Make Magic object, and /magic page
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9
_data/magic.yml
Normal file
9
_data/magic.yml
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@ -0,0 +1,9 @@
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counting: false
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waitTime: 20
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step: 0.4
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prune_to: 15
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maxDuration: 600
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minDuration: 50
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splineLength: 15
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maxAngleChange: 180
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minAngleChange: 90
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@ -30,8 +30,8 @@
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<link rel="shortcut icon" href="/favicon.png" />
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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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<script src="/js/AnimationFrame.min.js"></script>
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<script async src="/js/magic.js"></script>
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<!-- Google Analytics -->
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<script>
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@ -3,6 +3,11 @@ layout: home
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title: Tyler Hallada
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---
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<script>
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window.onload = function () {
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new Magic().draw();
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}
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</script>
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<div id="home">
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<div class="card profile-card">
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<div class="row clearfix">
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524
js/magic.js
524
js/magic.js
@ -1,282 +1,298 @@
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window.onload = function () {
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var Magic = function (options) {
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options = options || {}
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// Array to hold all active spells being drawn
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var spells = [];
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this.spells = [];
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// When on, wait a certain amount of time before casting (for initial
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// load-up)
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var counting = true;
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this.counting = options.counting || true;
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// The amount of time to wait (in number of animate() calls)
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var waitTime = 20;
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this.waitTime = options.waitTime || 20;
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// How fast to draw the spells
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var step = 0.2;
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this.step = options.step || 0.2;
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// Limit of branches per spell at any time
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var prune_to = 20;
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this.prune_to = options.prune_to || 20;
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// Max duration possible (in steps) of a spell
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this.maxDuration = options.maxDuration || 600;
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// Min duration possible (in steps) of a spell
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this.minDuration = options.minDuration || 50;
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// Max angle deviation during branch split
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this.maxAngleChange = options.maxAngleChange || 180;
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// Min angle deviation during branch split
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this.minAngleChange = options.minAngleChange || 90;
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// Average length of new spline (branch)
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this.splineLength = options.splineLength || 15;
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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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this.canvas = document.getElementById("magic");
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}
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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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* Method from http://stackoverflow.com/a/1147768 */
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function getDocumentDimensions() {
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var body = document.body,
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html = document.documentElement;
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var height = Math.max(body.scrollHeight, body.offsetHeight,
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html.clientHeight, html.scrollHeight,
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html.offsetHeight);
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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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* Method from http://stackoverflow.com/a/1147768 */
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Magic.prototype.getDocumentDimensions = function () {
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var body = document.body,
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html = document.documentElement;
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var width = Math.max(body.scrollWidth, body.offsetWidth,
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html.clientWidth, html.scrollWidth,
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html.offsetWidth);
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var height = Math.max(body.scrollHeight, body.offsetHeight,
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html.clientHeight, html.scrollHeight,
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html.offsetHeight);
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var width = Math.max(body.scrollWidth, body.offsetWidth,
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html.clientWidth, html.scrollWidth,
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html.offsetWidth);
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return {"height": height, "width": width};
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}
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/* Specifies what will be added to the red, green, and blue values of the
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* color at each interval. */
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Magic.prototype.pickGradient = function () {
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var directions = [-1, 0, 1];
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var magnitudes = [1, 2, 3];
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return {"r": directions[Math.floor(Math.random() * 3)] *
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magnitudes[Math.floor(Math.random() * 3)],
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"g": directions[Math.floor(Math.random() * 3)] *
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magnitudes[Math.floor(Math.random() * 3)],
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"b": directions[Math.floor(Math.random() * 3)] *
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magnitudes[Math.floor(Math.random() * 3)]};
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}
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/* Alters the given color by the given gradient and returns both.
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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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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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Magic.prototype.nextColor = function(color, gradient) {
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var values = ["r", "g", "b"];
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// Check if color at end of range and reverse gradient direction if so
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for (var i = 0; i < 3; i++) {
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var colorValue = color[values[i]];
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var gradientValue = gradient[values[i]];
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if ((colorValue === 255 && gradientValue > 0) ||
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(colorValue === 0 && gradientValue < 0)) {
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gradient[values[i]] = gradientValue * -1;
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}
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}
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// Modify the color according to the gradient
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for (i = 0; i < 3; i++) {
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color[values[i]] = color[values[i]] + gradient[values[i]];
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}
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return {"color": color, "gradient": gradient};
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}
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/* Choose a random RGB color to begin the color gradient with */
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Magic.prototype.pickRandomColor = function() {
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return {"r": Math.floor(Math.random() * (255 + 1)),
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"g": Math.floor(Math.random() * (255 + 1)),
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"b": Math.floor(Math.random() * (255 + 1))};
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}
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Magic.prototype.drawSplineSegment = function(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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var by = (branch.points[0].y - 2*branch.points[1].y + branch.points[2].y) / 2;
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var cx = (-branch.points[0].x + branch.points[2].x) / 2;
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var cy = (-branch.points[0].y + branch.points[2].y) / 2;
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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(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(branch.t+this.step, 3) + bx*Math.pow(branch.t+this.step, 2) + cx*(branch.t+this.step) + dx,
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ay*Math.pow(branch.t+this.step, 3) + by*Math.pow(branch.t+this.step, 2) + cy*(branch.t+this.step) + dy
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);
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branch.t += this.step;
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}
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Magic.prototype.splitBranch = function(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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return {"height": height, "width": width};
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}
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/* Specifies what will be added to the red, green, and blue values of the
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* color at each interval. */
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function pickGradient() {
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var directions = [-1, 0, 1];
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var magnitudes = [1, 2, 3];
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return {"r": directions[Math.floor(Math.random() * 3)] *
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magnitudes[Math.floor(Math.random() * 3)],
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"g": directions[Math.floor(Math.random() * 3)] *
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magnitudes[Math.floor(Math.random() * 3)],
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"b": directions[Math.floor(Math.random() * 3)] *
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magnitudes[Math.floor(Math.random() * 3)]};
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}
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/* Alters the given color by the given gradient and returns both.
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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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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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// Check if color at end of range and reverse gradient direction if so
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for (var i = 0; i < 3; i++) {
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var colorValue = color[values[i]];
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var gradientValue = gradient[values[i]];
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if ((colorValue === 255 && gradientValue > 0) ||
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(colorValue === 0 && gradientValue < 0)) {
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gradient[values[i]] = gradientValue * -1;
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}
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}
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// Modify the color according to the gradient
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for (i = 0; i < 3; i++) {
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color[values[i]] = color[values[i]] + gradient[values[i]];
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}
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return {"color": color, "gradient": gradient};
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}
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/* Choose a random RGB color to begin the color gradient with */
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function pickRandomColor() {
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return {"r": Math.floor(Math.random() * (255 + 1)),
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"g": Math.floor(Math.random() * (255 + 1)),
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"b": Math.floor(Math.random() * (255 + 1))};
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}
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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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var by = (branch.points[0].y - 2*branch.points[1].y + branch.points[2].y) / 2;
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var cx = (-branch.points[0].x + branch.points[2].x) / 2;
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var cy = (-branch.points[0].y + branch.points[2].y) / 2;
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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(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(branch.t+step, 3) + bx*Math.pow(branch.t+step, 2) + cx*(branch.t+step) + dx,
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ay*Math.pow(branch.t+step, 3) + by*Math.pow(branch.t+step, 2) + cy*(branch.t+step) + dy
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);
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branch.t += step;
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}
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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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// Generate random deviation from previous angle
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var angle = branch.angle - (Math.random() * 180 - 90);
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// Generate random length
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var length = Math.random() * 15 + 4;
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// Calculate new point
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var x2 = branch.points[3].x + Math.sin(Math.PI * angle / 180) * length;
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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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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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branch.points[3],
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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 cast(x, y, angle, chain) {
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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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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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chain:chain,
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// Generate random deviation from previous angle
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var angle = branch.angle - (Math.random() * this.maxAngleChange - this.minAngleChange);
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// Generate random length
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var length = Math.random() * this.splineLength + 4;
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// Calculate new point
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var x2 = branch.points[3].x + Math.sin(Math.PI * angle / 180) * length;
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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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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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branch.points[3],
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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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Magic.prototype.cast = function(x, y, angle, chain) {
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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() * (this.canvas.width + 1));
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}
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if (y === undefined) {
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y = Math.floor(Math.random() * (this.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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/* 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 drawSpells(context, sort, prune, chain) {
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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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color,
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gradient;
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context.lineWidth = 0.5;
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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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(dimensions.width !== canvas.width)) {
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canvas.height = dimensions.height;
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canvas.width = dimensions.width;
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}
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var color = this.pickRandomColor();
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var colorString = "rgb(" + color.r + "," + color.g + "," + color.b + ")";
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// if enough time has passed, cast another spell to draw
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if (timeCounter >= waitTime && counting) {
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cast(undefined, undefined, undefined, chain); // start position
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counting = false;
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}
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// Create new spell (branch)
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this.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() * (this.maxDuration - this.minDuration + 1)) + 50,
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chain:chain,
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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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/* 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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Magic.prototype.drawSpells = function(context, sort, prune, chain) {
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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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color,
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gradient;
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context.lineWidth = 0.5;
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var self = this;
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function animate(time) {
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// resize canvas if document size changed
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dimensions = self.getDocumentDimensions();
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if ((dimensions.height !== self.canvas.height) ||
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(dimensions.width !== self.canvas.width)) {
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self.canvas.height = dimensions.height;
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self.canvas.width = dimensions.width;
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}
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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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// if enough time has passed, cast another spell to draw
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if (timeCounter >= self.waitTime && self.counting) {
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self.cast(undefined, undefined, undefined, chain); // start position
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self.counting = false;
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}
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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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// Draw branches
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for (var i in self.spells) {
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context.beginPath();
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context.strokeStyle = self.spells[i].color;
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if (self.spells[i].duration > 0) {
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for (var j in self.spells[i].branches) {
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self.drawSplineSegment(self.spells[i].branches[j], context);
|
||||
|
||||
// When finished drawing splines, create a new set of branches
|
||||
if (self.spells[i].branches[j].t >= 1) {
|
||||
|
||||
var newBranches = self.splitBranch(self.spells[i].branches[j]);
|
||||
|
||||
// Replace old branch with two new branches
|
||||
self.spells[i].branches.splice(j, 1);
|
||||
self.spells[i].branches = self.spells[i].branches.concat(newBranches);
|
||||
}
|
||||
|
||||
// If over 10 branches, prune the branches
|
||||
if (prune) {
|
||||
if (sort) {
|
||||
while (spells[i].branches.length > prune_to) {
|
||||
spells[i].branches.pop();
|
||||
}
|
||||
} else {
|
||||
while (spells[i].branches.length > prune_to) {
|
||||
spells[i].branches.splice(
|
||||
Math.floor(Math.random() * spells[i].branches.length),
|
||||
1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
spells[i].duration--;
|
||||
|
||||
} else {
|
||||
// cast a new spell at random position
|
||||
if (spells[i].chain) {
|
||||
cast(undefined, undefined, undefined, true);
|
||||
}
|
||||
spells.splice(i, 1); // spell is done now
|
||||
}
|
||||
|
||||
// If over 10 branches, prune the branches
|
||||
if (prune) {
|
||||
if (sort) {
|
||||
while (self.spells[i].branches.length > self.prune_to) {
|
||||
self.spells[i].branches.pop();
|
||||
}
|
||||
} else {
|
||||
while (self.spells[i].branches.length > self.prune_to) {
|
||||
self.spells[i].branches.splice(
|
||||
Math.floor(Math.random() * self.spells[i].branches.length),
|
||||
1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
context.stroke();
|
||||
context.closePath();
|
||||
self.spells[i].duration--;
|
||||
|
||||
} else {
|
||||
// cast a new spell at random position
|
||||
if (self.spells[i].chain) {
|
||||
self.cast(undefined, undefined, undefined, true);
|
||||
}
|
||||
self.spells.splice(i, 1); // spell is done now
|
||||
}
|
||||
|
||||
if (counting) {
|
||||
timeCounter++;
|
||||
}
|
||||
frameId = animationFrame.request(animate);
|
||||
}
|
||||
|
||||
// Drawing interval
|
||||
var frameId = animationFrame.request(animate);
|
||||
return frameId;
|
||||
}
|
||||
|
||||
function canvasClickHandler(event) {
|
||||
var x = event.pageX;
|
||||
var y = event.pageY;
|
||||
|
||||
cast(x, y, undefined, false);
|
||||
}
|
||||
|
||||
function draw() {
|
||||
var interval_time = 2000;
|
||||
|
||||
// Initialize canvas
|
||||
var dimensions = getDocumentDimensions();
|
||||
canvas.height = dimensions.height;
|
||||
canvas.width = dimensions.width;
|
||||
|
||||
// Check for canvas support, bind click event, and get context
|
||||
if (canvas.getContext){
|
||||
canvas.addEventListener("click", canvasClickHandler);
|
||||
|
||||
var context = canvas.getContext("2d");
|
||||
|
||||
// Cast magic spells
|
||||
var frameId = drawSpells(context, false, true, true);
|
||||
if (self.counting) {
|
||||
timeCounter++;
|
||||
}
|
||||
frameId = animationFrame.request(animate);
|
||||
}
|
||||
|
||||
draw();
|
||||
};
|
||||
// Drawing interval
|
||||
var frameId = animationFrame.request(animate);
|
||||
return frameId;
|
||||
}
|
||||
|
||||
Magic.prototype.canvasClickHandler = function(event) {
|
||||
var x = event.pageX;
|
||||
var y = event.pageY;
|
||||
|
||||
this.cast(x, y, undefined, false);
|
||||
}
|
||||
|
||||
Magic.prototype.draw = function() {
|
||||
var interval_time = 2000;
|
||||
|
||||
// Initialize canvas
|
||||
var dimensions = this.getDocumentDimensions();
|
||||
this.canvas.height = dimensions.height;
|
||||
this.canvas.width = dimensions.width;
|
||||
|
||||
// Check for canvas support, bind click event, and get context
|
||||
if (this.canvas.getContext){
|
||||
var self = this;
|
||||
this.canvas.addEventListener("click", function () { self.canvasClickHandler.apply(self, arguments); });
|
||||
|
||||
var context = this.canvas.getContext("2d");
|
||||
|
||||
// Cast magic spells
|
||||
var frameId = this.drawSpells(context, false, true, true);
|
||||
}
|
||||
}
|
||||
|
10
magic/index.html
Normal file
10
magic/index.html
Normal file
@ -0,0 +1,10 @@
|
||||
---
|
||||
layout: home
|
||||
title: Tyler Hallada
|
||||
---
|
||||
|
||||
<script>
|
||||
window.onload = function () {
|
||||
new Magic({{ site.data.magic | jsonify }}).draw();
|
||||
}
|
||||
</script>
|
Loading…
Reference in New Issue
Block a user