import React, { useState, useEffect, useRef } from 'react';
import { motion } from 'framer-motion';
const random = (min, max) => Math.random() * (max - min) + min;
const Particle = ({ id, color, size, duration }) => {
const angle = random(0, Math.PI * 2);
const radius = random(40, 85); // How far particles travel (Increased)
const endX = Math.cos(angle) * radius;
const endY = Math.sin(angle) * radius;
return (
);
};
const ButtonParticles = ({ trigger, color = '#ffffff', count = 8, size = 3.5, duration = 0.45 }) => {
const [particles, setParticles] = useState([]);
console.log(`ButtonParticles: Rendered. Current trigger=${trigger}, particles=${particles.length}`);
useEffect(() => {
console.log(`ButtonParticles: useEffect triggered. trigger=${trigger}`);
if (trigger > 0) { // trigger increments on each click
console.log(`ButtonParticles: Trigger > 0 (${trigger}). Generating ${count} particles.`);
const newParticles = Array.from({ length: count }).map((_, i) => ({
id: `${trigger}-${i}`, // Unique key based on trigger and index
color,
size,
duration,
}));
setParticles(newParticles);
console.log("ButtonParticles: Particles state updated:", newParticles);
// Optional: Clear particles after animation - not strictly needed as they animate to opacity 0
const timer = setTimeout(() => {
console.log(`ButtonParticles: Clearing particles after ${duration}s timeout.`);
setParticles([]);
}, duration * 1000); // Clear particles after animation
return () => {
console.log("ButtonParticles: useEffect cleanup running.");
clearTimeout(timer)
};
}
}, [trigger, color, count, size, duration]);
// Render only the particles currently animating
return (
<>
{particles.map(p => (
{/* Use Fragment to add log without extra div */}
{/* {console.log(`ButtonParticles: Rendering Particle id=${p.id}`)} */}
))}
>
);
};
export default ButtonParticles;