Tsparticles Versions Save

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.

[email protected]

1 year ago

tsParticles 2.1.3

Bug Fixes

  • Fixed svelte typings, closes #4131
  • Moved some specific code to the relative project, removing it from the generic engine
  • Improving container destruction
  • Improved fireworks preset
  • Fixed connect links options
  • Fixed issue with non-generated canvas elements, closes #4228
  • Fixed class attributes on solid component
  • Fixed issue with destroyed containers kept alive by plugins, closes #4151

New Features

  • Added decay to all animations
  • Added interactivity options overrides in particles options, closes #4120
  • Added a new speed object for the wobble effect
  • Added range colors to all color fields
  • Added new multiple particles feature and improved particle destroy method

Other changes

  • Changed build from rollup-plugin-vue to vite, no breaking changes, only for vue3 projects
  • Moved some updaters related code from engine to the relative updater
  • Removed dynamic import of the pathseg polyfill, used the standard one in the polygon mask plugin

[email protected]

2 years ago

tsParticles 2.0.6 Changelog

Breaking Changes

Starting from version 2.0.0, tsparticles won't be a single package anymore. Its growth makes me think a lot about splitting the project in more packages.

The new structure will be a common engine and lot of packages with single features that can be installed and loaded, so everyone can install only the features they need, and for the lazy ones there are bundles and presets ready to be used.

For example, if you want to stick with the tsparticles library you can still install it, and use the bundle file with the CDN. You can easily set it up when using import or require, since you have to add few lines of code to the v1 configuration.

import { tsParticles } from "tsparticles-engine"; // this is the new common package
import { loadFull } from "tsparticles"; // this function loads all the features contained in v1 package

(async () => {
    await loadFull(tsParticles); // this is needed to load all the features and can be done everywhere before using tsParticles.load

    await tsParticles.load("tsparticles", { /* options */ }); // this must be done after loadFull
})();

PRO

  • Smaller output, you can import only the features you need without a lot of unused code.
  • Better performance, since a lot of features are not imported, they are not running reducing general performance. More features, more calculations needed.

CONS

  • All features needs to be installed, which result in a long package.json file, that's why presets will be more important now.
  • Previous code won't work anymore without importing the right packages, this is a needed breaking change.

New Features

  • Added outside and inside values to particles move direction options
  • Added outside and inside values to particles move out modes options

How to migrate from v1 to v2?

Version 1.x is still the latest tag on npm, but the next version has a 2.0.0 version, which is something I need to release to the public to find issues, and receive some feedbacks.

Migration Steps

Vanilla JS / HTML usage

Just change the tsparticles file from tsparticles.min.js to tsparticles.bundle.min.js, if the slim version is used, there's a bundle also there but it's a different package, now called tsparticles-slim.

Modules

  1. Install the package "tsparticles-engine" using the next tag like this: npm install tsparticles-engine@next
  2. Replace all your "tsparticles" imports to "tsparticles-engine"
  3. Add import { loadFull } from "tsparticles"; in the imports, or its RequireJS version. This requires the new 2.0.x version, you can install it using npm install tsparticles@next
  4. Call loadFull
  • If using a React/Vue/Angular/Svelte or other kind of component: in particlesInit/init property, passing the same parameter coming from the init function to loadFull
  • If not just call loadFull(tsParticles) before any tsParticles usage

Alternative

Using the bundled version of the tsparticles package is not optimal, it's easier to implement but it could load a lot of unnecessary stuff.

I want to take the following code as an example (it's the core of tsparticles-slim package)

import type { Engine } from "tsparticles-engine";
import { loadAngleUpdater } from "tsparticles-updater-angle";
import { loadBaseMover } from "tsparticles-move-base";
import { loadCircleShape } from "tsparticles-shape-circle";
import { loadColorUpdater } from "tsparticles-updater-color";
import { loadExternalAttractInteraction } from "tsparticles-interaction-external-attract";
import { loadExternalBounceInteraction } from "tsparticles-interaction-external-bounce";
import { loadExternalBubbleInteraction } from "tsparticles-interaction-external-bubble";
import { loadExternalConnectInteraction } from "tsparticles-interaction-external-connect";
import { loadExternalGrabInteraction } from "tsparticles-interaction-external-grab";
import { loadExternalPauseInteraction } from "tsparticles-interaction-external-pause";
import { loadExternalPushInteraction } from "tsparticles-interaction-external-push";
import { loadExternalRemoveInteraction } from "tsparticles-interaction-external-remove";
import { loadExternalRepulseInteraction } from "tsparticles-interaction-external-repulse";
import { loadImageShape } from "tsparticles-shape-image";
import { loadLifeUpdater } from "tsparticles-updater-life";
import { loadLineShape } from "tsparticles-shape-line";
import { loadOpacityUpdater } from "tsparticles-updater-opacity";
import { loadOutModesUpdater } from "tsparticles-updater-out-modes";
import { loadParallaxMover } from "tsparticles-move-parallax";
import { loadParticlesAttractInteraction } from "tsparticles-interaction-particles-attract";
import { loadParticlesCollisionsInteraction } from "tsparticles-interaction-particles-collisions";
import { loadParticlesLinksInteraction } from "tsparticles-interaction-particles-links";
import { loadPolygonShape } from "tsparticles-shape-polygon";
import { loadSizeUpdater } from "tsparticles-updater-size";
import { loadSquareShape } from "tsparticles-shape-square";
import { loadStarShape } from "tsparticles-shape-star";
import { loadStrokeColorUpdater } from "tsparticles-updater-stroke-color";
import { loadTextShape } from "tsparticles-shape-text";

export async function loadSlim(engine: Engine): Promise<void> {
    await loadBaseMover(engine);
    await loadParallaxMover(engine);

    await loadExternalAttractInteraction(engine);
    await loadExternalBounceInteraction(engine);
    await loadExternalBubbleInteraction(engine);
    await loadExternalConnectInteraction(engine);
    await loadExternalGrabInteraction(engine);
    await loadExternalPauseInteraction(engine);
    await loadExternalPushInteraction(engine);
    await loadExternalRemoveInteraction(engine);
    await loadExternalRepulseInteraction(engine);

    await loadParticlesAttractInteraction(engine);
    await loadParticlesCollisionsInteraction(engine);
    await loadParticlesLinksInteraction(engine);

    await loadCircleShape(engine);
    await loadImageShape(engine);
    await loadLineShape(engine);
    await loadPolygonShape(engine);
    await loadSquareShape(engine);
    await loadStarShape(engine);
    await loadTextShape(engine);

    await loadLifeUpdater(engine);
    await loadOpacityUpdater(engine);
    await loadSizeUpdater(engine);
    await loadAngleUpdater(engine);
    await loadColorUpdater(engine);
    await loadStrokeColorUpdater(engine);
    await loadOutModesUpdater(engine);
}

Vanilla JS / HTML Usage

Splitting things can be a long activity using <script> tags, but nothing impossible.

From the example above, every package needs its own <script> tag, and every load function needs to be called using tsParticles as a parameter, then use the tsParticles object as always.

The tsparticles-engine must be always present, if there are no bundles (tsparticles-slim, tsparticles or any bundled preset). Every other package is required only if you want to use that feature.

Let's see an example:

https://codepen.io/matteobruni/pen/zYPEbjx

As you can see, in the JS options there are the needed scripts, and before using tsParticles.load their functions are called to load everything correctly. Every load function is async, so it's a Promise that can be awaited, it's not always necessary (like in this case), but it's recommended.

Modules

In this case importing modules is easier, since every module can be installed easily using npm, yarn or pnpm.

Once installed the required packages, import them and the code used for "Vanilla JS / HTML Usage" works also here.

The module sample can be found here:

https://codesandbox.io/s/immutable-cookies-n2lm9p

Components (React, Vue, Angular, Svelte, ...)

Every component has a init or particlesInit (checkout the documentation until everything has the same attribute), that is the place to load all the components, that function has an engine attribute, which is the tsParticles instance used by the component.

React Sample

https://codesandbox.io/s/optimistic-http-mxz8bg

Vue.js 2.x Sample

https://codesandbox.io/s/eager-wildflower-co03th>

Vue.js 3.x Sample

https://codesandbox.io/s/angry-hellman-xv6ifv

Angular Sample

https://codesandbox.io/s/crazy-villani-nc0nfj>

[email protected]

2 years ago

tsParticles 1.43.0 Changelog

Architecture changes

  • Removed all inner index files from the engine, the exported types are unchanged
  • Added CLI project

Bug Fixes

  • Improved big circles preset, the effect is now better
  • Improved particles check when drawing
  • Some refactoring for smaller output size

Compatibility changes

  • Updated build configurations for plugins, shapes, presets, and other pluggable projects, imports are now more compatible with CommonJS and ESM
  • Updated all plugins to use the new build system, improves imports compatibility
  • Updated external interaction managers, added click mode handling
  • Added more external interaction managers, like v2

[email protected]

2 years ago

tsParticles 1.42.4 Changelog

Bug Fixes

  • Moving canvas.clear closer to draw breaks grab links, and maybe other interactions

[email protected]

2 years ago

tsParticles 1.42.2

Bug Fixes

  • Angular: do not load particles on the Node.js side and make its loading cancellable
  • Fixed flashing issue with background mask, closes #3514

tsParticles 1.42.3

Bug Fixes

  • Removed a forgotten console.log, closes #3551
  • Fixed flashing issue with resize method, closes #3523 and #3074
  • Fixed sea anemone preset, removed a useless option
  • Canvas now is cleared just before new drawings

[email protected]

2 years ago

tsParticles 1.42.0 Changelog

Options Updates

New numeric values are now randomizable, using the { min, max } object instead of the numeric value. The list of the new randomizable options are:

  • particles.move.attract.distance
  • particles.move.angle.offset
  • particles.move.angle.value
  • particles.orbit.opacity
  • particles.orbit.radius
  • particles.orbit.width
  • particles.repulse.distance
  • particles.repulse.duration
  • particles.repulse.factor
  • particles.repulse.speed
  • particles.roll.darken.value
  • particles.roll.enlighten.value
  • particles.rotate.animation.speed
  • particles.tilt.animation.speed
  • particles.twinkle.lines.opacity
  • particles.twinkle.particles.opacity

These are the core options, also every animation object now can have randomizable count and speed properties.

Absorbers and Emitters plugin options now have randomizable coordinates, the { min, max } can be set to their position.x and position.y values instead of a single numeric.


tsParticles 1.42.1 Changelog

Bug Fixes

  • Fixes issue with 0 values on x and y properties of emitters position options

[email protected]

2 years ago

tsParticles 1.41.6

Bug Fixes

  • Fixed issue with canvas resize

[email protected]

2 years ago

tsParticles 1.41.5

Bug Fixes

  • Fixed emitters issues, some presets were broken

[email protected]

2 years ago

tsParticles 1.41.4

Bug Fixes

  • Removed useless console.log (debug purposes)

[email protected]

2 years ago

tsParticles 1.41.1 Changelog

Updates

  • Async Interactors
  • Updated some readme files

tsParticles 1.41.2 Changelog

Bug Fixes

  • Fixed svelte component, it was having issues with TypeScript syntax inside
  • Fixed tilt back and front colors

tsParticles 1.41.3 Changelog

Bug Fixes

  • Fixed issue with size and opacity updaters