I have it drawing a grid, mover is turned off

This commit is contained in:
shoe 2025-03-21 02:50:54 +00:00
parent 85b1025d16
commit ca540bc4fa

View File

@ -1,3 +1,7 @@
/****************************************************************************
* GUI Setup *
****************************************************************************/
window.onload = function() { window.onload = function() {
var gui = new dat.GUI({ var gui = new dat.GUI({
closed: false, closed: false,
@ -12,8 +16,9 @@ window.onload = function() {
autoPlace: false, autoPlace: false,
}); });
gui.add(controls, "step_time", 200, 2000).name("step time (ms)").step(1); 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, "fadeout", 0, 20).name("trail fadeout length (0 to disable)").step(1);
gui.add(controls, "cell_size", 10, 100).name("cell size").step(1);
gui.addColor(controls, "color").name("guy color"); gui.addColor(controls, "color").name("guy color");
gui.add(controls, "restart_button").name("start again"); gui.add(controls, "restart_button").name("start again");
@ -24,6 +29,7 @@ window.onload = function() {
var controls = new(function() { var controls = new(function() {
this.step_time = 500; this.step_time = 500;
this.fadeout = 10; this.fadeout = 10;
this.cell_size = 30;
this.color = "#FFB000"; this.color = "#FFB000";
this.restart_button = function() { this.restart_button = function() {
@ -32,6 +38,9 @@ var controls = new(function() {
} }
})() })()
/****************************************************************************
* TODO: CATEOGORIZE THESE BULLSHITS *
****************************************************************************/
// Define a new mod function that behaves different on negatives. // Define a new mod function that behaves different on negatives.
// now, (-1).mod(4) -> 3. not -1. // now, (-1).mod(4) -> 3. not -1.
@ -41,7 +50,18 @@ Number.prototype.mod = function (n) {
return ((this % n) + n) % n; return ((this % n) + n) % n;
}; };
/****************************************************************************
* Random walk implementation (movement functions) *
****************************************************************************/
function init_walk() { function init_walk() {
// Draw a grid of boxes on the canvas
draw_grid();
// Set default values for walker pos and empty the trail
// TODO: ACTUAL DEFAULT VALUE AT CENTER.
walker_position = {x: 0, y: 0};
trail_positions = [];
// Create array of walkers with set parameters, start walkers in center of canvas // Create array of walkers with set parameters, start walkers in center of canvas
walker_array = [] walker_array = []
for (var i = 0; i < 1; i++) { for (var i = 0; i < 1; i++) {
@ -61,51 +81,6 @@ function init_walk() {
setInterval(paint_canvas, 20); setInterval(paint_canvas, 20);
} }
function degrees_to_radians(degrees) {
var pi = Math.PI;
return degrees * (pi / 180);
}
function radians_to_degrees(radians) {
var pi = Math.PI;
return radians * (180 / pi);
}
function gen_angle_list(number_of_groups) {
/* 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 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
}
function get_nearest_angle(goal, angle_list) {
// Source: https://stackoverflow.com/questions/8584902/get-closest-number-out-of-array
// 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 possible_directions = gen_angle_list(4);
function move_walker(walker, possible_directions) { function move_walker(walker, possible_directions) {
// Update new random direction & update velocity of walker // Update new random direction & update velocity of walker
var new_angle = Math.random() * 360 var new_angle = Math.random() * 360
@ -116,7 +91,12 @@ function move_walker(walker, possible_directions) {
walker.y_velocity = walker.speed * Math.sin(walker.angle) walker.y_velocity = walker.speed * Math.sin(walker.angle)
} }
/****************************************************************************
* Drawing *
****************************************************************************/
function paint_canvas() { function paint_canvas() {
/*
// Regenerate possible angle list // Regenerate possible angle list
possible_directions = gen_angle_list(4) possible_directions = gen_angle_list(4)
@ -140,13 +120,50 @@ function paint_canvas() {
ctx.closePath(); ctx.closePath();
} }
} }
*/
}
function draw_grid_square(row, col, color, offset) {
var margin = 2;
ctx.fillStyle = color;
var pos_h = offset.h + (controls.cell_size * col) + margin;
var pos_v = offset.v + (controls.cell_size * row) + margin;
ctx.fillRect(pos_h, pos_v, controls.cell_size - (2*margin), controls.cell_size - (2*margin));
} }
function draw_grid() {
// Fit in as many cell_size sized boxes as we can.
// note that cell_size is the outer size, not the inner size.
// inner = outer - 4, to allow for spacing between
var n_cells_h = Math.floor(canvas.width / controls.cell_size);
var n_cells_v = Math.floor(canvas.height / controls.cell_size);
var offset_h = Math.floor((canvas.width - (controls.cell_size * n_cells_h)) / 2);
var offset_v = Math.floor((canvas.height - (controls.cell_size * n_cells_v)) / 2);
var offset = {h: offset_h, v: offset_v};
// Actually draw the cells lol
for (var row = 0; row < n_cells_v; row++) {
for (var col = 0; col < n_cells_h; col++) {
draw_grid_square(row, col, "#282828", offset);
}
}
}
/****************************************************************************
* ON SCRIPT LOAD *
****************************************************************************/
// canvas starts with full width and height of its HTML element
var canvas = document.getElementById("walker-canvas") var canvas = document.getElementById("walker-canvas")
var ctx = canvas.getContext('2d') var ctx = canvas.getContext('2d')
ctx.canvas.width = document.getElementById("walker-canvas").clientWidth ctx.canvas.width = document.getElementById("walker-canvas").clientWidth
ctx.canvas.height = document.getElementById("walker-canvas").clientHeight ctx.canvas.height = document.getElementById("walker-canvas").clientHeight
var walker_array = [] // set start position of walker and start the random walk
var walker_position = {x: 0, y: 0};
var trail_positions = [];
init_walk(); init_walk();