Skip to content

Latest commit

 

History

History
160 lines (124 loc) · 8.69 KB

readme.md

File metadata and controls

160 lines (124 loc) · 8.69 KB

Confetti Cannon

Launch Confetti

Example

Install

npm i confetti-cannon

How to use

This is the basic use of the cannon where we render everything we need and then create confetti on the canvas where the user clicks. For more advanced uses, check out the stories.

import {
  ConfettiCanvas,
  Environment,
  SpriteCanvas,
  useConfettiCannon,
  ConfettiCanvasHandle,
  SpriteCanvasHandle,
} from "confetti-cannon";

const SPRITES = [
  require("./images/square.svg"),
  require("./images/circle.svg"),
];
const COLORS = ["#FF73FA", "#FFC0FF"];
const SIZE = 40;

function Example() {
  const [confettiCanvas, setConfettiCanvas] =
    React.useState<ConfettiCanvasHandle | null>(null);
  const [spriteCanvas, setSpriteCanvas] =
    React.useState<SpriteCanvasHandle | null>(null);
  const environment = React.useMemo(() => new Environment(), []);
  const cannon = useConfettiCannon(confettiCanvas, spriteCanvas);

  const addConfetti = React.useCallback(
    (x: number, y: number) => {
      cannon.createConfetti({
        position: {
          type: "static",
          value: { x, y },
        },
        size: {
          type: "static",
          value: SIZE,
        },
      });
    },
    [cannon]
  );

  const handleClick = (e: MouseEvent) => {
    const { x, y } = getClickPosition(e, confettiCanvas?.getCanvas());
    addConfetti(x, y);
  };

  return (
    <>
      <SpriteCanvas
        ref={setSpriteCanvas}
        sprites={SPRITES}
        colors={COLORS}
        spriteWidth={SIZE}
        spriteHeight={SIZE}
      />
      <ConfettiCanvas
        ref={setConfettiCanvas}
        onClick={handleClick}
        environment={environment}
      />
    </>
  );
}

Components

SpriteCanvas

A SpriteCanvas is used to pre-render your confetti. You'll need to render this somewhere in your app in order to launch confetti on an ConfettiCanvas. This will not be visible to users.

Prop Type Description
spriteWidth number The width to render the confetti at. Should be the largest width your confetti will be rendered at if possible
spriteHeight number The height to render the confetti at. Should be the largest width your confetti will be rendered at if possible
colors string[] The colors your confetti will be rendered as
sprites Array<string | {src: string, colorized: boolean}> The sources of your confetti images. If you do not want to color an image, use {src, colorize: false}
visible boolean Used for debugging if you'd like to see the SpriteCanvas on screen

ConfettiCanvas

A ConfettiCanvas is the canvas that will render your confetti on screen

Prop Type Description
environment Environment An object representing the environment effecting the confetti
onClick (e: MouseEvent, confetti: Confetti | null) => void Event fired when the user clicks the canvas, if they clicked a confetti, that confetti is included
onMouseDown (e: MouseEvent, confetti: Confetti | null) => void Event fired when the user mouses down on the canvas, if they moused down on a confetti, that confetti is included

to create an Environment, use new Environment().

Arg Type Default Description
gravity number -9.8 How confetti will be effected on the y axis
wind number 0 How confetti will be effected on the x axis

useConfettiCannon

useConfettiCannon is the hook that will allow you to launch confetti. This takes a ConfettiCanvas and a SpriteCanvas and provides a few functions to create confetti.

Cannon methods

There's several methods available to add and manage confetti on the canvas. Typically, you'll want to use createMultipleConfetti.

Method Description
createConfetti Create a single confetti and add it to the canvas
createMultipleConfetti Create multiple confetti and add them to the canvas
addConfetti Add a confetti on the canvas
deleteConfetti Delete a confetti from the canvas
clearConfetti Delete all confetti from the canvas

CreateConfettiArgs

These are passed to createConfetti methods to create a confetti and define how it is updated. Each includes a type, which then defines the rest of the args.

Arg Type Default Description
id ?string A uuid A unique id to a confetti if you want to reference it later, will be a uuid if not specified
position ConfigVector2Input N/A The position to launch the confetti at and how it will be updated
velocity ?ConfigVector2Input static, 0 The velocity to launch the confetti at and how it will be updated
rotation ?ConfigVector3Input static, 0 The rotation to launch the confetti at and how it will be updated
dragCoefficient ?ConfigVector2Input static, 0.001 The drag coefficient to launch the confetti at and how it will be updated. This effects how much gravity and wind effect the confetti
size ConfigVector2Input N/A The size to launch the confetti at and how it will be updated
opacity ?ConfigNumberInput static 1 The opacity to launch the confetti at and how it will be updated

Config Inputs Config inputs are helper objects that will eventually create an UpdatableValue that lives on Confetti that tells the Confetti how to update on every tick.

Valid types include:

  • static: Will not change on updates (gravity and wind will still effect relevant fields)
  • linear: Will update linearly on every update
  • oscillating: Will oscillate between two values with a given easing

Each type also includes a -random option (ex: static-random) which allows you to add randomization with the initial value and the update values.

Any Vector2 or Vector3 will also accept a number as a shortcut to set all x, y, and z values to that number.

CreateConfettiRequestedOptions

This is an optional object that will request that the canvas create a specific sprite or color. The sprite and color must be included on your sprite canvas for this to work.

Arg Type Description
sprite ?Array<string | {src: string, colorized: boolean}> The requested sprite
color ?string The requested color