Are you looking to elevate the user experience of your confirmation messages with a touch of interactivity? Adding dynamic elements like confetti animation can inject excitement and engagement into an otherwise standard confirmation message. In this tutorial, we’ll guide you through the process of seamlessly integrating CSS and JavaScript to bring your confirmation messages to life. Each step will be dissected, ensuring that you not only achieve the desired effect but also understand the underlying mechanisms driving the animation. Let’s embark on this journey to create captivating confirmation messages that leave a lasting impression on your users.
Creating your form
First, you’ll need to create your form. For the purpose of this tutorial, we’ll just add a simple contact form with the Name, Email, and Paragraph Text form fields.
If you need any help in creating your form, please visit this documentation.
Once you’ve added your fields, click on the Settings tab and then click Confirmations. Inside the Confirmation Message window, we’re going to add an HTML canvas element that has an ID of canvas so that we can target exactly where the confetti will fall.
Once inside the Confirmations tab, remember to click the Text tab on the message box. You’ll need to do this in order to add pure HTML into this message area.
Simply add <canvas id="animateCanvas" />
Adding this canvas element and ID means that we can control where this confetti will appear. We only want it to show in the confirmation message so we’re adding an element that we can specifically target in our code snippet.
This snippet only runs on non-AJAX forms. You’d need to turn off your AJAX settings inside the form builder. To disable this setting go to the Settings tab inside the form builder and under the Advanced setting, disable the Enable AJAX form submission setting.
Adding the CSS for the canvas wrapper
We need to also add some custom CSS for the <canvas id="animateCanvas" />
wrapper. If you need any help in how and where to add custom CSS, please check out this tutorial. Simply copy and paste this CSS to your site.
canvas#animateCanvas {
position: fixed;
top: 0;
left: 0;
z-index: 1000; /* ensure canvas is above other content */
pointer-events: none; /* allow clicks to pass through the canvas */
}
[/css]
Adding confetti animation
Now it’s time to add the code snippet that will make the magic happen. For any assistance in adding a snippet to your site, please see this tutorial.
/** * Add confetti to the canvas element on the confirmation message * * @link https://wpforms.com/developers/how-to-add-confetti-animation-to-confirmation-message/ */ function wpf_confetti_animation() { ?> <script type="text/javascript"> //If the canvas ID does not exist on the page, this script will not run if (document.querySelector( '#animateCanvas' ) !== null) { class Progress { constructor(param = {}) { this.timestamp = null; this.duration = param.duration || Progress.CONST.DURATION; this.progress = 0; this.delta = 0; this.progress = 0; this.isLoop = !!param.isLoop; this.reset(); } static get CONST() { return { DURATION : 1000 }; } reset() { this.timestamp = null; } start(now) { this.timestamp = now; } tick(now) { if (this.timestamp) { this.delta = now - this.timestamp; this.progress = Math.min(this.delta / this.duration, 1); if (this.progress >= 1 && this.isLoop) { this.start(now); } return this.progress; } else { return 0; } } } class Confetti { constructor(param) { this.parent = param.elm || document.body; this.canvas = document.createElement("canvas"); this.ctx = this.canvas.getContext("2d"); this.width = param.width || this.parent.offsetWidth; this.height = param.height || this.parent.offsetHeight; this.length = param.length || Confetti.CONST.PAPER_LENGTH; this.yRange = param.yRange || this.height * 2; this.progress = new Progress({ duration : param.duration, isLoop : true }); this.rotationRange = typeof param.rotationLength === "number" ? param.rotationRange : 10; this.speedRange = typeof param.speedRange === "number" ? param.speedRange : 10; this.sprites = []; this.canvas.style.cssText = [ "display: block", "position: absolute", "top: 0", "left: 0", "pointer-events: none" ].join(";"); this.render = this.render.bind(this); this.build(); this.parent.appendChild(this.canvas); this.progress.start(performance.now()); requestAnimationFrame(this.render); } static get CONST() { return { //CUSTOMIZE: This will adjust how wide the paper is SPRITE_WIDTH : 9, //CUSTOMIZE: This will adjust how tall the paper is SPRITE_HEIGHT : 16, //CUSTOMIZE: This will adjust how much confetti appears, raise the number for less confetti PAPER_LENGTH : 100, //CUSTOMIZE: This will control the rotation rate of each piece of confetti ROTATION_RATE : 50, //CUSTOMIZE: These are the default colors used for the confetti. You can change these numbers or add to them. //CUSTOMIZE: Separate adding new colors by a comma after each new color added. COLORS : [ "#EF5350", "#EC407A", "#AB47BC", "#7E57C2", "#5C6BC0", "#42A5F5", "#29B6F6", "#26C6DA", "#26A69A", "#66BB6A", "#9CCC65", "#D4E157", "#FFEE58", "#FFCA28", "#FFA726", "#FF7043", "#8D6E63", "#BDBDBD", "#78909C" ] }; } build() { for (let i = 0; i < this.length; ++i) { let canvas = document.createElement("canvas"), ctx = canvas.getContext("2d"); canvas.width = Confetti.CONST.SPRITE_WIDTH; canvas.height = Confetti.CONST.SPRITE_HEIGHT; canvas.position = { initX : Math.random() * this.width, initY : -canvas.height - Math.random() * this.yRange }; canvas.rotation = (this.rotationRange / 2) - Math.random() * this.rotationRange; canvas.speed = (this.speedRange / 2) + Math.random() * (this.speedRange / 2); ctx.save(); ctx.fillStyle = Confetti.CONST.COLORS[(Math.random() * Confetti.CONST.COLORS.length) | 0]; ctx.fillRect(0, 0, canvas.width, canvas.height); ctx.restore(); this.sprites.push(canvas); } } render(now) { let progress = this.progress.tick(now); this.canvas.width = this.width; this.canvas.height = this.height; for (let i = 0; i < this.length; ++i) { this.ctx.save(); this.ctx.translate( this.sprites[i].position.initX + this.sprites[i].rotation * Confetti.CONST.ROTATION_RATE * progress, this.sprites[i].position.initY + progress * (this.height + this.yRange) ); this.ctx.rotate(this.sprites[i].rotation); this.ctx.drawImage( this.sprites[i], -Confetti.CONST.SPRITE_WIDTH * Math.abs(Math.sin(progress * Math.PI * 2 * this.sprites[i].speed)) / 2, -Confetti.CONST.SPRITE_HEIGHT / 2, Confetti.CONST.SPRITE_WIDTH * Math.abs(Math.sin(progress * Math.PI * 2 * this.sprites[i].speed)), Confetti.CONST.SPRITE_HEIGHT ); this.ctx.restore(); } requestAnimationFrame(this.render); } } (() => { //CUSTOMIZE: This will control the speed of how fast the confetti falls, raise the number for a slower fall. const DURATION = 8000, //CUSTOMIZE: This number controls how much confetti will appear on the screen. For more confetti, raise the number. LENGTH = 120; new Confetti({ width : window.innerWidth, height : window.innerHeight, length : LENGTH, duration : DURATION }); setTimeout(() => { new Confetti({ width : window.innerWidth, height : window.innerHeight, length : LENGTH, duration : DURATION }); }, DURATION / 2); })(); } </script> <?php } add_action( 'wpforms_wp_footer_end', 'wpf_confetti_animation', 1);
This code snippet can be customized to meet your needs if you’d like to change the colors of the confetti, the speed, the width etc. All you need to do to customize this is look in the comments section of the snippet above for CUSTOMIZE and a definition will show you what to customize.
And that’s all you need! You’ve now successfully added a confetti animation to your confirmation message. Would you like to add some snow instead? Check out our tutorial on How to Add Falling Snow Animation to Your Confirmation Message.
Reference Action
Other Animation Effects
Firework Animation
The steps above are exactly the same but just use this snippet instead.
/** * Add fireworks to the canvas element on the confirmation message * * @link https://wpforms.com/developers/how-to-add-confetti-animation-to-confirmation-message/ */ function wpf_fireworks_animation() { ?> <script type="text/javascript"> window.requestAnimFrame = ( function() { return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || function( callback ) { window.setTimeout( callback, 1000 / 60 ); }; })(); // now we will setup our basic variables for the demo var canvas = document.getElementById( 'animateCanvas' ), ctx = canvas.getContext( '2d' ), // full screen dimensions cw = window.innerWidth, ch = window.innerHeight, // firework collection fireworks = [], // particle collection particles = [], // starting hue hue = 120, // when launching fireworks with a click, too many get launched at once without a limiter, one launch per 5 loop ticks limiterTotal = 2, limiterTick = 0, // this will time the auto launches of fireworks, one launch per 80 loop ticks timerTotal = 40, timerTick = 0, mousedown = false, // mouse x coordinate, mx, // mouse y coordinate my; // set canvas dimensions canvas.width = cw; canvas.height = ch; // now we are going to setup our function placeholders for the entire demo // get a random number within a range function random( min, max ) { return Math.random() * ( max - min ) + min; } // calculate the distance between two points function calculateDistance( p1x, p1y, p2x, p2y ) { var xDistance = p1x - p2x, yDistance = p1y - p2y; return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) ); } // create firework function Firework( sx, sy, tx, ty ) { // actual coordinates this.x = sx; this.y = sy; // starting coordinates this.sx = sx; this.sy = sy; // target coordinates this.tx = tx; this.ty = ty; // distance from starting point to target this.distanceToTarget = calculateDistance( sx, sy, tx, ty ); this.distanceTraveled = 0; // track the past coordinates of each firework to create a trail effect, increase the coordinate count to create more prominent trails this.coordinates = []; this.coordinateCount = 3; // populate initial coordinate collection with the current coordinates while( this.coordinateCount-- ) { this.coordinates.push( [ this.x, this.y ] ); } this.angle = Math.atan2( ty - sy, tx - sx ); this.speed = 2; this.acceleration = 1.05; this.brightness = random( 50, 70 ); // circle target indicator radius this.targetRadius = 1; } // update firework Firework.prototype.update = function( index ) { // remove last item in coordinates array this.coordinates.pop(); // add current coordinates to the start of the array this.coordinates.unshift( [ this.x, this.y ] ); // cycle the circle target indicator radius if( this.targetRadius < 8 ) { this.targetRadius += 0.3; } else { this.targetRadius = 1; } // speed up the firework this.speed *= this.acceleration; // get the current velocities based on angle and speed var vx = Math.cos( this.angle ) * this.speed, vy = Math.sin( this.angle ) * this.speed; // how far will the firework have traveled with velocities applied? this.distanceTraveled = calculateDistance( this.sx, this.sy, this.x + vx, this.y + vy ); // if the distance traveled, including velocities, is greater than the initial distance to the target, then the target has been reached if( this.distanceTraveled >= this.distanceToTarget ) { createParticles( this.tx, this.ty ); // remove the firework, use the index passed into the update function to determine which to remove fireworks.splice( index, 1 ); } else { // target not reached, keep traveling this.x += vx; this.y += vy; } } // draw firework Firework.prototype.draw = function() { ctx.beginPath(); // move to the last tracked coordinate in the set, then draw a line to the current x and y ctx.moveTo( this.coordinates[ this.coordinates.length - 1][ 0 ], this.coordinates[ this.coordinates.length - 1][ 1 ] ); ctx.lineTo( this.x, this.y ); ctx.strokeStyle = 'hsl(' + hue + ', 100%, ' + this.brightness + '%)'; ctx.stroke(); ctx.beginPath(); // draw the target for this firework with a pulsing circle ctx.arc( this.tx, this.ty, this.targetRadius, 0, Math.PI * 2 ); ctx.stroke(); } // create particle function Particle( x, y ) { this.x = x; this.y = y; // track the past coordinates of each particle to create a trail effect, increase the coordinate count to create more prominent trails this.coordinates = []; this.coordinateCount = 5; while( this.coordinateCount-- ) { this.coordinates.push( [ this.x, this.y ] ); } // set a random angle in all possible directions, in radians this.angle = random( 0, Math.PI * 2 ); this.speed = random( 1, 10 ); // friction will slow the particle down this.friction = 0.95; // gravity will be applied and pull the particle down this.gravity = 1; // set the hue to a random number +-20 of the overall hue variable this.hue = random( hue - 20, hue + 20 ); this.brightness = random( 50, 80 ); this.alpha = 1; // set how fast the particle fades out this.decay = random( 0.015, 0.03 ); } // update particle Particle.prototype.update = function( index ) { // remove last item in coordinates array this.coordinates.pop(); // add current coordinates to the start of the array this.coordinates.unshift( [ this.x, this.y ] ); // slow down the particle this.speed *= this.friction; // apply velocity this.x += Math.cos( this.angle ) * this.speed; this.y += Math.sin( this.angle ) * this.speed + this.gravity; // fade out the particle this.alpha -= this.decay; // remove the particle once the alpha is low enough, based on the passed in index if( this.alpha <= this.decay ) { particles.splice( index, 1 ); } } // draw particle Particle.prototype.draw = function() { ctx. beginPath(); // move to the last tracked coordinates in the set, then draw a line to the current x and y ctx.moveTo( this.coordinates[ this.coordinates.length - 1 ][ 0 ], this.coordinates[ this.coordinates.length - 1 ][ 1 ] ); ctx.lineTo( this.x, this.y ); ctx.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.brightness + '%, ' + this.alpha + ')'; ctx.stroke(); } // create particle group/explosion function createParticles( x, y ) { // increase the particle count for a bigger explosion, beware of the canvas performance hit with the increased particles though var particleCount = 80; while( particleCount-- ) { particles.push( new Particle( x, y ) ); } } // main demo loop function loop() { // this function will run endlessly with requestAnimationFrame requestAnimFrame( loop ); // increase the hue to get different colored fireworks over time hue += 0.5; // normally, clearRect() would be used to clear the canvas // we want to create a trailing effect though // setting the composite operation to destination-out will allow us to clear the canvas at a specific opacity, rather than wiping it entirely ctx.globalCompositeOperation = 'destination-out'; // decrease the alpha property to create more prominent trails ctx.fillStyle = 'rgba(0, 0, 0, 0.5)'; ctx.fillRect( 0, 0, cw, ch ); // change the composite operation back to our main mode // lighter creates bright highlight points as the fireworks and particles overlap each other ctx.globalCompositeOperation = 'lighter'; // loop over each firework, draw it, update it var i = fireworks.length; while( i-- ) { fireworks[ i ].draw(); fireworks[ i ].update( i ); } // loop over each particle, draw it, update it var i = particles.length; while( i-- ) { particles[ i ].draw(); particles[ i ].update( i ); } // launch fireworks automatically to random coordinates, when the mouse isn't down if( timerTick >= timerTotal ) { if( !mousedown ) { // start the firework at the bottom middle of the screen, then set the random target coordinates, the random y coordinates will be set within the range of the top half of the screen fireworks.push( new Firework( cw / 2, ch, random( 0, cw ), random( 0, ch / 2 ) ) ); timerTick = 0; } } else { timerTick++; } // limit the rate at which fireworks get launched when mouse is down if( limiterTick >= limiterTotal ) { if( mousedown ) { // start the firework at the bottom middle of the screen, then set the current mouse coordinates as the target fireworks.push( new Firework( cw / 2, ch, mx, my ) ); limiterTick = 0; } } else { limiterTick++; } } // mouse event bindings // update the mouse coordinates on mousemove canvas.addEventListener( 'mousemove', function( e ) { mx = e.pageX - canvas.offsetLeft; my = e.pageY - canvas.offsetTop; }); // toggle mousedown state and prevent canvas from being selected canvas.addEventListener( 'mousedown', function( e ) { e.preventDefault(); mousedown = true; }); canvas.addEventListener( 'mouseup', function( e ) { e.preventDefault(); mousedown = false; }); // once the window loads, we are ready for some fireworks! window.onload = loop; </script> <?php } add_action( 'wpforms_wp_footer_end', 'wpf_fireworks_animation', 1);