);
return particle;
};
private renderLoop = (): void => {
if (!this.context || !this.context.canvas) {
return;
}
if (this.particles.length === 0) {
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
} else {
const timeDelta = Date.now() - this.lastAnimationTime;
if (timeDelta >= KEY_FRAME_INTERVAL || !this.lastAnimationTime) {
// Clear the screen first
this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
this.lastAnimationTime = Date.now();
this.animateAndRenderHearts();
}
requestAnimationFrame(this.renderLoop);
}
};
private animateAndRenderHearts() {
if (!this.context || !this.context.canvas) {
return;
}
for (const particle of arrayFastClone(this.particles)) {
particle.y -= particle.gravity;
// We treat the drift as a sine function to have a more fluid-like movement instead
// of a pong-like movement off walls of the X column. This means that for
// $x=A\sin(\frac{2\pi}{P}y)$ we use the `maximumDrift` as the amplitude (A) and a
// large multiplier to create a very long waveform through P.
const peakDistance = 75 * particle.maximumDrift;
const PI2 = Math.PI * 2;
particle.x = 6 * particle.maximumDrift * Math.sin(0.7 * (PI2 / peakDistance) * particle.y);
particle.x += particle.xCol; // bring the particle to the right place
const posScale = 1 / particle.scale;
const x = particle.x * posScale;
const y = particle.y * posScale;
this.context.save();
this.context.scale(particle.scale, particle.scale);
this.context.beginPath();
// Rotate the heart about its centre.
// The tilt of the heart is modelled similarly to its horizontal drift,
// using a sine function.
this.context.translate(248 + x, 215 + y);
this.context.rotate((1 / 10) * particle.maximumRot * Math.sin((PI2 / peakDistance) * particle.y * 0.8));
this.context.translate(-248 - x, -215 - y);
// Use bezier curves to draw a heart using pre-calculated coordinates.
this.context.moveTo(140 + x, 20 + y);
this.context.bezierCurveTo(73 + x, 20 + y, 20 + x, 74 + y, 20 + x, 140 + y);
this.context.bezierCurveTo(20 + x, 275 + y, 156 + x, 310 + y, 248 + x, 443 + y);
this.context.bezierCurveTo(336 + x, 311 + y, 477 + x, 270 + y, 477 + x, 140 + y);
this.context.bezierCurveTo(477 + x, 74 + y, 423 + x, 20 + y, 357 + x, 20 + y);
this.context.bezierCurveTo(309 + x, 20 + y, 267 + x, 48 + y, 248 + x, 89 + y);
this.context.bezierCurveTo(229 + x, 48 + y, 188 + x, 20 + y, 140 + x, 20 + y);
this.context.closePath();
this.context.fillStyle = particle.color;
this.context.fill();
this.context.restore();
// Remove any dead hearts after a 100px wide margin.
if (particle.y < -100) {
const idx = this.particles.indexOf(particle);
this.particles.splice(idx, 1);
}
}
}
}

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@ -21,6 +21,7 @@ import { FireworksOptions } from "./fireworks";
import { RainfallOptions } from "./rainfall";
import { SnowfallOptions } from "./snowfall";
import { SpaceInvadersOptions } from "./spaceinvaders";
import { HeartOptions } from "./hearts";
/**
* This configuration defines room effects that can be triggered by custom message types and emojis
@ -85,5 +86,15 @@ export const CHAT_EFFECTS: Array<Effect<{ [key: string]: any }>> = [
gravity: 0.01,
},
} as Effect<SpaceInvadersOptions>,
{
emojis: ["💝"],
msgType: "io.element.effect.hearts",
command: "hearts",
description: () => _td("Sends the given message with hearts"),
fallbackMessage: () => _t("sends hearts") + " 💝",
options: {
maxCount: 120,
gravity: 3.2,
},
} as Effect<HeartOptions>,
];

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@ -988,6 +988,8 @@
"sends snowfall": "sends snowfall",
"Sends the given message with a space themed effect": "Sends the given message with a space themed effect",
"sends space invaders": "sends space invaders",
"Sends the given message with hearts": "Sends the given message with hearts",
"sends hearts": "sends hearts",
"Server error": "Server error",
"Command error": "Command error",
"Server unavailable, overloaded, or something else went wrong.": "Server unavailable, overloaded, or something else went wrong.",