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import Rx, { Observable } from 'rxjs';
import Particle from './particle';
import Store from './store';
import Controls from './controls';
import { CONTROLS } from './enums';
function Animation1() {
this.options = {
animating: false,
count: 1,
maxCount: 25,
randomizeRadius: true,
randomizeRotation: true,
showMovementCircle: false,
// showVisionGrid: false,
speed: 4
};
this.container = document.getElementById('animation1');
this.bounds = this.container.getBoundingClientRect();
this.movementCircleCtrl = createMovementCircleControl();
this.particles = [];
const controls = new Controls(
document.getElementById('controls1'),
this.options,
[this.movementCircleCtrl]
);
const eventStack = controls.mount()
.merge(Rx.Observable.fromEvent(this.movementCircleCtrl, 'change')
.map(evt => ({ key: CONTROLS.MOVEMENT_CIRCLE, value: evt.target.checked }))
);
eventStack.subscribe(this.subscriber.bind(this));
this.updateAnimating(this.options.animating);
this.updateCount(this.options.count);
this.updateMovementCircle(this.options.showMovementCircle);
// TODO particle starts offscreen sometimes
// TODO ANIM2 Max out to 1000 or 2000 particles
// TODO ANIM3 Show vision grid (including touches!)
// TODO ANIM3 regen vision grid is option updated
// TODO ANIM3 cleanup vision grid
// TODO ANIM4 Pallet avoidance
// TODO ANIM5 Flocking
};
function createMovementCircleControl() {
const label = document.createElement('label');
label.className = 'controls-checkbox';
const text = document.createElement('span');
text.innerHTML = 'Show movement circle';
text.className = 'controls-checkbox-text';
const checkbox = document.createElement('input');
checkbox.type = 'checkbox';
checkbox.className = 'controls-checkbox-input';
label.appendChild(checkbox);
label.appendChild(text);
return label;
}
Animation1.prototype.subscriber = function({ key, value }) {
switch(key) {
case CONTROLS.ANIMATING: this.updateAnimating(value); break;
case CONTROLS.COUNT: this.updateCount(value); break;
case CONTROLS.MOVEMENT_CIRCLE: this.updateMovementCircle(value); break;
case CONTROLS.RADIUS: this.updateRadius(value); break;
case CONTROLS.ROTATION: this.updateRotation(value); break;
case CONTROLS.SPEED: this.updateSpeed(value); break;
}
}
Animation1.prototype.nextFrame = function() {
this.particles.forEach(p => p.nextFrame());
}
Animation1.prototype.updateAnimating = function(isAnimating) {
this.options.animating = isAnimating;
if (isAnimating) {
const fps$ = Rx.Observable.interval(1000 / 32)
.takeWhile(_ => this.options.animating);
fps$.subscribe(this.nextFrame.bind(this));
}
}
Animation1.prototype.updateCount = function(count) {
while (this.particles.length >= count) {
const p = this.particles.pop();
this.container.removeChild(p.node);
}
while (this.particles.length < count) {
const p = new Particle(this.container, this.bounds, this.options);
this.particles.push(p);
}
}
Animation1.prototype.updateMovementCircle = function(showMovementCircle) {
this.options.showMovementCircle = showMovementCircle;
this.movementCircleCtrl.querySelector('[type=checkbox]').checked = showMovementCircle;
this.particles.forEach(p => p.updateOptions({ showMovementCircle }));
}
Animation1.prototype.updateRadius = function(randomizeRadius) {
this.options.randomizeRadius = randomizeRadius;
this.particles.forEach(p => p.updateOptions({ randomizeRadius }));
}
Animation1.prototype.updateRotation = function(randomizeRotation) {
this.options.randomizeRotation = randomizeRotation;
this.particles.forEach(p => p.updateOptions({ randomizeRotation }));
}
Animation1.prototype.updateSpeed = function(speed) {
this.options.speed = speed;
this.particles.forEach(p => p.updateOptions({ speed }));
}
export default Animation1;