Working euler golf with controls

This commit is contained in:
Elizabeth Hunt 2023-02-24 00:53:16 -07:00
parent f0c0b9853e
commit 74cc58b611
Signed by: simponic
GPG Key ID: 52B3774857EB24B1
4 changed files with 172 additions and 54 deletions

View File

@ -4,16 +4,24 @@ body {
overflow: scroll;
font-family: Lucida Console, Lucida Sans Typewriter, monaco,
Bitstream Vera Sans Mono, monospace;
width: 100vw;
height: 100vh;
background: rgb(238, 174, 202);
background: radial-gradient(
circle,
rgba(238, 174, 202, 1) 0%,
rgba(148, 187, 233, 1) 100%
);
}
.canvas-holder canvas {
.canvas {
padding: 0;
margin: auto;
display: block;
height: 70vh;
width: auto;
max-width: 100%;
border: 1px solid black;
width: 100vw;
height: 100vw;
}
.button {
@ -22,3 +30,15 @@ body {
padding: 5px;
cursor: pointer;
}
.controls {
padding: 12px;
position: fixed;
bottom: 0;
right: 0;
background-color: rgba(255, 255, 255, 0.5);
border: 1px solid white;
border-radius: 8px;
margin-right: 6px;
margin-bottom: 6px;
}

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@ -5,8 +5,10 @@
<link rel="stylesheet" type="text/css" href="css/styles.css" />
</head>
<body>
<div class="canvas-holder">
<canvas id="canvas" width="1000" height="1000"></canvas>
<canvas id="canvas"></canvas>
<div class="controls">
<span id="iteration-count"></span>
</div>
<script src="js/cx.js"></script>

View File

@ -1,31 +1,23 @@
const CANVAS_ID = "myCanvas";
const DEFAULTS = {
rows: 15,
cols: 15,
grid_padding: 10,
max_rows: 80,
max_cols: 80,
min_gap: 40,
angle_multiplier: 0.0005,
};
const CANVAS = document.getElementById("canvas");
let state = {
...DEFAULTS,
canvas: document.getElementById("canvas"),
ctx: document.getElementById("canvas").getContext("2d"),
grid_padding: 10,
canvas: CANVAS,
ctx: CANVAS.getContext("2d"),
last_render: 0,
changes: {
width: document.body.clientWidth,
height: document.body.clientHeight,
},
};
const rand_between = (min, max) =>
Math.floor(Math.random() * (max - min + 1)) + min;
const rand_target = (cols, rows) => {
const res = new cx(rand_between(0, cols), rand_between(0, rows));
if (res.re % 2 || res.im % 2) return rand_target(cols, rows);
return res;
path: [new cx(0, 0), new cx(1, 0)],
angle: new cx(0, 0),
keys: {},
changes: {},
};
// Rendering
CanvasRenderingContext2D.prototype.circle = function (x, y, r, color) {
this.beginPath();
this.arc(x, y, r, 0, Math.PI * 2);
@ -35,22 +27,35 @@ CanvasRenderingContext2D.prototype.circle = function (x, y, r, color) {
};
CanvasRenderingContext2D.prototype.line = function (
{ x: x1, y: y1 },
{ x: x2, y: y2 },
{ x_pos: x1, y_pos: y1 },
{ x_pos: x2, y_pos: y2 },
width,
color,
cap = "round"
) {
this.beginPath();
this.moveTo(x1, y1);
this.lineTo(x2, y2);
this.lineWidth = width;
this.strokeStyle = color;
this.lineCap = cap;
this.beginPath();
this.moveTo(x1, y1);
this.lineTo(x2, y2);
this.stroke();
this.closePath();
};
CanvasRenderingContext2D.prototype.draw_cartesian_path = function (
grid_spec,
cartesian_path,
width = 2,
color = "#000"
) {
const path = cartesian_path.map((coord) => grid_to_canvas(coord, grid_spec));
path.slice(1).forEach((coord, i) => {
this.line(path[i], coord, width, color);
});
};
CanvasRenderingContext2D.prototype.do_grid = function (
rows,
cols,
@ -66,33 +71,92 @@ CanvasRenderingContext2D.prototype.do_grid = function (
CanvasRenderingContext2D.prototype.cartesian_grid = function (
rows,
cols,
width,
height,
grid_padding,
circle_spec_at_coords = (x, y) => ({ radius: 5, color: "#000" })
grid_spec,
circle_spec_at_coords = (_x, _y) => ({ radius: 5, color: "#000" })
) {
const center = { x: Math.floor(cols / 2), y: Math.floor(rows / 2) };
const dx = (width - 2 * grid_padding) / cols;
const dy = (height - 2 * grid_padding) / rows;
const start_x = grid_padding + dx / 2;
const start_y = grid_padding + dy / 2;
this.do_grid(rows, cols, (ctx, x, y) => {
const x_pos = x * dx + start_x;
const y_pos = y * dy + start_y;
const { x_pos, y_pos } = grid_to_canvas({ x, y }, grid_spec);
const { radius, color } = circle_spec_at_coords(x, y);
ctx.circle(x_pos, y_pos, radius, color);
});
};
const render = ({ canvas, ctx, rows, cols, grid_padding }) => {
const { width, height } = canvas;
// Utilities
const move = (prev, curr, c) => cx.add(prev, cx.mult(c, cx.sub(curr, prev)));
const rand_between = (min, max) =>
Math.floor(Math.random() * (max - min + 1)) + min;
const rand_target = (cols, rows) => {
const res = new cx(rand_between(0, cols), rand_between(0, rows));
if (res.re % 2 || res.im % 2) return rand_target(cols, rows);
return res;
};
const calculate_grid_spec = ({ rows, cols, width, height, grid_padding }) => {
const dx = (width - 2 * grid_padding) / cols;
const dy = (height - 2 * grid_padding) / rows;
return {
dx,
dy,
start_x: grid_padding + dx / 2,
start_y: grid_padding + dy / 2,
};
};
const grid_to_canvas = ({ x, y }, { dx, dy, start_x, start_y }) => ({
x_pos: x * dx + start_x,
y_pos: y * dy + start_y,
});
const complex_to_grid = (c, rows, cols) => {
const { re, im } = c;
return {
x: re + Math.floor(cols / 2),
y: Math.floor(rows / 2) - im,
};
};
// Game loop
const handle_input = (state, dt) => {
if (state.keys.ArrowLeft) {
state.angle.im += DEFAULTS.angle_multiplier * dt;
} else if (state.keys.ArrowRight) {
state.angle.im -= DEFAULTS.angle_multiplier * dt;
}
if (state.angle.im <= -1 || state.angle.im >= 1) {
state.angle.im = state.angle.im <= -1 ? -1 : 1;
state.path.push(move(state.path.at(-2), state.path.at(-1), state.angle));
state.angle = new cx(0, 0);
}
};
const render = ({ width, height, ctx, rows, cols } = state) => {
ctx.clearRect(0, 0, width, height);
ctx.cartesian_grid(rows, cols, width, height, grid_padding, (x, y) => {
ctx.fillStyle = "rgba(255, 255, 255, 0)";
ctx.fillRect(0, 0, width, height);
const grid_spec = calculate_grid_spec(state);
const curr = state.path.at(-1);
const prev = state.path.at(-2);
const v_diff = cx.sub(curr, prev);
const theta = (state.angle.im * Math.PI) / 2;
const angle_re = Math.cos(theta) * v_diff.re - Math.sin(theta) * v_diff.im;
const angle_im = Math.sin(theta) * v_diff.re + Math.cos(theta) * v_diff.im;
ctx.draw_cartesian_path(grid_spec, [
...state.path.map((c) => complex_to_grid(c, rows, cols)),
complex_to_grid(cx.add(new cx(angle_re, angle_im), prev), rows, cols),
]);
ctx.cartesian_grid(rows, cols, grid_spec, (x, y) => {
if (x == Math.floor(cols / 2) && y == Math.floor(rows / 2)) {
return {
radius: 7,
@ -101,7 +165,7 @@ const render = ({ canvas, ctx, rows, cols, grid_padding }) => {
} else {
return {
radius: 3,
color: "#000",
color: `rgb(${255 * (x / cols)}, 100, 100)`, // todo: animate with last_render
};
}
});
@ -110,14 +174,48 @@ const render = ({ canvas, ctx, rows, cols, grid_padding }) => {
const loop = (now) => {
const dt = now - state.last_render;
state.changes.last_render = now;
if (Object.keys(state.changes).length > 0) {
state = { ...state, ...state.changes };
state.changes = {};
render(state);
if (Object.keys(state.changes).length > 0) {
if (state.changes.width || state.changes.height) {
state.changes.rows = Math.min(
DEFAULTS.max_rows,
state.changes.height / DEFAULTS.min_gap
);
state.changes.cols = Math.min(
DEFAULTS.max_cols,
state.changes.width / DEFAULTS.min_gap
);
}
state = { ...state, ...state.changes };
state.changes = {};
}
handle_input(state, dt);
render(state);
requestAnimationFrame(loop);
};
// DOM
const on_resize = () => {
CANVAS.width = document.body.clientWidth;
CANVAS.height = document.body.clientHeight;
state.changes.width = CANVAS.width;
state.changes.height = CANVAS.height;
};
const on_keyup = (e) => {
delete state.keys[e.key];
};
const on_keydown = (e) => {
state.keys[e.key] = true;
};
window.addEventListener("resize", on_resize);
window.addEventListener("keydown", on_keydown);
window.addEventListener("keyup", on_keyup);
// main
on_resize();
requestAnimationFrame(loop);

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@ -5,8 +5,6 @@ const DIRECTION = {
1: new cx(0, -1),
};
const move = (prev, curr, c) => cx.add(prev, cx.mult(c, cx.sub(curr, prev)));
const construct_moves = (curr, prev) =>
Object.keys(DIRECTION).map((x) => move(curr, prev, DIRECTION[x]));