Replace all the math.floor with an int div prototype
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@ -50,6 +50,12 @@ Number.prototype.mod = function (n) {
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return ((this % n) + n) % n;
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};
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// Perform integer division
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Number.prototype.div = function(divisor) {
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"use strict";
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return Math.floor(this / divisor);
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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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@ -98,17 +104,29 @@ function move_walker(walker, possible_directions) {
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****************************************************************************/
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function draw() {
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var oldwidth = ctx.canvas.width;
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var oldheight = ctx.canvas.height;
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ctx.canvas.width = window.innerWidth;
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ctx.canvas.height = window.innerHeight;
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// pixel width and height
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var old_width = ctx.canvas.width;
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var old_height = ctx.canvas.height;
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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if (oldwidth !== ctx.canvas.width || oldheight != ctx.canvas.height) {
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console.log(`dimensions changed from ${oldwidth}x${oldheight} to ${ctx.canvas.width}x${ctx.canvas.height}`);
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if (old_width !== canvas.width || old_height != canvas.height) {
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var old_n_rows = n_rows;
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var old_n_cols = n_cols;
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n_rows = canvas.height.div(controls.cell_size);
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n_cols = canvas.width.div(controls.cell_size);
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// TODO: for every walker and every trail, adjust their position to the new canvas size
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// we wanna just mod it, probably. that way if you shrink it you don't
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// lose anything.
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// TODO: HANDLE RESIZE
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console.log(`dimensions changed from ${old_width}x${old_height} to ${ctx.canvas.width}x${ctx.canvas.height}`);
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}
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// grid of all one color.
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draw_grid();
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// TODO CODE
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}
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@ -124,19 +142,13 @@ function draw_grid_square(row, col, color, offset) {
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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 = (canvas.width - (controls.cell_size * n_cols)).div(2);
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var offset_v = (canvas.height - (controls.cell_size * n_rows)).div(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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for (var row = 0; row < n_rows; row++) {
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for (var col = 0; col < n_cols; col++) {
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draw_grid_square(row, col, "#282828", offset);
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}
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}
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@ -146,11 +158,17 @@ function draw_grid() {
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* ON SCRIPT LOAD *
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****************************************************************************/
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// find the canvas
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// find the canvas and set its initial size
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var canvas = document.getElementById("walker-canvas")
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var ctx = canvas.getContext('2d')
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// compute the initial rows and columns
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var n_rows = canvas.height.div(controls.cell_size);
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var n_cols = canvas.width.div(controls.cell_size);
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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 walker_position = {x: n_rows.div(2), y: n_cols.div(2)};
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var trail_positions = [];
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init_walk();
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