/**************************************************************************** * 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) * ****************************************************************************/ function init_walk() { setInterval(update_size, 20); setInterval(update_walkers, 200); setInterval(update_trails, 200); } // 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; } 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); } } function update_walkers() { // move all walkers, creating trails behind them for (var i = 0; i < walkers.length; i++) { // leave a trail behind var index = trails_find_position(walkers[i].row, walkers[i].col); if (index) { trails[index].color = walkers[i].color; } else { trails.push({row: walkers[i].row, col: walkers[i].col, color: walkers[i].color}); } // move in random dir add_random_direction(walkers[i]); } // draw a colored square at walker locations for (var i = 0; i < walkers.length; i++) { draw_grid_square(walkers[i].row, walkers[i].col, walkers[i].color); } } 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 update_size() { if (canvas.width != window.innerWidth || canvas.height != window.innerHeight) { // 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); } } function draw_grid_square(row, col, color) { var margin = 2; ctx.fillStyle = color; var pos_h = offset_h + (cell_size * col) + margin; var pos_v = offset_v + (cell_size * row) + margin; ctx.fillRect(pos_h, pos_v, cell_size - (2*margin), cell_size - (2*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; // 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 = [ {row: n_rows.div(2), col: n_cols.div(2), color: "#FFB000"}, {row: 0, col: 0, color: "#ff0000"}, {row: n_rows, col: 0, color: "#00ff00"}, ]; trails = [] init_walk();