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path: root/public/js/app.js
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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
        };
    }

}

class GameArea {

    constructor(canvas_width, canvas_height) {
        this.canvas = document.createElement("canvas");
        this.canvas_width = canvas_width;
        this.canvas_height = canvas_height;
    }

    init() {
        this.canvas.width = this.canvas_width;
        this.canvas.height = this.canvas_height;
        this.context = this.canvas.getContext("2d");
        document.getElementById('container').appendChild(this.canvas);
    }

    clear() {
        this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
    }

}

class Scene {

    constructor(component_size, no_of_components) {
        this.component_size = component_size;
        this.no_of_components = no_of_components;
        this.components = new Array;
        this.gameArea = {};
        this.initGameArea();
        this.initComponents();
        this.started = false;
    }

    initComponents() {
        for (let i = 0; i < this.no_of_components; i++) {
            let new_component = new Component(
                this.component_size,
                "black",
                Math.random() * this.gameArea.canvas.width,
                Math.random() * this.gameArea.canvas.height,
                Math.random() * 360
            );
            this.components.push(new_component);
        }
    }

    initGameArea() {
        this.gameArea = new GameArea(600, 600);
        this.gameArea.init()
    }

    start() {
        if (this.started) {
            return;
        }

        // Kinda annoying, setInterval is a piece of shite and is always run from global scope
        // Therefore "this.update" will be undefined unless we bind it
        const updateMe = this.update.bind(this);
        this.interval = setInterval(updateMe, 5);
        this.started = true;
    }

    update() {
        this.gameArea.clear();
        for (let i = 0; i < this.no_of_components; i++) {
            this.components[i].move(this.gameArea.context);
        }
    }

    stop() {
        if (!this.started) {
            return;
        }

        clearInterval(this.interval);
        this.interval = null;
        this.started = false;
    }

    reset() {
        if (this.started) {
            this.stop();
        }
        this.components = new Array;
        this.initComponents();
        this.gameArea.clear();
        this.started = false;
    }

}

let scene = new Scene(2, 500);

function stop() {
    scene.stop();
}

function start() {
    scene.start();
}

function reset() {
    scene.reset();
}