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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
        };
    }

}