Grid box follows mouse, not centered
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@ -16,7 +16,7 @@
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<!-- this is the canvas that makes up the page background -->
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<!-- this is the canvas that makes up the page background -->
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<div id="canvas-container">
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<div id="canvas-container">
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<canvas id="water-canvas"></canvas>
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<canvas id="grid-canvas"></canvas>
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</div>
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</div>
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</body>
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</body>
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172
water.js
172
water.js
@ -1,68 +1,3 @@
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/***************************************************************************
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* Buttons that interact with the UI *
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****************************************************************************/
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// a rainbow-adjacent set of colors for the walkers to cycle through
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var walker_colors = [
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"#ffb000", // amber, from https://superuser.com/a/1206781
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"#33ff00", // green, also from https://superuser.com/a/1206781
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"#ff2e00", // red
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"#ff7700", // orange
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"#004cff", // blue
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"#8500ff", // purple
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];
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// start with a random part of the sequence
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var color_idx = 0;
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// create a new walker with random position and color
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function create_random_walker() {
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// create random-param walker and add to the array
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var my_row = Math.floor(Math.random() * n_rows);
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var my_col = Math.floor(Math.random() * n_cols);
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var my_color = walker_colors[color_idx];
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var new_length = walkers.push({row: my_row, col: my_col, color: my_color});
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// decide how fast this walker updates and push that to the interval array
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var update_time = random_update_time();
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var timer = setInterval((function() {
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update_walker(walkers[new_length - 1]);
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}), update_time);
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walker_timers.push(timer);
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// go to the next color
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color_idx = (color_idx + 1).mod(walker_colors.length);
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}
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// kill the last walker created
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function destroy_last_walker() {
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var last_idx = walkers.length - 1;
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var removed = walkers.splice(last_idx, 1)[0];
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if (!removed) {
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return;
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}
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draw_grid_square(removed.row, removed.col, "black");
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// also stop its timer
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var removed_timer = walker_timers.splice(last_idx, 1)[0];
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clearInterval(removed_timer);
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}
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// kill all walkers, but not their trails.
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function destroy_all_walkers() {
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// delete all walkers, draw black where they used to be
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var removed = walkers.splice(0, walkers.length);
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for (var i = 0; i < removed.length; i++) {
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draw_grid_square(removed[i].row, removed[i].col, "black");
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}
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// stop all timers as well
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var removed_timers = walker_timers.splice(0, walker_timers.length);
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for (var i = 0; i < removed_timers.length; i++) {
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clearInterval(removed_timers[i]);
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}
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}
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/****************************************************************************
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/****************************************************************************
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* Functions JS doesn't want you to have, ig *
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* Functions JS doesn't want you to have, ig *
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****************************************************************************/
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****************************************************************************/
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@ -92,60 +27,23 @@ function random_update_time() {
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}
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}
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// start up the functions that run FOREVER!!!
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// start up the functions that run FOREVER!!!
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function init_walk() {
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function init() {
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setInterval(update_trails, 200);
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document.addEventListener('mousemove', follow_mouse)
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//setInterval(epic_physics, 500);
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// read url params to see how many we should create, default to num colors.
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// special case is because 0 == null and my brain doesn't wanna work good
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var n_create;
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const urlParams = new URLSearchParams(window.location.search);
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if (urlParams.has('n', "0")) {
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n_create = 0;
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} else {
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n_create = Number(urlParams.get('nwalk')) || 3;
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}
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// create initial walkers of every color
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for (var i = 0; i < n_create; i++) {
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create_random_walker();
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}
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}
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// check if the trails array has a position.
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// return index if found, or null if not.
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function trails_find_position(row, col) {
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for (var i = 0; i < trails.length; i++) {
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var t = trails[i];
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if (t.row === row && t.col === col) {
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return i;
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}
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}
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return null;
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}
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}
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// update and draw all trails in the array
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// update and draw all trails in the array
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function update_trails() {
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function follow_mouse(event) {
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// for all existing trails, make them darker
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// get the mouse position
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for (var i = 0; i < trails.length; i++) {
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var mouse_x = event.clientX
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var darker = tweak_color_luminance(trails[i].color, -0.1);
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var mouse_y = event.clientY
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trails[i].color = darker;
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// delete any trails with 0 for first digit of RGB
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// convert screen coordinates to grid coordinates
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// (think of them as near-black)
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var grid_x = (mouse_x - grid_margin - offset_h).div(grid_size);
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// e.g. #050500
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var grid_y = (mouse_y - grid_margin - offset_v).div(grid_size);
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if (darker[1] === "0" && darker[3] == "0" && darker[5] == "0") {
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// draw black, just so we don't leave behind an almost-black square
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draw_grid_square(trails[i].row, trails[i].col, "black");
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// delete the item from the array
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// draw a square there
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trails.splice(i, 1);
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draw_grid_square(grid_y, grid_x, 'white');
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}
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}
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// after all trails have been darkened/removed, draw the remaining ones
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for (var i = 0; i < trails.length; i++) {
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draw_grid_square(trails[i].row, trails[i].col, trails[i].color);
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}
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}
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}
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// update and draw all walkers in the array
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// update and draw all walkers in the array
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@ -216,20 +114,19 @@ function fix_grid_size() {
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canvas.height = window.innerHeight;
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canvas.height = window.innerHeight;
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// update all the globals we're using too
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// update all the globals we're using too
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n_rows = canvas.height.div(cell_size);
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n_rows = canvas.height.div(grid_size);
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n_cols = canvas.width.div(cell_size);
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n_cols = canvas.width.div(grid_size);
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offset_h = (canvas.width - (cell_size * n_cols)).div(2);
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offset_h = (canvas.width - (grid_size * n_cols)).div(2);
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offset_v = (canvas.height - (cell_size * n_rows)).div(2);
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offset_v = (canvas.height - (grid_size * n_rows)).div(2);
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}
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}
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// draw on the canvas a grid square of that color
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// draw on the canvas a grid square of that color
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function draw_grid_square(row, col, color) {
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function draw_grid_square(row, col, color) {
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var margin = 4;
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var pos_h = offset_h + (grid_size * col) + grid_margin;
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var pos_h = offset_h + (cell_size * col) + margin;
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var pos_v = offset_v + (grid_size * row) + grid_margin;
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var pos_v = offset_v + (cell_size * row) + margin;
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ctx.fillStyle = color;
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ctx.fillStyle = color;
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ctx.fillRect(pos_h, pos_v, cell_size - margin, cell_size - margin);
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ctx.fillRect(pos_h, pos_v, grid_size - grid_margin, grid_size - grid_margin);
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}
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}
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/****************************************************************************
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/****************************************************************************
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@ -239,7 +136,7 @@ function draw_grid_square(row, col, color) {
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// "make sure to eat up your globals honey, they're good for you"
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// "make sure to eat up your globals honey, they're good for you"
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// find the canvas and set its initial size
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// find the canvas and set its initial size
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var canvas = document.getElementById("walker-canvas")
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var canvas = document.getElementById("grid-canvas")
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var ctx = canvas.getContext('2d')
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var ctx = canvas.getContext('2d')
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canvas.width = window.innerWidth;
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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canvas.height = window.innerHeight;
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@ -247,27 +144,14 @@ canvas.height = window.innerHeight;
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// set up a handler so the grid gets fixed whenever the window resizes
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// set up a handler so the grid gets fixed whenever the window resizes
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window.addEventListener('resize', fix_grid_size);
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window.addEventListener('resize', fix_grid_size);
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// find the UI buttons and give them click handlers to activate our functions
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document
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.getElementById("button-create-walker")
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.addEventListener("click", create_random_walker);
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document
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.getElementById("button-destroy-walker")
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.addEventListener("click", destroy_last_walker);
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document
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.getElementById("button-reset-walkers")
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.addEventListener("click", destroy_all_walkers);
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// compute the initial rows and columns
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// compute the initial rows and columns
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var cell_size = 22;
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var grid_size = 22;
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var n_rows = canvas.height.div(cell_size);
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var grid_margin = 4;
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var n_cols = canvas.width.div(cell_size);
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var n_rows = canvas.height.div(grid_size);
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var offset_h = (canvas.width - (cell_size * n_cols)).div(2);
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var n_cols = canvas.width.div(grid_size);
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var offset_v = (canvas.height - (cell_size * n_rows)).div(2);
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var offset_h = (canvas.width - (grid_size * n_cols)).div(2);
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var offset_v = (canvas.height - (grid_size * n_rows)).div(2);
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// set start position of walker and start the random walk
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// away we go!
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var walkers = [];
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init();
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var walker_timers = [];
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var trails = []
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init_walk();
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