/**************************************************************************** * 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", 200, 2000).name("step time ms").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.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.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); /* // 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(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) } /**************************************************************************** * Drawing * ****************************************************************************/ 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); // 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(); // TODO CODE } 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() { 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}; // 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", offset); } } } /**************************************************************************** * 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); // set start position of walker and start the random walk var walker_position = {x: n_rows.div(2), y: n_cols.div(2)}; var trail_positions = []; init_walk();