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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
};
}
}
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