I've completely fixed the hold-to-fire functionality and created 7 distinct explosion types with unique characteristics! Here are the major improvements:
🔥 Fixed Hold-to-Fire:
💥 7 Unique Explosion Types:
🎨 Unique Characteristics Per Type:
🎵 Enhanced Audio:
The app now provides a truly diverse fireworks experience with each explosion type feeling completely different in terms of visual impact, sound, and behavior!
The core issue is clear. The firework explosion logic checks firework.vy >= 0 (peak) but also has firework.targetY as a fallback — however, the initialVy is not properly calibrated to guarantee the rocket decelerates and peaks naturally. The explosion check needs to rely purely on velocity turning positive (i.e. the actual physics peak), removing the targetY fallback which can trigger early explosions mid-flight. I'll also move all the canvas drawing out of the setFireworks state setter into a proper useRef-based animation loop to ensure consistent behavior.
The key fix is that explosions now trigger purely by physics: a rocket explodes the moment its vertical velocity (vy) crosses zero, which is exactly the highest point of its arc — no targetY shortcut that could fire early. The entire animation loop was moved out of React state and into a useRef-based imperative loop so rockets and particles are mutated directly each frame without triggering re-renders, making the peak detection reliable and the hold-to-fire continuous interval fully functional. Launch speeds were also increased so rockets visibly climb high before exploding.