Refactored and optimized magic
This commit is contained in:
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2fa00b2929
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208a20f06f
@ -24,6 +24,7 @@
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<link href='http://fonts.googleapis.com/css?family=Open+Sans:400,400italics,300,300italics,200' rel='stylesheet' type='text/css'>
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<!-- Scripts -->
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<script src="js/AnimationFrame.min.js"></script>
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<script async src="js/magic.js"></script>
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</head>
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<body>
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js/AnimationFrame.min.js
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8
js/AnimationFrame.min.js
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/**
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* An even better animation frame.
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*
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* @copyright Oleg Slobodskoi 2013
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* @website https://github.com/kof/animationFrame
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* @license MIT
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*/
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(function(window){"use strict";var nativeRequestAnimationFrame,nativeCancelAnimationFrame;(function(){var i,vendors=["webkit","moz","ms","o"],top;try{window.top.name;top=window.top}catch(e){top=window}nativeRequestAnimationFrame=top.requestAnimationFrame;nativeCancelAnimationFrame=top.cancelAnimationFrame||top.cancelRequestAnimationFrame;for(i=0;i<vendors.length&&!nativeRequestAnimationFrame;i++){nativeRequestAnimationFrame=top[vendors[i]+"RequestAnimationFrame"];nativeCancelAnimationFrame=top[vendors[i]+"CancelAnimationFrame"]||top[vendors[i]+"CancelRequestAnimationFrame"]}nativeRequestAnimationFrame&&nativeRequestAnimationFrame(function(){AnimationFrame.hasNative=true})})();function AnimationFrame(options){if(!(this instanceof AnimationFrame))return new AnimationFrame(options);options||(options={});if(typeof options=="number")options={frameRate:options};options.useNative!=null||(options.useNative=true);this.options=options;this.frameRate=options.frameRate||AnimationFrame.FRAME_RATE;this._frameLength=1e3/this.frameRate;this._isCustomFrameRate=this.frameRate!==AnimationFrame.FRAME_RATE;this._timeoutId=null;this._callbacks={};this._lastTickTime=0;this._tickCounter=0}AnimationFrame.FRAME_RATE=60;AnimationFrame.shim=function(options){var animationFrame=new AnimationFrame(options);window.requestAnimationFrame=function(callback){return animationFrame.request(callback)};window.cancelAnimationFrame=function(id){return animationFrame.cancel(id)};return animationFrame};AnimationFrame.now=Date.now||function(){return(new Date).getTime()};AnimationFrame.navigationStart=AnimationFrame.now();AnimationFrame.perfNow=function(){if(window.performance&&window.performance.now)return window.performance.now();return AnimationFrame.now()-AnimationFrame.navigationStart};AnimationFrame.hasNative=false;AnimationFrame.prototype.request=function(callback){var self=this,delay;++this._tickCounter;if(AnimationFrame.hasNative&&self.options.useNative&&!this._isCustomFrameRate){return nativeRequestAnimationFrame(callback)}if(!callback)throw new TypeError("Not enough arguments");if(this._timeoutId==null){delay=this._frameLength+this._lastTickTime-AnimationFrame.now();if(delay<0)delay=0;this._timeoutId=window.setTimeout(function(){var id;self._lastTickTime=AnimationFrame.now();self._timeoutId=null;++self._tickCounter;for(id in self._callbacks){if(self._callbacks[id]){if(AnimationFrame.hasNative&&self.options.useNative){nativeRequestAnimationFrame(self._callbacks[id])}else{self._callbacks[id](AnimationFrame.perfNow())}delete self._callbacks[id]}}},delay)}this._callbacks[this._tickCounter]=callback;return this._tickCounter};AnimationFrame.prototype.cancel=function(id){if(AnimationFrame.hasNative&&this.options.useNative)nativeCancelAnimationFrame(id);delete this._callbacks[id]};if(typeof exports=="object"&&typeof module=="object"){module.exports=AnimationFrame}else if(typeof define=="function"&&define.amd){define(function(){return AnimationFrame})}else{window.AnimationFrame=AnimationFrame}})(window);
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js/magic.js
258
js/magic.js
@ -1,5 +1,11 @@
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window.onload = function () {
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// Array to hold all active spells being drawn
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var spells = [];
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// Save this query here now that the page is loaded
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var canvas = document.getElementById("magic");
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/* Get the height and width of full document. To avoid browser
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* incompatibility issues, choose the maximum of all height/width values.
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*
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@ -37,7 +43,10 @@ window.onload = function () {
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If the red, green, or blue value of the color is at 0 or 255 and the
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gradient for that value is not zero, then the gradient for that value
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will change signs. */
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will change signs.
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Unused for now. It turns out that changing the canvas stroke color is a
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costly operation and slows things down a lot. */
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function nextColor(color, gradient) {
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var values = ["r", "g", "b"];
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@ -66,7 +75,7 @@ window.onload = function () {
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"b": Math.floor(Math.random() * (255 + 1))};
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}
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function drawSplineSegment(branch, t, context) {
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function drawSplineSegment(branch, context) {
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var ax = (-branch.points[0].x + 3*branch.points[1].x - 3*branch.points[2].x + branch.points[3].x) / 6;
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var ay = (-branch.points[0].y + 3*branch.points[1].y - 3*branch.points[2].y + branch.points[3].y) / 6;
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var bx = (branch.points[0].x - 2*branch.points[1].x + branch.points[2].x) / 2;
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@ -76,16 +85,18 @@ window.onload = function () {
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var dx = (branch.points[0].x + 4*branch.points[1].x + branch.points[2].x) / 6;
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var dy = (branch.points[0].y + 4*branch.points[1].y + branch.points[2].y) / 6;
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context.moveTo(
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ax*Math.pow(t, 3) + bx*Math.pow(t, 2) + cx*t + dx,
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ay*Math.pow(t, 3) + by*Math.pow(t, 2) + cy*t + dy
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ax*Math.pow(branch.t, 3) + bx*Math.pow(branch.t, 2) + cx*branch.t + dx,
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ay*Math.pow(branch.t, 3) + by*Math.pow(branch.t, 2) + cy*branch.t + dy
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);
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context.lineTo(
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ax*Math.pow(t+0.2, 3) + bx*Math.pow(t+0.2, 2) + cx*(t+0.2) + dx,
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ay*Math.pow(t+0.2, 3) + by*Math.pow(t+0.2, 2) + cy*(t+0.2) + dy
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ax*Math.pow(branch.t+0.2, 3) + bx*Math.pow(branch.t+0.2, 2) + cx*(branch.t+0.2) + dx,
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ay*Math.pow(branch.t+0.2, 3) + by*Math.pow(branch.t+0.2, 2) + cy*(branch.t+0.2) + dy
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);
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branch.t += 0.2;
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}
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function splitBranch(branch, new_branches) {
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function splitBranch(branch) {
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var newBranches = [];
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// Replace with 2 new branches
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for (var k = 0; k < 2; k++) {
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@ -100,7 +111,7 @@ window.onload = function () {
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var y2 = branch.points[3].y - Math.cos(Math.PI * angle / 180) * length;
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// Add to new branch array
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new_branches.push({
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newBranches.push({
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points:new Array(
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branch.points[1],
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branch.points[2],
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@ -108,124 +119,54 @@ window.onload = function () {
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{x:x2, y:y2}
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),
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angle:angle,
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t:0,
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});
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}
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return newBranches;
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}
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function createNewBranches(branches) {
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// Create array to store next iteration of branchces
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var new_branches = [];
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// Iterate over each branch
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for (var j in branches) {
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splitBranch(branches[j], new_branches);
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function cast(x, y, angle) {
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// Find random position if not defined
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if (x === undefined) {
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x = Math.floor(Math.random() * (canvas.width + 1));
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}
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if (y === undefined) {
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y = Math.floor(Math.random() * (canvas.height + 1));
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}
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if (angle === undefined) {
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angle = Math.random() * 360;
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}
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return new_branches;
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var color = pickRandomColor();
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var colorString = "rgb(" + color.r + "," + color.g + "," + color.b + ")";
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// Create new spell (branch)
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spells.push({
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branches:new Array({
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points:new Array({x:x, y:y}, {x:x, y:y}, {x:x, y:y}, {x:x, y:y}),
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angle:angle,
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t:0,
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}),
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color:colorString,
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duration:Math.floor(Math.random() * (600 - 50 + 1)) + 50,
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});
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}
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/* Most of this funtion is provided by Maissan Inc. in their tutorial:
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http://www.maissan.net/articles/simulating-vines */
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function drawTendrils(context, x, y, iterations, sort, prune, prune_to) {
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// Set stroke colour
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function drawSpells(context, sort, prune, prune_to) {
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var AnimationFrame = window.AnimationFrame;
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AnimationFrame.shim();
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var animationFrame = new AnimationFrame(30),
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timeCounter = 0,
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waitTime = 80,
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lastCast = 0,
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color,
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gradient;
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context.lineWidth = 0.5;
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var color = pickRandomColor();
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context.strokeStyle = "rgb(" + color.r + "," + color.g + "," + color.b + ")";
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// Create initial branch
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var branches = [];
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branches.push({
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points:new Array({x:x, y:y}, {x:x, y:y}, {x:x, y:y}, {x:x, y:y}),
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angle:(Math.random() * 360),
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});
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// Start drawing splines at t=0
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var t = 0;
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// Drawing interval
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var interval = setInterval(function() {
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var gradient = pickGradient();
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// Set stroke color
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var newColor = nextColor(color, gradient);
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color = newColor.color;
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gradient = newColor.gradient;
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context.strokeStyle = "rgb(" + color.r + "," + color.g + "," + color.b + ")";
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context.beginPath();
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// Draw branches
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for (var i in branches) {
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drawSplineSegment(branches[i], t, context);
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}
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context.stroke();
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context.closePath();
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// Advance t
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t += 0.2;
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// When finished drawing splines, create a new set of branches
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if (t >= 1) {
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var new_branches = createNewBranches(branches);
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// If over 10 branches, prune the branches
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if (prune) {
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if (sort) {
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while (new_branches.length > 20) new_branches.pop();
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} else {
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while (new_branches.length > prune_to) {
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new_branches.splice(Math.floor(Math.random() * new_branches.length), 1);
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}
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}
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}
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// Replace old branch array with new
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branches = new_branches;
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// Restart drawing splines at t=0
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t = 0;
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}
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// Count interations
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iterations--;
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if (iterations < 0) clearInterval(interval);
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}, 32);
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// Return interval
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return interval;
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}
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function canvasClickHandler(event) {
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var x = event.pageX;
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var y = event.pageY;
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var duration = Math.floor(Math.random() * (600 - 50 + 1)) + 50;
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var canvas = document.getElementById("magic");
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var context = canvas.getContext("2d");
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var interval = drawTendrils(context, x, y, duration, false, true, 15);
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}
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function draw() {
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var interval_time = 2000;
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var metaInterval;
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function cast() {
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console.log(interval_time);
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clearInterval(metaInterval);
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// Go slower once started
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if (interval_time === 2000) {
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interval_time = 4000;
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} else if (interval_time > 20000) {
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return; // stop drawing
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} else {
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interval_time = interval_time * 1.1;
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}
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function animate(time) {
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// resize canvas if document size changed
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dimensions = getDocumentDimensions();
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if ((dimensions.height !== canvas.height) ||
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canvas.width = dimensions.width;
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}
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// Find random position
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var x = Math.floor(Math.random() * (canvas.width + 1));
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var y = Math.floor(Math.random() * (canvas.height + 1));
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var duration = Math.floor(Math.random() * (600 - 50 + 1)) + 50;
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var interval = drawTendrils(context, x, y, duration, false, true, 15);
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metaInterval = setInterval(cast, interval_time);
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// if enough time has passed, cast another spell to draw
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if ((timeCounter - lastCast) >= waitTime) {
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if (waitTime > 500) {
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return; // stop drawing
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} else if (waitTime === 80){
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waitTime = 125;
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} else {
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waitTime = waitTime * 1.1;
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}
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console.log("cast: " + waitTime);
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lastCast = timeCounter;
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if (waitTime === 125) {
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cast(5, 5, 270); // start position
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} else {
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cast(undefined, undefined, undefined); // random spell position
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}
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}
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// Draw branches
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for (var i in spells) {
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context.beginPath();
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context.strokeStyle = spells[i].color;
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if (spells[i].duration > 0) {
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for (var j in spells[i].branches) {
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drawSplineSegment(spells[i].branches[j], context);
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// When finished drawing splines, create a new set of branches
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if (spells[i].branches[j].t >= 1) {
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var newBranches = splitBranch(spells[i].branches[j]);
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// Replace old branch with two new branches
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spells[i].branches.splice(j, 1);
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spells[i].branches = spells[i].branches.concat(newBranches);
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}
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}
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// If over 10 branches, prune the branches
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if (prune) {
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if (sort) {
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while (spells[i].branches.length > prune_to) {
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spells[i].branches.pop();
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}
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} else {
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while (spells[i].branches.length > prune_to) {
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spells[i].branches.splice(
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Math.floor(Math.random() * spells[i].branches.length),
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1);
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}
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}
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}
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context.stroke();
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context.closePath();
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spells[i].duration--;
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} else {
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spells.splice(i, 1); // spell is done now
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}
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}
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timeCounter++;
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frameId = animationFrame.request(animate);
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}
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// Drawing interval
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var frameId = animationFrame.request(animate);
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return frameId;
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}
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function canvasClickHandler(event) {
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var x = event.pageX;
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var y = event.pageY;
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cast(x, y, undefined);
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}
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function draw() {
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var interval_time = 2000;
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// Initialize canvas
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console.log("draw");
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var canvas = document.getElementById("magic");
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var dimensions = getDocumentDimensions();
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console.log(dimensions.height);
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console.log(dimensions.width);
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var context = canvas.getContext("2d");
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// Cast magic spells
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metaInterval = setInterval(cast, interval_time);
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var frameId = drawSpells(context, false, true, 30);
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}
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}
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