Launch Confetti
npm i confetti-cannon
This is the basic use of the cannon where we render everything we need and then create confetti on the canvas where the user clicks. For more advanced uses, check out the stories.
import {
ConfettiCanvas,
Environment,
SpriteCanvas,
useConfettiCannon,
ConfettiCanvasHandle,
SpriteCanvasHandle,
} from "confetti-cannon";
const SPRITES = [
require("./images/square.svg"),
require("./images/circle.svg"),
];
const COLORS = ["#FF73FA", "#FFC0FF"];
const SIZE = 40;
function Example() {
const [confettiCanvas, setConfettiCanvas] =
React.useState<ConfettiCanvasHandle | null>(null);
const [spriteCanvas, setSpriteCanvas] =
React.useState<SpriteCanvasHandle | null>(null);
const environment = React.useMemo(() => new Environment(), []);
const cannon = useConfettiCannon(confettiCanvas, spriteCanvas);
const addConfetti = React.useCallback(
(x: number, y: number) => {
cannon.createConfetti({
position: {
type: "static",
value: { x, y },
},
size: {
type: "static",
value: SIZE,
},
});
},
[cannon]
);
const handleClick = (e: MouseEvent) => {
const { x, y } = getClickPosition(e, confettiCanvas?.getCanvas());
addConfetti(x, y);
};
return (
<>
<SpriteCanvas
ref={setSpriteCanvas}
sprites={SPRITES}
colors={COLORS}
spriteWidth={SIZE}
spriteHeight={SIZE}
/>
<ConfettiCanvas
ref={setConfettiCanvas}
onClick={handleClick}
environment={environment}
/>
</>
);
}A SpriteCanvas is used to pre-render your confetti. You'll need to render this somewhere in your app in order to launch confetti on an ConfettiCanvas. This will not be visible to users.
| Prop | Type | Description |
|---|---|---|
spriteWidth |
number |
The width to render the confetti at. Should be the largest width your confetti will be rendered at if possible |
spriteHeight |
number |
The height to render the confetti at. Should be the largest width your confetti will be rendered at if possible |
colors |
string[] |
The colors your confetti will be rendered as |
sprites |
Array<string | {src: string, colorized: boolean}> |
The sources of your confetti images. If you do not want to color an image, use {src, colorize: false} |
visible |
boolean |
Used for debugging if you'd like to see the SpriteCanvas on screen |
A ConfettiCanvas is the canvas that will render your confetti on screen
| Prop | Type | Description |
|---|---|---|
environment |
Environment |
An object representing the environment effecting the confetti |
onClick |
(e: MouseEvent, confetti: Confetti | null) => void |
Event fired when the user clicks the canvas, if they clicked a confetti, that confetti is included |
onMouseDown |
(e: MouseEvent, confetti: Confetti | null) => void |
Event fired when the user mouses down on the canvas, if they moused down on a confetti, that confetti is included |
to create an Environment, use new Environment().
| Arg | Type | Default | Description |
|---|---|---|---|
gravity |
number |
-9.8 |
How confetti will be effected on the y axis |
wind |
number |
0 |
How confetti will be effected on the x axis |
useConfettiCannon is the hook that will allow you to launch confetti. This takes a ConfettiCanvas and a SpriteCanvas and provides a few functions to create confetti.
There's several methods available to add and manage confetti on the canvas. Typically, you'll want to use createMultipleConfetti.
| Method | Description |
|---|---|
createConfetti |
Create a single confetti and add it to the canvas |
createMultipleConfetti |
Create multiple confetti and add them to the canvas |
addConfetti |
Add a confetti on the canvas |
deleteConfetti |
Delete a confetti from the canvas |
clearConfetti |
Delete all confetti from the canvas |
These are passed to createConfetti methods to create a confetti and define how it is updated. Each includes a type, which then defines the rest of the args.
| Arg | Type | Default | Description |
|---|---|---|---|
id |
?string |
A uuid | A unique id to a confetti if you want to reference it later, will be a uuid if not specified |
position |
ConfigVector2Input |
N/A | The position to launch the confetti at and how it will be updated |
velocity |
?ConfigVector2Input |
static, 0 | The velocity to launch the confetti at and how it will be updated |
rotation |
?ConfigVector3Input |
static, 0 | The rotation to launch the confetti at and how it will be updated |
dragCoefficient |
?ConfigVector2Input |
static, 0.001 | The drag coefficient to launch the confetti at and how it will be updated. This effects how much gravity and wind effect the confetti |
size |
ConfigVector2Input |
N/A | The size to launch the confetti at and how it will be updated |
opacity |
?ConfigNumberInput |
static 1 | The opacity to launch the confetti at and how it will be updated |
Config Inputs
Config inputs are helper objects that will eventually create an UpdatableValue that lives on Confetti that tells the Confetti how to update on every tick.
Valid types include:
static: Will not change on updates (gravity and wind will still effect relevant fields)linear: Will update linearly on every updateoscillating: Will oscillate between two values with a given easing
Each type also includes a -random option (ex: static-random) which allows you to add randomization with the initial value and the update values.
Any Vector2 or Vector3 will also accept a number as a shortcut to set all x, y, and z values to that number.
This is an optional object that will request that the canvas create a specific sprite or color. The sprite and color must be included on your sprite canvas for this to work.
| Arg | Type | Description |
|---|---|---|
sprite |
?Array<string | {src: string, colorized: boolean}> |
The requested sprite |
color |
?string |
The requested color |