fix(nds): use deltaTime in frame based-motion

This commit is contained in:
2026-02-13 17:10:32 +01:00
parent 555ecf8d80
commit f674404ff2
4 changed files with 59 additions and 48 deletions

View File

@@ -6,10 +6,10 @@ const props = defineProps<{
const confetti = useConfetti();
const { onRender } = useScreen();
onRender((ctx) => {
onRender((ctx, deltaTime) => {
let offset: number;
if (props.screen === "top") {
confetti.update();
confetti.update(deltaTime);
offset = 0;
} else {
offset = LOGICAL_HEIGHT;

View File

@@ -12,16 +12,17 @@ const { onRender, onClick } = useScreen();
const BAR_HEIGHT = 24;
const MAX_RADIUS = 27;
const MIN_RADIUS = 3;
const BASE_SHRINK_SPEED = 0.09;
const MAX_SHRINK_SPEED = 0.14;
const BASE_SPAWN_INTERVAL = 90;
const MIN_SPAWN_INTERVAL = 45;
const BASE_SHRINK_SPEED = 0.18;
const MAX_SHRINK_SPEED = 0.28;
const BASE_SPAWN_INTERVAL = 45;
const MIN_SPAWN_INTERVAL = 23;
const DIFFICULTY_SCORE_CAP = 100;
const RING_STROKE_WIDTH = 5;
const RING_EXPAND_SPEED = 0.3;
const RING_FADE_SPEED = 0.05;
const RING_EXPAND_SPEED = 0.6;
const RING_FADE_SPEED = 0.1;
const MAX_LIVES = 3;
const CROSSHAIR_MOVE_SPEED = 5;
const CROSSHAIR_MOVE_SPEED = 10;
const FRAME_TIME = 1000 / 60;
const getDifficulty = () => {
const progress = Math.min(score / DIFFICULTY_SCORE_CAP, 1);
@@ -120,7 +121,7 @@ const animateIntro = async () => {
const animateOutro = async () => {
isAnimating.value = true;
targetX = 0;
targetY = LOGICAL_HEIGHT * 2 - 20;
targetY = LOGICAL_HEIGHT;
await gsap
.timeline({
@@ -200,12 +201,12 @@ const handleActivateA = async () => {
}
};
const moveTowards = (current: number, target: number) => {
const moveTowards = (current: number, target: number, dt: number) => {
if (current === target) return current;
const direction = Math.sign(target - current);
return (
current +
direction * Math.min(CROSSHAIR_MOVE_SPEED, Math.abs(target - current))
direction * Math.min(CROSSHAIR_MOVE_SPEED * dt, Math.abs(target - current))
);
};
@@ -303,15 +304,17 @@ onClick((mx, my) => {
}
});
onRender((ctx) => {
onRender((ctx, deltaTime) => {
const dt = deltaTime / FRAME_TIME;
// update crosshair position in all modes except paused
if (state.value !== "paused") {
if (horizontalFirst) {
if (x !== targetX) x = moveTowards(x, targetX);
else y = moveTowards(y, targetY);
if (x !== targetX) x = moveTowards(x, targetX, dt);
else y = moveTowards(y, targetY, dt);
} else {
if (y !== targetY) y = moveTowards(y, targetY);
else x = moveTowards(x, targetX);
if (y !== targetY) y = moveTowards(y, targetY, dt);
else x = moveTowards(x, targetX, dt);
}
}
@@ -320,15 +323,15 @@ onRender((ctx) => {
const { shrinkSpeed, spawnInterval } = getDifficulty();
// spawn circles
spawnTimer++;
if (spawnTimer >= spawnInterval) {
spawnTimer += deltaTime;
if (spawnTimer >= spawnInterval * FRAME_TIME) {
spawnCircle();
spawnTimer = 0;
}
// update circles and rings
circles = circles.filter((circle) => {
circle.radius -= shrinkSpeed;
circle.radius -= shrinkSpeed * dt;
if (circle.radius < MIN_RADIUS) {
lives--;
if (lives <= 0) {
@@ -341,8 +344,8 @@ onRender((ctx) => {
});
rings = rings.filter((ring) => {
ring.radius += RING_EXPAND_SPEED;
ring.alpha -= RING_FADE_SPEED;
ring.radius += RING_EXPAND_SPEED * dt;
ring.alpha -= RING_FADE_SPEED * dt;
return ring.alpha > 0;
});
}

View File

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

View File

@@ -66,7 +66,7 @@ export const useAchievementsStore = defineStore("achievements", () => {
if (storage.value.unlocked.length === ACHIEVEMENTS.length) {
confetti.spawn();
} else {
confetti.spawn(50, 350);
confetti.spawn(50, 175);
}
return true;