Change controls without entirely destroying existing code
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fe5b661858
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3c7ad70939
@ -1,176 +1,162 @@
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window.onload = function() {
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var gui = new dat.GUI({
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closed: false,
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remembered: {
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undefined: {
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"0": {},
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},
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},
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folders: {},
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load: JSON,
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width: 400,
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autoPlace: false,
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});
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var gui = new dat.GUI({
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closed: false,
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remembered: {
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undefined: {
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"0": {},
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},
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},
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folders: {},
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load: JSON,
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width: 400,
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autoPlace: false,
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});
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gui.add(controls, "speed", 1, 10).name("Speed To Move");
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gui.add(controls, "line_width", 1, 10).name("Line Width");
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gui.add(controls, "step_time", 200, 2000).name("step time (ms)").step(1);
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gui.add(controls, "fadeout", 0, 20).name("time to fade (0 to disable").step(1);
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gui.add(controls, "color", 1, 50).name("which color the guy is").step(1);
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// gui.add(controls, "reoccurance_rate", 0, 8).name("Reoccurance Rate");
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gui
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.add(controls, "walker_count", 1, 50)
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.name("Number of Walkers").step(1);
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gui.add(controls, "limit_angles", 3, 360).name("Limit Number of Directions").step(1);
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gui.add(controls, "restart_button").name("Click To Restart");
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var customContainer = document.getElementById("controls-container");
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customContainer.append(gui.domElement);
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var customContainer = document.getElementById("controls-container");
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customContainer.append(gui.domElement);
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};
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//colorArray source: https://gist.github.com/mucar/3898821
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var colorArray = ['#FF6633', '#FFB399', '#FF33FF', '#FFFF99', '#00B3E6',
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'#E6B333', '#3366E6', '#999966', '#99FF99', '#B34D4D',
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'#80B300', '#809900', '#E6B3B3', '#6680B3', '#66991A',
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'#FF99E6', '#CCFF1A', '#FF1A66', '#E6331A', '#33FFCC',
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'#66994D', '#B366CC', '#4D8000', '#B33300', '#CC80CC',
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'#66664D', '#991AFF', '#E666FF', '#4DB3FF', '#1AB399',
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'#E666B3', '#33991A', '#CC9999', '#B3B31A', '#00E680',
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'#4D8066', '#809980', '#E6FF80', '#1AFF33', '#999933',
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'#FF3380', '#CCCC00', '#66E64D', '#4D80CC', '#9900B3',
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'#E64D66', '#4DB380', '#FF4D4D', '#99E6E6', '#6666FF'
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// colorArray source: https://gist.github.com/mucar/3898821
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var colorArray = [
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'#FF6633', '#FFB399', '#FF33FF', '#FFFF99', '#00B3E6',
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'#E6B333', '#3366E6', '#999966', '#99FF99', '#B34D4D',
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'#80B300', '#809900', '#E6B3B3', '#6680B3', '#66991A',
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'#FF99E6', '#CCFF1A', '#FF1A66', '#E6331A', '#33FFCC',
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'#66994D', '#B366CC', '#4D8000', '#B33300', '#CC80CC',
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'#66664D', '#991AFF', '#E666FF', '#4DB3FF', '#1AB399',
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'#E666B3', '#33991A', '#CC9999', '#B3B31A', '#00E680',
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'#4D8066', '#809980', '#E6FF80', '#1AFF33', '#999933',
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'#FF3380', '#CCCC00', '#66E64D', '#4D80CC', '#9900B3',
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'#E64D66', '#4DB380', '#FF4D4D', '#99E6E6', '#6666FF'
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];
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var controls = new(function() {
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this.speed = 5;
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this.line_width = 1;
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this.walker_count = 5;
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this.limit_angles = 4;
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this.time_to_recover = 4;
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this.restart_button = function() {
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ctx.clearRect(0, 0, canvas.width, canvas.height)
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init_walk();
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}
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this.step_time = 500;
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this.fadeout = 10;
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this.color = 1;
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})();
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function init_walk() {
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// Create array of walkers with set parameters, start walkers in center of canvas
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walker_array = []
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for (var i = 0; i < controls.walker_count; i++) {
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var walker = {
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x_position: canvas.width / 2,
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y_position: canvas.height / 2,
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line_width: controls.line_width,
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colour: colorArray[i],
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speed: controls.speed,
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angle: Math.random() * 360,
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halt: false,
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}
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walker.x_velocity = walker.speed * Math.cos(walker.angle)
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walker.y_velocity = walker.speed * Math.sin(walker.angle)
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walker_array.push(walker)
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// Create array of walkers with set parameters, start walkers in center of canvas
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walker_array = []
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for (var i = 0; i < 1; i++) {
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var walker = {
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x_position: canvas.width / 2,
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y_position: canvas.height / 2,
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line_width: 1,
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colour: colorArray[i],
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speed: 5,
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angle: Math.random() * 360,
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halt: false,
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}
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setInterval(paint_canvas, 20);
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walker.x_velocity = walker.speed * Math.cos(walker.angle)
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walker.y_velocity = walker.speed * Math.sin(walker.angle)
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walker_array.push(walker)
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}
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setInterval(paint_canvas, 20);
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}
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function degrees_to_radians(degrees) {
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var pi = Math.PI;
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return degrees * (pi / 180);
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var pi = Math.PI;
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return degrees * (pi / 180);
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}
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function radians_to_degrees(radians) {
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var pi = Math.PI;
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return radians * (180 / pi);
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var pi = Math.PI;
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return radians * (180 / pi);
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}
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function gen_angle_list(number_of_groups) {
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/* Generate array of possible angles from limitation
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/* Generate array of possible angles from limitation
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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]
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Including 0 & 360 is to give the walker equal chance to turn around and stay in the canvas
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*/
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var angle_list = []
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*/
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var angle_list = []
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var initial_angle = 360 / number_of_groups;
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var initial_angle = 360 / number_of_groups;
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for (var i = 0; i < number_of_groups + 1; i++) {
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angle_list.push(initial_angle * i);
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}
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return angle_list
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for (var i = 0; i < number_of_groups + 1; i++) {
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angle_list.push(initial_angle * i);
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}
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return angle_list
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}
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function get_nearest_angle(goal, angle_list) {
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// Source: https://stackoverflow.com/questions/8584902/get-closest-number-out-of-array
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// Source: https://stackoverflow.com/questions/8584902/get-closest-number-out-of-array
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// Find nearest angle in possible direction array from new random angle
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// Find nearest angle in possible direction array from new random angle
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var closest = angle_list.reduce(function(prev, curr) {
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return (Math.abs(curr - goal) < Math.abs(prev - goal) ? curr : prev);
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});
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return closest
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var closest = angle_list.reduce(function(prev, curr) {
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return (Math.abs(curr - goal) < Math.abs(prev - goal) ? curr : prev);
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});
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return closest
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}
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var possible_directions = gen_angle_list(controls.limit_angles);
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var possible_directions = gen_angle_list(4);
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function move_walker(walker, possible_directions) {
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// Update new random direction & update velocity of walker
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var new_angle = Math.random() * 360
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walker.x_position += walker.x_velocity
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walker.y_position += walker.y_velocity
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walker.angle = degrees_to_radians(get_nearest_angle(new_angle, possible_directions))
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walker.x_velocity = walker.speed * Math.cos(walker.angle)
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walker.y_velocity = walker.speed * Math.sin(walker.angle)
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// Update new random direction & update velocity of walker
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var new_angle = Math.random() * 360
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walker.x_position += walker.x_velocity
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walker.y_position += walker.y_velocity
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walker.angle = degrees_to_radians(get_nearest_angle(new_angle, possible_directions))
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walker.x_velocity = walker.speed * Math.cos(walker.angle)
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walker.y_velocity = walker.speed * Math.sin(walker.angle)
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}
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function check_boundaries(canvas, walker) {
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// Checks if walker has collided with walls and stops walker
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if (walker.x_position >= canvas.width - walker.line_width || walker.x_position <= walker.line_width) {
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walker.x_velocity = 0;
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walker.y_velocity = 0;
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walker.halt = true
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}
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// Checks if walker has collided with walls and stops walker
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if (walker.x_position >= canvas.width - walker.line_width || walker.x_position <= walker.line_width) {
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walker.x_velocity = 0;
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walker.y_velocity = 0;
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walker.halt = true
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}
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if (walker.y_position >= canvas.height - walker.line_width || walker.y_position <= walker.line_width) {
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walker.x_velocity = 0
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walker.y_velocity = 0
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walker.halt = true;
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}
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if (walker.y_position >= canvas.height - walker.line_width || walker.y_position <= walker.line_width) {
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walker.x_velocity = 0
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walker.y_velocity = 0
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walker.halt = true;
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}
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}
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function paint_canvas() {
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// Regenerate possible angle list
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possible_directions = gen_angle_list(controls.limit_angles)
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// Regenerate possible angle list
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possible_directions = gen_angle_list(4)
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// Loop through all walkers, moving & painting accordingly
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for (var i = 0; i < walker_array.length; i++) {
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// Loop through all walkers, moving & painting accordingly
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for (var i = 0; i < walker_array.length; i++) {
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current_walker = walker_array[i];
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current_walker = walker_array[i];
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// If walker hasn't hit the walls yet
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if (!current_walker.halt) {
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var prev_x = current_walker.x_position
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var prev_y = current_walker.y_position
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ctx.beginPath()
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ctx.moveTo(prev_x, prev_y)
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check_boundaries(canvas, current_walker);
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move_walker(current_walker, possible_directions);
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ctx.strokeStyle = current_walker.colour;
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ctx.lineWidth = current_walker.line_width;
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ctx.lineTo(current_walker.x_position, current_walker.y_position)
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ctx.stroke()
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// If walker hasn't hit the walls yet
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if (!current_walker.halt) {
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var prev_x = current_walker.x_position
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var prev_y = current_walker.y_position
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ctx.beginPath()
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ctx.moveTo(prev_x, prev_y)
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check_boundaries(canvas, current_walker);
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move_walker(current_walker, possible_directions);
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ctx.strokeStyle = current_walker.colour;
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ctx.lineWidth = current_walker.line_width;
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ctx.lineTo(current_walker.x_position, current_walker.y_position)
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ctx.stroke()
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ctx.closePath();
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}
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ctx.closePath();
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}
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}
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}
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