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import Rx, { Observable } from 'rxjs';
import Particle from './particle';
import Grid from './grid';
import Controls from './controls';
import Random from './random';
import { CONTROLS, ENTITIES } from './enums';
function Animation2a() {
this.options = {
count: 3,
maxCount: 10,
showVisionGrid: true,
speed: 4
};
this.container = document.getElementById('animation2a');
this.particles = [];
this.grid = this.createGlobalGrid();
const controls = new Controls(
document.getElementById('controls2a'),
this.options
);
controls.mount().subscribe(this.subscriber.bind(this));
this.updateAnimating(this.options.animating);
this.updateCount(this.options.count);
};
Animation2a.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;
}
}
Animation2a.prototype.nextFrame = function() {
this.particles.forEach(p => p.nextFrame());
}
Animation2a.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));
}
}
Animation2a.prototype.updateCount = function(count) {
const bounds = this.container.getBoundingClientRect();
while (this.particles.length > count) {
delete this.particles.pop().remove();
}
while (this.particles.length < count) {
const p = new Particle(this.container, bounds, this.options, this.grid);
this.particles.push(p);
}
}
Animation2a.prototype.updateSpeed = function(value) {
this.options.speed = value;
this.particles.forEach(p => p.updateConfig({ speed: value }));
}
Animation2a.prototype.createGlobalGrid = function() {
const bounds = this.container.getBoundingClientRect();
const grid = new Grid();
const n = Random.num(1, 3);
for (let i = 0; i < n; i++) {
const w = Random.num(50, 200);
const h = Random.num(50, 200);
grid.setArea({
x: Random.num(0, bounds.width - w),
y: Random.num(0, bounds.height - h),
w,
h,
type: ENTITIES.HAZARD
}, this.container);
}
return grid;
}
export default Animation2a;