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import Rx, { Observable } from 'rxjs';
import Grid from './grid';
import Particle from './particle';
import Controls from './controls';
import { CONTROLS, ENTITIES } from './enums';
function Animation(observables, id) {
this.id = id;
this.observables = observables;
this.particles = [];
this.container = document.createElement('div');
this.container.className = 'animationContainer';
document.getElementById(id).appendChild(this.container);
this.observables.animating$.subscribe(this.updateAnimating.bind(this));
this.observables.count$.skip(1).subscribe(this.updateCount.bind(this));
// observables.circle$, PROBABLY WON'T NEED THESE, WILL BE In PARTICLE
// observables.randomize$,
// observables.speed$
// this.observables.count$.next(99);
//<div class='animationContainer'></div>
// console.warn("Mounting Animation", this.id);
// console.warn('updateAnimating in Animation', isAnimating)
// this.isAnimating = isAnimating;
// if (isAnimating) {
// const fps$ = Rx.Observable.interval(1000 / 32)
// .takeWhile(_ => this.isAnimating);
//
// fps$.subscribe(this.nextFrame.bind(this));
// }
// this.container = container;
// this.particles = [];
// this.isAnimating = false;
// this.config = config;
// this.grid = new Grid();
// this.updateAnimating(false);
// this.updateCircle(config.circleControl);
// this.updateSpeed(config.speed);
// this.updateRandomize(this.config.randomizeControl);
// Must be last, after configs all set up and container is fully rendered.
// this.updateCount(this.config.count);
}
Animation.prototype.updateAnimating = function(isAnimating) {
if (isAnimating === false) {
return;
}
const fps$ = Rx.Observable.interval(1000 / 32)
.takeUntil(this.observables.animating$);
fps$.subscribe(this.nextFrame.bind(this));
}
Animation.prototype.nextFrame = function() {
this.particles.forEach(p => {
const prevX = p.arc.endX;
const prevY = p.arc.endY;
p.nextFrame();
// this.grid.deletePoint({ x: prevX, y: prevY, type: ENTITIES.PARTICLE });
// this.grid.setPoint({ x: p.arc.endX, y: p.arc.endY, type: ENTITIES.PARTICLE }, p);
});
}
Animation.prototype.updateCount = function(count) {
const bounds = this.container.getBoundingClientRect();
while (this.particles.length > count) {
const p = this.particles.pop();
p.remove();
}
while (this.particles.length < count) {
const p = new Particle(this.container, bounds, this.config, this.grid);
this.particles.push(p);
}
}
Animation.prototype.updateSpeed = function(value) {
// Options must be stored; they are passed to new particles.
this.config.speed = value;
this.particles.forEach(p => p.updateConfig({ speed: value }));
}
Animation.prototype.updateCircle = function(value) {
this.config.showMovementCircle = value;
this.particles.forEach(p => p.updateConfig({ showMovementCircle: value }));
}
Animation.prototype.updateRandomize = function(value) {
this.config.randomize = value;
this.particles.forEach(p => p.updateConfig({ randomize: value }));
}
export default Animation;