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authorFbenas <philbeansburton@gmail.com>2020-09-20 22:08:03 +0100
committerFbenas <philbeansburton@gmail.com>2020-09-20 22:08:03 +0100
commit9be73c2d0f21a539bc46974139e8c36c12845ca0 (patch)
tree3442d2254797983e7e0294c9aee00e90aa643109 /resources/js/component.js
Initial commit
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+class Component {
+
+ constructor(radius, color, x, y, direction) {
+ this.perceptionDistance = 20;
+ this.turnStepAmount = 5;
+ this.collisionTurnStepAmount = 20;
+ this.stepAmount = 1;
+ this.radius = radius;
+ this.x = x;
+ this.y = y;
+ this.direction = direction;
+ this.color = color;
+ }
+
+ move(context) {
+ this.direction += Math.random() * (2 * this.turnStepAmount) - this.turnStepAmount
+ var localDirection = this.direction;
+ // first we need to work out if we detect any walls
+ var perceptionVector = this.detectionPoint(this.x, this.y, this.perceptionDistance, localDirection);
+
+ while (perceptionVector.x < 0 || perceptionVector.y < 0 || perceptionVector.x > context.canvas.width || perceptionVector.y > context.canvas.height) {
+ localDirection += Math.random() * (2 * this.collisionTurnStepAmount) - this.collisionTurnStepAmount
+ perceptionVector = this.detectionPoint(this.x, this.y, this.perceptionDistance, localDirection);
+ }
+
+ // Here we should now have a new vector that's not clipping
+ this.direction = localDirection;
+ var vector = this.detectionPoint(this.x, this.y, this.stepAmount, this.direction);
+
+
+ this.x = vector.x;
+ this.y = vector.y;
+ this.update(context);
+ }
+
+ update(context) {
+ context.beginPath();
+ context.fillStyle = "blue";
+ context.arc(this.x, this.y, this.radius, 0, 2 * Math.PI);
+ context.stroke();
+
+ context.restore();
+ context.beginPath();
+ this.lineToAngle(context, this.x, this.y, this.perceptionDistance, this.direction);
+ context.lineWidth = 1;
+ // context.stroke();
+
+ context.restore();
+ }
+
+ lineToAngle(context, x1, y1, length, angle) {
+
+ angle *= Math.PI / 180;
+
+ var x2 = x1 + length * Math.cos(angle),
+ y2 = y1 + length * Math.sin(angle);
+
+ context.moveTo(x1, y1);
+ context.lineTo(x2, y2);
+
+ return {
+ x: x2,
+ y: y2
+ };
+ }
+
+ detectionPoint(x1, y1, length, angle) {
+
+ angle *= Math.PI / 180;
+
+ var x2 = x1 + length * Math.cos(angle),
+ y2 = y1 + length * Math.sin(angle);
+
+ return {
+ x: x2,
+ y: y2
+ };
+ }
+
+}