Euler golf #1

Merged
Simponic merged 5 commits from euler-golf into main 2023-02-24 17:02:20 -05:00
5 changed files with 183 additions and 54 deletions
Showing only changes of commit f0c0b9853e - Show all commits

24
euler-golf/css/styles.css Normal file
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@ -0,0 +1,24 @@
body {
margin: 0;
padding: 0;
overflow: scroll;
font-family: Lucida Console, Lucida Sans Typewriter, monaco,
Bitstream Vera Sans Mono, monospace;
}
.canvas-holder canvas {
padding: 0;
margin: auto;
display: block;
height: 70vh;
width: auto;
max-width: 100%;
border: 1px solid black;
}
.button {
border: 1px solid black;
border-radius: 5px;
padding: 5px;
cursor: pointer;
}

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@ -2,36 +2,15 @@
<html>
<head>
<title>Euler Golf 2</title>
<style>
body {
margin: 0;
padding: 0;
overflow: scroll;
font-family: Lucida Console, Lucida Sans Typewriter, monaco,
Bitstream Vera Sans Mono, monospace;
}
.canvas-holder canvas {
padding: 0;
margin: auto;
display: block;
height: 70vh;
width: auto;
max-width: 100%;
}
.button {
border: 1px solid black;
border-radius: 5px;
padding: 5px;
cursor: pointer;
}
</style>
<link rel="stylesheet" type="text/css" href="css/styles.css" />
</head>
<body>
<canvas id="canvas"></canvas>
<div class="canvas-holder">
<canvas id="canvas" width="1000" height="1000"></canvas>
</div>
<script src="js/cx.js"></script>
<script src="js/json-ds.js"></script>
<script src="js/sol.js"></script>
<script src="js/game.js"></script>
</body>

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@ -1,11 +1,123 @@
const WIDTH = 1000;
const HEIGHT = 1000;
const draw_grid = (ctx) => {};
const main = () => {
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
const CANVAS_ID = "myCanvas";
const DEFAULTS = {
rows: 15,
cols: 15,
grid_padding: 10,
};
main();
let state = {
...DEFAULTS,
canvas: document.getElementById("canvas"),
ctx: document.getElementById("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;
};
CanvasRenderingContext2D.prototype.circle = function (x, y, r, color) {
this.beginPath();
this.arc(x, y, r, 0, Math.PI * 2);
this.fillStyle = color;
this.fill();
this.closePath();
};
CanvasRenderingContext2D.prototype.line = function (
{ x: x1, y: y1 },
{ x: x2, y: 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.stroke();
this.closePath();
};
CanvasRenderingContext2D.prototype.do_grid = function (
rows,
cols,
draw_at_grid_pos = (ctx, x, y) => ctx.circle(x, y, 10, "#00ff00")
) {
for (let y = 0; y < rows; y++) {
for (let x = 0; x < cols; x++) {
draw_at_grid_pos(this, x, y);
}
}
};
CanvasRenderingContext2D.prototype.cartesian_grid = function (
rows,
cols,
width,
height,
grid_padding,
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 { 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;
ctx.clearRect(0, 0, width, height);
ctx.cartesian_grid(rows, cols, width, height, grid_padding, (x, y) => {
if (x == Math.floor(cols / 2) && y == Math.floor(rows / 2)) {
return {
radius: 7,
color: "#0000ff",
};
} else {
return {
radius: 3,
color: "#000",
};
}
});
};
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);
}
requestAnimationFrame(loop);
};
requestAnimationFrame(loop);

17
euler-golf/js/json-ds.js Normal file
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class JSONSet {
items = new Set();
constructor(initial) {
if (Array.isArray(initial)) {
initial.map((x) => this.apply_set_function("add", x));
} else {
this.apply_set_function("add", initial);
}
["add", "has", "remove"].forEach(
(f_name) => (this[f_name] = (x) => this.apply_set_function(f_name, x))
);
}
apply_set_function(f_name, x) {
return this.items[f_name](JSON.stringify(x));
}
}

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@ -1,4 +1,4 @@
const DEPTH = 7;
const DEPTH = 21;
const DIRECTION = {
0: new cx(0, 1),
@ -6,39 +6,36 @@ const DIRECTION = {
};
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]));
const backtrack = (local_index, depth) =>
local_index
.toString(2)
.padStart(depth, "0")
.split("")
.reverse()
.map((dir) => (dir ? "+" : "-"));
.map((direction) => (Number(direction) ? "-" : "+"));
const sol = (target, start_from = new cx(0, 0), start_to = new cx(1, 0)) => {
let moves = construct_moves(start_from, start_to);
let curr_depth = 2; // potential bug: when target is within one move away
let moves = [start_to, ...construct_moves(start_from, start_to)];
let curr_depth = 2;
do {
while (curr_depth < DEPTH) {
for (let i = 0; i < Math.pow(2, curr_depth); i++) {
const current_i =
(i >> 1) + ((1 - Math.pow(2, curr_depth - 1)) / (1 - 2) - 1);
const previous_i =
(i >> 2) + ((1 - Math.pow(2, curr_depth - 2)) / (1 - 2) - 1);
const direction = DIRECTION[Number(i.toString(2).at(-1))];
// Current element is at i >> 1 + the offset for the previous group (which is
// the sum of the geometric series 2**n until curr_depth - 1)
const current_i = (i >> 1) + (1 - Math.pow(2, curr_depth - 1)) / (1 - 2);
const previous_i = (i >> 2) + (1 - Math.pow(2, curr_depth - 2)) / (1 - 2);
const new_move = move(
previous_i < 0 ? start_from : moves[previous_i],
moves[current_i],
DIRECTION[parseInt(i.toString(2)[0])]
);
if (cx.eq(new_move, target)) return backtrack(moves, target);
const new_move = move(moves[previous_i], moves[current_i], direction);
moves.push(new_move);
if (cx.eq(new_move, target)) return backtrack(i, curr_depth);
}
curr_depth++;
} while (curr_depth < DEPTH);
console.log(moves);
}
return null;
};