/*************************************************************************** * Buttons that interact with the UI * ****************************************************************************/ // a rainbow-adjacent set of colors for the walkers to cycle through var walker_colors = [ "#ffb000", // amber, from https://superuser.com/a/1206781 "#33ff00", // green, also from https://superuser.com/a/1206781 "#ff2e00", // red "#ff7700", // orange "#004cff", // blue "#8500ff", // purple ]; // start with a random part of the sequence var color_idx = 0; // create a new walker with random position and color function create_random_walker() { // create random-param walker and add to the array var my_row = Math.floor(Math.random() * n_rows); var my_col = Math.floor(Math.random() * n_cols); var my_color = walker_colors[color_idx]; var new_length = walkers.push({row: my_row, col: my_col, color: my_color}); // decide how fast this walker updates and push that to the interval array var update_time = random_update_time(); var timer = setInterval((function() { update_walker(walkers[new_length - 1]); }), update_time); walker_timers.push(timer); // go to the next color color_idx = (color_idx + 1).mod(walker_colors.length); } // kill the last walker created function destroy_last_walker() { var last_idx = walkers.length - 1; var removed = walkers.splice(last_idx, 1)[0]; if (!removed) { return; } draw_grid_square(removed.row, removed.col, "black"); // also stop its timer var removed_timer = walker_timers.splice(last_idx, 1)[0]; clearInterval(removed_timer); } // kill all walkers, but not their trails. function destroy_all_walkers() { // delete all walkers, draw black where they used to be var removed = walkers.splice(0, walkers.length); for (var i = 0; i < removed.length; i++) { draw_grid_square(removed[i].row, removed[i].col, "black"); } // stop all timers as well var removed_timers = walker_timers.splice(0, walker_timers.length); for (var i = 0; i < removed_timers.length; i++) { clearInterval(removed_timers[i]); } } /**************************************************************************** * Functions JS doesn't want you to have, ig * ****************************************************************************/ // Define a new mod function that behaves different on negatives. // now, (-1).mod(4) -> 3. not -1. // taken from https://stackoverflow.com/a/4467559, which itself took from elsewhere Number.prototype.mod = function (n) { "use strict"; return ((this % n) + n) % n; }; // Perform integer division Number.prototype.div = function(divisor) { "use strict"; return Math.floor(this / divisor); } /**************************************************************************** * Random walk implementation (movement functions) * ****************************************************************************/ // return a random update time. 30 to 210ms in increments of 20. function random_update_time() { var speed = Math.floor(Math.random() * 7); return (speed * 30) + 30; } // start up the functions that run FOREVER!!! function init_walk() { setInterval(update_trails, 200); // read url params to see how many we should create, default to num colors. // special case is because 0 == null and my brain doesn't wanna work good var n_create; const urlParams = new URLSearchParams(window.location.search); if (urlParams.has('n', "0")) { n_create = 0; } else { n_create = Number(urlParams.get('nwalk')) || 3; } // create initial walkers of every color for (var i = 0; i < n_create; i++) { create_random_walker(); } } // check if the trails array has a position. // return index if found, or null if not. function trails_find_position(row, col) { for (var i = 0; i < trails.length; i++) { var t = trails[i]; if (t.row === row && t.col === col) { return i; } } return null; } // update and draw all trails in the array function update_trails() { // for all existing trails, make them darker for (var i = 0; i < trails.length; i++) { var darker = tweak_color_luminance(trails[i].color, -0.1); trails[i].color = darker; // delete any trails with 0 for first digit of RGB // (think of them as near-black) // e.g. #050500 if (darker[1] === "0" && darker[3] == "0" && darker[5] == "0") { // draw black, just so we don't leave behind an almost-black square draw_grid_square(trails[i].row, trails[i].col, "black"); // delete the item from the array trails.splice(i, 1); } } // after all trails have been darkened/removed, draw the remaining ones for (var i = 0; i < trails.length; i++) { draw_grid_square(trails[i].row, trails[i].col, trails[i].color); } } // update and draw all walkers in the array function update_walker(walker) { // leave a trail behind var index = trails_find_position(walker.row, walker.col); if (index) { trails[index].color = walker.color; } else { trails.push({row: walker.row, col: walker.col, color: walker.color}); } // move in random dir add_random_direction(walker); // draw a colored square at walker locations draw_grid_square(walker.row, walker.col, walker.color); } // give this function a walker and it will update the walkerition by one tile function add_random_direction(walker) { let rand = Math.floor(Math.random() * 4); if (rand === 0) { walker.row++; walker.row = walker.row.mod(n_rows); } else if (rand === 1) { walker.row--; walker.row = walker.row.mod(n_rows); } else if (rand === 2) { walker.col++; walker.col = walker.col.mod(n_cols); } else { walker.col--; walker.col = walker.col.mod(n_cols); } } /**************************************************************************** * Drawing * ****************************************************************************/ // from https://www.sitepoint.com/javascript-generate-lighter-darker-color/ function tweak_color_luminance(hex, lum) { // validate hex string hex = String(hex).replace(/[^0-9a-f]/gi, ''); if (hex.length < 6) { hex = hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2]; } lum = lum || 0; // convert to decimal and change luminosity var rgb = "#", c, i; for (i = 0; i < 3; i++) { c = parseInt(hex.substr(i*2,2), 16); c = Math.round(Math.min(Math.max(0, c + (c * lum)), 255)).toString(16); rgb += ("00"+c).substr(c.length); } return rgb; } // when called, fixes the canvas and grid size. will cause the canvas to go // black until it's drawn again, though. function fix_grid_size() { // note: changing width and height clears the canvas, so this will cause a // black screen until the next draw call for each thing. canvas.width = window.innerWidth; canvas.height = window.innerHeight; // update all the globals we're using too n_rows = canvas.height.div(cell_size); n_cols = canvas.width.div(cell_size); offset_h = (canvas.width - (cell_size * n_cols)).div(2); offset_v = (canvas.height - (cell_size * n_rows)).div(2); } // draw on the canvas a grid square of that color function draw_grid_square(row, col, color) { var margin = 4; var pos_h = offset_h + (cell_size * col) + margin; var pos_v = offset_v + (cell_size * row) + margin; ctx.fillStyle = color; ctx.fillRect(pos_h, pos_v, cell_size - margin, cell_size - margin); } /**************************************************************************** * ON SCRIPT LOAD * ****************************************************************************/ // "make sure to eat up your globals honey, they're good for you" // find the canvas and set its initial size var canvas = document.getElementById("walker-canvas") var ctx = canvas.getContext('2d') canvas.width = window.innerWidth; canvas.height = window.innerHeight; // set up a handler so the grid gets fixed whenever the window resizes window.addEventListener('resize', fix_grid_size); // find the UI buttons and give them click handlers to activate our functions document .getElementById("button-create-walker") .addEventListener("click", create_random_walker); document .getElementById("button-destroy-walker") .addEventListener("click", destroy_last_walker); document .getElementById("button-reset-walkers") .addEventListener("click", destroy_all_walkers); // compute the initial rows and columns var cell_size = 22; var n_rows = canvas.height.div(cell_size); var n_cols = canvas.width.div(cell_size); var offset_h = (canvas.width - (cell_size * n_cols)).div(2); var offset_v = (canvas.height - (cell_size * n_rows)).div(2); // set start position of walker and start the random walk var walkers = []; var walker_timers = []; var trails = [] init_walk();