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import Rx, { Observable } from 'rxjs';
// import DOM from './dom';
import { RAD } from './enums';
import Store from './store';
const random = {
bool: () => Math.random() < 0.5,
num: (min, max) => min + Math.round(Math.random() * max)
}
function moveArc(arc, newRadius) {
const r0 = arc.r;
const r1 = newRadius;
// Moves arc center to new radius while keeping theta constant.
arc.x -= (r1 - r0) * Math.cos(arc.t);
arc.y += (r1 - r0) * Math.sin(arc.t);
arc.r = r1;
return arc;
}
function changeDirection(arc) {
arc.t = (arc.t + Math.PI) % RAD.t360;
arc.x -= (2 * arc.r) * Math.cos(arc.t);
arc.y += (2 * arc.r) * Math.sin(arc.t);
return arc;
}
// function transformVisionGrid(store) {
// const {
// arc,
// clockwise,
// particle.x,
// particle.y,
// radius,
// } = store.get();
//
// const r0 = Math.min(arc.t, arc.t - Math.PI);
// const r1 = Math.max(arc.t, arc.t + Math.PI);
//
// const gridX = particle.x - particle.x % 5;
// const gridY = particle.y - particle.y % 5;
//
// visionGridPoints.forEach(({ x, y, alpha, div }, i) => {
// if (alpha >= 0 && alpha <= r0) {
// div.style.display = (clockwise ? 'none' : 'block');
// // div.className = (clockwise ? 'anim3-dot removed' : 'anim3-dot');
// } else if (alpha >= arc.t && alpha <= r1) {
// div.style.display = (clockwise ? 'none' : 'block');
// // div.className = (clockwise ? 'anim3-dot removed' : 'anim3-dot');
// } else {
// div.style.display = (clockwise ? 'block' : 'none');
// // div.className = (clockwise ? 'anim3-dot' : 'anim3-dot removed');
// }
//
// div.style.left = `${x + gridX}px`;
// div.style.top = `${-y + gridY}px`;
// });
// }
//
function Particle(container, bounds, options = {}) {
this.container = container;
this.bounds = bounds;
this.node = document.createElement('div');
this.node.className = 'particle has-vision';
this.circle = document.createElement('div');
this.circle.className = 'particle-movement-circle';
this.container.appendChild(this.node);
this.container.appendChild(this.circle);
this.arc = {
r: random.num(100, 200),
t: random.num(0, RAD.t360),
x: random.num(0, bounds.width),
y: random.num(0, bounds.height)
}
this.particle = {
clockwise: random.bool(),
speed: 4,
x: 0,
y: 0
}
this.interval = 0;
this.updateOptions(options);
this.nextFrame();
};
Particle.prototype.nextFrame = function() {
this.move();
this.repaintParticle();
this.repaintCircle();
}
Particle.prototype.updateOptions = function(options) {
this.particleImage = 'seahorse';
this.randomlyChangeRadius = (new Boolean(options.randomlyChangeRadius)) || true;
this.randomlyChangeRotation = (new Boolean(options.randomlyChangeRotation)) || true;
this.showCircle = (new Boolean(options.showCircle)) || false;
this.showVision = (new Boolean(options.showVision)) || false;
}
Particle.prototype.repaintParticle = function() {
const rad = this.particle.clockwise
? RAD.t180 - this.arc.t
: RAD.t360 - this.arc.t;
this.node.style.left = `${this.particle.x}px`;
this.node.style.top = `${this.particle.y}px`;
this.node.style.transform = `rotate(${rad}rad)`;
}
Particle.prototype.repaintCircle = function() {
this.circle.style.width = `${2 * this.arc.r}px`;
this.circle.style.height = `${2 * this.arc.r}px`;
this.circle.style.left = `${this.arc.x - this.arc.r}px`;
this.circle.style.top = `${this.arc.y - this.arc.r}px`;
this.circle.style.borderRadius = `${this.arc.r}px`;
}
Particle.prototype.move = function(store) {
// Randomly change radius and rotation direction.
this.interval -= 1;
if (this.interval <= 0) {
this.interval = random.num(50, 100);
this.arc = moveArc(this.arc, random.num(100, 200));
if (random.bool()) {
this.particle.clockwise = !this.particle.clockwise;
this.arc = changeDirection(this.arc);
}
}
// Ensure constant velocity and theta between 0 and 2π.
const delta = this.particle.speed / this.arc.r;
this.arc.t += (this.particle.clockwise ? -delta : +delta);
this.arc.t = (this.arc.t > 0 ? this.arc.t % RAD.t360 : RAD.t360 - this.arc.t);
this.particle.x = this.arc.x + this.arc.r * Math.cos(this.arc.t);
this.particle.y = this.arc.y - this.arc.r * Math.sin(this.arc.t);
// Overflow.
if (this.particle.x < 0) {
this.particle.x += this.bounds.width;
this.arc.x += this.bounds.width
} else if (this.particle.x > this.bounds.width) {
this.particle.x -= this.bounds.width;
this.arc.x -= this.bounds.width
}
if (this.particle.y < 0) {
this.particle.y += this.bounds.height; // TODO size of area
this.arc.y += this.bounds.height
} else if (this.particle.y > this.bounds.height) {
this.particle.y -= this.bounds.height;
this.arc.y -= this.bounds.height
}
}
export default Particle;