water/water.js

176 lines
5.7 KiB
JavaScript

/****************************************************************************
* 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) *
****************************************************************************/
// return a random update time. 30 to 210ms in increments of 20.
function random_update_time() {
var speed = Math.floor(Math.random() * 7);
return (speed * 30) + 30;
}
// start up the functions that run FOREVER!!!
function init() {
document.addEventListener('mousemove', follow_mouse)
//setInterval(epic_physics, 500);
}
// update and draw all trails in the array
function follow_mouse(event) {
// get the mouse position
var mouse_x = event.clientX
var mouse_y = event.clientY
// find the screen-space coordinates of the nearest grid cell
var mouse_x_within_grid = mouse_x - offset_h
var mouse_y_within_grid = mouse_y - offset_v
var cell_center_x = mouse_x_within_grid - (grid_margin/2) - (grid_size/2)
var cell_center_y = mouse_y_within_grid - (grid_margin/2) - (grid_size/2)
// divide and round to get the cell coordinates
var grid_x = Math.round(cell_center_x / grid_size)
var grid_y = Math.round(cell_center_y / grid_size)
// draw a square there
water_cells.push({
row: grid_x,
col: grid_y,
energy: 1.0
})
//draw_grid_square(grid_y, grid_x, '#6485ef');
}
// update and draw all walkers in the array
function update_walker(walker) {
// leave a trail behind
var index = trails_find_position(walker.row, walker.col);
if (index) {
trails[index].color = walker.color;
} else {
trails.push({row: walker.row, col: walker.col, color: walker.color});
}
// move in random dir
add_random_direction(walker);
// draw a colored square at walker locations
draw_grid_square(walker.row, walker.col, walker.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/
// lum: -0.1 is 10% darker, 0.2 is 20% brighter
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;
}
// when called, fixes the canvas and grid size. will cause the canvas to go
// black until it's drawn again, though.
function fix_grid_size() {
// 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(grid_size);
n_cols = canvas.width.div(grid_size);
offset_h = (canvas.width - (grid_size * n_cols)).div(2);
offset_v = (canvas.height - (grid_size * n_rows)).div(2);
}
// draw on the canvas a grid square of that color
function draw_grid_square(row, col, color) {
var pos_h = offset_h + (grid_size * col) + grid_margin;
var pos_v = offset_v + (grid_size * row) + grid_margin;
ctx.fillStyle = color;
ctx.fillRect(pos_h, pos_v, grid_size - grid_margin, grid_size - grid_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("grid-canvas")
var ctx = canvas.getContext('2d')
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// set up a handler so the grid gets fixed whenever the window resizes
window.addEventListener('resize', fix_grid_size);
// compute the initial rows and columns
var grid_size = 22;
var grid_margin = 4;
var n_rows = canvas.height.div(grid_size);
var n_cols = canvas.width.div(grid_size);
var offset_h = (canvas.width - (grid_size * n_cols)).div(2);
var offset_v = (canvas.height - (grid_size * n_rows)).div(2);
// array of cells. each one will have
// - row and column of the grid
// - energy (0 to 1)
// - TODO list add others if I make it more complex
var water_cells[];
// away we go!
init();