I have it drawing a grid, mover is turned off
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85b1025d16
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@ -1,3 +1,7 @@
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/****************************************************************************
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* GUI Setup *
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****************************************************************************/
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window.onload = function() {
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window.onload = function() {
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var gui = new dat.GUI({
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var gui = new dat.GUI({
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closed: false,
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closed: false,
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@ -12,8 +16,9 @@ window.onload = function() {
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autoPlace: false,
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autoPlace: false,
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});
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});
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gui.add(controls, "step_time", 200, 2000).name("step time (ms)").step(1);
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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, "fadeout", 0, 20).name("trail fadeout length (0 to disable)").step(1);
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gui.add(controls, "cell_size", 10, 100).name("cell size").step(1);
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gui.addColor(controls, "color").name("guy color");
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gui.addColor(controls, "color").name("guy color");
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gui.add(controls, "restart_button").name("start again");
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gui.add(controls, "restart_button").name("start again");
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@ -24,6 +29,7 @@ window.onload = function() {
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var controls = new(function() {
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var controls = new(function() {
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this.step_time = 500;
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this.step_time = 500;
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this.fadeout = 10;
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this.fadeout = 10;
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this.cell_size = 30;
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this.color = "#FFB000";
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this.color = "#FFB000";
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this.restart_button = function() {
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this.restart_button = function() {
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@ -32,6 +38,9 @@ var controls = new(function() {
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}
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}
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})()
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})()
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/****************************************************************************
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* TODO: CATEOGORIZE THESE BULLSHITS *
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****************************************************************************/
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// Define a new mod function that behaves different on negatives.
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// Define a new mod function that behaves different on negatives.
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// now, (-1).mod(4) -> 3. not -1.
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// now, (-1).mod(4) -> 3. not -1.
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@ -41,7 +50,18 @@ Number.prototype.mod = function (n) {
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return ((this % n) + n) % n;
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return ((this % n) + n) % n;
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};
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};
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/****************************************************************************
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* Random walk implementation (movement functions) *
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****************************************************************************/
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function init_walk() {
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function init_walk() {
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// Draw a grid of boxes on the canvas
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draw_grid();
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// Set default values for walker pos and empty the trail
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// TODO: ACTUAL DEFAULT VALUE AT CENTER.
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walker_position = {x: 0, y: 0};
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trail_positions = [];
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// Create array of walkers with set parameters, start walkers in center of canvas
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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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walker_array = []
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for (var i = 0; i < 1; i++) {
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for (var i = 0; i < 1; i++) {
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@ -61,51 +81,6 @@ function init_walk() {
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setInterval(paint_canvas, 20);
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setInterval(paint_canvas, 20);
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}
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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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}
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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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}
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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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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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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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}
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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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// 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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}
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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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function move_walker(walker, possible_directions) {
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// Update new random direction & update velocity of walker
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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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var new_angle = Math.random() * 360
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@ -116,7 +91,12 @@ function move_walker(walker, possible_directions) {
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walker.y_velocity = walker.speed * Math.sin(walker.angle)
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walker.y_velocity = walker.speed * Math.sin(walker.angle)
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}
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}
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/****************************************************************************
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* Drawing *
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****************************************************************************/
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function paint_canvas() {
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function paint_canvas() {
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/*
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// Regenerate possible angle list
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// Regenerate possible angle list
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possible_directions = gen_angle_list(4)
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possible_directions = gen_angle_list(4)
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@ -140,13 +120,50 @@ function paint_canvas() {
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ctx.closePath();
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ctx.closePath();
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}
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}
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}
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}
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*/
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}
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function draw_grid_square(row, col, color, offset) {
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var margin = 2;
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ctx.fillStyle = color;
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var pos_h = offset.h + (controls.cell_size * col) + margin;
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var pos_v = offset.v + (controls.cell_size * row) + margin;
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ctx.fillRect(pos_h, pos_v, controls.cell_size - (2*margin), controls.cell_size - (2*margin));
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}
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}
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function draw_grid() {
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// Fit in as many cell_size sized boxes as we can.
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// note that cell_size is the outer size, not the inner size.
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// inner = outer - 4, to allow for spacing between
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var n_cells_h = Math.floor(canvas.width / controls.cell_size);
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var n_cells_v = Math.floor(canvas.height / controls.cell_size);
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var offset_h = Math.floor((canvas.width - (controls.cell_size * n_cells_h)) / 2);
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var offset_v = Math.floor((canvas.height - (controls.cell_size * n_cells_v)) / 2);
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var offset = {h: offset_h, v: offset_v};
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// Actually draw the cells lol
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for (var row = 0; row < n_cells_v; row++) {
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for (var col = 0; col < n_cells_h; col++) {
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draw_grid_square(row, col, "#282828", offset);
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}
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}
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}
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/****************************************************************************
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* ON SCRIPT LOAD *
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****************************************************************************/
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// canvas starts with full width and height of its HTML element
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var canvas = document.getElementById("walker-canvas")
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var canvas = document.getElementById("walker-canvas")
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var ctx = canvas.getContext('2d')
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var ctx = canvas.getContext('2d')
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ctx.canvas.width = document.getElementById("walker-canvas").clientWidth
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ctx.canvas.width = document.getElementById("walker-canvas").clientWidth
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ctx.canvas.height = document.getElementById("walker-canvas").clientHeight
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ctx.canvas.height = document.getElementById("walker-canvas").clientHeight
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var walker_array = []
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// set start position of walker and start the random walk
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var walker_position = {x: 0, y: 0};
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var trail_positions = [];
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init_walk();
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init_walk();
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