random-walkers/walkers.js

232 lines
7.6 KiB
JavaScript

/****************************************************************************
* Buttons that interact with the UI *
****************************************************************************/
// a rainbow-adjacent set of colors for the walkers to cycle through
var walker_colors = [
"#33FF00", // green, also from https://superuser.com/a/1206781
"#0033ff", // blue
"#a553fc", // purple
"#FF2E00", // red
"#FFB000", // amber, also from https://superuser.com/a/1206781. this is the default color used, so it is last in the array.
];
var color_idx = 0;
function create_new_walker() {
var my_row = Math.floor(Math.random() * n_rows);
var my_col = Math.floor(Math.random() * n_cols);
var my_color = walker_colors[color_idx];
// TODO: ADD SPEED TO THIS WHOLE DEAL
walkers.push({row: my_row, col: my_col, color: my_color});
color_idx = (color_idx + 1).mod(walker_colors.length);
}
function destroy_random_walker() {
// destroy a random walker.
// we can't get the trail, that'll have to fade on its own
var choice = Math.floor(Math.random() * walkers.length);
var removed = walkers.splice(choice, 1);
// hide where the walker used to be
draw_grid_square(removed[0].row, removed[0].col, "black");
}
function destroy_all_walkers() {
// kill all the walkers, but not their trails -- i like the look better
var removed = walkers.splice(0, walkers.length);
// draw black everywhere on the canvas to hide the dead bodies D:
for (var i = 0; i < removed.length; i++) {
draw_grid_square(removed[i].row, removed[i].col, "black");
}
}
/****************************************************************************
* 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);
}
}
// give this function a walker and it will update the walkerition by one tile
function add_random_direction(walker) {
let rand = Math.floor(Math.random() * 4);
if (rand === 0) {
walker.row++;
walker.row = walker.row.mod(n_rows);
} else if (rand === 1) {
walker.row--;
walker.row = walker.row.mod(n_rows);
} else if (rand === 2) {
walker.col++;
walker.col = walker.col.mod(n_cols);
} else {
walker.col--;
walker.col = walker.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;
// find the UI buttons and give them click handlers to activate our functions
document
.getElementById("button-create-walker")
.addEventListener("click", create_new_walker);
document
.getElementById("button-destroy-walker")
.addEventListener("click", destroy_random_walker);
document
.getElementById("button-reset-walkers")
.addEventListener("click", destroy_all_walkers);
// 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"},
];
trails = []
init_walk();