proximity-structures/js/tutorial.js

130 lines
3.7 KiB
JavaScript

// Create the renderer
var renderer = PIXI.autoDetectRenderer(256, 256, {antialias: true})
// Add the canvas to the HTML document
document.body.appendChild(renderer.view)
// Create a container object called the `stage`
var stage = new PIXI.Container()
renderer.view.style.position = 'absolute'
renderer.view.style.display = 'block'
renderer.autoResize = true
renderer.resize(window.innerWidth, window.innerHeight)
var counter = 0,
cycleDuration = 60,
tri = {
original: [
[0, 0],
[-50, 50],
[50, 50]
],
target: [
[0, 0],
[-50, 50],
[50, 50]
]
},
triangle = new PIXI.Graphics()
stage.addChild(triangle)
function randomInt (min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min
}
function linearTweening (t, b, c, d) {
// t = current time
// b = start value
// c = change in value
// d = duration
return ((c * t) / d) + b
}
function easeOutBounce (t, b, c, d) {
if ((t /= d) < (1 / 2.75)) {
return c * (7.5625 * t * t) + b
} else if (t < (2 / 2.75)) {
return c * (7.5625 * (t -= (1.5 / 2.75)) * t + 0.75) + b
} else if (t < (2.5 / 2.75)) {
return c * (7.5625 * (t -= (2.25 / 2.75)) * t + 0.9375) + b
} else {
return c * (7.5625 * (t -= (2.625 / 2.75)) * t + 0.984375) + b
}
}
function easeInOutExpo (t, b, c, d) {
if (t == 0) return b
if (t == d) return b + c
if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b
return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b
}
function drawLine (x1, y1, x2, y2) {
var line = new PIXI.Graphics()
line.lineStyle(1, 0xFFFFFF, 1)
line.moveTo(x1, y1)
line.lineTo(x2, y2)
line.x = x1
line.y = y1
stage.addChild(line)
}
function drawShiftingTriangle (triangle, originalPoints, targetPoints, counter, easingFn) {
var i = 0
if (counter === 0) {
// Given originalPoints, randomly shifts them by some amount, draws it, and returns new array of points
var newPoints = []
// Start new cycle. New original is old target. New target is newly generated newPoints.
originalPoints = targetPoints
for (i = 0; i < originalPoints.length; i++) {
newPoints[i] = [originalPoints[i][0] + randomInt(-10, 10),
originalPoints[i][1] + randomInt(-10, 10)]
}
targetPoints = newPoints
}
triangle.lineStyle(1, 0xFAFAFA, 1)
// triangle.beginFill(0x66FF33);
for (i = 0; i < 4; i++) {
if (i === 0) {
triangle.moveTo(easingFn(counter, originalPoints[0][0], targetPoints[0][0] - originalPoints[0][0], cycleDuration),
easingFn(counter, originalPoints[0][1], targetPoints[0][1] - originalPoints[0][1], cycleDuration))
} else if (i === 3) {
triangle.lineTo(easingFn(counter, originalPoints[0][0], targetPoints[0][0] - originalPoints[0][0], cycleDuration),
easingFn(counter, originalPoints[0][1], targetPoints[0][1] - originalPoints[0][1], cycleDuration))
} else {
triangle.lineTo(easingFn(counter, originalPoints[i][0], targetPoints[i][0] - originalPoints[i][0], cycleDuration),
easingFn(counter, originalPoints[i][1], targetPoints[i][1] - originalPoints[i][1], cycleDuration))
}
}
// triangle.endFill();
return {
original: originalPoints,
target: targetPoints
}
}
function loop () {
requestAnimationFrame(loop)
triangle.clear()
// drawLine(0, 0, counter, counter);
tri = drawShiftingTriangle(triangle, tri.original, tri.target, counter, linearTweening)
counter += 1
counter = counter % cycleDuration
var mousePosition = renderer.plugins.interaction.mouse.global
triangle.x = mousePosition.x
triangle.y = mousePosition.y
// Tell the `renderer` to `render` the `stage`
renderer.render(stage)
}
loop()