random-walkers/random-walkers.js

196 lines
6.4 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", 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)
}
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 *
****************************************************************************/
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}`);
}
// grid of all one color.
draw_grid();
// draw a colored square at the walker location
draw_grid_square(walker_pos.row, walker_pos.col, "red");
add_random_direction(walker_pos);
// 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));
}
function draw_grid() {
// 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");
}
}
}
/****************************************************************************
* 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_pos = {row: n_rows.div(2), col: n_cols.div(2)};
init_walk();