You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 

159 lines
4.5 KiB

// Single particle movement.
// Goal: per-frame decisions
// 20 x 20 grid
// The trickiest portion of this iteration was animating the curved paths. Calculating arc length (for scalar speed) along an elliptical
// geometry is quite difficult, so the current solution uses circular paths, which change radius and sometimes rotation after a random
// number of frames have emitted. A smoothstep cubic curve was considered, but maintaining consistent entry and exit angles will affect
// performance for large particle counts.
import Rx, { Observable } from 'rxjs';
import AnimationBase from './animation0';
import DOM from './dom';
import Store from './store';
const speed = 2;
const visionRadius = 50;
const grid = {};
const movementCircle = document.createElement('div');
movementCircle.className = 'anim3-movement-circle';
const visionCircle = document.createElement('div');
// visionCircle.className = 'anim3-vision-circle';
const particle = document.createElement('div');
particle.className = 'anim3-particle';
function move(store) {
let {
clockwise,
interval,
particleX,
particleY,
radius,
theta
} = store.get();
if (interval <= 0) {
interval = Math.round(Math.random() * 10) + 50;
radius = Math.round(Math.random() * 200) + 50
// IF SEEING A WALL: tight 180
// if ( < visionRadius
// if (Math.random() < 0.3) {
// console.warn("turn!")
// state.radius = 20;
// state.interval = Math.PI * 20 / speed;
// }
detectWall(store);
if (Math.random() < 0.5) {
clockwise = !clockwise;
theta = (theta > Math.PI ? theta - Math.PI : theta + Math.PI);
}
}
interval -= 1;
const prevTheta = theta;
const delta = speed / radius;
theta += (clockwise ? -delta : delta);
particleX -= radius * Math.cos(theta) - radius * Math.cos(prevTheta);
particleY -= radius * Math.sin(theta) - radius * Math.sin(prevTheta);
store.set({
clockwise,
interval,
particleX,
particleY,
radius,
theta
});
}
function detectWall(store) {
const { particleX, particleY, radius, theta } = store.get();
}
function paintMovementCircle(store) {
// TODO UPDATE ONLY IF THETA CHANGED - MUST HAVE PREVSTATE
const { particleX, particleY, radius, theta } = store.get();
movementCircle.style.left = `${particleX - radius - radius * Math.cos(theta)}px`;
movementCircle.style.top = `${particleY - radius + radius * Math.sin(theta)}px`;
movementCircle.style.height = `${2 * radius}px`;
movementCircle.style.width = `${2 * radius}px`;
movementCircle.style.borderRadius = `${radius}px`;
}
function paintParticle(store) {
const { clockwise, particleX, particleY, theta } = store.get();
const rad = (clockwise ? theta + Math.PI / 2 : theta - Math.PI / 2);
particle.style.left = `${particleX}px`;
particle.style.top = `${particleY}px`;
particle.style.transform = `rotate(${rad}rad)`;
}
function reset() {
while (DOM.container.childNodes.length) {
DOM.container.removeChild(DOM.container.firstChild);
}
const store = new Store({
clockwise: false,
interval: 10,
particleX: 300,
particleY: 150,
radius: 150,
theta: Math.PI / 2
});
move(store);
DOM.container.appendChild(particle);
DOM.container.appendChild(movementCircle);
return store;
};
function init() {
const store = reset();
for (let x = 0; x <= 600; x += 5) {
grid[x] = {};
for (let y = 0; y <= 600; y += 5) {
grid[x][y] = { type: null };
if (x === 0 || y === 0 || x === 600 || y === 600) {
grid[x][y] = { type: 'wall' };
}
}
}
const a = Math.round(Math.random() * 180) + 20;
const b = Math.round(Math.random() * 180) + 20;
const stop$ = Rx.Observable.fromEvent(DOM.container, 'stop');
const fps$ = Rx.Observable.interval(1000 / 32)
.map(_ => store)
// .take(100)
.takeUntil(stop$); console.error("CLICK TO STOP");
const click$ = Rx.Observable.fromEvent(DOM.container, 'click');
click$.subscribe(() => {
DOM.container.dispatchEvent(new CustomEvent('stop'));
});
fps$.subscribe(move);
fps$.subscribe(paintParticle);
// fps$.subscribe(paintMovementCircle);
};
const Animation3 = Object.assign({}, AnimationBase, { init, reset });
export default Animation3;