@tsparticles/preset-confetti 3.0.0-alpha.1

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package/LICENSE ADDED
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+ MIT License
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+
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+ Copyright (c) 2020 Matteo Bruni
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+
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+ Permission is hereby granted, free of charge, to any person obtaining a copy
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+ of this software and associated documentation files (the "Software"), to deal
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+ in the Software without restriction, including without limitation the rights
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+ to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+ copies of the Software, and to permit persons to whom the Software is
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+ furnished to do so, subject to the following conditions:
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+
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+ The above copyright notice and this permission notice shall be included in all
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+ copies or substantial portions of the Software.
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+
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+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+ IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+ FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+ LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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+ SOFTWARE.
package/README.md ADDED
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+ [![banner](https://particles.js.org/images/banner3.png)](https://particles.js.org)
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+
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+ # tsParticles Confetti Preset
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+
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+ [![jsDelivr](https://data.jsdelivr.com/v1/package/npm/@tsparticles/preset-confetti/badge)](https://www.jsdelivr.com/package/npm/@tsparticles/preset-confetti) [![npmjs](https://badge.fury.io/js/@tsparticles/preset-confetti.svg)](https://www.npmjs.com/package/@tsparticles/preset-confetti) [![npmjs](https://img.shields.io/npm/dt/@tsparticles/preset-confetti)](https://www.npmjs.com/package/@tsparticles/preset-confetti) [![GitHub Sponsors](https://img.shields.io/github/sponsors/matteobruni)](https://github.com/sponsors/matteobruni)
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+
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+ [tsParticles](https://github.com/matteobruni/tsparticles) preset for white and red confetti launched from the screen
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+ center on a transparent background.
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+
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+ [![Slack](https://particles.js.org/images/slack.png)](https://join.slack.com/t/tsparticles/shared_invite/enQtOTcxNTQxNjQ4NzkxLWE2MTZhZWExMWRmOWI5MTMxNjczOGE1Yjk0MjViYjdkYTUzODM3OTc5MGQ5MjFlODc4MzE0N2Q1OWQxZDc1YzI) [![Discord](https://particles.js.org/images/discord.png)](https://discord.gg/hACwv45Hme) [![Telegram](https://particles.js.org/images/telegram.png)](https://t.me/tsparticles)
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+
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+ [![tsParticles Product Hunt](https://api.producthunt.com/widgets/embed-image/v1/featured.svg?post_id=186113&theme=light)](https://www.producthunt.com/posts/tsparticles?utm_source=badge-featured&utm_medium=badge&utm_souce=badge-tsparticles") <a href="https://www.buymeacoffee.com/matteobruni"><img src="https://img.buymeacoffee.com/button-api/?text=Buy me a beer&emoji=🍺&slug=matteobruni&button_colour=5F7FFF&font_colour=ffffff&font_family=Arial&outline_colour=000000&coffee_colour=FFDD00"></a>
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+
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+ ## Sample
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+
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+ [![demo](https://raw.githubusercontent.com/matteobruni/tsparticles/main/presets/confetti/images/sample.png)](https://particles.js.org/samples/presets/confetti)
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+
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+ ## How to use it
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+
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+ ### CDN / Vanilla JS / jQuery
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+
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+ The first step is installing [tsParticles](https://github.com/matteobruni/tsparticles) following the instructions for
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+ vanilla javascript in the main project [here](https://github.com/matteobruni/tsparticles)
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+
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+ Once added the script you need one more script to be included in your page (or you can download that
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+ from [jsDelivr](https://www.jsdelivr.com/package/npm/@tsparticles/preset-confetti):
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+
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+ ```html
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-engine@2/tsparticles.engine.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-move-base@2/tsparticles.move.base.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-plugin-emitters@2/tsparticles.plugin.emitters.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-shape-circle@2/tsparticles.shape.circle.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-shape-square@2/tsparticles.shape.square.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-updater-angle@2/tsparticles.updater.angle.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-updater-color@2/tsparticles.updater.color.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-updater-life@2/tsparticles.updater.life.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-updater-opacity@2/tsparticles.updater.opacity.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-updater-out-modes@2/tsparticles.updater.out-modes.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-updater-roll@2/tsparticles.updater.roll.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-updater-size@2/tsparticles.updater.size.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-updater-tilt@2/tsparticles.updater.tilt.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/tsparticles-updater-wobble@2/tsparticles.updater.wobble.min.js"></script>
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+ <script src="https://cdn.jsdelivr.net/npm/@tsparticles/preset-confetti@2/tsparticles.preset.confetti.min.js"></script>
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+ ```
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+
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+ #### Bundle
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+
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+ A bundled script can also be used, this will include every needed plugin needed by the preset.
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+
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+ ```html
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+ <script src="https://cdn.jsdelivr.net/npm/@tsparticles/preset-confetti@2/tsparticles.preset.confetti.bundle.min.js"></script>
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+ ```
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+
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+ ### Usage
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+
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+ Once the scripts are loaded you can set up `tsParticles` like this:
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+
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+ ```javascript
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+ (async () => {
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+ await loadConfettiPreset(tsParticles); // this is required only if you are not using the bundle script
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+
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+ await tsParticles.load("tsparticles", {
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+ preset: "confetti",
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+ });
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+ })();
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+ ```
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+
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+ ### Customization
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+
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+ ```javascript
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+ tsParticles.load("tsparticles", {
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+ particles: {
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+ color: {
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+ value: ["#0000ff", "#00ff00"],
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+ },
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+ },
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+ preset: "confetti",
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+ });
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+ ```
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+
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+ Like in the sample above, the white and red colors will be replaced by blue and lime.
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+
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+ #### Cannons
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+
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+ The preset has a single life cannon, with a short duration. The effect is immediate and ends few seconds after, but this
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+ can be customized too.
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+
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+ The confetti cannons are made using the _Emitter_ plugin, which is already
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+ documented [here](https://particles.js.org/docs/classes/Plugins_Emitters_Options_Classes_Emitter.Emitter.html).
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+
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+ These are the default cannon (emitter) options:
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+
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+ The default emitter options are these:
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+
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+ ```json
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+ {
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+ "startCount": 50,
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+ "position": {
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+ "x": 50,
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+ "y": 50
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+ },
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+ "size": {
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+ "width": 0,
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+ "height": 0
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+ },
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+ "rate": {
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+ "delay": 0,
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+ "quantity": 0
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+ },
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+ "life": {
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+ "duration": 0.1,
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+ "count": 1
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+ }
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+ }
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+ ```
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+
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+ Let's see how to create the most common types of cannon animations:
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+
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+ ##### Long lasting Cannon
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+
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+ To create a long-lasting cannon, the emitter life options need some changes.
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+
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+ The `life.duration` needs to be increased, the value is in `seconds`, so actually it lasts one tenth of a second.
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+
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+ If `life.duration` is set to `0`, the cannon will last forever.
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+
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+ The `life.count` parameter instead can be changed as well, but the animation will last for the specified
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+ duration, `life.count` times, if the `life.duration` is set to `0`, the `life.count` is ignored since its first life
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+ will last forever.
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+
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+ ###### Sample
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+
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+ ```javascript
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+ tsParticles.load("tsparticles", {
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+ emitters: {
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+ life: {
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+ duration: 0,
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+ },
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+ },
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+ preset: "confetti",
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+ });
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+ ```
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+
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+ This will create an infinite cannon shooting confetti from the center of the canvas.
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+
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+ ##### Immortal Cannon - Fireworks
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+
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+ To create a fireworks effect, or an immortal cannon, the emitter life options, again, need some changes.
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+
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+ The `life.duration` can be kept to the default short value, but the `life.count` is what we need to change.
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+
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+ For an immortal cannon we can change `life.count` to `0` and the emitter will continue respawning every `life.delay`
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+ seconds. Actually is not specified, if you want some delay between "explosions", set this value to something greater
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+ than `0`.
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+
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+ For an improved effect, the `position` as well can be customized. For randomizing it, it can be set to `{}`, and it'll
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+ have a random position every "explosion". If a coordinate is set, that will be used everytime, as a percentage of the
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+ canvas size.
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+
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+ ```javascript
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+ tsParticles.load("tsparticles", {
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+ emitters: {
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+ life: {
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+ count: 0,
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+ },
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+ position: {
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+ // uncomment only one of these lines,
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+ // to have explosions on the x or y axis
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+ // centered on the other one
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+ // if everything is kept commented,
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+ // random positions will be used everytime the cannon fires
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+ // x: 50,
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+ // y: 50
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+ },
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+ },
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+ preset: "confetti",
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+ });
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+ ```
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+
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+ ###### Multiple Cannons
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+
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+ Now that we have played with a single cannon, what about multiple ones?
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+
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+ This needs more customization since the cannons array will overwrite the existing options.
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+
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+ First let's start overriding the emitters (cannons) options placing an array instead of an object.
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+
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+ Like this:
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+
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+ ```javascript
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+ tsParticles.load("tsparticles", {
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+ emitters: [],
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+ preset: "confetti",
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+ });
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+ ```
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+
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+ If you test this, you won't see anything, because the emitters are set to an empty array, so there's nothing to show.
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+
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+ Now you can add emitters to the array, using the standard tsParticles emitters options.
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+
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+ ###### Sample
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+
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+ ```javascript
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+ tsParticles.load("tsparticles", {
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+ emitters: [
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+ {
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+ life: {
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+ duration: 5,
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+ count: 1,
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+ },
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+ position: {
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+ x: 0,
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+ y: 30,
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+ },
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+ particles: {
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+ move: {
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+ direction: "top-right",
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+ },
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+ },
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+ },
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+ {
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+ life: {
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+ duration: 5,
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+ count: 1,
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+ },
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+ position: {
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+ x: 100,
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+ y: 30,
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+ },
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+ particles: {
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+ move: {
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+ direction: "top-left",
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+ },
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+ },
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+ },
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+ ],
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+ preset: "confetti",
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+ });
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+ ```
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+
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+ This samples creates two cannons, one on the left and one on the right of the canvas, at 30% of canvas height, shooting
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+ in opposite directions.
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+
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+ ### React.js / Preact / Inferno
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+
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+ _The syntax for `React.js`, `Preact` and `Inferno` is the same_.
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+
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+ This sample uses the class component syntax, but you can use hooks as well (if the library supports it).
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+
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+ ```typescript jsx
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+ import Particles from "react-particles";
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+ import type { Engine } from "tsparticles-engine";
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+ import { loadConfettiPreset } from "@tsparticles/preset-confetti";
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+
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+ export class ParticlesContainer extends React.PureComponent<IProps> {
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+ // this customizes the component tsParticles installation
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+ async customInit(engine: Engine): Promise<void> {
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+ // this adds the preset to tsParticles, you can safely use the
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+ await loadConfettiPreset(engine);
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+ }
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+
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+ render() {
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+ const options = {
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+ preset: "confetti",
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+ };
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+
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+ return <Particles options={options} init={this.customInit} />;
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+ }
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+ }
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+ ```
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+
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+ ### Vue (2.x and 3.x)
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+
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+ _The syntax for `Vue.js 2.x` and `3.x` is the same_
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+
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+ ```vue
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+ <Particles id="tsparticles" :particlesInit="particlesInit" :options="particlesOptions" />
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+ ```
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+
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+ ```ts
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+ const particlesOptions = {
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+ preset: "confetti",
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+ };
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+
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+ async function particlesInit(engine: Engine): Promise<void> {
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+ await loadConfettiPreset(engine);
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+ }
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+ ```
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+
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+ ### Angular
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+
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+ ```html
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+ <angular-particles [id]="id" [options]="particlesOptions" [particlesInit]="particlesInit"></angular-particles>
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+ ```
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+
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+ ```ts
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+ const particlesOptions = {
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+ preset: "confetti",
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+ };
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+
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+ async function particlesInit(engine: Engine): Promise<void> {
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+ await loadConfettiPreset(engine);
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+ }
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+ ```
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+
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+ ### Svelte
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+
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+ ```sveltehtml
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+
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+ <Particles
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+ id="tsparticles"
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+ options={options}
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+ particlesInit={particlesInit}
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+ />
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+ ```
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+
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+ ```js
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+ let particlesOptions = {
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+ preset: "confetti",
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+ };
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+
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+ let particlesInit = async (engine) => {
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+ await loadConfettiPreset(engine);
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+ };
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+ ```
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+
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+ ### Alternative Usage
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+
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+ This module exports another method for using the confetti preset
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+
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+ ```javascript
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+ confetti("tsparticles", {
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+ /**
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+ * @deprecated use count property instead
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+ */
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+ particleCount: 50,
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+ /**
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+ * @deprecated use position property instead
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+ */
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+ origin: {
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+ x: 50,
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+ y: 50,
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+ },
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+ //------------------------------------------
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+ angle: 90,
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+ count: 50,
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+ position: {
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+ x: 50,
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+ y: 50,
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+ },
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+ spread: 45,
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+ startVelocity: 45,
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+ decay: 0.9,
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+ gravity: 1,
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+ drift: 0,
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+ ticks: 200,
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+ colors: ["#ffffff", "#ff0000"],
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+ shapes: ["square", "circle"],
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+ scalar: 1,
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+ zIndex: 100,
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+ disableForReducedMotion: true,
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+ });
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+ ```
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+
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+ This method doesn't need to call the `loadConfettiPreset` method since it's called automatically.
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+
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+ #### Customization
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+
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+ **Important ⚠️**
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+ You can override all the options defining the properties like in any standard `tsParticles` installation. This works
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+ only with the classic `loadConfettiPreset` method, the `confetti` function has its own parameters.
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+
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+ #### Options
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+
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+ The `confetti` first parameter is the `tsParticles` container id and the second parameter is a single `options` object,
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+ which has the following properties:
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+
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+ - `count` _Integer (default: 50)_: The number of confetti to launch. More is always fun... but be cool, there's a lot of
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+ math involved. (`particleCount` can be used too, but it's deprecated)
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+ - `angle` _Number (default: 90)_: The angle in which to launch the confetti, in degrees: 90 is straight up.
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+ - `spread` _Number (default: 45)_: How far off center the confetti can go, in degrees. 45 means the confetti will launch
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+ at the defined `angle` plus or minus 22.5 degrees.
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+ - `startVelocity` _Number (default: 45)_: How fast the confetti will start going, in pixels.
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+ - `decay` _Number (default: 0.9)_: How quickly the confetti will lose speed. Keep this number between 0 and 1, otherwise
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+ the confetti will gain speed. Better yet, just never change it.
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+ - `gravity` _Number (default: 1)_: How quickly the particles are pulled down: 1 is full gravity, 0.5 is half gravity,
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+ etc., but there are no limits. You can even make particles go up if you'd like.
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+ - `drift` _Number (default: 0)_: How much to the side the confetti will drift. The default is 0, meaning that they will
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+ fall straight down. Use a negative number for left and positive number for right.
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+ - `ticks` _Number (default: 200)_: How many times the confetti will move. This is abstract... but play with it if the
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+ confetti disappear too quickly for you.
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+ - `position` _Object_: Where to start firing confetti from. Feel free to launch off-screen if you'd like. (`origin` can
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+ be used too, but it's deprecated)
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+ - `position.x` _Number (default: 0.5)_: The `x` position on the page, with `0` being the left edge and `1` being the
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+ right edge.
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+ - `position.y` _Number (default: 0.5)_: The `y` position on the page, with `0` being the top edge and `1` being the
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+ bottom edge.
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+ - `colors` _Array&lt;String&gt;_: An array of color strings, in the HEX format... you know, like `#bada55`.
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+ - `shapes` _Array&lt;String&gt;_: An array of shapes for the confetti. The possible values are `square` and `circle`.
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+ The default is to use both shapes in an even mix. You can even change the mix by providing a value such
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+ as `['circle', 'circle', 'square']` to use two third circles and one third squares.
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+ - `scalar` _Number (default: 1)_: Scale factor for each confetti particle. Use decimals to make the confetti smaller. Go
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+ on, try teeny tiny confetti, they are adorable!
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+ - `zIndex` _Integer (default: 100)_: The confetti should be on top, after all. But if you have a crazy high page, you
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+ can set it even higher.
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+ - `disableForReducedMotion` _Boolean (default: true)_: Disables confetti entirely for users
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+ that [prefer reduced motion](https://developer.mozilla.org/en-US/docs/Web/CSS/@media/prefers-reduced-motion).
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+
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+ ---
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+
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+ ```mermaid
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+ flowchart TD
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+
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+ subgraph m [Movers]
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+ mb[Base]
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+ end
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+
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+ e[tsParticles Engine] --> m
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+
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+ subgraph pl [Plugins]
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+ ple[Emitters]
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+ plm[Motion]
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+ end
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+
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+ e --> pl
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+
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+ subgraph s [Shapes]
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+ sc[Circle]
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+ ssq[Square]
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+ end
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+
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+ e --> s
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+
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+ subgraph u [Updaters]
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+ ua[Angle]
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+ uc[Color]
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+ ul[Life]
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+ uop[Opacity]
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+ uou[Out Modes]
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+ ur[Roll]
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+ usi[Size]
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+ uti[Tilt]
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+ uw[Wobble]
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+ end
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+
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+ e --> u
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+
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+ subgraph pr [Presets]
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+ prc[Confetti]
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+ end
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+
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+ mb & ple & plm & sc & ssq & ua & uc & ul & uop & uou & ur & usi & uti & uw --> prc
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+ ```
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+ export class ConfettiOptions {
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+ constructor() {
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+ this.angle = 90;
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+ this.count = 50;
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+ this.spread = 45;
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+ this.startVelocity = 45;
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+ this.decay = 0.9;
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+ this.gravity = 1;
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+ this.drift = 0;
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+ this.ticks = 200;
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+ this.position = {
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+ x: 50,
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+ y: 50,
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+ };
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+ this.colors = ["#ffffff", "#ff0000"];
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+ this.shapes = ["square", "circle"];
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+ this.scalar = 1;
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+ this.zIndex = 100;
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+ this.disableForReducedMotion = true;
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+ }
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+ get origin() {
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+ return {
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+ x: this.position.x / 100,
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+ y: this.position.y / 100,
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+ };
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+ }
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+ set origin(value) {
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+ this.position.x = value.x * 100;
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+ this.position.y = value.y * 100;
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+ }
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+ get particleCount() {
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+ return this.count;
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+ }
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+ set particleCount(value) {
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+ this.count = value;
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+ }
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+ load(data) {
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+ var _a, _b;
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+ if (!data) {
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+ return;
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+ }
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+ if (data.angle !== undefined) {
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+ this.angle = data.angle;
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+ }
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+ const count = (_a = data.count) !== null && _a !== void 0 ? _a : data.particleCount;
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+ if (count !== undefined) {
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+ this.count = count;
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+ }
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+ if (data.spread !== undefined) {
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+ this.spread = data.spread;
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+ }
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+ if (data.startVelocity !== undefined) {
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+ this.startVelocity = data.startVelocity;
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+ }
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+ if (data.decay !== undefined) {
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+ this.decay = data.decay;
57
+ }
58
+ if (data.gravity !== undefined) {
59
+ this.gravity = data.gravity;
60
+ }
61
+ if (data.drift !== undefined) {
62
+ this.drift = data.drift;
63
+ }
64
+ if (data.ticks !== undefined) {
65
+ this.ticks = data.ticks;
66
+ }
67
+ const position = (_b = data.position) !== null && _b !== void 0 ? _b : this.position;
68
+ if ((position === null || position === void 0 ? void 0 : position.x) !== undefined) {
69
+ this.position.x = position.x;
70
+ }
71
+ if ((position === null || position === void 0 ? void 0 : position.y) !== undefined) {
72
+ this.position.y = position.y;
73
+ }
74
+ if (data.colors !== undefined) {
75
+ if (data.colors instanceof Array) {
76
+ this.colors = [...data.colors];
77
+ }
78
+ else {
79
+ this.colors = data.colors;
80
+ }
81
+ }
82
+ if (data.shapes !== undefined) {
83
+ if (data.shapes instanceof Array) {
84
+ this.shapes = [...data.shapes];
85
+ }
86
+ else {
87
+ this.shapes = data.shapes;
88
+ }
89
+ }
90
+ if (data.scalar !== undefined) {
91
+ this.scalar = data.scalar;
92
+ }
93
+ if (data.zIndex !== undefined) {
94
+ this.zIndex = data.zIndex;
95
+ }
96
+ if (data.disableForReducedMotion !== undefined) {
97
+ this.disableForReducedMotion = data.disableForReducedMotion;
98
+ }
99
+ }
100
+ }
@@ -0,0 +1 @@
1
+ export {};
@@ -0,0 +1,6 @@
1
+ import { confetti, loadConfettiPreset } from "./index";
2
+ import { tsParticles } from "@tsparticles/engine";
3
+ (async () => {
4
+ await loadConfettiPreset(tsParticles);
5
+ })();
6
+ export { confetti, loadConfettiPreset, tsParticles };
@@ -0,0 +1,55 @@
1
+ import { getRandom, tsParticles } from "@tsparticles/engine";
2
+ import { loadAngleUpdater } from "@tsparticles/updater-angle";
3
+ import { loadBaseMover } from "@tsparticles/move-base";
4
+ import { loadCircleShape } from "@tsparticles/shape-circle";
5
+ import { loadColorUpdater } from "@tsparticles/updater-color";
6
+ import { loadEmittersPlugin } from "@tsparticles/plugin-emitters";
7
+ import { loadLifeUpdater } from "@tsparticles/updater-life";
8
+ import { loadMotionPlugin } from "@tsparticles/plugin-motion";
9
+ import { loadOpacityUpdater } from "@tsparticles/updater-opacity";
10
+ import { loadOptions } from "./options";
11
+ import { loadOutModesUpdater } from "@tsparticles/updater-out-modes";
12
+ import { loadRollUpdater } from "@tsparticles/updater-roll";
13
+ import { loadSizeUpdater } from "@tsparticles/updater-size";
14
+ import { loadSquareShape } from "@tsparticles/shape-square";
15
+ import { loadTiltUpdater } from "@tsparticles/updater-tilt";
16
+ import { loadWobbleUpdater } from "@tsparticles/updater-wobble";
17
+ async function loadPreset(engine, confettiOptions, override = false) {
18
+ await loadBaseMover(engine);
19
+ await loadCircleShape(engine);
20
+ await loadSquareShape(engine);
21
+ await loadColorUpdater(engine);
22
+ await loadSizeUpdater(engine);
23
+ await loadOpacityUpdater(engine);
24
+ await loadOutModesUpdater(engine);
25
+ await loadEmittersPlugin(engine);
26
+ await loadMotionPlugin(engine);
27
+ await loadWobbleUpdater(engine);
28
+ await loadRollUpdater(engine);
29
+ await loadAngleUpdater(engine);
30
+ await loadTiltUpdater(engine);
31
+ await loadLifeUpdater(engine);
32
+ await engine.addPreset("confetti", loadOptions(confettiOptions), override);
33
+ }
34
+ export async function loadConfettiPreset(main) {
35
+ await loadPreset(main, {}, true);
36
+ }
37
+ export async function confetti(idOrOptions, confettiOptions) {
38
+ let options;
39
+ let id;
40
+ if (typeof idOrOptions === "string") {
41
+ id = idOrOptions;
42
+ options = confettiOptions !== null && confettiOptions !== void 0 ? confettiOptions : {};
43
+ }
44
+ else {
45
+ id = `tsparticles_${Math.floor(getRandom() * 1000)}`;
46
+ options = idOrOptions;
47
+ }
48
+ await loadPreset(tsParticles, options, true);
49
+ await tsParticles.load({
50
+ id,
51
+ options: {
52
+ preset: "confetti",
53
+ },
54
+ });
55
+ }