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import Rx, { Observable } from 'rxjs';
import Grid from './grid';
import Particle from './particle';
import Controls from './controls';
import { CONTROLS, ENTITIES } from './enums';
function Animation3a() {
this.options = {
cohesion: true,
count: 400,
maxCount: 1000,
showVisionGrid: false,
speed: 4
};
this.container = document.getElementById('animation3a');
this.particles = [];
this.grid = new Grid();
const controls = new Controls(
document.getElementById('controls3a'),
this.options
);
controls.mount().subscribe(this.subscriber.bind(this));
this.updateAnimating(this.options.animating);
this.updateCount(this.options.count);
// TODO remove bottom padding from Disqus
// TODO fix "hangup" small radius evade bug
// TODO don't load simulation until requested
// TODO sort out particle nextframe
// TODO ANIM1ab free movement
// TODO ANIM3a streamline updateLeader
// TODO ANIM3b separation
// TODO ANIM3c alignment
};
Animation3a.prototype.subscriber = function({ key, value }) {
switch(key) {
case CONTROLS.ANIMATING: this.updateAnimating(value); break;
case CONTROLS.COUNT: this.updateCount(value); break;
case CONTROLS.SPEED: this.updateSpeed(value); break;
}
}
Animation3a.prototype.nextFrame = function() {
this.particles.forEach(p => {
const prevX = p.arc.endX;
const prevY = p.arc.endY;
p.nextFrame();
this.grid.deletePoint({ x: prevX, y: prevY, type: ENTITIES.PARTICLE });
this.grid.setPoint({ x: p.arc.endX, y: p.arc.endY, type: ENTITIES.PARTICLE }, p);
});
}
Animation3a.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));
}
}
Animation3a.prototype.updateCount = function(count) {
const bounds = this.container.getBoundingClientRect();
while (this.particles.length > count) {
const p = this.particles.pop();
this.grid.deletePoint({ x: p.arc.endX, y: p.arc.endY, type: ENTITIES.PARTICLE });
p.remove();
}
while (this.particles.length < count) {
const p = new Particle(this.container, bounds, this.options, this.grid);
this.grid.setPoint({ x: p.arc.endX, y: p.arc.endY, type: ENTITIES.PARTICLE }, p);
this.particles.push(p);
}
}
Animation3a.prototype.updateSpeed = function(value) {
this.options.speed = value;
this.particles.forEach(p => p.updateConfig({ speed: value }));
}
export default Animation3a;