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@omkar-tenkale
Last active October 2, 2024 18:18
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Compose Explosion Animation Snippets
@Composable
fun ControlledExplosion() {
Column(
modifier = Modifier.fillMaxSize(),
verticalArrangement = Arrangement.Center,
horizontalAlignment = Alignment.CenterHorizontally
) {
var progress by remember { mutableStateOf(0f) }
Explosion(progress)
Slider(
modifier = Modifier.width(200.dp),
value = progress,
onValueChange = {
progress = it
}
)
}
}
@Composable
fun Explosion(progress: Float) {
val sizeDp = 200.dp
val sizePx = sizeDp.toPx()
val sizePxHalf = sizePx / 2
val particles = remember {
List(150) {
Particle(
color = Color(listOf(0xffea4335, 0xff4285f4, 0xfffbbc05, 0xff34a853).random()),
startXPosition = sizePxHalf.toInt(),
startYPosition = sizePxHalf.toInt(),
maxHorizontalDisplacement = sizePx * randomInRange(-0.9f, 0.9f),
maxVerticalDisplacement = sizePx * randomInRange(0.2f, 0.38f)
)
}
}
particles.forEach { it.updateProgress(progress) }
Canvas(
modifier = Modifier
.border(width = 1.dp, color = Color(0x26000000))
.size(sizeDp)
) {
drawLine(
color = Color.Black,
start = Offset(sizePxHalf, 0f),
end = Offset(sizePxHalf, sizePx),
strokeWidth = 2.dp.toPx()
)
drawLine(
color = Color.Black,
start = Offset(0f, sizePxHalf),
end = Offset(sizePx, sizePxHalf),
strokeWidth = 2.dp.toPx()
)
particles.forEach { particle ->
drawCircle(
alpha = particle.alpha,
color = particle.color,
radius = particle.currentRadius,
center = Offset(particle.currentXPosition, particle.currentYPosition),
)
}
}
}
class Particle(
val color: Color,
val startXPosition: Int,
val startYPosition: Int,
val maxHorizontalDisplacement: Float,
val maxVerticalDisplacement: Float
) {
val velocity = 4 * maxVerticalDisplacement
val acceleration = -2 * velocity
var currentXPosition = 0f
var currentYPosition = 0f
var visibilityThresholdLow = randomInRange(0f, 0.14f)
var visibilityThresholdHigh = randomInRange(0f, 0.4f)
val initialXDisplacement = 10.dp.toPx() * randomInRange(-1f, 1f)
val initialYDisplacement = 10.dp.toPx() * randomInRange(-1f, 1f)
var alpha = 0f
var currentRadius = 0f
val startRadius = 2.dp.toPx()
val endRadius = if (randomBoolean(trueProbabilityPercentage = 20)) {
randomInRange(startRadius, 7.dp.toPx())
} else {
randomInRange(1.5.dp.toPx(), startRadius)
}
fun updateProgress(explosionProgress: Float) {
val trajectoryProgress =
if (explosionProgress < visibilityThresholdLow || (explosionProgress > (1 - visibilityThresholdHigh))) {
alpha = 0f; return
} else (explosionProgress - visibilityThresholdLow).mapInRange(0f,1f - visibilityThresholdHigh - visibilityThresholdLow,0f, 1f)
alpha = if (trajectoryProgress < 0.7f) 1f else (trajectoryProgress - 0.7f).mapInRange(
0f,
0.3f,
1f,
0f
)
currentRadius = startRadius + (endRadius - startRadius) * trajectoryProgress
val currentTime = trajectoryProgress.mapInRange(0f, 1f, 0f, 1.4f)
val verticalDisplacement =
(currentTime * velocity + 0.5 * acceleration * currentTime.toDouble()
.pow(2.0)).toFloat()
currentYPosition = startXPosition + initialXDisplacement - verticalDisplacement
currentXPosition =
startYPosition + initialYDisplacement + maxHorizontalDisplacement * trajectoryProgress
}
}
@Composable
fun ControlledExplosion() {
Column(
modifier = Modifier.fillMaxSize(),
verticalArrangement = Arrangement.Center,
horizontalAlignment = Alignment.CenterHorizontally
) {
var progress by remember { mutableStateOf(0f) }
Explosion(progress)
Slider(
modifier = Modifier.width(200.dp),
value = progress,
onValueChange = {
progress = it
}
)
}
}
@Composable
fun Explosion(progress: Float) {
val sizeDp = 200.dp
val sizePx = sizeDp.toPx()
val sizePxHalf = sizePx / 2
Canvas(
modifier = Modifier
.border(width = 1.dp, color = Color(0x26000000))
.size(sizeDp)
) {
drawLine(
color = Color.Black,
start = Offset(sizePxHalf, 0f),
end = Offset(sizePxHalf, sizePx),
strokeWidth = 2.dp.toPx()
)
drawLine(
color = Color.Black,
start = Offset(0f, sizePxHalf),
end = Offset(sizePx, sizePxHalf),
strokeWidth = 2.dp.toPx()
)
drawCircle(
color = Color.Red,
radius = 4.dp.toPx(),
center = Offset(
sizePxHalf + progress * sizePxHalf,
sizePxHalf - progress * sizePxHalf
)
)
}
}
fun Float.mapInRange(inMin: Float, inMax: Float, outMin: Float, outMax: Float): Float {
return outMin + (((this - inMin) / (inMax - inMin)) * (outMax - outMin))
}
fun Int.dpToPx() = toFloat().dpToPx()
fun Dp.toPx() = value.dpToPx()
fun Float.dpToPx() = this * Resources.getSystem().displayMetrics.density
private val random = Random()
fun Float.randomTillZero() = this * random.nextFloat()
fun randomInRange(min:Float,max:Float) = min + (max - min).randomTillZero()
fun randomBoolean(trueProbabilityPercentage: Int) = random.nextFloat() < trueProbabilityPercentage/100f
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