@sarthak03dot/romantic-animations 1.0.3 → 1.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
@@ -0,0 +1,92 @@
1
+ import { mergeOptions } from '../core/engine.js';
2
+
3
+ const DEFAULTS = {
4
+ density: 0.18,
5
+ colors: ['#ff6b8a','#ff4d6d','#ffd6ff','#e7c6ff','#c77dff','#48cae4','#ffe66d','#06d6a0'],
6
+ minSize: 6,
7
+ maxSize: 14,
8
+ minSpeed: 1.5,
9
+ maxSpeed: 4,
10
+ gravity: 0.06,
11
+ drag: 0.99,
12
+ shapes: ['rect', 'circle', 'ribbon'],
13
+ };
14
+
15
+ export function confetti(canvas, userOptions = {}) {
16
+ const opts = mergeOptions(DEFAULTS, userOptions);
17
+ const ctx = canvas.getContext('2d');
18
+ const pieces = [];
19
+ let running = true;
20
+
21
+ function createPiece() {
22
+ const size = opts.minSize + Math.random() * (opts.maxSize - opts.minSize);
23
+ const speed = opts.minSpeed + Math.random() * (opts.maxSpeed - opts.minSpeed);
24
+ return {
25
+ x: Math.random() * canvas.width,
26
+ y: -size * 2,
27
+ w: size,
28
+ h: size * (0.4 + Math.random() * 0.8),
29
+ vx: (Math.random() - 0.5) * 3,
30
+ vy: speed,
31
+ angle: Math.random() * Math.PI * 2,
32
+ spin: (Math.random() - 0.5) * 0.15,
33
+ color: opts.colors[Math.floor(Math.random() * opts.colors.length)],
34
+ alpha: 0.8 + Math.random() * 0.2,
35
+ shape: opts.shapes[Math.floor(Math.random() * opts.shapes.length)],
36
+ };
37
+ }
38
+
39
+ function drawPiece(p) {
40
+ ctx.save();
41
+ ctx.globalAlpha = p.alpha;
42
+ ctx.fillStyle = p.color;
43
+ ctx.strokeStyle = p.color;
44
+ ctx.translate(p.x, p.y);
45
+ ctx.rotate(p.angle);
46
+
47
+ if (p.shape === 'circle') {
48
+ ctx.beginPath();
49
+ ctx.ellipse(0, 0, p.w / 2, p.h / 2, 0, 0, Math.PI * 2);
50
+ ctx.fill();
51
+ } else if (p.shape === 'ribbon') {
52
+ ctx.beginPath();
53
+ ctx.moveTo(-p.w / 2, 0);
54
+ ctx.quadraticCurveTo(0, -p.h, p.w / 2, 0);
55
+ ctx.quadraticCurveTo(0, p.h, -p.w / 2, 0);
56
+ ctx.fill();
57
+ } else {
58
+ ctx.fillRect(-p.w / 2, -p.h / 2, p.w, p.h);
59
+ }
60
+ ctx.restore();
61
+ }
62
+
63
+ function animate() {
64
+ if (!running) return;
65
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
66
+
67
+ if (Math.random() < opts.density) pieces.push(createPiece());
68
+
69
+ for (let i = pieces.length - 1; i >= 0; i--) {
70
+ const p = pieces[i];
71
+ p.vy += opts.gravity;
72
+ p.vx *= opts.drag;
73
+ p.vy *= opts.drag;
74
+ p.x += p.vx;
75
+ p.y += p.vy;
76
+ p.angle += p.spin;
77
+
78
+ drawPiece(p);
79
+
80
+ if (p.y > canvas.height + 20) pieces.splice(i, 1);
81
+ }
82
+
83
+ requestAnimationFrame(animate);
84
+ }
85
+
86
+ animate();
87
+
88
+ return function stop() {
89
+ running = false;
90
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
91
+ };
92
+ }
@@ -0,0 +1,112 @@
1
+ import { mergeOptions } from '../core/engine.js';
2
+
3
+ const DEFAULTS = {
4
+ interval: 1200, // ms between auto-launches
5
+ trailLength: 28,
6
+ particleCount: 80,
7
+ colors: ['#ff6b8a','#ff4d6d','#ffd6ff','#e7c6ff','#ffe66d','#06d6a0','#48cae4','#ffffff'],
8
+ gravity: 0.09,
9
+ decay: 0.014,
10
+ glow: true,
11
+ };
12
+
13
+ export function fireworks(canvas, userOptions = {}) {
14
+ const opts = mergeOptions(DEFAULTS, userOptions);
15
+ const ctx = canvas.getContext('2d');
16
+ let running = true;
17
+
18
+ const rockets = []; // { x, y, vx, vy, trail[], color }
19
+ const particles = []; // burst particles
20
+
21
+ function launchRocket() {
22
+ const x = canvas.width * (0.2 + Math.random() * 0.6);
23
+ const targetY = canvas.height * (0.1 + Math.random() * 0.4);
24
+ const dy = targetY - canvas.height;
25
+ const speed = 8 + Math.random() * 5;
26
+ const color = opts.colors[Math.floor(Math.random() * opts.colors.length)];
27
+ rockets.push({ x, y: canvas.height, vy: -Math.abs(speed), targetY, trail: [], color });
28
+ }
29
+
30
+ function burst(x, y, color) {
31
+ for (let i = 0; i < opts.particleCount; i++) {
32
+ const angle = Math.random() * Math.PI * 2;
33
+ const speed = 1 + Math.random() * 5;
34
+ particles.push({
35
+ x, y,
36
+ vx: Math.cos(angle) * speed,
37
+ vy: Math.sin(angle) * speed,
38
+ alpha: 1,
39
+ decay: opts.decay * (0.7 + Math.random() * 0.6),
40
+ size: 2 + Math.random() * 3,
41
+ color,
42
+ });
43
+ }
44
+ }
45
+
46
+ // Auto-launch interval
47
+ const iv = setInterval(() => { if (running) launchRocket(); }, opts.interval);
48
+ launchRocket(); // fire one immediately
49
+
50
+ function animate() {
51
+ if (!running) return;
52
+
53
+ // Clear canvas instead of using a solid fill to keep background transparent
54
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
55
+
56
+ // Draw rockets
57
+ for (let i = rockets.length - 1; i >= 0; i--) {
58
+ const r = rockets[i];
59
+ r.y += r.vy;
60
+ r.trail.push({ x: r.x, y: r.y });
61
+ if (r.trail.length > opts.trailLength) r.trail.shift();
62
+
63
+ // Draw trail
64
+ for (let t = 0; t < r.trail.length; t++) {
65
+ const alpha = (t / r.trail.length) * 0.8;
66
+ ctx.save();
67
+ ctx.globalAlpha = alpha;
68
+ if (opts.glow) { ctx.shadowColor = r.color; ctx.shadowBlur = 6; }
69
+ ctx.fillStyle = r.color;
70
+ ctx.beginPath();
71
+ ctx.arc(r.trail[t].x, r.trail[t].y, 2.5 * (t / r.trail.length), 0, Math.PI * 2);
72
+ ctx.fill();
73
+ ctx.restore();
74
+ }
75
+
76
+ if (r.y <= r.targetY) {
77
+ burst(r.x, r.y, r.color);
78
+ rockets.splice(i, 1);
79
+ }
80
+ }
81
+
82
+ // Draw burst particles
83
+ for (let i = particles.length - 1; i >= 0; i--) {
84
+ const p = particles[i];
85
+ p.x += p.vx;
86
+ p.y += p.vy;
87
+ p.vy += opts.gravity;
88
+ p.alpha -= p.decay;
89
+
90
+ ctx.save();
91
+ ctx.globalAlpha = Math.max(0, p.alpha);
92
+ if (opts.glow) { ctx.shadowColor = p.color; ctx.shadowBlur = p.size * 2; }
93
+ ctx.fillStyle = p.color;
94
+ ctx.beginPath();
95
+ ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
96
+ ctx.fill();
97
+ ctx.restore();
98
+
99
+ if (p.alpha <= 0) particles.splice(i, 1);
100
+ }
101
+
102
+ requestAnimationFrame(animate);
103
+ }
104
+
105
+ animate();
106
+
107
+ return function stop() {
108
+ running = false;
109
+ clearInterval(iv);
110
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
111
+ };
112
+ }
@@ -1,35 +1,89 @@
1
- export function floatingHearts(canvas) {
2
- const ctx = canvas.getContext("2d");
3
- const hearts = [];
4
-
5
- function createHeart() {
6
- return {
7
- x: Math.random() * canvas.width,
8
- y: canvas.height + 20,
9
- size: 20 + Math.random() * 10,
10
- speed: 1 + Math.random() * 2,
11
- };
12
- }
13
-
14
- function drawHeart(h) {
15
- ctx.fillStyle = "pink";
16
- ctx.beginPath();
17
- ctx.moveTo(h.x, h.y);
18
- ctx.bezierCurveTo(h.x + h.size / 2, h.y - h.size, h.x + h.size, h.y + h.size / 3, h.x, h.y + h.size);
19
- ctx.bezierCurveTo(h.x - h.size, h.y + h.size / 3, h.x - h.size / 2, h.y - h.size, h.x, h.y);
20
- ctx.fill();
21
- }
22
-
23
- function animate() {
24
- ctx.clearRect(0, 0, canvas.width, canvas.height);
25
- if (Math.random() < 0.1) hearts.push(createHeart());
26
- for (let i = 0; i < hearts.length; i++) {
27
- hearts[i].y -= hearts[i].speed;
28
- drawHeart(hearts[i]);
1
+ import { mergeOptions } from '../core/engine.js';
2
+
3
+ const DEFAULTS = {
4
+ count: 0.12, // hearts spawned per frame (probability)
5
+ minSize: 14,
6
+ maxSize: 32,
7
+ minSpeed: 0.8,
8
+ maxSpeed: 2.4,
9
+ colors: ['#ff6b8a', '#ff4d6d', '#ff85a1', '#ffc2d1', '#ff0a54', '#ff477e'],
10
+ wobble: true, // horizontal sine drift
11
+ glow: true,
12
+ };
13
+
14
+ /**
15
+ * Draw a proper heart shape centred at (cx, cy) with given radius.
16
+ */
17
+ function drawHeartShape(ctx, cx, cy, r, color, alpha = 1, glow = false) {
18
+ ctx.save();
19
+ ctx.globalAlpha = alpha;
20
+ if (glow) {
21
+ ctx.shadowColor = color;
22
+ ctx.shadowBlur = r * 1.2;
23
+ }
24
+ ctx.fillStyle = color;
25
+ ctx.beginPath();
26
+ ctx.moveTo(cx, cy + r * 0.3);
27
+ // left lobe
28
+ ctx.bezierCurveTo(cx - r * 1.1, cy - r * 0.5, cx - r * 1.6, cy + r * 0.5, cx, cy + r * 1.4);
29
+ // right lobe
30
+ ctx.bezierCurveTo(cx + r * 1.6, cy + r * 0.5, cx + r * 1.1, cy - r * 0.5, cx, cy + r * 0.3);
31
+ ctx.fill();
32
+ ctx.restore();
33
+ }
34
+
35
+ export function floatingHearts(canvas, userOptions = {}) {
36
+ const opts = mergeOptions(DEFAULTS, userOptions);
37
+ const ctx = canvas.getContext('2d');
38
+ const hearts = [];
39
+ let running = true;
40
+ let frame = 0;
41
+
42
+ function createHeart() {
43
+ const size = opts.minSize + Math.random() * (opts.maxSize - opts.minSize);
44
+ return {
45
+ x: Math.random() * canvas.width,
46
+ y: canvas.height + size * 2,
47
+ size,
48
+ speed: opts.minSpeed + Math.random() * (opts.maxSpeed - opts.minSpeed),
49
+ color: opts.colors[Math.floor(Math.random() * opts.colors.length)],
50
+ alpha: 0.7 + Math.random() * 0.3,
51
+ wobbleOffset: Math.random() * Math.PI * 2,
52
+ wobbleSpeed: 0.02 + Math.random() * 0.03,
53
+ wobbleAmount: 0.5 + Math.random() * 1.5,
54
+ };
55
+ }
56
+
57
+ function animate() {
58
+ if (!running) return;
59
+ frame++;
60
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
61
+
62
+ if (Math.random() < opts.count) hearts.push(createHeart());
63
+
64
+ for (let i = hearts.length - 1; i >= 0; i--) {
65
+ const h = hearts[i];
66
+ h.y -= h.speed;
67
+ h.wobbleOffset += h.wobbleSpeed;
68
+ const xOffset = opts.wobble ? Math.sin(h.wobbleOffset) * h.wobbleAmount * h.size * 0.5 : 0;
69
+
70
+ // Fade out near top
71
+ const fadeAlpha = Math.min(h.alpha, h.y / (canvas.height * 0.2));
72
+ if (fadeAlpha <= 0 || h.y < -h.size * 3) {
73
+ hearts.splice(i, 1);
74
+ continue;
29
75
  }
30
- requestAnimationFrame(animate);
76
+
77
+ drawHeartShape(ctx, h.x + xOffset, h.y, h.size, h.color, Math.max(0, fadeAlpha), opts.glow);
31
78
  }
32
-
33
- animate();
79
+
80
+ requestAnimationFrame(animate);
34
81
  }
35
-
82
+
83
+ animate();
84
+
85
+ return function stop() {
86
+ running = false;
87
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
88
+ };
89
+ }
@@ -0,0 +1,76 @@
1
+ import { mergeOptions } from '../core/engine.js';
2
+
3
+ const DEFAULTS = {
4
+ orbCount: 15,
5
+ minSize: 50,
6
+ maxSize: 150,
7
+ colors: ['#ff4d6d', '#c77dff', '#48cae4', '#ffe66d'],
8
+ speed: 0.5,
9
+ glow: true,
10
+ };
11
+
12
+ export function floatingOrbs(canvas, userOptions = {}) {
13
+ const opts = mergeOptions(DEFAULTS, userOptions);
14
+ const ctx = canvas.getContext('2d');
15
+ const orbs = [];
16
+ let running = true;
17
+
18
+ function createOrb() {
19
+ const size = opts.minSize + Math.random() * (opts.maxSize - opts.minSize);
20
+ return {
21
+ x: Math.random() * canvas.width,
22
+ y: Math.random() * canvas.height,
23
+ size,
24
+ vx: (Math.random() - 0.5) * opts.speed,
25
+ vy: (Math.random() - 0.5) * opts.speed,
26
+ color: opts.colors[Math.floor(Math.random() * opts.colors.length)],
27
+ alpha: 0,
28
+ };
29
+ }
30
+
31
+ for (let i = 0; i < opts.orbCount; i++) {
32
+ const orb = createOrb();
33
+ orb.alpha = Math.random() * 0.5 + 0.1;
34
+ orbs.push(orb);
35
+ }
36
+
37
+ function animate() {
38
+ if (!running) return;
39
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
40
+
41
+ for (let i = 0; i < orbs.length; i++) {
42
+ const b = orbs[i];
43
+ b.x += b.vx;
44
+ b.y += b.vy;
45
+
46
+ // Bounce off walls
47
+ if (b.x < -b.size) b.x = canvas.width + b.size;
48
+ if (b.x > canvas.width + b.size) b.x = -b.size;
49
+ if (b.y < -b.size) b.y = canvas.height + b.size;
50
+ if (b.y > canvas.height + b.size) b.y = -b.size;
51
+
52
+ ctx.save();
53
+ ctx.globalAlpha = b.alpha;
54
+ ctx.globalCompositeOperation = 'screen';
55
+
56
+ const gradient = ctx.createRadialGradient(b.x, b.y, 0, b.x, b.y, b.size);
57
+ gradient.addColorStop(0, b.color);
58
+ gradient.addColorStop(1, 'rgba(0,0,0,0)');
59
+
60
+ ctx.fillStyle = gradient;
61
+ ctx.beginPath();
62
+ ctx.arc(b.x, b.y, b.size, 0, Math.PI * 2);
63
+ ctx.fill();
64
+ ctx.restore();
65
+ }
66
+
67
+ requestAnimationFrame(animate);
68
+ }
69
+
70
+ animate();
71
+
72
+ return function stop() {
73
+ running = false;
74
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
75
+ };
76
+ }
@@ -1,56 +1,113 @@
1
- export function heartBurst(canvas) {
2
- const ctx = canvas.getContext("2d");
3
- const bursts = [];
4
-
5
- function createHeart(x, y) {
1
+ import { mergeOptions } from '../core/engine.js';
2
+
3
+ const DEFAULTS = {
4
+ count: 20, // hearts per burst
5
+ minSize: 8,
6
+ maxSize: 20,
7
+ minSpeed: 2,
8
+ maxSpeed: 7,
9
+ gravity: 0.08,
10
+ decay: 0.018,
11
+ colors: ['#ff0a54', '#ff477e', '#ff7096', '#ff85a1', '#fbb1bd', '#ff4d6d'],
12
+ glow: true,
13
+ symbols: ['heart'], // 'heart' | 'star' | 'sparkle'
14
+ };
15
+
16
+ function drawSymbol(ctx, type, cx, cy, r, color, alpha, glow) {
17
+ ctx.save();
18
+ ctx.globalAlpha = Math.max(0, alpha);
19
+ if (glow) { ctx.shadowColor = color; ctx.shadowBlur = r * 2; }
20
+ ctx.fillStyle = color;
21
+
22
+ if (type === 'star') {
23
+ // 5-point star
24
+ ctx.beginPath();
25
+ for (let i = 0; i < 5; i++) {
26
+ const outer = (Math.PI / 2) + (i * 2 * Math.PI) / 5;
27
+ const inner = outer + Math.PI / 5;
28
+ if (i === 0) ctx.moveTo(cx + r * Math.cos(outer), cy - r * Math.sin(outer));
29
+ else ctx.lineTo(cx + r * Math.cos(outer), cy - r * Math.sin(outer));
30
+ ctx.lineTo(cx + (r * 0.4) * Math.cos(inner), cy - (r * 0.4) * Math.sin(inner));
31
+ }
32
+ ctx.closePath();
33
+ ctx.fill();
34
+ } else if (type === 'sparkle') {
35
+ // 4-point sparkle
36
+ for (let i = 0; i < 4; i++) {
37
+ const a = (i * Math.PI) / 2;
38
+ ctx.beginPath();
39
+ ctx.ellipse(cx + Math.cos(a) * r * 0.5, cy + Math.sin(a) * r * 0.5, r * 0.18, r * 0.7, a, 0, Math.PI * 2);
40
+ ctx.fill();
41
+ }
42
+ } else {
43
+ // heart
44
+ ctx.beginPath();
45
+ ctx.moveTo(cx, cy + r * 0.3);
46
+ ctx.bezierCurveTo(cx - r * 1.1, cy - r * 0.5, cx - r * 1.6, cy + r * 0.5, cx, cy + r * 1.4);
47
+ ctx.bezierCurveTo(cx + r * 1.6, cy + r * 0.5, cx + r * 1.1, cy - r * 0.5, cx, cy + r * 0.3);
48
+ ctx.fill();
49
+ }
50
+ ctx.restore();
51
+ }
52
+
53
+ export function heartBurst(canvas, userOptions = {}) {
54
+ const opts = mergeOptions(DEFAULTS, userOptions);
55
+ const ctx = canvas.getContext('2d');
56
+ const particles = [];
57
+ let running = true;
58
+
59
+ function spawnBurst(x, y) {
60
+ for (let i = 0; i < opts.count; i++) {
6
61
  const angle = Math.random() * Math.PI * 2;
7
- const speed = 2 + Math.random() * 3;
8
- return {
9
- x,
10
- y,
11
- size: 10 + Math.random() * 5,
62
+ const speed = opts.minSpeed + Math.random() * (opts.maxSpeed - opts.minSpeed);
63
+ particles.push({
64
+ x, y,
65
+ size: opts.minSize + Math.random() * (opts.maxSize - opts.minSize),
12
66
  vx: Math.cos(angle) * speed,
13
67
  vy: Math.sin(angle) * speed,
14
68
  alpha: 1,
15
- decay: 0.02
16
- };
69
+ decay: opts.decay * (0.8 + Math.random() * 0.4),
70
+ color: opts.colors[Math.floor(Math.random() * opts.colors.length)],
71
+ symbol: opts.symbols[Math.floor(Math.random() * opts.symbols.length)],
72
+ });
17
73
  }
18
-
19
- function drawHeart(h) {
20
- ctx.fillStyle = `rgba(255, 20, 147, ${h.alpha})`;
21
- ctx.beginPath();
22
- ctx.moveTo(h.x, h.y);
23
- ctx.bezierCurveTo(h.x + h.size / 2, h.y - h.size, h.x + h.size, h.y + h.size / 3, h.x, h.y + h.size);
24
- ctx.bezierCurveTo(h.x - h.size, h.y + h.size / 3, h.x - h.size / 2, h.y - h.size, h.x, h.y);
25
- ctx.fill();
26
- }
27
-
28
- canvas.addEventListener("click", (e) => {
29
- const rect = canvas.getBoundingClientRect();
30
- const burst = [];
31
- for (let i = 0; i < 20; i++) {
32
- burst.push(createHeart(e.clientX - rect.left, e.clientY - rect.top));
33
- }
34
- bursts.push(burst);
35
- });
36
-
37
- function animate() {
38
- ctx.clearRect(0, 0, canvas.width, canvas.height);
39
- for (let b = bursts.length - 1; b >= 0; b--) {
40
- const burst = bursts[b];
41
- for (let i = burst.length - 1; i >= 0; i--) {
42
- const h = burst[i];
43
- h.x += h.vx;
44
- h.y += h.vy;
45
- h.alpha -= h.decay;
46
- drawHeart(h);
47
- if (h.alpha <= 0) burst.splice(i, 1);
48
- }
49
- if (burst.length === 0) bursts.splice(b, 1);
50
- }
51
- requestAnimationFrame(animate);
74
+ }
75
+
76
+ const onClick = (e) => {
77
+ const rect = canvas.getBoundingClientRect();
78
+ spawnBurst(e.clientX - rect.left, e.clientY - rect.top);
79
+ };
80
+ const onTouch = (e) => {
81
+ const rect = canvas.getBoundingClientRect();
82
+ Array.from(e.changedTouches).forEach((t) => spawnBurst(t.clientX - rect.left, t.clientY - rect.top));
83
+ };
84
+
85
+ window.addEventListener('click', onClick);
86
+ window.addEventListener('touchend', onTouch, { passive: true });
87
+
88
+ function animate() {
89
+ if (!running) return;
90
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
91
+
92
+ for (let i = particles.length - 1; i >= 0; i--) {
93
+ const p = particles[i];
94
+ p.x += p.vx;
95
+ p.y += p.vy;
96
+ p.vy += opts.gravity; // gravity
97
+ p.alpha -= p.decay;
98
+ drawSymbol(ctx, p.symbol, p.x, p.y, p.size, p.color, p.alpha, opts.glow);
99
+ if (p.alpha <= 0) particles.splice(i, 1);
52
100
  }
53
-
54
- animate();
101
+
102
+ requestAnimationFrame(animate);
55
103
  }
56
-
104
+
105
+ animate();
106
+
107
+ return function stop() {
108
+ running = false;
109
+ window.removeEventListener('click', onClick);
110
+ window.removeEventListener('touchend', onTouch);
111
+ ctx.clearRect(0, 0, canvas.width, canvas.height);
112
+ };
113
+ }