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", 200, 2000).name("step time (ms)").step(1); gui.add(controls, "fadeout", 0, 20).name("time to fade (0 to disable").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 = 500; this.fadeout = 10; this.color = "#FFB000"; this.restart_button = function() { ctx.clearRect(0, 0, canvas.width, canvas.height) init_walk(); } })() // 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; }; function init_walk() { // 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) } 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) { // Update new random direction & update velocity of walker var new_angle = Math.random() * 360 walker.x_position = (walker.x_position + walker.x_velocity).mod(canvas.width); walker.y_position = (walker.y_position + walker.y_velocity).mod(canvas.height); walker.angle = degrees_to_radians(get_nearest_angle(new_angle, possible_directions)) walker.x_velocity = walker.speed * Math.cos(walker.angle) walker.y_velocity = walker.speed * Math.sin(walker.angle) } function paint_canvas() { // Regenerate possible angle list possible_directions = gen_angle_list(4) // Loop through all walkers, moving & painting accordingly for (var i = 0; i < walker_array.length; i++) { current_walker = walker_array[i]; // If walker hasn't hit the walls yet if (!current_walker.halt) { var prev_x = current_walker.x_position var prev_y = current_walker.y_position ctx.beginPath() ctx.moveTo(prev_x, prev_y) move_walker(current_walker, possible_directions); ctx.strokeStyle = current_walker.color; ctx.lineWidth = current_walker.line_width; ctx.lineTo(current_walker.x_position, current_walker.y_position) ctx.stroke() ctx.closePath(); } } } var canvas = document.getElementById("walker-canvas") var ctx = canvas.getContext('2d') ctx.canvas.width = document.getElementById("walker-canvas").clientWidth ctx.canvas.height = document.getElementById("walker-canvas").clientHeight var walker_array = [] init_walk();