@arolariu/components
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🎨 60+ beautiful, accessible React components built on Radix UI. TypeScript-first, tree-shakeable, SSR-ready. Perfect for modern web apps, design systems & rapid prototyping. Zero config, maximum flexibility! ⚡
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{"version":3,"file":"components\\ui\\fireworks-background.cjs","sources":["webpack://@arolariu/components/webpack/runtime/define_property_getters","webpack://@arolariu/components/webpack/runtime/has_own_property","webpack://@arolariu/components/webpack/runtime/make_namespace_object","webpack://@arolariu/components/./src/components/ui/fireworks-background.tsx"],"sourcesContent":["__webpack_require__.d = (exports, definition) => {\n\tfor(var key in definition) {\n if(__webpack_require__.o(definition, key) && !__webpack_require__.o(exports, key)) {\n Object.defineProperty(exports, key, { enumerable: true, get: definition[key] });\n }\n }\n};","__webpack_require__.o = (obj, prop) => (Object.prototype.hasOwnProperty.call(obj, prop))","// define __esModule on exports\n__webpack_require__.r = (exports) => {\n\tif(typeof Symbol !== 'undefined' && Symbol.toStringTag) {\n\t\tObject.defineProperty(exports, Symbol.toStringTag, { value: 'Module' });\n\t}\n\tObject.defineProperty(exports, '__esModule', { value: true });\n};","\n\nimport * as React from \"react\";\n\nimport { cn } from \"@/lib/utils\";\n\nconst rand = (min: number, max: number): number =>\n Math.random() * (max - min) + min;\nconst randInt = (min: number, max: number): number =>\n Math.floor(Math.random() * (max - min) + min);\nconst randColor = (): string => `hsl(${randInt(0, 360)}, 100%, 50%)`;\n\ninterface ParticleType {\n x: number;\n y: number;\n color: string;\n speed: number;\n direction: number;\n vx: number;\n vy: number;\n gravity: number;\n friction: number;\n alpha: number;\n decay: number;\n size: number;\n update: () => void;\n draw: (ctx: CanvasRenderingContext2D) => void;\n isAlive: () => boolean;\n}\n\nconst createParticle = (\n x: number,\n y: number,\n color: string,\n speed: number,\n direction: number,\n gravity: number,\n friction: number,\n size: number,\n): ParticleType => {\n const vx = Math.cos(direction) * speed;\n const vy = Math.sin(direction) * speed;\n const alpha = 1;\n const decay = rand(0.005, 0.02);\n\n return {\n x,\n y,\n color,\n speed,\n direction,\n vx,\n vy,\n gravity,\n friction,\n alpha,\n decay,\n size,\n update() {\n this.vx *= this.friction;\n this.vy *= this.friction;\n this.vy += this.gravity;\n this.x += this.vx;\n this.y += this.vy;\n this.alpha -= this.decay;\n },\n draw(ctx: CanvasRenderingContext2D) {\n ctx.save();\n ctx.globalAlpha = this.alpha;\n ctx.beginPath();\n ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);\n ctx.fillStyle = this.color;\n ctx.fill();\n ctx.restore();\n },\n isAlive() {\n return this.alpha > 0;\n },\n };\n};\n\ninterface FireworkType {\n x: number;\n y: number;\n targetY: number;\n color: string;\n speed: number;\n size: number;\n angle: number;\n vx: number;\n vy: number;\n trail: { x: number; y: number }[];\n trailLength: number;\n exploded: boolean;\n update: () => boolean;\n explode: () => void;\n draw: (ctx: CanvasRenderingContext2D) => void;\n}\n\nconst createFirework = (\n x: number,\n y: number,\n targetY: number,\n color: string,\n speed: number,\n size: number,\n particleSpeed: { min: number; max: number } | number,\n particleSize: { min: number; max: number } | number,\n onExplode: (particles: ParticleType[]) => void,\n): FireworkType => {\n const angle = -Math.PI / 2 + rand(-0.3, 0.3);\n const vx = Math.cos(angle) * speed;\n const vy = Math.sin(angle) * speed;\n const trail: { x: number; y: number }[] = [];\n const trailLength = randInt(10, 25);\n\n return {\n x,\n y,\n targetY,\n color,\n speed,\n size,\n angle,\n vx,\n vy,\n trail,\n trailLength,\n exploded: false,\n update() {\n this.trail.push({ x: this.x, y: this.y });\n if (this.trail.length > this.trailLength) {\n this.trail.shift();\n }\n this.x += this.vx;\n this.y += this.vy;\n this.vy += 0.02;\n if (this.vy >= 0 || this.y <= this.targetY) {\n this.explode();\n return false;\n }\n return true;\n },\n explode() {\n const numParticles = randInt(50, 150);\n const particles: ParticleType[] = [];\n for (let i 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range.max);\n};\n\nconst getColor = (color: string | string[] | undefined): string => {\n if (Array.isArray(color)) {\n return color[randInt(0, color.length)];\n }\n return color ?? randColor();\n};\n\ninterface FireworksBackgroundProps\n extends Omit<React.HTMLAttributes<HTMLDivElement>, \"color\"> {\n canvasProps?: React.HTMLAttributes<HTMLCanvasElement>;\n population?: number;\n color?: string | string[];\n fireworkSpeed?: { min: number; max: number } | number;\n fireworkSize?: { min: number; max: number } | number;\n particleSpeed?: { min: number; max: number } | number;\n particleSize?: { min: number; max: number } | number;\n}\n\nconst FireworksBackground = React.forwardRef<\n HTMLDivElement,\n FireworksBackgroundProps\n>(\n (\n {\n className,\n canvasProps,\n population = 1,\n color,\n fireworkSpeed = { min: 4, max: 8 },\n fireworkSize = { min: 2, max: 5 },\n particleSpeed = { min: 2, max: 7 },\n particleSize = { min: 1, max: 5 },\n ...props\n },\n ref,\n ) => {\n const canvasRef = React.useRef<HTMLCanvasElement>(null);\n const containerRef = React.useRef<HTMLDivElement>(null);\n React.useImperativeHandle(\n ref,\n () => containerRef.current as HTMLDivElement,\n );\n\n React.useEffect(() => {\n const canvas = canvasRef.current;\n const container = containerRef.current;\n if (!canvas || !container) return;\n const ctx = canvas.getContext(\"2d\");\n if (!ctx) return;\n\n let maxX = window.innerWidth;\n let ratio = container.offsetHeight / container.offsetWidth;\n let maxY = maxX * ratio;\n canvas.width = maxX;\n canvas.height = maxY;\n\n const setCanvasSize = () => {\n maxX = window.innerWidth;\n ratio = container.offsetHeight / container.offsetWidth;\n maxY = maxX * ratio;\n canvas.width = maxX;\n canvas.height = maxY;\n };\n window.addEventListener(\"resize\", setCanvasSize);\n\n const explosions: ParticleType[] = [];\n const fireworks: FireworkType[] = [];\n\n const handleExplosion = (particles: ParticleType[]) => {\n explosions.push(...particles);\n 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