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https://github.com/vector-im/element-web.git
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Merge branch 'develop' into johannes/ts-strict-checkout-pr
This commit is contained in:
commit
e0d3b43404
@ -1,6 +1,7 @@
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/*
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Copyright 2020 Nurjin Jafar
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Copyright 2020 Nordeck IT + Consulting GmbH.
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Copyright 2023 The Matrix.org Foundation C.I.C.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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@ -86,7 +87,7 @@ export default class Confetti implements ICanvasEffect {
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private particles: Array<ConfettiParticle> = [];
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private waveAngle = 0;
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public isRunning: boolean;
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public isRunning = false;
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public start = async (canvas: HTMLCanvasElement, timeout = 3000): Promise<void> => {
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if (!canvas) {
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@ -1,6 +1,7 @@
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/*
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Copyright 2020 Nurjin Jafar
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Copyright 2020 Nordeck IT + Consulting GmbH.
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Copyright 2023 The Matrix.org Foundation C.I.C.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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@ -69,7 +70,7 @@ export default class Fireworks implements ICanvasEffect {
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private context: CanvasRenderingContext2D | null = null;
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private supportsAnimationFrame = window.requestAnimationFrame;
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private particles: Array<FireworksParticle> = [];
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public isRunning: boolean;
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public isRunning = false;
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public start = async (canvas: HTMLCanvasElement, timeout = 3000): Promise<void> => {
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if (!canvas) {
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@ -94,7 +95,7 @@ export default class Fireworks implements ICanvasEffect {
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if (this.particles.length < this.options.maxCount && this.isRunning) {
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this.createFirework();
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}
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const alive = [];
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const alive: FireworksParticle[] = [];
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for (let i = 0; i < this.particles.length; i++) {
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if (this.move(this.particles[i])) {
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alive.push(this.particles[i]);
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@ -1,5 +1,5 @@
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/*
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Copyright 2021 The Matrix.org Foundation C.I.C.
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Copyright 2021 - 2023 The Matrix.org Foundation C.I.C.
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Copyright 2022 Arseny Uskov
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Licensed under the Apache License, Version 2.0 (the "License");
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@ -65,7 +65,7 @@ export default class Hearts implements ICanvasEffect {
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private context: CanvasRenderingContext2D | null = null;
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private particles: Array<Heart> = [];
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private lastAnimationTime: number;
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private lastAnimationTime = 0;
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private colours = [
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"rgba(194,210,224,1)",
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@ -82,7 +82,7 @@ export default class Hearts implements ICanvasEffect {
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"rgba(252,116,183,1)",
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];
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public isRunning: boolean;
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public isRunning = false;
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public start = async (canvas: HTMLCanvasElement, timeout = 3000): Promise<void> => {
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if (!canvas) {
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@ -1,5 +1,5 @@
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/*
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Copyright 2020 The Matrix.org Foundation C.I.C.
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Copyright 2020 - 2023 The Matrix.org Foundation C.I.C.
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Copyright 2021 Josias Allestad
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Licensed under the Apache License, Version 2.0 (the "License");
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@ -52,9 +52,9 @@ export default class Rainfall implements ICanvasEffect {
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private context: CanvasRenderingContext2D | null = null;
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private particles: Array<Raindrop> = [];
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private lastAnimationTime: number;
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private lastAnimationTime = 0;
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public isRunning: boolean;
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public isRunning = false;
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public start = async (canvas: HTMLCanvasElement, timeout = 3000): Promise<void> => {
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if (!canvas) {
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@ -1,5 +1,5 @@
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/*
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Copyright 2020 The Matrix.org Foundation C.I.C.
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Copyright 2020 - 2023 The Matrix.org Foundation C.I.C.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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@ -57,9 +57,9 @@ export default class Snowfall implements ICanvasEffect {
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private context: CanvasRenderingContext2D | null = null;
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private particles: Array<Snowflake> = [];
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private lastAnimationTime: number;
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private lastAnimationTime = 0;
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public isRunning: boolean;
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public isRunning = false;
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public start = async (canvas: HTMLCanvasElement, timeout = 3000): Promise<void> => {
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if (!canvas) {
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@ -1,5 +1,5 @@
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/*
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Copyright 2021 The Matrix.org Foundation C.I.C.
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Copyright 2021 - 2023 The Matrix.org Foundation C.I.C.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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@ -51,9 +51,9 @@ export default class SpaceInvaders implements ICanvasEffect {
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private context: CanvasRenderingContext2D | null = null;
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private particles: Array<Invader> = [];
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private lastAnimationTime: number;
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private lastAnimationTime = 0;
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public isRunning: boolean;
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public isRunning = false;
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public start = async (canvas: HTMLCanvasElement, timeout = 3000): Promise<void> => {
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if (!canvas) {
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