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game_development_workshop/js/particles.js
T
2026-09-25 18:18:21 +05:30

268 lines
7.7 KiB
JavaScript

/**
* PPE SAFETY CHALLENGE - PARTICLE PHYSICS & VISUAL FX ENGINE
* Renders high-velocity sparks, chemical pours, near-miss hazard projectiles, and freeze-frame effects.
*/
class ParticleEngine {
constructor(canvasId) {
this.canvas = document.getElementById(canvasId);
this.ctx = this.canvas ? this.canvas.getContext('2d') : null;
this.particles = [];
this.projectiles = [];
this.confetti = [];
this.isRunning = false;
this.isFrozen = false;
this.activeMode = null; // 'sparks', 'chemical', 'confetti'
this.resize();
window.addEventListener('resize', () => this.resize());
}
resize() {
if (!this.canvas) return;
const rect = this.canvas.parentElement.getBoundingClientRect();
this.canvas.width = rect.width;
this.canvas.height = rect.height;
}
clear() {
this.particles = [];
this.projectiles = [];
this.confetti = [];
if (this.ctx && this.canvas) {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
setFrozen(freeze) {
this.isFrozen = freeze;
}
startMode(mode) {
this.activeMode = mode;
this.isFrozen = false;
if (!this.isRunning) {
this.isRunning = true;
this.animate();
}
}
stopMode() {
this.activeMode = null;
this.clear();
}
// Spawn near-miss hazardous particle / projectile flying at avatar
spawnHazardProjectile(type, startX, startY, targetX, targetY) {
const dx = targetX - startX;
const dy = targetY - startY;
const dist = Math.sqrt(dx * dx + dy * dy);
const speed = 14;
this.projectiles.push({
type: type, // 'spark' or 'chemical_drop'
x: startX,
y: startY,
vx: (dx / dist) * speed,
vy: (dy / dist) * speed,
targetX: targetX,
targetY: targetY,
size: type === 'spark' ? 7 : 12,
color: type === 'spark' ? '#ff3b30' : '#00f0ff',
trail: [],
reached: false
});
}
spawnSparks(originX, originY, count = 12) {
for (let i = 0; i < count; i++) {
const angle = (Math.PI * 0.8) + (Math.random() * 0.9 - 0.45); // Directed left-upward arc
const speed = Math.random() * 12 + 6;
this.particles.push({
type: 'spark',
x: originX,
y: originY,
vx: Math.cos(angle) * speed,
vy: Math.sin(angle) * speed - (Math.random() * 4),
gravity: 0.35,
life: 1.0,
decay: Math.random() * 0.03 + 0.02,
size: Math.random() * 3 + 1.5,
color: Math.random() > 0.3 ? '#ffdd55' : '#ff5511'
});
}
}
spawnChemicalFlow(originX, originY) {
for (let i = 0; i < 4; i++) {
this.particles.push({
type: 'chemical',
x: originX + (Math.random() * 8 - 4),
y: originY,
vx: -(Math.random() * 2 + 1),
vy: Math.random() * 4 + 2,
gravity: 0.25,
life: 1.0,
decay: 0.02,
size: Math.random() * 4 + 3,
color: '#10b981'
});
}
}
spawnConfetti() {
this.confetti = [];
const colors = ['#facc15', '#10b981', '#0ea5e9', '#ec4899', '#8b5cf6'];
for (let i = 0; i < 80; i++) {
this.confetti.push({
x: this.canvas.width / 2,
y: this.canvas.height / 2,
vx: (Math.random() - 0.5) * 16,
vy: (Math.random() - 0.8) * 14,
size: Math.random() * 8 + 4,
color: colors[Math.floor(Math.random() * colors.length)],
rotation: Math.random() * Math.PI * 2,
rotSpeed: (Math.random() - 0.5) * 0.2,
gravity: 0.2,
life: 1.0,
decay: 0.012
});
}
}
animate() {
if (!this.isRunning) return;
if (!this.isFrozen) {
if (this.ctx && this.canvas) {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
// Origin coordinates relative to stage
const originX = this.canvas.width * 0.72;
const originY = this.canvas.height * 0.65;
if (this.activeMode === 'sparks') {
this.spawnSparks(originX, originY, 6);
} else if (this.activeMode === 'chemical') {
this.spawnChemicalFlow(originX, originY);
}
// 1. Update & Draw Ambient Task Particles
for (let i = this.particles.length - 1; i >= 0; i--) {
const p = this.particles[i];
p.x += p.vx;
p.y += p.vy;
p.vy += p.gravity;
p.life -= p.decay;
if (p.life <= 0) {
this.particles.splice(i, 1);
continue;
}
this.ctx.save();
this.ctx.globalAlpha = Math.max(0, p.life);
this.ctx.fillStyle = p.color;
this.ctx.shadowBlur = p.type === 'spark' ? 8 : 4;
this.ctx.shadowColor = p.color;
this.ctx.beginPath();
this.ctx.arc(p.x, p.y, p.size, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.restore();
}
// 2. Update & Draw Near-Miss Projectiles (For Consequence Warning)
for (let i = this.projectiles.length - 1; i >= 0; i--) {
const prj = this.projectiles[i];
prj.trail.push({ x: prj.x, y: prj.y });
if (prj.trail.length > 8) prj.trail.shift();
prj.x += prj.vx;
prj.y += prj.vy;
// Draw glowing motion trail
this.ctx.save();
this.ctx.strokeStyle = prj.color;
this.ctx.lineWidth = prj.size * 0.8;
this.ctx.lineCap = 'round';
this.ctx.shadowBlur = 12;
this.ctx.shadowColor = prj.color;
if (prj.trail.length > 1) {
this.ctx.beginPath();
this.ctx.moveTo(prj.trail[0].x, prj.trail[0].y);
for (let j = 1; j < prj.trail.length; j++) {
this.ctx.lineTo(prj.trail[j].x, prj.trail[j].y);
}
this.ctx.stroke();
}
// Draw head
this.ctx.fillStyle = '#ffffff';
this.ctx.beginPath();
this.ctx.arc(prj.x, prj.y, prj.size, 0, Math.PI * 2);
this.ctx.fill();
this.ctx.restore();
// Check if close to worker target -> trigger freeze frame
const dist = Math.hypot(prj.x - prj.targetX, prj.y - prj.targetY);
if (dist < 35 && !prj.reached) {
prj.reached = true;
// Trigger visual freeze event
window.dispatchEvent(new CustomEvent('hazard-freeze-triggered', { detail: { projectile: prj } }));
}
}
// 3. Update & Draw Victory Confetti
for (let i = this.confetti.length - 1; i >= 0; i--) {
const c = this.confetti[i];
c.x += c.vx;
c.y += c.vy;
c.vy += c.gravity;
c.rotation += c.rotSpeed;
c.life -= c.decay;
if (c.life <= 0) {
this.confetti.splice(i, 1);
continue;
}
this.ctx.save();
this.ctx.translate(c.x, c.y);
this.ctx.rotate(c.rotation);
this.ctx.globalAlpha = c.life;
this.ctx.fillStyle = c.color;
this.ctx.fillRect(-c.size / 2, -c.size / 4, c.size, c.size / 2);
this.ctx.restore();
}
} else {
// FROZEN STATE: Draw pulsating danger halo around the frozen near-miss particle
if (this.projectiles.length > 0) {
const prj = this.projectiles[0];
this.ctx.save();
const pulse = Math.sin(Date.now() * 0.01) * 8 + 18;
this.ctx.strokeStyle = '#ef4444';
this.ctx.lineWidth = 3;
this.ctx.setLineDash([6, 4]);
this.ctx.beginPath();
this.ctx.arc(prj.x, prj.y, pulse, 0, Math.PI * 2);
this.ctx.stroke();
// Threat line to avatar
this.ctx.strokeStyle = 'rgba(239, 68, 68, 0.7)';
this.ctx.lineWidth = 2;
this.ctx.setLineDash([4, 4]);
this.ctx.beginPath();
this.ctx.moveTo(prj.x, prj.y);
this.ctx.lineTo(prj.targetX, prj.targetY);
this.ctx.stroke();
this.ctx.restore();
}
}
requestAnimationFrame(() => this.animate());
}
}