tsparticles-engine
Version:
Easily create highly customizable particle, confetti and fireworks animations and use them as animated backgrounds for your website. Ready to use components available also for React, Vue.js (2.x and 3.x), Angular, Svelte, jQuery, Preact, Riot.js, Inferno.
124 lines (123 loc) • 3.64 kB
JavaScript
import { isNumber, isObject } from "../../../../Utils/Utils";
import { MoveAngle } from "./MoveAngle";
import { MoveAttract } from "./MoveAttract";
import { MoveCenter } from "./MoveCenter";
import { MoveGravity } from "./MoveGravity";
import { MovePath } from "./Path/MovePath";
import { MoveTrail } from "./MoveTrail";
import { OutModes } from "./OutModes";
import { Spin } from "./Spin";
import { setRangeValue } from "../../../../Utils/NumberUtils";
export class Move {
constructor() {
this.angle = new MoveAngle();
this.attract = new MoveAttract();
this.center = new MoveCenter();
this.decay = 0;
this.distance = {};
this.direction = "none";
this.drift = 0;
this.enable = false;
this.gravity = new MoveGravity();
this.path = new MovePath();
this.outModes = new OutModes();
this.random = false;
this.size = false;
this.speed = 2;
this.spin = new Spin();
this.straight = false;
this.trail = new MoveTrail();
this.vibrate = false;
this.warp = false;
}
get bounce() {
return this.collisions;
}
set bounce(value) {
this.collisions = value;
}
get collisions() {
return false;
}
set collisions(_) {
}
get noise() {
return this.path;
}
set noise(value) {
this.path = value;
}
get outMode() {
return this.outModes.default;
}
set outMode(value) {
this.outModes.default = value;
}
get out_mode() {
return this.outMode;
}
set out_mode(value) {
this.outMode = value;
}
load(data) {
if (!data) {
return;
}
this.angle.load(isNumber(data.angle) ? { value: data.angle } : data.angle);
this.attract.load(data.attract);
this.center.load(data.center);
if (data.decay !== undefined) {
this.decay = setRangeValue(data.decay);
}
if (data.direction !== undefined) {
this.direction = data.direction;
}
if (data.distance !== undefined) {
this.distance = isNumber(data.distance)
? {
horizontal: data.distance,
vertical: data.distance,
}
: { ...data.distance };
}
if (data.drift !== undefined) {
this.drift = setRangeValue(data.drift);
}
if (data.enable !== undefined) {
this.enable = data.enable;
}
this.gravity.load(data.gravity);
const outModes = data.outModes ?? data.outMode ?? data.out_mode;
if (outModes !== undefined) {
if (isObject(outModes)) {
this.outModes.load(outModes);
}
else {
this.outModes.load({
default: outModes,
});
}
}
this.path.load(data.path ?? data.noise);
if (data.random !== undefined) {
this.random = data.random;
}
if (data.size !== undefined) {
this.size = data.size;
}
if (data.speed !== undefined) {
this.speed = setRangeValue(data.speed);
}
this.spin.load(data.spin);
if (data.straight !== undefined) {
this.straight = data.straight;
}
this.trail.load(data.trail);
if (data.vibrate !== undefined) {
this.vibrate = data.vibrate;
}
if (data.warp !== undefined) {
this.warp = data.warp;
}
}
}