feat: ReactFlux-style confetti — ceiling drop, 200 particles, full screen
All checks were successful
Security Checks / dependency-audit (push) Successful in 14s
Security Checks / secret-scanning (push) Successful in 3s
Security Checks / dockerfile-lint (push) Successful in 4s

Exact replica of ReactFlux confetti:
- 200 tiny rectangles scattered across full screen width
- Drop from above the screen, fall down with gravity
- Gentle horizontal drift + 3D rotation (tumbling effect)
- 10 vivid colors matching ReactFlux palette
- Staggered delays (0-0.4s) for natural rain effect
- 1.5-2.5s fall duration, fade at 80%
- No overlay/checkmark — just pure confetti rain
- Haptic feedback on trigger

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Yusuf Suleman
2026-04-03 10:48:53 -05:00
parent aa4ce6875a
commit 2476c31d8c

View File

@@ -85,178 +85,108 @@ struct MainTabView: View {
}
}
// MARK: - Confetti (canvas-confetti style: burst from bottom-right)
// MARK: - Confetti (ReactFlux style: ceiling drop, full screen scatter)
struct ConfettiView: View {
@State private var particles: [Particle] = []
@State private var showCheck = false
@State private var particles: [ConfettiPiece] = []
static let palette: [Color] = [
.red, .orange, .yellow, .green, .blue, .purple, .pink,
Color(red: 1, green: 0.84, blue: 0), // gold
Color(red: 0, green: 0.8, blue: 0.6), // teal
Color(red: 0.93, green: 0.35, blue: 0.35), // coral
Color(red: 0.58, green: 0.44, blue: 0.86), // violet
Color(red: 1, green: 0.6, blue: 0.7), // pink
static let colors: [Color] = [
Color(red: 1, green: 0.22, blue: 0.36), // hot pink
Color(red: 0.26, green: 0.63, blue: 1), // sky blue
Color(red: 1, green: 0.84, blue: 0), // gold
Color(red: 0.18, green: 0.8, blue: 0.44), // green
Color(red: 0.61, green: 0.35, blue: 0.96), // purple
Color(red: 1, green: 0.55, blue: 0), // orange
Color(red: 0, green: 0.82, blue: 0.77), // teal
Color(red: 1, green: 0.41, blue: 0.71), // pink
Color(red: 0.39, green: 0.4, blue: 1), // indigo
Color(red: 1, green: 0.92, blue: 0.23), // yellow
]
struct Particle: Identifiable {
struct ConfettiPiece: Identifiable {
let id = UUID()
let color: Color
let size: CGFloat
let shape: Int
// Start position (bottom-right area)
let startX: CGFloat
let width: CGFloat
let height: CGFloat
let x: CGFloat
let startY: CGFloat
// Velocity
let vx: CGFloat
let vy: CGFloat
let drift: CGFloat
let spin: Double
let delay: Double
let fallDuration: Double
}
var body: some View {
GeometryReader { geo in
ZStack {
ForEach(particles) { p in
particleView(p)
.modifier(PhysicsModifier(
startX: p.startX, startY: p.startY,
vx: p.vx, vy: p.vy,
spin: p.spin, delay: p.delay,
bounds: geo.size
RoundedRectangle(cornerRadius: 1)
.fill(p.color)
.frame(width: p.width, height: p.height)
.modifier(CeilingDropModifier(
x: p.x, startY: p.startY,
endY: geo.size.height + 40,
drift: p.drift, spin: p.spin,
delay: p.delay, duration: p.fallDuration
))
}
// Success check
if showCheck {
VStack(spacing: 6) {
Image(systemName: "checkmark.circle.fill")
.font(.system(size: 50))
.foregroundStyle(.white)
.shadow(color: .black.opacity(0.3), radius: 10)
Text("Added!")
.font(.subheadline.weight(.bold))
.foregroundStyle(.white)
.shadow(color: .black.opacity(0.3), radius: 4)
}
.transition(.scale.combined(with: .opacity))
}
}
.onAppear { generate(size: geo.size) }
.onAppear { scatter(in: geo.size) }
}
}
@ViewBuilder
private func particleView(_ p: Particle) -> some View {
Group {
switch p.shape % 3 {
case 0: Circle().fill(p.color)
case 1: Rectangle().fill(p.color)
default: Star(corners: 5, smoothness: 0.45).fill(p.color)
}
}
.frame(width: p.size, height: p.shape % 3 == 1 ? p.size * 0.6 : p.size)
}
private func generate(size: CGSize) {
let originX = size.width * 0.9
let originY = size.height * 0.85
// canvas-confetti style: angle=120, spread=70, particleCount=100
// angle 120° means shooting upper-left from bottom-right
let baseAngle: Double = 120
let spread: Double = 70
particles = (0..<100).map { _ in
let angle = baseAngle + Double.random(in: -spread/2...spread/2)
let radians = angle * .pi / 180
let speed = CGFloat.random(in: 15...45)
return Particle(
color: Self.palette.randomElement()!,
size: CGFloat.random(in: 5...11),
shape: Int.random(in: 0...2),
startX: originX + CGFloat.random(in: -20...20),
startY: originY + CGFloat.random(in: -20...20),
vx: cos(radians) * speed,
vy: -sin(radians) * speed, // negative = upward
spin: Double.random(in: -360...360),
delay: Double.random(in: 0...0.15)
private func scatter(in size: CGSize) {
particles = (0..<200).map { _ in
ConfettiPiece(
color: Self.colors.randomElement()!,
width: CGFloat.random(in: 4...8),
height: CGFloat.random(in: 6...14),
x: CGFloat.random(in: 0...size.width),
startY: CGFloat.random(in: (-200)...(-20)),
drift: CGFloat.random(in: -30...30),
spin: Double.random(in: -540...540),
delay: Double.random(in: 0...0.4),
fallDuration: Double.random(in: 1.5...2.5)
)
}
withAnimation(.spring(response: 0.3, dampingFraction: 0.6)) {
showCheck = true
}
DispatchQueue.main.asyncAfter(deadline: .now() + 1.2) {
withAnimation(.easeOut(duration: 0.3)) { showCheck = false }
}
UINotificationFeedbackGenerator().notificationOccurred(.success)
}
}
// Physics: gravity pulls down, particles drift and fade
struct PhysicsModifier: ViewModifier {
let startX: CGFloat
struct CeilingDropModifier: ViewModifier {
let x: CGFloat
let startY: CGFloat
let vx: CGFloat
let vy: CGFloat
let endY: CGFloat
let drift: CGFloat
let spin: Double
let delay: Double
let bounds: CGSize
let duration: Double
@State private var time: CGFloat = 0
@State private var progress: CGFloat = 0
@State private var opacity: Double = 1
private let gravity: CGFloat = 0.6
private let duration: Double = 1.6
func body(content: Content) -> some View {
let x = startX + vx * time
let y = startY + vy * time + 0.5 * gravity * time * time
content
.offset(x: x, y: y)
.position(
x: x + drift * progress,
y: startY + (endY - startY) * progress
)
.opacity(opacity)
.rotationEffect(Angle.degrees(spin * Double(time / 30)))
.rotation3DEffect(
Angle.degrees(spin * Double(progress)),
axis: (x: Double.random(in: 0...1), y: Double.random(in: 0...1), z: 0.5)
)
.onAppear {
withAnimation(.easeOut(duration: duration).delay(delay)) {
time = 30
withAnimation(.easeIn(duration: duration).delay(delay)) {
progress = 1
}
withAnimation(.easeIn(duration: 0.5).delay(delay + duration * 0.7)) {
withAnimation(.easeIn(duration: 0.3).delay(delay + duration * 0.8)) {
opacity = 0
}
}
}
}
// Star shape
struct Star: Shape {
let corners: Int
let smoothness: CGFloat
func path(in rect: CGRect) -> Path {
let center = CGPoint(x: rect.midX, y: rect.midY)
let outerRadius = min(rect.width, rect.height) / 2
let innerRadius = outerRadius * smoothness
var path = Path()
let step = .pi / CGFloat(corners)
for i in 0..<corners * 2 {
let angle = CGFloat(i) * step - .pi / 2
let radius = i.isMultiple(of: 2) ? outerRadius : innerRadius
let point = CGPoint(
x: center.x + cos(angle) * radius,
y: center.y + sin(angle) * radius
)
if i == 0 { path.move(to: point) }
else { path.addLine(to: point) }
}
path.closeSubpath()
return path
}
}
// MARK: - Assistant Sheet
struct AssistantSheetView: View {