tsParticles 2.7.0 Changelog
Bug Fixes
- Fixed issue with animation random size, multiplying again the pixel ratio
- Added missing export
EventType
- Fixed Engine package exports
New Features
- Added shape options to circle, added range (min/max object) values to polygon and star shape options
- Changed default file for slim and full bundles, using the bundled file
- Added support for multiple shape drawers declared at once instead of adding a shape drawer multiple times
- Added ranged values in stroke width and opacity properties
- Added loops count to color animations
- Improved density values, now is 1:1 with number on 1080p resolution with pixel ratio of 1 (this is not a breaking change since nothing breaks, but it changes the behavior of existing values)
- Density values now has width/height values instead of area/factor, for compatibility reason
width
is mapped toarea
andheight
tofactor
. - Created sounds plugin, with mute/unmute icons
- Added explosion sounds to fireworks preset
Circle Options
In particle.shape
now it's possible to set another option to the circle
shape, angle
. The new property accepts a number
or a { min: number; max: number }
object, when only number
it's going to be { min: 0, max: <value> }
.
This creates partial circles starting from min
to max
, both values must be specified in degrees. If this value is ignored the default value is: { min: 0, max: 360 }
(the full circle).
Examples
...
shape: {
type: "circle",
options: {
circle: {
angle: 180
}
}
}
...
This examples creates horizontal half circles
...
shape: {
type: "circle",
options: {
circle: {
angle: { min: 90, max: 270 }
}
}
}
...
This examples creates vertical half circles
Density options
The density options are changed a bit, instead of area
/factor
values, the width
/height
values are introduced and mapped respectively. The default values are changed to width
1920
and height
1080
, so on a FullHD resolution on device pixel ratio 1
the particles number is the one specified in the options. Since width
and height
are multiplied together, they can be swapped and nothing changes.
The formula for the density is:
canvasWidth*canvasHeight \over densityWidth*densityHeight*devicePixelRatio^2
Notes on existing configurations
Since many configs had a density.area
value of 800
, you'll see less particles, just a few less. If you have also a factor
value, you won't notice any difference. When only area
is set, if you want to keep the previous configuration, set factor
to 1000
. Since the default factor
(height
) value is 1080
now, the difference should be barely noticeable.
--
Social links
tsparticles / tsparticles
tsParticles - Easily create highly customizable JavaScript particles effects, confetti explosions and fireworks animations and use them as animated backgrounds for your website. Ready to use components available for React.js, Vue.js (2.x and 3.x), Angular, Svelte, jQuery, Preact, Inferno, Solid, Riot and Web Components.
tsParticles - TypeScript Particles
A lightweight TypeScript library for creating particles. Dependency free (*), browser ready and compatible with React.js, Vue.js (2.x and 3.x), Angular, Svelte, jQuery, Preact, Inferno, Riot.js, Solid.js, and Web Components
Table of Contents
-
tsParticles - TypeScript Particles
- Table of Contents
- Do you want to use it on your website?
- Library installation
- Official components for some of the most used frameworks
- Presets
- Templates and Resources
- Demo / Generator
- Video Tutorials
- …
Top comments (0)