@tsparticles/preset-confetti
v3.1.0
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tsParticles confetti preset
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tsParticles Confetti Preset
tsParticles preset for white and red confetti launched from the screen center on a transparent background.
Sample
How to use it
CDN / Vanilla JS / jQuery
<script src="https://cdn.jsdelivr.net/npm/@tsparticles/preset-confetti@3/tsparticles.preset.confetti.bundle.min.js"></script>
Usage
Once the scripts are loaded you can set up tsParticles
like this:
tsParticles.load({
id: "tsparticles",
options: {
preset: "confetti",
},
});
Customization
tsParticles.load({
id: "tsparticles",
options: {
particles: {
color: {
value: ["#0000ff", "#00ff00"],
},
},
preset: "confetti",
},
});
Like in the sample above, the white and red colors will be replaced by blue and lime.
Cannons
The preset has a single life cannon, with a short duration. The effect is immediate and ends few seconds after, but this can be customized too.
The confetti cannons are made using the Emitter plugin, which is already documented here.
These are the default cannon (emitter) options:
The default emitter options are these:
{
"startCount": 50,
"position": {
"x": 50,
"y": 50
},
"size": {
"width": 0,
"height": 0
},
"rate": {
"delay": 0,
"quantity": 0
},
"life": {
"duration": 0.1,
"count": 1
}
}
Let's see how to create the most common types of cannon animations:
Long lasting Cannon
To create a long-lasting cannon, the emitter life options need some changes.
The life.duration
needs to be increased, the value is in seconds
, so actually it lasts one tenth of a second.
If life.duration
is set to 0
, the cannon will last forever.
The life.count
parameter instead can be changed as well, but the animation will last for the specified
duration, life.count
times, if the life.duration
is set to 0
, the life.count
is ignored since its first life
will last forever.
Sample
tsParticles.load({
id: "tsparticles",
options: {
emitters: {
life: {
duration: 0,
},
},
preset: "confetti",
},
});
This will create an infinite cannon shooting confetti from the center of the canvas.
Immortal Cannon - Fireworks
To create a fireworks effect, or an immortal cannon, the emitter life options, again, need some changes.
The life.duration
can be kept to the default short value, but the life.count
is what we need to change.
For an immortal cannon we can change life.count
to 0
and the emitter will continue respawning every life.delay
seconds. Actually is not specified, if you want some delay between "explosions", set this value to something greater
than 0
.
For an improved effect, the position
as well can be customized. For randomizing it, it can be set to {}
, and it'll
have a random position every "explosion". If a coordinate is set, that will be used everytime, as a percentage of the
canvas size.
tsParticles.load({
id: "tsparticles",
options: {
emitters: {
life: {
count: 0,
},
position: {
// uncomment only one of these lines,
// to have explosions on the x or y axis
// centered on the other one
// if everything is kept commented,
// random positions will be used everytime the cannon fires
// x: 50,
// y: 50
},
},
preset: "confetti",
},
});
Multiple Cannons
Now that we have played with a single cannon, what about multiple ones?
This needs more customization since the cannons array will overwrite the existing options.
First let's start overriding the emitters (cannons) options placing an array instead of an object.
Like this:
tsParticles.load({
id: "tsparticles",
options: {
emitters: [],
preset: "confetti",
},
});
If you test this, you won't see anything, because the emitters are set to an empty array, so there's nothing to show.
Now you can add emitters to the array, using the standard tsParticles emitters options.
Sample
tsParticles.load({
id: "tsparticles",
options: {
emitters: [
{
life: {
duration: 5,
count: 1,
},
position: {
x: 0,
y: 30,
},
particles: {
move: {
direction: "top-right",
},
},
},
{
life: {
duration: 5,
count: 1,
},
position: {
x: 100,
y: 30,
},
particles: {
move: {
direction: "top-left",
},
},
},
],
preset: "confetti",
},
});
This samples creates two cannons, one on the left and one on the right of the canvas, at 30% of canvas height, shooting in opposite directions.
Frameworks with a tsParticles component library
Checkout the documentation in the component library repository and call the loadConfettiPreset
function instead of loadFull
, loadSlim
or similar functions.
The options shown above are valid for all the component libraries.
flowchart TD
subgraph b [Bundles]
bb[tsParticles Basic]
end
subgraph pl [Plugins]
ple[Emitters]
plm[Motion]
end
bb --> pl
subgraph s [Shapes]
ssq[Square]
end
bb --> s
subgraph u [Updaters]
ul[Life]
urol[Roll]
urot[Rotate]
uti[Tilt]
uw[Wobble]
end
bb --> u
subgraph pr [Presets]
prc[Confetti]
end
bb & ple & plm & ssq & ul & urol & urot & uti & uw --> prc