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 }; } }