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class Scene {

    // boid radius
    // no of boids
    // scene width
    // scene height
    constructor(component_size, no_of_components) {
        this.component_size = component_size;
        this.no_of_components = no_of_components;
        this.components = [];
        this.gameArea = {};
        this.initGameArea();
        this.initComponents();
        this.started = false;
    }

    initComponents() {
        let components = [];
        for (let i = 0; i < this.no_of_components; i++) {
            // let x, y, z;
            // if (i == 0) {
            //     x = 100;
            //     y = 100;
            //     z = 0;
            // } else {
            //     x = 105;
            //     y = 100;
            //     z = 180;
            // }

            components.push(new Boid(
                this.gameArea.context,
                this.component_size,
                "black",
                300, 300, Math.random() * 360,
                // x, y, z,
                // Math.random() * (this.gameArea.canvas.width - 100) + 50,
                // Math.random() * (this.gameArea.canvas.height - 100) + 50,
                // Math.random() * 360,
                i
            ));
        }

        this.components = components;
    }

    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, 20);
        // updateMe();
        this.started = true;
    }

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

    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;
    }

}