/**************************************************************************** * GUI Setup * ****************************************************************************/ window.onload = function() { var gui = new dat.GUI({ closed: false, remembered: { undefined: { "0": {}, }, }, folders: {}, load: JSON, width: 400, autoPlace: false, }); gui.add(controls, "step_time", 50, 1000).name("step time ms").step(50); 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.add(controls, "restart_button").name("start again"); var customContainer = document.getElementById("controls-container"); customContainer.append(gui.domElement); }; var controls = new(function() { this.step_time = 200; this.fadeout = 10; this.cell_size = 22; this.color = "#FFB000"; this.restart_button = function() { ctx.clearRect(0, 0, canvas.width, canvas.height) init_walk(); } })() /**************************************************************************** * TODO: CATEOGORIZE THESE BULLSHITS * ****************************************************************************/ // 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) * ****************************************************************************/ function init_walk() { // Draw a grid of boxes on the canvas setInterval(draw, 20); // TODO: it would be cool to have this changable, but I may just ... not setInterval(move_walker, controls.step_time); /* // 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 walker_array = [] for (var i = 0; i < 1; i++) { var walker = { x_position: canvas.width / 2, y_position: canvas.height / 2, line_width: 1, color: controls.color, speed: 5, angle: Math.random() * 360, halt: false, } walker.x_velocity = walker.speed * Math.cos(walker.angle) walker.y_velocity = walker.speed * Math.sin(walker.angle) walker_array.push(walker) } */ } function move_walker() { // leave a trail trails.push({row: walker.row, col: walker.col, color: walker.color}); // move in random dir add_random_direction(walker); } function add_random_direction(pos) { let rand = Math.floor(Math.random() * 4); if (rand === 0) { pos.row++; pos.row = pos.row.mod(n_rows); } else if (rand === 1) { pos.row--; pos.row = pos.row.mod(n_rows); } else if (rand === 2) { pos.col++; pos.col = pos.col.mod(n_cols); } else { pos.col--; pos.col = pos.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; } function draw() { // pixel width and height var old_width = ctx.canvas.width; var old_height = ctx.canvas.height; canvas.width = window.innerWidth; canvas.height = window.innerHeight; if (old_width !== canvas.width || old_height != canvas.height) { var old_n_rows = n_rows; var old_n_cols = n_cols; n_rows = canvas.height.div(controls.cell_size); n_cols = canvas.width.div(controls.cell_size); offset_h = (canvas.width - (controls.cell_size * n_cols)).div(2); offset_v = (canvas.height - (controls.cell_size * n_rows)).div(2); offset = {h: offset_h, v: offset_v}; // TODO: for every walker and every trail, adjust their position to the new canvas size // we wanna just mod it, probably. that way if you shrink it you don't // lose anything. // TODO: HANDLE RESIZE console.log(`dimensions changed from ${old_width}x${old_height} to ${ctx.canvas.width}x${ctx.canvas.height}`); } // grid of all one color. draw_grid(); // draw a colored square at the walker location draw_grid_square(walker.row, walker.col, walker.color); // for any trails, draw them for (var i = 0; i < trails.length; i++) { t = trails[i]; draw_grid_square(t.row, t.col, t.color); } // TODO CODE } function draw_grid_square(row, col, color) { 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() { // Actually draw the cells lol for (var row = 0; row < n_rows; row++) { for (var col = 0; col < n_cols; col++) { draw_grid_square(row, col, "#282828"); } } } /**************************************************************************** * ON SCRIPT LOAD * ****************************************************************************/ // 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; // compute the initial rows and columns var n_rows = canvas.height.div(controls.cell_size); var n_cols = canvas.width.div(controls.cell_size); var offset_h = (canvas.width - (controls.cell_size * n_cols)).div(2); var offset_v = (canvas.height - (controls.cell_size * n_rows)).div(2); var offset = {h: offset_h, v: offset_v}; // set start position of walker and start the random walk var walker = {row: n_rows.div(2), col: n_cols.div(2), color: controls.color}; trails = [] init_walk();