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