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catdad avatar catdad commented on May 18, 2024

The example (which is from the demo page) uses code to continue launching more and more confetti. It does so by launching just 7 particles every 16 milliseconds. I assume that in this case, you tried calling confetti.reset() and saw that all the existing confetti went away but immediately, you got 7 more.

In this case, launching more and more confetti is done in your code (the example code in this case) and not in the confetti library, so you need to make sure that your code stops adding more confetti when you want to stop.

You could do something like this:

// do this for 30 seconds
var duration = 30 * 1000;
var end = Date.now() + duration;
var running = true;

(function frame() {
  // launch a few confetti from the left edge
  confetti({
    particleCount: 7,
    angle: 60,
    spread: 55,
    origin: { x: 0 }
  });
  // and launch a few from the right edge
  confetti({
    particleCount: 7,
    angle: 120,
    spread: 55,
    origin: { x: 1 }
  });

  // keep going until we are out of time
  if (Date.now() < end && running) {
    requestAnimationFrame(frame);
  }
}());

// some time later
setTimeout(function () {
  running = false;
  confetti.reset();
}, 2000);

from canvas-confetti.

deepansh96 avatar deepansh96 commented on May 18, 2024

For someone who wants to have control on how to stop the confetti creation instantly, you can use this.

var req = null;

(function frame() {
  // launch a few confetti from the left edge
  confetti({
    particleCount: 7,
    angle: 60,
    spread: 55,
    origin: { x: 0 }
  });
  // and launch a few from the right edge
  confetti({
    particleCount: 7,
    angle: 120,
    spread: 55,
    origin: { x: 1 }
  });

  // keep going until we are out of time
  if (Date.now() < end && running) {
    req = requestAnimationFrame(frame);
  }
}());

// now when you want to stop, you can just call this
cancelAnimationFrame(req);

from canvas-confetti.

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