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Smoke.js
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Smoke.js
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import { rnd, rndInt, plusMinus } from '../core/global.js';
import { common } from '../core/common.js';
import { poolBoy } from '../core/poolboy.js';
import { sprites } from '../core/sprites.js';
const Smoke = (options = {}) => {
let css, dom, data, exports;
function die() {
if (data.dead) return;
data?.domPool?.release();
data.domPool = null;
sprites.nullify(dom);
data.dead = true;
}
function animate() {
let scale = null;
// move?
if (data.vX !== null && data.vY !== null) {
data.x += (data.vX * (options.fixedSpeed ? 1 : Math.max(0.9, Math.random())));
data.y += (data.vY * (options.fixedSpeed ? 1 : Math.max(0.9, Math.random()))) + data.gravity;
if (options.deceleration) {
data.vX *= options.deceleration;
data.vY *= options.deceleration;
if (options.increaseDeceleration !== undefined) {
options.deceleration *= options.increaseDeceleration;
}
}
// scale applied if also fading out
if (data.isFading) {
scale = 1 - (data.fadeFrame / data.fadeFrames);
} else {
scale = data.baseScale;
if (data.rotation) {
data.rotation += data.rotationAmount;
}
}
if (scale) {
scale = `scale3d(${[scale, scale, 1].join(', ')})`;
}
if (data.isOnScreen) {
sprites.setTransformXY(exports, dom.o, `${data.x}px`, `${data.y}px`, (data.rotation ? `rotate3d(0, 0, 1, ${data.rotation}deg) ` : '') + (scale ? ` ${scale}` : ''));
}
}
// animate and fade
if (data.frameCount % data.spriteFrameModulus === 0) {
// first, animate through sprite. then, fade opacity.
if (data.spriteFrame < data.spriteFrames) {
// advance smoke sprite, 0% -> -100% (top-to-bottom)
if (data.isOnScreen) {
sprites.setTransformXY(exports, dom.oTransformSprite, `0%`, `${-data.spriteFrame * data.spriteOffsetPerFrame}px`);
}
data.spriteFrame++;
} else {
data.isFading = true;
}
}
// if fading, animate every frame.
if (data.isFading) {
data.fadeFrame++;
if (data.fadeFrame < data.fadeFrames && data.isOnScreen) {
dom.o._style.setProperty('opacity', 1 - (data.fadeFrame / data.fadeFrames));
}
if (data.fadeFrame > data.fadeFrames) {
// animation finished
die();
}
}
data.frameCount++;
return (data.dead && !dom.o && !data.domPool);
}
function initSmoke() {
data.domPool = poolBoy.request({ className: css.className }, { transformSprite: true });
// merge domPool dom o + transform nodes
Object.assign(dom, data.domPool.dom);
// realistically, some smoke should be behind objects
dom.o.style.zIndex = (Math.random() >= 0.5) ? 0 : 4;
// keep things centered when scaling
dom.o._style.setProperty('transform-origin', '50% 50%');
sprites.setTransformXY(exports, dom.o, `${data.x}px`, `${data.y-100}px`);
}
css = common.inheritCSS({
className: 'smoke'
});
data = common.inheritData({
type: 'smoke',
frameCount: 0,
animateModulus: 1,
spriteFrameModulus: (options.spriteFrameModulus || 2),
spriteFrame: (options.spriteFrame !== undefined ? options.spriteFrame : rndInt(6)),
spriteFrames: 12,
spritePixelHeight: 108, // real sprite is 216, but we render half-size.
spriteOffsetPerFrame: 108 / 12,
isFading: false,
fadeFrame: 0,
fadeFrames: 8,
direction: 0,
width: 9,
height: 9,
gravity: options.gravity !== undefined ? options.gravity : 0.5,
rotation: rnd(360),
rotationAmount: plusMinus(rnd(5)),
// by default, allow some randomness
baseScale: options.baseScale || (0.65 + rnd(0.35)),
// hackish: use provided, or default values.
vX: options.vX !== undefined ? options.vX : plusMinus(rnd(3)),
vY: options.vY !== undefined ? options.vY : -rnd(3),
domPool: null
}, options);
dom = {
o: null,
oTransformSprite: null
};
exports = {
animate,
data,
dom,
die
};
initSmoke();
return exports;
};
export { Smoke };