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.
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
})();
package.json
file, that's why presets will be more important now.outside
and inside
values to particles move direction optionsoutside
and inside
values to particles move out modes optionsv1
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.
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
.
"tsparticles-engine"
using the next
tag like this: npm install tsparticles-engine@next
"tsparticles"
imports to "tsparticles-engine"
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
loadFull
particlesInit/init
property, passing the same parameter coming from the init
function to loadFull
loadFull(tsParticles)
before any tsParticles
usageUsing 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);
}
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.
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
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
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.