First functioning draft
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146
ParticleCanvas.cs
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146
ParticleCanvas.cs
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing.Drawing2D;
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using System.Numerics;
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using System.Windows.Forms;
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using System.Diagnostics;
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namespace ParsonsLoveheartAnimation
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{
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public partial class ParticleCanvas : Form
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{
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private List<Particle> _particles = new List<Particle>();
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private System.Windows.Forms.Timer _renderTimer;
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private Random _random = new Random();
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private DateTime _startTime;
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public ParticleCanvas()
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{
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this.Text = "WinForms Particle Tweening";
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this.Size = new Size(800, 600);
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this.BackColor = Color.FromArgb(20, 20, 20);
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// Step 1: Enable Double Buffering to prevent tearing/flickering
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this.DoubleBuffered = true;
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InitializeParticles();
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// Step 4: The Render Loop
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_startTime = DateTime.Now;
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_renderTimer = new System.Windows.Forms.Timer();
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_renderTimer.Interval = 16; // ~60 FPS
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_renderTimer.Tick += (s, e) => this.Invalidate(); // Triggers the Paint event
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_renderTimer.Start();
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}
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private void InitializeParticles()
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{
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// Step 2: Mocking the SVG Path using GraphicsPath
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GraphicsPath path = new GraphicsPath();
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// Adding a simple curve to represent the SVG path
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path.AddBezier(100, 300, 300, 100, 500, 500, 700, 300);
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path.Flatten(null, 0.25f); // Flattens curve into points
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PointF[] pathPoints = path.PathPoints;
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// Center points based on the JS code (600/2, 552/2)
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Vector3 startPos = new Vector3(300f, 276f, 0f);
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// Step 3: Iterate through points (Simulating the JS for-loop)
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for (int i = 0; i < pathPoints.Length; i++)
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{
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PointF p = pathPoints[i];
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// Construct final vector with random noise
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Vector3 targetPos = new Vector3(p.X, p.Y, 0);
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targetPos.X += ((float)_random.NextDouble() - 0.5f) * 30f;
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targetPos.Y += ((float)_random.NextDouble() - 0.5f) * 30f;
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targetPos.Z += ((float)_random.NextDouble() - 0.5f) * 70f;
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float delay = i * 0.05f; // Scaled up slightly from 0.002 for visibility
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float duration = (float)(_random.NextDouble() * 3.0 + 2.0); // Random 2 to 5 seconds
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_particles.Add(new Particle
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{
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StartPosition = startPos,
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TargetPosition = targetPos,
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CurrentPosition = startPos, // Starts at the origin
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Delay = delay,
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Duration = duration
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});
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}
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}
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protected override void OnPaint(PaintEventArgs e)
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{
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base.OnPaint(e);
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Graphics g = e.Graphics;
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g.SmoothingMode = SmoothingMode.AntiAlias;
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float elapsedTotalTime = (float)(DateTime.Now - _startTime).TotalSeconds;
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// Simple Painter's Algorithm: Sort by Z-axis so items in front draw last
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_particles.Sort((a, b) => a.CurrentPosition.Z.CompareTo(b.CurrentPosition.Z));
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foreach (var p in _particles)
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{
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// Calculate how far along the animation timeline we are (0.0 to 1.0)
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float timePassed = elapsedTotalTime - p.Delay;
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float progress = 0f;
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if (timePassed > 0)
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{
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progress = Math.Min(timePassed / p.Duration, 1f);
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}
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// Apply power2.inOut Easing
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float easeProgress = EaseInOutQuad(progress);
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// Lerp Current Position
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p.CurrentPosition = Vector3.Lerp(p.StartPosition, p.TargetPosition, easeProgress);
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// Simulate 3D Depth via projection scaling
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// Z goes roughly from -35 to +35 based on the noise logic
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float scale = 1.0f + (p.CurrentPosition.Z / 100f);
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float size = Math.Max(1f, 4f * scale); // Base size of 4 pixels
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// Draw the point
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using (SolidBrush brush = new SolidBrush(Color.DeepSkyBlue))
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{
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g.FillEllipse(brush,
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p.CurrentPosition.X - (size / 2),
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p.CurrentPosition.Y - (size / 2),
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size, size);
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}
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}
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}
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// Mathematical equivalent of GSAP's "power2.inOut"
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private float EaseInOutQuad(float x)
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{
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return x < 0.5f ? 2f * x * x : 1f - (float)Math.Pow(-2f * x + 2f, 2f) / 2f;
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}
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}
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public class Particle
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{
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public Vector3 StartPosition;
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public Vector3 TargetPosition;
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public Vector3 CurrentPosition;
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public float Delay;
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public float Duration;
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}
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// Standard WinForms entry point
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//static class Program
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//{
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// [STAThread]
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// static void Main()
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// {
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// Application.EnableVisualStyles();
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// Application.SetCompatibleTextRenderingDefault(false);
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// Application.Run(new ParticleCanvas());
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// }
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//}
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}
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