fix(nds): use deltaTime in frame based-motion
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@@ -1,21 +1,22 @@
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const PARTICLE_COUNT = 400;
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const SPAWN_DURATION = 700;
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const VX_RANGE = 0.5;
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const VY_MIN = 0.3;
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const VY_RANGE = 0.2;
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const SPAWN_DURATION = 350;
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const VX_RANGE = 1.0;
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const VY_MIN = 0.6;
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const VY_RANGE = 0.4;
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const WIDTH_MIN = 3;
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const WIDTH_RANGE = 4;
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const HEIGHT_MIN = 2;
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const HEIGHT_RANGE = 3;
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const ROTATION_SPEED_RANGE = 0.15;
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const DRIFT_STRENGTH = 0.03;
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const GRAVITY = 0.007;
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const VX_DAMPING = 0.995;
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const SWAY_AMPLITUDE = 0.3;
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const SWAY_SPEED_MIN = 0.02;
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const SWAY_SPEED_RANGE = 0.03;
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const ROTATION_SPEED_RANGE = 0.3;
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const DRIFT_STRENGTH = 0.06;
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const GRAVITY = 0.014;
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const VX_DAMPING = 0.988;
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const SWAY_AMPLITUDE = 0.6;
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const SWAY_SPEED_MIN = 0.04;
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const SWAY_SPEED_RANGE = 0.06;
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const OFFSCREEN_MARGIN = 10;
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const TOTAL_HEIGHT = 192 * 2;
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const FRAME_TIME = 1000 / 60;
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const COLORS = [
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"#fb0018",
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@@ -41,7 +42,7 @@ export type ConfettiParticle = {
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};
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type Spawner = {
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frame: number;
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elapsed: number;
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accumulator: number;
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particleCount: number;
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duration: number;
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@@ -67,18 +68,25 @@ const spawnParticle = () => {
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};
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const spawn = (particleCount = PARTICLE_COUNT, duration = SPAWN_DURATION) => {
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spawners.push({ frame: 0, accumulator: 0, particleCount, duration });
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spawners.push({
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elapsed: 0,
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accumulator: 0,
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particleCount,
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duration: duration * FRAME_TIME,
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});
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};
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const update = () => {
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const update = (deltaTime: number) => {
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const dt = deltaTime / FRAME_TIME;
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for (let s = spawners.length - 1; s >= 0; s -= 1) {
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const spawner = spawners[s]!;
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if (spawner.frame < spawner.duration) {
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const progress = spawner.frame / spawner.duration;
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if (spawner.elapsed < spawner.duration) {
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const progress = spawner.elapsed / spawner.duration;
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const inv = 1 - progress;
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const rate = inv * inv;
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spawner.accumulator +=
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rate * (spawner.particleCount / spawner.duration) * 3;
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rate * (spawner.particleCount / spawner.duration) * 3 * deltaTime;
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const count = Math.floor(spawner.accumulator);
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spawner.accumulator -= count;
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@@ -87,7 +95,7 @@ const update = () => {
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spawnParticle();
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}
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spawner.frame += 1;
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spawner.elapsed += deltaTime;
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} else {
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spawners.splice(s, 1);
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}
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@@ -95,13 +103,13 @@ const update = () => {
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for (let i = particles.length - 1; i >= 0; i -= 1) {
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const p = particles[i]!;
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p.vy += GRAVITY;
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p.vx += (Math.random() - 0.5) * DRIFT_STRENGTH;
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p.vx *= VX_DAMPING;
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p.swayPhase += p.swaySpeed;
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p.x += p.vx + Math.sin(p.swayPhase) * SWAY_AMPLITUDE;
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p.y += p.vy;
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p.rotation += p.rotationSpeed;
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p.vy += GRAVITY * dt;
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p.vx += (Math.random() - 0.5) * DRIFT_STRENGTH * dt;
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p.vx *= Math.pow(VX_DAMPING, dt);
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p.swayPhase += p.swaySpeed * dt;
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p.x += (p.vx + Math.sin(p.swayPhase) * SWAY_AMPLITUDE) * dt;
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p.y += p.vy * dt;
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p.rotation += p.rotationSpeed * dt;
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if (p.y > TOTAL_HEIGHT + OFFSCREEN_MARGIN) {
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particles.splice(i, 1);
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