153 lines
4.3 KiB
JavaScript
153 lines
4.3 KiB
JavaScript
window.onload = function() {
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var gui = new dat.GUI({
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closed: false,
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remembered: {
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undefined: {
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"0": {},
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},
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},
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folders: {},
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load: JSON,
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width: 400,
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autoPlace: false,
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});
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gui.add(controls, "step_time", 200, 2000).name("step time (ms)").step(1);
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gui.add(controls, "fadeout", 0, 20).name("time to fade (0 to disable").step(1);
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gui.addColor(controls, "color").name("guy color");
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gui.add(controls, "restart_button").name("start again");
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var customContainer = document.getElementById("controls-container");
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customContainer.append(gui.domElement);
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};
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var controls = new(function() {
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this.step_time = 500;
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this.fadeout = 10;
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this.color = "#FFB000";
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this.restart_button = function() {
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ctx.clearRect(0, 0, canvas.width, canvas.height)
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init_walk();
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}
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})()
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// Define a new mod function that behaves different on negatives.
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// now, (-1).mod(4) -> 3. not -1.
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// taken from https://stackoverflow.com/a/4467559, which itself took from elsewhere
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Number.prototype.mod = function (n) {
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"use strict";
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return ((this % n) + n) % n;
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};
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function init_walk() {
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// Create array of walkers with set parameters, start walkers in center of canvas
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walker_array = []
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for (var i = 0; i < 1; i++) {
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var walker = {
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x_position: canvas.width / 2,
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y_position: canvas.height / 2,
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line_width: 1,
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color: controls.color,
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speed: 5,
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angle: Math.random() * 360,
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halt: false,
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}
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walker.x_velocity = walker.speed * Math.cos(walker.angle)
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walker.y_velocity = walker.speed * Math.sin(walker.angle)
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walker_array.push(walker)
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}
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setInterval(paint_canvas, 20);
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}
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function degrees_to_radians(degrees) {
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var pi = Math.PI;
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return degrees * (pi / 180);
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}
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function radians_to_degrees(radians) {
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var pi = Math.PI;
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return radians * (180 / pi);
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}
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function gen_angle_list(number_of_groups) {
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/* Generate array of possible angles from limitation
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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]
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Including 0 & 360 is to give the walker equal chance to turn around and stay in the canvas
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*/
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var angle_list = []
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var initial_angle = 360 / number_of_groups;
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for (var i = 0; i < number_of_groups + 1; i++) {
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angle_list.push(initial_angle * i);
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}
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return angle_list
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}
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function get_nearest_angle(goal, angle_list) {
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// Source: https://stackoverflow.com/questions/8584902/get-closest-number-out-of-array
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// Find nearest angle in possible direction array from new random angle
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var closest = angle_list.reduce(function(prev, curr) {
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return (Math.abs(curr - goal) < Math.abs(prev - goal) ? curr : prev);
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});
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return closest
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}
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var possible_directions = gen_angle_list(4);
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function move_walker(walker, possible_directions) {
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// Update new random direction & update velocity of walker
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var new_angle = Math.random() * 360
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walker.x_position = (walker.x_position + walker.x_velocity).mod(canvas.width);
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walker.y_position = (walker.y_position + walker.y_velocity).mod(canvas.height);
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walker.angle = degrees_to_radians(get_nearest_angle(new_angle, possible_directions))
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walker.x_velocity = walker.speed * Math.cos(walker.angle)
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walker.y_velocity = walker.speed * Math.sin(walker.angle)
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}
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function paint_canvas() {
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// Regenerate possible angle list
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possible_directions = gen_angle_list(4)
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// Loop through all walkers, moving & painting accordingly
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for (var i = 0; i < walker_array.length; i++) {
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current_walker = walker_array[i];
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// If walker hasn't hit the walls yet
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if (!current_walker.halt) {
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var prev_x = current_walker.x_position
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var prev_y = current_walker.y_position
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ctx.beginPath()
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ctx.moveTo(prev_x, prev_y)
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move_walker(current_walker, possible_directions);
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ctx.strokeStyle = current_walker.color;
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ctx.lineWidth = current_walker.line_width;
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ctx.lineTo(current_walker.x_position, current_walker.y_position)
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ctx.stroke()
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ctx.closePath();
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}
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}
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}
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var canvas = document.getElementById("walker-canvas")
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var ctx = canvas.getContext('2d')
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ctx.canvas.width = document.getElementById("walker-canvas").clientWidth
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ctx.canvas.height = document.getElementById("walker-canvas").clientHeight
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var walker_array = []
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init_walk();
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