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feat(game): play confetti for finished games
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import {useEffect, useRef, useState} from 'react';
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import {LOGO_COLORS} from './Logo.jsx';
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const DURATION_MS = 2800;
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const PIECES = {small: 70, big: 240};
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const GRAVITY = 0.12;
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// The speeds are per frame at 60 Hz; a faster screen moves the same distance in the same time.
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const FRAME_MS = 1000 / 60;
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const reducedMotion = () => window.matchMedia?.('(prefers-reduced-motion: reduce)').matches ?? false;
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// The logo colors of the chosen accent and the accent itself.
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function colors() {
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const style = getComputedStyle(document.documentElement);
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const logo = LOGO_COLORS.map(([name, hex]) => style.getPropertyValue(name).trim() || hex);
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const accent = style.getPropertyValue('--primary').trim();
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return accent ? [...logo, accent] : logo;
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}
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// Small: one burst from the top center. Big: two cannons from the lower corners.
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function pieces(size, width, height) {
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const palette = colors();
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const big = size === 'big';
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return Array.from({length: PIECES[size]}, (_, i) => {
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const left = i % 2 === 0;
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const angle = big ? (left ? -Math.PI / 3 : -2 * Math.PI / 3) + (Math.random() - 0.5) * 0.6
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: Math.PI / 2 + (Math.random() - 0.5) * 2.4;
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const speed = big ? 9 + Math.random() * 9 : 2 + Math.random() * 5;
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return {
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x: big ? (left ? 0 : width) : width / 2,
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y: big ? height : height * 0.1,
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vx: Math.cos(angle) * speed,
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vy: Math.sin(angle) * speed,
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spin: Math.random() * Math.PI,
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spinSpeed: (Math.random() - 0.5) * 0.3,
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w: 6 + Math.random() * 6,
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h: 3 + Math.random() * 4,
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color: palette[i % palette.length],
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};
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});
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}
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/**
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* Confetti over the whole page for about 3 s after mount, then onDone. Remount (a new key) to play again.
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*
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* @param size 'small' or 'big'
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*/
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export default function Confetti({size, onDone}) {
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const canvasRef = useRef(null);
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const [reduce] = useState(reducedMotion);
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useEffect(() => {
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const canvas = canvasRef.current;
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const context = canvas?.getContext('2d');
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if (!context) return undefined;
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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const all = pieces(size, canvas.width, canvas.height);
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const start = performance.now();
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let last = start;
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let frame;
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const draw = (now) => {
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const elapsed = now - start;
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const steps = (now - last) / FRAME_MS;
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last = now;
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context.setTransform(1, 0, 0, 1, 0, 0);
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context.clearRect(0, 0, canvas.width, canvas.height);
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if (elapsed >= DURATION_MS) {
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onDone?.();
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return;
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}
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context.globalAlpha = 1 - elapsed / DURATION_MS;
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for (const piece of all) {
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piece.vy += GRAVITY * steps;
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piece.vx *= 0.99 ** steps;
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piece.x += piece.vx * steps;
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piece.y += piece.vy * steps;
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piece.spin += piece.spinSpeed * steps;
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if (piece.y > canvas.height + 20) continue;
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const cos = Math.cos(piece.spin);
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const sin = Math.sin(piece.spin);
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context.setTransform(cos, sin, -sin, cos, piece.x, piece.y);
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context.fillStyle = piece.color;
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context.fillRect(-piece.w / 2, -piece.h / 2, piece.w, piece.h * Math.abs(cos));
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}
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frame = requestAnimationFrame(draw);
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};
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frame = requestAnimationFrame(draw);
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return () => cancelAnimationFrame(frame);
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// Not on onDone: a new function from a re-render must not restart the animation.
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}, [size]);
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if (reduce) return null;
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return <canvas ref={canvasRef} aria-hidden="true" data-size={size}
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className="pointer-events-none fixed inset-0 z-50 size-full"/>;
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}
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