Change controls without entirely destroying existing code
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				| @ -1,176 +1,162 @@ | ||||
| window.onload = function() { | ||||
|     var gui = new dat.GUI({ | ||||
|         closed: false, | ||||
|         remembered: { | ||||
|             undefined: { | ||||
|                 "0": {}, | ||||
|             }, | ||||
|         }, | ||||
|         folders: {}, | ||||
|         load: JSON, | ||||
|         width: 400, | ||||
|         autoPlace: false, | ||||
|     }); | ||||
|   var gui = new dat.GUI({ | ||||
|     closed: false, | ||||
|     remembered: { | ||||
|       undefined: { | ||||
|         "0": {}, | ||||
|       }, | ||||
|     }, | ||||
|     folders: {}, | ||||
|     load: JSON, | ||||
|     width: 400, | ||||
|     autoPlace: false, | ||||
|   }); | ||||
| 
 | ||||
|     gui.add(controls, "speed", 1, 10).name("Speed To Move"); | ||||
|     gui.add(controls, "line_width", 1, 10).name("Line Width"); | ||||
|   gui.add(controls, "step_time", 200, 2000).name("step time (ms)").step(1); | ||||
|   gui.add(controls, "fadeout", 0, 20).name("time to fade (0 to disable").step(1); | ||||
|   gui.add(controls, "color", 1, 50).name("which color the guy is").step(1); | ||||
| 
 | ||||
|     // gui.add(controls, "reoccurance_rate", 0, 8).name("Reoccurance Rate");
 | ||||
|     gui | ||||
|         .add(controls, "walker_count", 1, 50) | ||||
|         .name("Number of Walkers").step(1); | ||||
|     gui.add(controls, "limit_angles", 3, 360).name("Limit Number of Directions").step(1); | ||||
| 
 | ||||
|     gui.add(controls, "restart_button").name("Click To Restart"); | ||||
| 
 | ||||
|     var customContainer = document.getElementById("controls-container"); | ||||
|     customContainer.append(gui.domElement); | ||||
|   var customContainer = document.getElementById("controls-container"); | ||||
|   customContainer.append(gui.domElement); | ||||
| }; | ||||
| 
 | ||||
| //colorArray source: https://gist.github.com/mucar/3898821
 | ||||
| var colorArray = ['#FF6633', '#FFB399', '#FF33FF', '#FFFF99', '#00B3E6', | ||||
|     '#E6B333', '#3366E6', '#999966', '#99FF99', '#B34D4D', | ||||
|     '#80B300', '#809900', '#E6B3B3', '#6680B3', '#66991A', | ||||
|     '#FF99E6', '#CCFF1A', '#FF1A66', '#E6331A', '#33FFCC', | ||||
|     '#66994D', '#B366CC', '#4D8000', '#B33300', '#CC80CC', | ||||
|     '#66664D', '#991AFF', '#E666FF', '#4DB3FF', '#1AB399', | ||||
|     '#E666B3', '#33991A', '#CC9999', '#B3B31A', '#00E680', | ||||
|     '#4D8066', '#809980', '#E6FF80', '#1AFF33', '#999933', | ||||
|     '#FF3380', '#CCCC00', '#66E64D', '#4D80CC', '#9900B3', | ||||
|     '#E64D66', '#4DB380', '#FF4D4D', '#99E6E6', '#6666FF' | ||||
| // colorArray source: https://gist.github.com/mucar/3898821
 | ||||
| var colorArray = [ | ||||
|   '#FF6633', '#FFB399', '#FF33FF', '#FFFF99', '#00B3E6', | ||||
|   '#E6B333', '#3366E6', '#999966', '#99FF99', '#B34D4D', | ||||
|   '#80B300', '#809900', '#E6B3B3', '#6680B3', '#66991A', | ||||
|   '#FF99E6', '#CCFF1A', '#FF1A66', '#E6331A', '#33FFCC', | ||||
|   '#66994D', '#B366CC', '#4D8000', '#B33300', '#CC80CC', | ||||
|   '#66664D', '#991AFF', '#E666FF', '#4DB3FF', '#1AB399', | ||||
|   '#E666B3', '#33991A', '#CC9999', '#B3B31A', '#00E680', | ||||
|   '#4D8066', '#809980', '#E6FF80', '#1AFF33', '#999933', | ||||
|   '#FF3380', '#CCCC00', '#66E64D', '#4D80CC', '#9900B3', | ||||
|   '#E64D66', '#4DB380', '#FF4D4D', '#99E6E6', '#6666FF' | ||||
| ]; | ||||
| 
 | ||||
| var controls = new(function() { | ||||
|     this.speed = 5; | ||||
|     this.line_width = 1; | ||||
|     this.walker_count = 5; | ||||
| 
 | ||||
|     this.limit_angles = 4; | ||||
|     this.time_to_recover = 4; | ||||
| 
 | ||||
|     this.restart_button = function() { | ||||
|         ctx.clearRect(0, 0, canvas.width, canvas.height) | ||||
|         init_walk(); | ||||
|     } | ||||
|   this.step_time = 500; | ||||
|   this.fadeout = 10; | ||||
|   this.color = 1; | ||||
| })(); | ||||
| 
 | ||||
| 
 | ||||
| function init_walk() { | ||||
|     // Create array of walkers with set parameters, start walkers in center of canvas
 | ||||
|     walker_array = [] | ||||
|     for (var i = 0; i < controls.walker_count; i++) { | ||||
|         var walker = { | ||||
|             x_position: canvas.width / 2, | ||||
|             y_position: canvas.height / 2, | ||||
|             line_width: controls.line_width, | ||||
|             colour: colorArray[i], | ||||
|             speed: controls.speed, | ||||
|             angle: Math.random() * 360, | ||||
|             halt: false, | ||||
|         } | ||||
|         walker.x_velocity = walker.speed * Math.cos(walker.angle) | ||||
|         walker.y_velocity = walker.speed * Math.sin(walker.angle) | ||||
|         walker_array.push(walker) | ||||
|   // Create array of walkers with set parameters, start walkers in center of canvas
 | ||||
|   walker_array = [] | ||||
|   for (var i = 0; i < 1; i++) { | ||||
|     var walker = { | ||||
|       x_position: canvas.width / 2, | ||||
|       y_position: canvas.height / 2, | ||||
|       line_width: 1, | ||||
|       colour: colorArray[i], | ||||
|       speed: 5, | ||||
|       angle: Math.random() * 360, | ||||
|       halt: false, | ||||
|     } | ||||
|     setInterval(paint_canvas, 20); | ||||
|     walker.x_velocity = walker.speed * Math.cos(walker.angle) | ||||
|     walker.y_velocity = walker.speed * Math.sin(walker.angle) | ||||
|     walker_array.push(walker) | ||||
|   } | ||||
|   setInterval(paint_canvas, 20); | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| function degrees_to_radians(degrees) { | ||||
|     var pi = Math.PI; | ||||
|     return degrees * (pi / 180); | ||||
|   var pi = Math.PI; | ||||
|   return degrees * (pi / 180); | ||||
| } | ||||
| 
 | ||||
| function radians_to_degrees(radians) { | ||||
|     var pi = Math.PI; | ||||
|     return radians * (180 / pi); | ||||
|   var pi = Math.PI; | ||||
|   return radians * (180 / pi); | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| function gen_angle_list(number_of_groups) { | ||||
|     /* Generate array of possible angles from limitation | ||||
|   /* Generate array of possible angles from limitation | ||||
| 
 | ||||
|      For example, if the limitation of angles is 4, then 360 / 4 = 90, and resulting array will be angle_list = [0,90,180,270,360] | ||||
|      Including 0 & 360 is to give the walker equal chance to turn around and stay in the canvas | ||||
|     */ | ||||
|     var angle_list = [] | ||||
|      */ | ||||
|   var angle_list = [] | ||||
| 
 | ||||
|     var initial_angle = 360 / number_of_groups; | ||||
|   var initial_angle = 360 / number_of_groups; | ||||
| 
 | ||||
|     for (var i = 0; i < number_of_groups + 1; i++) { | ||||
|         angle_list.push(initial_angle * i); | ||||
|     } | ||||
|     return angle_list | ||||
|   for (var i = 0; i < number_of_groups + 1; i++) { | ||||
|     angle_list.push(initial_angle * i); | ||||
|   } | ||||
|   return angle_list | ||||
| } | ||||
| 
 | ||||
| function get_nearest_angle(goal, angle_list) { | ||||
|     // Source: https://stackoverflow.com/questions/8584902/get-closest-number-out-of-array
 | ||||
|   // Source: https://stackoverflow.com/questions/8584902/get-closest-number-out-of-array
 | ||||
| 
 | ||||
|     // Find nearest angle in possible direction array from new random angle
 | ||||
|   // Find nearest angle in possible direction array from new random angle
 | ||||
| 
 | ||||
|     var closest = angle_list.reduce(function(prev, curr) { | ||||
|         return (Math.abs(curr - goal) < Math.abs(prev - goal) ? curr : prev); | ||||
|     }); | ||||
|     return closest | ||||
|   var closest = angle_list.reduce(function(prev, curr) { | ||||
|     return (Math.abs(curr - goal) < Math.abs(prev - goal) ? curr : prev); | ||||
|   }); | ||||
|   return closest | ||||
| 
 | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| var possible_directions = gen_angle_list(controls.limit_angles); | ||||
| var possible_directions = gen_angle_list(4); | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| function move_walker(walker, possible_directions) { | ||||
|     // Update new random direction & update velocity of walker
 | ||||
|     var new_angle = Math.random() * 360 | ||||
|     walker.x_position += walker.x_velocity | ||||
|     walker.y_position += walker.y_velocity | ||||
|     walker.angle = degrees_to_radians(get_nearest_angle(new_angle, possible_directions)) | ||||
|     walker.x_velocity = walker.speed * Math.cos(walker.angle) | ||||
|     walker.y_velocity = walker.speed * Math.sin(walker.angle) | ||||
|   // Update new random direction & update velocity of walker
 | ||||
|   var new_angle = Math.random() * 360 | ||||
|   walker.x_position += walker.x_velocity | ||||
|   walker.y_position += walker.y_velocity | ||||
|   walker.angle = degrees_to_radians(get_nearest_angle(new_angle, possible_directions)) | ||||
|   walker.x_velocity = walker.speed * Math.cos(walker.angle) | ||||
|   walker.y_velocity = walker.speed * Math.sin(walker.angle) | ||||
| } | ||||
| 
 | ||||
| function check_boundaries(canvas, walker) { | ||||
|     // Checks if walker has collided with walls and stops walker
 | ||||
|     if (walker.x_position >= canvas.width - walker.line_width || walker.x_position <= walker.line_width) { | ||||
|         walker.x_velocity = 0; | ||||
|         walker.y_velocity = 0; | ||||
|         walker.halt = true | ||||
|     } | ||||
|   // Checks if walker has collided with walls and stops walker
 | ||||
|   if (walker.x_position >= canvas.width - walker.line_width || walker.x_position <= walker.line_width) { | ||||
|     walker.x_velocity = 0; | ||||
|     walker.y_velocity = 0; | ||||
|     walker.halt = true | ||||
|   } | ||||
| 
 | ||||
|     if (walker.y_position >= canvas.height - walker.line_width || walker.y_position <= walker.line_width) { | ||||
|         walker.x_velocity = 0 | ||||
|         walker.y_velocity = 0 | ||||
|         walker.halt = true; | ||||
|     } | ||||
|   if (walker.y_position >= canvas.height - walker.line_width || walker.y_position <= walker.line_width) { | ||||
|     walker.x_velocity = 0 | ||||
|     walker.y_velocity = 0 | ||||
|     walker.halt = true; | ||||
|   } | ||||
| } | ||||
| 
 | ||||
| function paint_canvas() { | ||||
|     // Regenerate possible angle list
 | ||||
|     possible_directions = gen_angle_list(controls.limit_angles) | ||||
|   // Regenerate possible angle list
 | ||||
|   possible_directions = gen_angle_list(4) | ||||
| 
 | ||||
|     // Loop through all walkers, moving & painting accordingly
 | ||||
|     for (var i = 0; i < walker_array.length; i++) { | ||||
|   // Loop through all walkers, moving & painting accordingly
 | ||||
|   for (var i = 0; i < walker_array.length; i++) { | ||||
| 
 | ||||
|         current_walker = walker_array[i]; | ||||
|     current_walker = walker_array[i]; | ||||
| 
 | ||||
|         // If walker hasn't hit the walls yet
 | ||||
|         if (!current_walker.halt) { | ||||
|             var prev_x = current_walker.x_position | ||||
|             var prev_y = current_walker.y_position | ||||
|             ctx.beginPath() | ||||
|             ctx.moveTo(prev_x, prev_y) | ||||
|             check_boundaries(canvas, current_walker); | ||||
|             move_walker(current_walker, possible_directions); | ||||
|             ctx.strokeStyle = current_walker.colour; | ||||
|             ctx.lineWidth = current_walker.line_width; | ||||
|             ctx.lineTo(current_walker.x_position, current_walker.y_position) | ||||
|             ctx.stroke() | ||||
|     // If walker hasn't hit the walls yet
 | ||||
|     if (!current_walker.halt) { | ||||
|       var prev_x = current_walker.x_position | ||||
|       var prev_y = current_walker.y_position | ||||
|       ctx.beginPath() | ||||
|       ctx.moveTo(prev_x, prev_y) | ||||
|       check_boundaries(canvas, current_walker); | ||||
|       move_walker(current_walker, possible_directions); | ||||
|       ctx.strokeStyle = current_walker.colour; | ||||
|       ctx.lineWidth = current_walker.line_width; | ||||
|       ctx.lineTo(current_walker.x_position, current_walker.y_position) | ||||
|       ctx.stroke() | ||||
| 
 | ||||
|             ctx.closePath(); | ||||
|         } | ||||
|       ctx.closePath(); | ||||
|     } | ||||
|   } | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
|  | ||||
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