UI Elements

Fireworks

A canvas-based fireworks background that continuously launches shells and explodes them into colorful particles.

fireworks.tsx
"use client";

import * as React from "react";

import { cn } from "@/lib/utils";

const rand = (min: number, max: number): number =>
  Math.random() * (max - min) + min;
const randInt = (min: number, max: number): number =>
  Math.floor(Math.random() * (max - min) + min);
const randColor = (): string => `hsl(${randInt(0, 360)}, 100%, 50%)`;

interface ParticleType {
  x: number;
  y: number;
  color: string;
  speed: number;
  direction: number;
  vx: number;
  vy: number;
  gravity: number;
  friction: number;
  alpha: number;
  decay: number;
  size: number;
  update: () => void;
  draw: (ctx: CanvasRenderingContext2D) => void;
  isAlive: () => boolean;
}

const createParticle = (
  x: number,
  y: number,
  color: string,
  speed: number,
  direction: number,
  gravity: number,
  friction: number,
  size: number
): ParticleType => {
  const vx = Math.cos(direction) * speed;
  const vy = Math.sin(direction) * speed;
  const alpha = 1;
  const decay = rand(0.005, 0.02);

  return {
    x,
    y,
    color,
    speed,
    direction,
    vx,
    vy,
    gravity,
    friction,
    alpha,
    decay,
    size,
    update() {
      this.vx *= this.friction;
      this.vy *= this.friction;
      this.vy += this.gravity;
      this.x += this.vx;
      this.y += this.vy;
      this.alpha -= this.decay;
    },
    draw(ctx: CanvasRenderingContext2D) {
      ctx.save();
      ctx.globalAlpha = this.alpha;
      ctx.beginPath();
      ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
      ctx.fillStyle = this.color;
      ctx.fill();
      ctx.restore();
    },
    isAlive() {
      return this.alpha > 0;
    },
  };
};

interface FireworkType {
  x: number;
  y: number;
  targetY: number;
  color: string;
  speed: number;
  size: number;
  angle: number;
  vx: number;
  vy: number;
  trail: { x: number; y: number }[];
  trailLength: number;
  exploded: boolean;
  update: () => boolean;
  explode: () => void;
  draw: (ctx: CanvasRenderingContext2D) => void;
}

const createFirework = (
  x: number,
  y: number,
  targetY: number,
  color: string,
  speed: number,
  size: number,
  particleSpeed: { min: number; max: number } | number,
  particleSize: { min: number; max: number } | number,
  onExplode: (particles: ParticleType[]) => void
): FireworkType => {
  const angle = -Math.PI / 2 + rand(-0.3, 0.3);
  const vx = Math.cos(angle) * speed;
  const vy = Math.sin(angle) * speed;
  const trail: { x: number; y: number }[] = [];
  const trailLength = randInt(10, 25);

  return {
    x,
    y,
    targetY,
    color,
    speed,
    size,
    angle,
    vx,
    vy,
    trail,
    trailLength,
    exploded: false,
    update() {
      this.trail.push({ x: this.x, y: this.y });
      if (this.trail.length > this.trailLength) {
        this.trail.shift();
      }
      this.x += this.vx;
      this.y += this.vy;
      this.vy += 0.02;
      if (this.vy >= 0 || this.y <= this.targetY) {
        this.explode();
        return false;
      }
      return true;
    },
    explode() {
      const numParticles = randInt(50, 150);
      const particles: ParticleType[] = [];
      for (let i = 0; i < numParticles; i++) {
        const particleAngle = rand(0, Math.PI * 2);
        const localParticleSpeed = getValueByRange(particleSpeed);
        const localParticleSize = getValueByRange(particleSize);
        particles.push(
          createParticle(
            this.x,
            this.y,
            this.color,
            localParticleSpeed,
            particleAngle,
            0.05,
            0.98,
            localParticleSize
          )
        );
      }
      onExplode(particles);
    },
    draw(ctx: CanvasRenderingContext2D) {
      ctx.save();
      ctx.beginPath();
      if (this.trail.length > 1) {
        ctx.moveTo(this.trail[0].x, this.trail[0].y);
        for (const point of this.trail) {
          ctx.lineTo(point.x, point.y);
        }
      } else {
        ctx.moveTo(this.x, this.y);
        ctx.lineTo(this.x, this.y);
      }
      ctx.strokeStyle = this.color;
      ctx.lineWidth = this.size;
      ctx.lineCap = "round";
      ctx.stroke();
      ctx.restore();
    },
  };
};

const getValueByRange = (
  range: { min: number; max: number } | number
): number => {
  if (typeof range === "number") {
    return range;
  }
  return rand(range.min, range.max);
};

const getColor = (color: string | string[] | undefined): string => {
  if (Array.isArray(color)) {
    return color[randInt(0, color.length)];
  }
  return color ?? randColor();
};

interface FireworksBackgroundProps
  extends Omit<React.HTMLAttributes<HTMLDivElement>, "color"> {
  canvasProps?: React.HTMLAttributes<HTMLCanvasElement>;
  population?: number;
  color?: string | string[];
  fireworkSpeed?: { min: number; max: number } | number;
  fireworkSize?: { min: number; max: number } | number;
  particleSpeed?: { min: number; max: number } | number;
  particleSize?: { min: number; max: number } | number;
}

const FireworksBackground = React.forwardRef<
  HTMLDivElement,
  FireworksBackgroundProps
>(
  (
    {
      className,
      canvasProps,
      population = 1,
      color,
      fireworkSpeed = { min: 4, max: 8 },
      fireworkSize = { min: 2, max: 5 },
      particleSpeed = { min: 2, max: 7 },
      particleSize = { min: 1, max: 5 },
      ...props
    },
    ref
  ) => {
    const canvasRef = React.useRef<HTMLCanvasElement>(null);
    const containerRef = React.useRef<HTMLDivElement>(null);
    React.useImperativeHandle(
      ref,
      () => containerRef.current as HTMLDivElement
    );

    React.useEffect(() => {
      const canvas = canvasRef.current;
      const container = containerRef.current;
      if (!canvas || !container) return;
      const ctx = canvas.getContext("2d");
      if (!ctx) return;

      let maxX = window.innerWidth;
      let ratio = container.offsetHeight / container.offsetWidth;
      let maxY = maxX * ratio;
      canvas.width = maxX;
      canvas.height = maxY;

      const setCanvasSize = () => {
        maxX = window.innerWidth;
        ratio = container.offsetHeight / container.offsetWidth;
        maxY = maxX * ratio;
        canvas.width = maxX;
        canvas.height = maxY;
      };
      window.addEventListener("resize", setCanvasSize);

      const explosions: ParticleType[] = [];
      const fireworks: FireworkType[] = [];

      const handleExplosion = (particles: ParticleType[]) => {
        explosions.push(...particles);
      };

      const launchFirework = () => {
        const x = rand(maxX * 0.1, maxX * 0.9);
        const y = maxY;
        const targetY = rand(maxY * 0.1, maxY * 0.4);
        const fireworkColor = getColor(color);
        const speed = getValueByRange(fireworkSpeed);
        const size = getValueByRange(fireworkSize);
        fireworks.push(
          createFirework(
            x,
            y,
            targetY,
            fireworkColor,
            speed,
            size,
            particleSpeed,
            particleSize,
            handleExplosion
          )
        );
        const timeout = rand(300, 800) / population;
        setTimeout(launchFirework, timeout);
      };

      launchFirework();

      let animationFrameId: number;
      const animate = () => {
        ctx.clearRect(0, 0, maxX, maxY);

        for (let i = fireworks.length - 1; i >= 0; i--) {
          const firework = fireworks[i];
          if (!firework.update()) {
            fireworks.splice(i, 1);
          } else {
            firework.draw(ctx);
          }
        }

        for (let i = explosions.length - 1; i >= 0; i--) {
          const particle = explosions[i];
          particle.update();
          if (particle.isAlive()) {
            particle.draw(ctx);
          } else {
            explosions.splice(i, 1);
          }
        }

        animationFrameId = requestAnimationFrame(animate);
      };

      animate();

      const handleClick = (event: MouseEvent) => {
        const x = event.clientX;
        const y = maxY;
        const targetY = event.clientY;
        const fireworkColor = getColor(color);
        const speed = getValueByRange(fireworkSpeed);
        const size = getValueByRange(fireworkSize);
        fireworks.push(
          createFirework(
            x,
            y,
            targetY,
            fireworkColor,
            speed,
            size,
            particleSpeed,
            particleSize,
            handleExplosion
          )
        );
      };

      container.addEventListener("click", handleClick);

      return () => {
        window.removeEventListener("resize", setCanvasSize);
        container.removeEventListener("click", handleClick);
        cancelAnimationFrame(animationFrameId);
      };
    }, [
      population,
      color,
      fireworkSpeed,
      fireworkSize,
      particleSpeed,
      particleSize,
    ]);

    return (
      <div
        ref={containerRef}
        className={cn("relative size-full overflow-hidden", className)}
        {...props}
      >
        <canvas
          {...canvasProps}
          ref={canvasRef}
          className={cn("absolute inset-0 size-full", canvasProps?.className)}
        />
      </div>
    );
  }
);

FireworksBackground.displayName = "FireworksBackground";

export { FireworksBackground, type FireworksBackgroundProps };
export default FireworksBackground;