Rework to support multiple walkers at once

This commit is contained in:
shoe 2025-03-21 22:16:52 +00:00
parent f3ae7860a5
commit 26e4296596

View File

@ -1,10 +1,3 @@
var constants = {
step_time: 200,
cell_size: 22,
color: "#FFB000",
};
/**************************************************************************** /****************************************************************************
* TODO: CATEOGORIZE THESE BULLSHITS * * TODO: CATEOGORIZE THESE BULLSHITS *
****************************************************************************/ ****************************************************************************/
@ -28,10 +21,9 @@ Number.prototype.div = function(divisor) {
****************************************************************************/ ****************************************************************************/
function init_walk() { function init_walk() {
// Draw a grid of boxes on the canvas setInterval(update_size, 20);
setInterval(draw, 20); setInterval(update_walkers, 200);
// TODO: it would be cool to have this changable, but I may just ... not setInterval(update_trails, 200);
setInterval(move_walker, constants.step_time);
} }
// check if the trails array has a position. // check if the trails array has a position.
@ -46,35 +38,49 @@ function trails_find_position(row, col) {
return null; return null;
} }
function move_walker() { function update_trails() {
// leave a trail behind
var index = trails_find_position(walker.row, walker.col);
if (index) {
trails[index].color = walker.color;
} else {
trails.push({row: walker.row, col: walker.col, color: walker.color});
}
// for all existing trails, make them darker // for all existing trails, make them darker
for (var i = 0; i < trails.length; i++) { for (var i = 0; i < trails.length; i++) {
var t = trails[i]; var darker = tweak_color_luminance(trails[i].color, -0.1);
t.color = tweak_color_luminance(t.color, -0.1); trails[i].color = darker;
// delete any trails with 0 for first digit of RGB // delete any trails with 0 for first digit of RGB
// (think of them as near-black) // (think of them as near-black)
// e.g. #050500 // e.g. #050500
if (t.color[1] === "0" && t.color[3] == "0" && t.color[5] == "0") { if (darker[1] === "0" && darker[3] == "0" && darker[5] == "0") {
// draw black there just to be safe // draw black, just so we don't leave behind an almost-black square
draw_grid_square(t.row, t.col, "black"); draw_grid_square(trails[i].row, trails[i].col, "black");
// delete the item from the array // delete the item from the array
trails.splice(i, 1); trails.splice(i, 1);
} }
} }
console.log(`${trails.length} items in trails array`);
// move in random dir // after all trails have been darkened/removed, draw the remaining ones
add_random_direction(walker); for (var i = 0; i < trails.length; i++) {
draw_grid_square(trails[i].row, trails[i].col, trails[i].color);
}
}
function update_walkers() {
// move all walkers, creating trails behind them
for (var i = 0; i < walkers.length; i++) {
// leave a trail behind
var index = trails_find_position(walkers[i].row, walkers[i].col);
if (index) {
trails[index].color = walkers[i].color;
} else {
trails.push({row: walkers[i].row, col: walkers[i].col, color: walkers[i].color});
}
// move in random dir
add_random_direction(walkers[i]);
}
// draw a colored square at walker locations
for (var i = 0; i < walkers.length; i++) {
draw_grid_square(walkers[i].row, walkers[i].col, walkers[i].color);
}
} }
function add_random_direction(pos) { function add_random_direction(pos) {
@ -118,49 +124,29 @@ function tweak_color_luminance(hex, lum) {
return rgb; return rgb;
} }
function draw() { function update_size() {
// pixel width and height if (canvas.width != window.innerWidth || canvas.height != window.innerHeight) {
var old_width = ctx.canvas.width; // note: changing width and height clears the canvas, so this will cause a
var old_height = ctx.canvas.height; // black screen until the next draw call for each thing.
canvas.width = window.innerWidth; canvas.width = window.innerWidth;
canvas.height = window.innerHeight; canvas.height = window.innerHeight;
if (old_width !== canvas.width || old_height != canvas.height) { // update all the globals we're using to
var old_n_rows = n_rows; n_rows = canvas.height.div(cell_size);
var old_n_cols = n_cols; n_cols = canvas.width.div(cell_size);
n_rows = canvas.height.div(constants.cell_size); offset_h = (canvas.width - (cell_size * n_cols)).div(2);
n_cols = canvas.width.div(constants.cell_size); offset_v = (canvas.height - (cell_size * n_rows)).div(2);
offset_h = (canvas.width - (constants.cell_size * n_cols)).div(2);
offset_v = (canvas.height - (constants.cell_size * n_rows)).div(2);
offset = {h: offset_h, v: offset_v};
// TODO: for every walker and every trail, adjust their position to the new canvas size
// we wanna just mod it, probably. that way if you shrink it you don't
// lose anything.
// TODO: HANDLE RESIZE
console.log(`dimensions changed from ${old_width}x${old_height} to ${ctx.canvas.width}x${ctx.canvas.height}`);
} }
// draw a colored square at the walker location
draw_grid_square(walker.row, walker.col, walker.color);
// for any trails, draw them
for (var i = 0; i < trails.length; i++) {
t = trails[i];
draw_grid_square(t.row, t.col, t.color);
}
// TODO CODE
} }
function draw_grid_square(row, col, color) { function draw_grid_square(row, col, color) {
var margin = 2; var margin = 2;
ctx.fillStyle = color; ctx.fillStyle = color;
var pos_h = offset.h + (constants.cell_size * col) + margin; var pos_h = offset_h + (cell_size * col) + margin;
var pos_v = offset.v + (constants.cell_size * row) + margin; var pos_v = offset_v + (cell_size * row) + margin;
ctx.fillRect(pos_h, pos_v, constants.cell_size - (2*margin), constants.cell_size - (2*margin)); ctx.fillRect(pos_h, pos_v, cell_size - (2*margin), cell_size - (2*margin));
} }
/**************************************************************************** /****************************************************************************
@ -174,13 +160,17 @@ canvas.width = window.innerWidth;
canvas.height = window.innerHeight; canvas.height = window.innerHeight;
// compute the initial rows and columns // compute the initial rows and columns
var n_rows = canvas.height.div(constants.cell_size); var cell_size = 22;
var n_cols = canvas.width.div(constants.cell_size); var n_rows = canvas.height.div(cell_size);
var offset_h = (canvas.width - (constants.cell_size * n_cols)).div(2); var n_cols = canvas.width.div(cell_size);
var offset_v = (canvas.height - (constants.cell_size * n_rows)).div(2); var offset_h = (canvas.width - (cell_size * n_cols)).div(2);
var offset = {h: offset_h, v: offset_v}; var offset_v = (canvas.height - (cell_size * n_rows)).div(2);
// set start position of walker and start the random walk // set start position of walker and start the random walk
var walker = {row: n_rows.div(2), col: n_cols.div(2), color: constants.color}; var walkers = [
{row: n_rows.div(2), col: n_cols.div(2), color: "#FFB000"},
{row: 0, col: 0, color: "#ff0000"},
{row: n_rows, col: 0, color: "#00ff00"},
];
trails = [] trails = []
init_walk(); init_walk();