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Better initialization and check if canvas gets unmounted
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@@ -78,9 +78,8 @@ export default class Confetti implements ICanvasEffect {
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return window.setTimeout(callback, this.options.frameInterval);
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};
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})();
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if (this.context === null) {
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this.context = canvas.getContext('2d');
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}
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this.particles = [];
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const count = this.options.maxCount;
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while (this.particles.length < count) {
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this.particles.push(this.resetParticle({} as ConfettiParticle, canvas.width, canvas.height));
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@@ -109,9 +108,11 @@ export default class Confetti implements ICanvasEffect {
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}
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private runAnimation = (): void => {
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if (!this.context || !this.context.canvas) {
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return;
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}
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if (this.particles.length === 0) {
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this.context.clearRect(0, 0, this.context.canvas.width, this.context.canvas.height);
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//animationTimer = null;
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} else {
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const now = Date.now();
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const delta = now - this.lastFrameTime;
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@@ -127,6 +128,9 @@ export default class Confetti implements ICanvasEffect {
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private drawParticles = (context: CanvasRenderingContext2D): void => {
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if (!this.context || !this.context.canvas) {
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return;
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}
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let particle;
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let x; let x2; let y2;
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for (let i = 0; i < this.particles.length; i++) {
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@@ -151,6 +155,9 @@ export default class Confetti implements ICanvasEffect {
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}
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private updateParticles = () => {
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if (!this.context || !this.context.canvas) {
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return;
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}
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const width = this.context.canvas.width;
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const height = this.context.canvas.height;
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let particle: ConfettiParticle;
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