158 lines
5.1 KiB
JavaScript
158 lines
5.1 KiB
JavaScript
/****************************************************************************
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* Functions JS doesn't want you to have, ig *
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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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// Perform integer division
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Number.prototype.div = function(divisor) {
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"use strict";
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return Math.floor(this / divisor);
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}
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/****************************************************************************
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* Random walk implementation (movement functions) *
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****************************************************************************/
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// return a random update time. 30 to 210ms in increments of 20.
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function random_update_time() {
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var speed = Math.floor(Math.random() * 7);
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return (speed * 30) + 30;
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}
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// start up the functions that run FOREVER!!!
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function init() {
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document.addEventListener('mousemove', follow_mouse)
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//setInterval(epic_physics, 500);
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}
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// update and draw all trails in the array
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function follow_mouse(event) {
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// get the mouse position
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var mouse_x = event.clientX
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var mouse_y = event.clientY
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// convert screen coordinates to grid coordinates
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var grid_x = (mouse_x - grid_margin - offset_h).div(grid_size);
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var grid_y = (mouse_y - grid_margin - offset_v).div(grid_size);
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// draw a square there
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draw_grid_square(grid_y, grid_x, 'white');
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}
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// update and draw all walkers in the array
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function update_walker(walker) {
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// leave a trail behind
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var index = trails_find_position(walker.row, walker.col);
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if (index) {
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trails[index].color = walker.color;
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} else {
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trails.push({row: walker.row, col: walker.col, color: walker.color});
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}
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// move in random dir
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add_random_direction(walker);
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// draw a colored square at walker locations
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draw_grid_square(walker.row, walker.col, walker.color);
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}
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// give this function a walker and it will update the walkerition by one tile
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function add_random_direction(walker) {
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let rand = Math.floor(Math.random() * 4);
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if (rand === 0) {
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walker.row++;
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walker.row = walker.row.mod(n_rows);
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} else if (rand === 1) {
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walker.row--;
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walker.row = walker.row.mod(n_rows);
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} else if (rand === 2) {
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walker.col++;
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walker.col = walker.col.mod(n_cols);
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} else {
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walker.col--;
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walker.col = walker.col.mod(n_cols);
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}
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}
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/****************************************************************************
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* Drawing *
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****************************************************************************/
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// from https://www.sitepoint.com/javascript-generate-lighter-darker-color/
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function tweak_color_luminance(hex, lum) {
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// validate hex string
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hex = String(hex).replace(/[^0-9a-f]/gi, '');
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if (hex.length < 6) {
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hex = hex[0]+hex[0]+hex[1]+hex[1]+hex[2]+hex[2];
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}
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lum = lum || 0;
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// convert to decimal and change luminosity
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var rgb = "#", c, i;
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for (i = 0; i < 3; i++) {
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c = parseInt(hex.substr(i*2,2), 16);
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c = Math.round(Math.min(Math.max(0, c + (c * lum)), 255)).toString(16);
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rgb += ("00"+c).substr(c.length);
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}
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return rgb;
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}
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// when called, fixes the canvas and grid size. will cause the canvas to go
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// black until it's drawn again, though.
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function fix_grid_size() {
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// note: changing width and height clears the canvas, so this will cause a
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// black screen until the next draw call for each thing.
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canvas.width = window.innerWidth;
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canvas.height = window.innerHeight;
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// update all the globals we're using too
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n_rows = canvas.height.div(grid_size);
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n_cols = canvas.width.div(grid_size);
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offset_h = (canvas.width - (grid_size * n_cols)).div(2);
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offset_v = (canvas.height - (grid_size * n_rows)).div(2);
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}
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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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var pos_h = offset_h + (grid_size * col) + grid_margin;
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var pos_v = offset_v + (grid_size * row) + grid_margin;
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ctx.fillStyle = color;
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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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* ON SCRIPT LOAD *
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****************************************************************************/
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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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var canvas = document.getElementById("grid-canvas")
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var ctx = canvas.getContext('2d')
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canvas.width = window.innerWidth;
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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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window.addEventListener('resize', fix_grid_size);
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// compute the initial rows and columns
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var grid_size = 22;
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var grid_margin = 4;
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var n_rows = canvas.height.div(grid_size);
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var n_cols = canvas.width.div(grid_size);
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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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// away we go!
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init();
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