random-walkers/walkers.js

220 lines
6.9 KiB
JavaScript

/****************************************************************************
* 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);
}
// 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 move_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});
}
// for all existing trails, make them darker
for (var i = 0; i < trails.length; i++) {
var t = trails[i];
t.color = tweak_color_luminance(t.color, -0.1);
// delete any trails with 0 for first digit of RGB
// (think of them as near-black)
// e.g. #050500
if (t.color[1] === "0" && t.color[3] == "0" && t.color[5] == "0") {
// draw black there just to be safe
draw_grid_square(t.row, t.col, "black");
// delete the item from the array
trails.splice(i, 1);
}
}
console.log(`${trails.length} items in trails array`);
// 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}`);
}
// 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));
}
/****************************************************************************
* 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();