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import { ENTITIES, RAD } from './enums';
import Random from './random';
// "How much of movement is in the correct direction"
const rigidity = 0.9;
// "How close to the leader is enough"
const sensitivity = 30;
const Arc = {
create: function(bounds) {
let arc = {
centerX: Random.num(0, bounds.width),
centerY: Random.num(0, bounds.height),
clockwise: Random.bool(),
endX: 0,
endY: 0,
length: Random.num(RAD.t90, RAD.t360),
prevEndX: 0,
prevEndY: 0,
radius: Random.num(100, 200),
speed: 0,
theta: Random.num(RAD.t90, RAD.t360)
};
arc.cosTheta = Math.cos(arc.theta);
arc.sinTheta = Math.sin(arc.theta);
arc.endX = arc.centerX + arc.radius * arc.cosTheta;
arc.endY = arc.centerY - arc.radius * arc.sinTheta;
arc = Arc.overflow(arc, bounds);
return arc;
},
step: function(arc, bounds) {
// Ensure constant velocity and theta between 0 and 2π.
const delta = arc.speed / arc.radius;
arc.length -= delta;
arc.theta += (arc.clockwise ? -delta : +delta);
arc.theta = (arc.theta > 0 ? arc.theta % RAD.t360 : RAD.t360 + arc.theta);
arc.cosTheta = Math.cos(arc.theta);
arc.sinTheta = Math.sin(arc.theta);
arc.prevEndX = arc.endX;
arc.prevEndY = arc.endY;
arc.endX = arc.centerX + arc.radius * arc.cosTheta;
arc.endY = arc.centerY - arc.radius * arc.sinTheta;
arc = Arc.overflow(arc, bounds);
return arc;
},
randomize: function(arc) {
arc.length = Random.num(RAD.t90, RAD.t360);
arc = Arc.changeRadius(arc, Random.num(100, 200));
if (Random.bool(0.8)) {
arc = Arc.reverse(arc);
}
return arc;
},
overflow: function(arc, bounds) {
if (arc.endX < 0) {
arc.endX += bounds.width;
arc.centerX += bounds.width
} else if (arc.endX > bounds.width) {
arc.endX -= bounds.width;
arc.centerX -= bounds.width
}
if (arc.endY < 0) {
arc.endY += bounds.height;
arc.centerY += bounds.height
} else if (arc.endY > bounds.height) {
arc.endY -= bounds.height;
arc.centerY -= bounds.height
}
return arc;
},
changeRadius: function(arc, newRadius) {
const r0 = arc.radius;
const r1 = newRadius;
// Moves arc center to new radius while keeping theta constant.
arc.centerX -= (r1 - r0) * arc.cosTheta;
arc.centerY += (r1 - r0) * arc.sinTheta;
arc.radius = r1;
return arc;
},
changeSpeed: function(arc, newSpeed) {
arc.speed = newSpeed * 1;
return arc;
},
reverse: function(arc) {
arc.clockwise = !arc.clockwise;
arc.theta = (arc.theta + RAD.t180) % RAD.t360;
arc.cosTheta = Math.cos(arc.theta);
arc.sinTheta = Math.sin(arc.theta);
arc.centerX -= (2 * arc.radius) * arc.cosTheta;
arc.centerY += (2 * arc.radius) * arc.sinTheta;
return arc;
},
follow: function(arc, arcToFollow) {
const prevD = Math.pow(
Math.pow(arcToFollow.endX - arc.prevEndX, 2) +
Math.pow(arcToFollow.endY - arc.prevEndY, 2)
, 0.5);
const currD = Math.pow(
Math.pow(arcToFollow.endX - arc.endX, 2) +
Math.pow(arcToFollow.endY - arc.endY, 2)
, 0.5);
const rigidityCoeff = (prevD - currD) / arc.speed;
if (currD < sensitivity) {
arc = (arc.clockwise !== arcToFollow.clockwise ? Arc.reverse(arc) : arc);
arc = Arc.changeRadius(arc, arcToFollow.radius);
if (arc.speed > arcToFollow.speed) {
arc = Arc.changeSpeed(arc, arc.speed - 1);
} if (arc.speed < arcToFollow.speed) {
arc = Arc.changeSpeed(arc, arc.speed + 1);
}
} else if (rigidityCoeff < rigidity) {
arc = Arc.changeRadius(arc, 20);
if (arc.speed > arcToFollow.speed - 1) {
arc = Arc.changeSpeed(arc, arc.speed - 1);
}
} else {
arc = Arc.changeRadius(arc, 4000);
if (arc.speed < (arcToFollow.speed + 2)) {
arc = Arc.changeSpeed(arc, arc.speed + 1);
}
}
return arc;
},
evade: function(arc) {
arc = Arc.changeRadius(arc, 20);
arc.length = 1;
return arc;
}
}
export default Arc;