Make Magic object, and /magic page

This commit is contained in:
Tyler Hallada 2014-12-20 18:18:08 -05:00
parent 3c16648f09
commit 5dff1b2fd7
5 changed files with 296 additions and 256 deletions

9
_data/magic.yml Normal file
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counting: false
waitTime: 20
step: 0.4
prune_to: 15
maxDuration: 600
minDuration: 50
splineLength: 15
maxAngleChange: 180
minAngleChange: 90

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@ -30,8 +30,8 @@
<link rel="shortcut icon" href="/favicon.png" /> <link rel="shortcut icon" href="/favicon.png" />
<!-- Scripts --> <!-- Scripts -->
<script src="js/AnimationFrame.min.js"></script> <script src="/js/AnimationFrame.min.js"></script>
<script async src="js/magic.js"></script> <script async src="/js/magic.js"></script>
<!-- Google Analytics --> <!-- Google Analytics -->
<script> <script>

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@ -3,6 +3,11 @@ layout: home
title: Tyler Hallada title: Tyler Hallada
--- ---
<script>
window.onload = function () {
new Magic().draw();
}
</script>
<div id="home"> <div id="home">
<div class="card profile-card"> <div class="card profile-card">
<div class="row clearfix"> <div class="row clearfix">

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@ -1,282 +1,298 @@
window.onload = function () { var Magic = function (options) {
options = options || {}
// Array to hold all active spells being drawn // Array to hold all active spells being drawn
var spells = []; this.spells = [];
// When on, wait a certain amount of time before casting (for initial // When on, wait a certain amount of time before casting (for initial
// load-up) // load-up)
var counting = true; this.counting = options.counting || true;
// The amount of time to wait (in number of animate() calls) // The amount of time to wait (in number of animate() calls)
var waitTime = 20; this.waitTime = options.waitTime || 20;
// How fast to draw the spells // How fast to draw the spells
var step = 0.2; this.step = options.step || 0.2;
// Limit of branches per spell at any time // Limit of branches per spell at any time
var prune_to = 20; this.prune_to = options.prune_to || 20;
// Max duration possible (in steps) of a spell
this.maxDuration = options.maxDuration || 600;
// Min duration possible (in steps) of a spell
this.minDuration = options.minDuration || 50;
// Max angle deviation during branch split
this.maxAngleChange = options.maxAngleChange || 180;
// Min angle deviation during branch split
this.minAngleChange = options.minAngleChange || 90;
// Average length of new spline (branch)
this.splineLength = options.splineLength || 15;
// Save this query here now that the page is loaded // Save this query here now that the page is loaded
var canvas = document.getElementById("magic"); this.canvas = document.getElementById("magic");
}
/* Get the height and width of full document. To avoid browser
* incompatibility issues, choose the maximum of all height/width values.
*
* Method from http://stackoverflow.com/a/1147768 */
function getDocumentDimensions() {
var body = document.body,
html = document.documentElement;
var height = Math.max(body.scrollHeight, body.offsetHeight, /* Get the height and width of full document. To avoid browser
html.clientHeight, html.scrollHeight, * incompatibility issues, choose the maximum of all height/width values.
html.offsetHeight); *
* Method from http://stackoverflow.com/a/1147768 */
Magic.prototype.getDocumentDimensions = function () {
var body = document.body,
html = document.documentElement;
var width = Math.max(body.scrollWidth, body.offsetWidth, var height = Math.max(body.scrollHeight, body.offsetHeight,
html.clientWidth, html.scrollWidth, html.clientHeight, html.scrollHeight,
html.offsetWidth); html.offsetHeight);
return {"height": height, "width": width}; var width = Math.max(body.scrollWidth, body.offsetWidth,
html.clientWidth, html.scrollWidth,
html.offsetWidth);
return {"height": height, "width": width};
}
/* Specifies what will be added to the red, green, and blue values of the
* color at each interval. */
Magic.prototype.pickGradient = function () {
var directions = [-1, 0, 1];
var magnitudes = [1, 2, 3];
return {"r": directions[Math.floor(Math.random() * 3)] *
magnitudes[Math.floor(Math.random() * 3)],
"g": directions[Math.floor(Math.random() * 3)] *
magnitudes[Math.floor(Math.random() * 3)],
"b": directions[Math.floor(Math.random() * 3)] *
magnitudes[Math.floor(Math.random() * 3)]};
}
/* Alters the given color by the given gradient and returns both.
If the red, green, or blue value of the color is at 0 or 255 and the
gradient for that value is not zero, then the gradient for that value
will change signs.
Unused for now. It turns out that changing the canvas stroke color is a
costly operation and slows things down a lot. */
Magic.prototype.nextColor = function(color, gradient) {
var values = ["r", "g", "b"];
// Check if color at end of range and reverse gradient direction if so
for (var i = 0; i < 3; i++) {
var colorValue = color[values[i]];
var gradientValue = gradient[values[i]];
if ((colorValue === 255 && gradientValue > 0) ||
(colorValue === 0 && gradientValue < 0)) {
gradient[values[i]] = gradientValue * -1;
}
} }
/* Specifies what will be added to the red, green, and blue values of the // Modify the color according to the gradient
* color at each interval. */ for (i = 0; i < 3; i++) {
function pickGradient() { color[values[i]] = color[values[i]] + gradient[values[i]];
var directions = [-1, 0, 1];
var magnitudes = [1, 2, 3];
return {"r": directions[Math.floor(Math.random() * 3)] *
magnitudes[Math.floor(Math.random() * 3)],
"g": directions[Math.floor(Math.random() * 3)] *
magnitudes[Math.floor(Math.random() * 3)],
"b": directions[Math.floor(Math.random() * 3)] *
magnitudes[Math.floor(Math.random() * 3)]};
} }
/* Alters the given color by the given gradient and returns both. return {"color": color, "gradient": gradient};
}
If the red, green, or blue value of the color is at 0 or 255 and the /* Choose a random RGB color to begin the color gradient with */
gradient for that value is not zero, then the gradient for that value Magic.prototype.pickRandomColor = function() {
will change signs. return {"r": Math.floor(Math.random() * (255 + 1)),
"g": Math.floor(Math.random() * (255 + 1)),
"b": Math.floor(Math.random() * (255 + 1))};
}
Unused for now. It turns out that changing the canvas stroke color is a Magic.prototype.drawSplineSegment = function(branch, context) {
costly operation and slows things down a lot. */ var ax = (-branch.points[0].x + 3*branch.points[1].x - 3*branch.points[2].x + branch.points[3].x) / 6;
function nextColor(color, gradient) { var ay = (-branch.points[0].y + 3*branch.points[1].y - 3*branch.points[2].y + branch.points[3].y) / 6;
var values = ["r", "g", "b"]; var bx = (branch.points[0].x - 2*branch.points[1].x + branch.points[2].x) / 2;
var by = (branch.points[0].y - 2*branch.points[1].y + branch.points[2].y) / 2;
var cx = (-branch.points[0].x + branch.points[2].x) / 2;
var cy = (-branch.points[0].y + branch.points[2].y) / 2;
var dx = (branch.points[0].x + 4*branch.points[1].x + branch.points[2].x) / 6;
var dy = (branch.points[0].y + 4*branch.points[1].y + branch.points[2].y) / 6;
context.moveTo(
ax*Math.pow(branch.t, 3) + bx*Math.pow(branch.t, 2) + cx*branch.t + dx,
ay*Math.pow(branch.t, 3) + by*Math.pow(branch.t, 2) + cy*branch.t + dy
);
context.lineTo(
ax*Math.pow(branch.t+this.step, 3) + bx*Math.pow(branch.t+this.step, 2) + cx*(branch.t+this.step) + dx,
ay*Math.pow(branch.t+this.step, 3) + by*Math.pow(branch.t+this.step, 2) + cy*(branch.t+this.step) + dy
);
branch.t += this.step;
}
// Check if color at end of range and reverse gradient direction if so Magic.prototype.splitBranch = function(branch) {
for (var i = 0; i < 3; i++) { var newBranches = [];
var colorValue = color[values[i]]; // Replace with 2 new branches
var gradientValue = gradient[values[i]]; for (var k = 0; k < 2; k++) {
if ((colorValue === 255 && gradientValue > 0) ||
(colorValue === 0 && gradientValue < 0)) {
gradient[values[i]] = gradientValue * -1;
}
}
// Modify the color according to the gradient // Generate random deviation from previous angle
for (i = 0; i < 3; i++) { var angle = branch.angle - (Math.random() * this.maxAngleChange - this.minAngleChange);
color[values[i]] = color[values[i]] + gradient[values[i]];
}
return {"color": color, "gradient": gradient}; // Generate random length
} var length = Math.random() * this.splineLength + 4;
/* Choose a random RGB color to begin the color gradient with */ // Calculate new point
function pickRandomColor() { var x2 = branch.points[3].x + Math.sin(Math.PI * angle / 180) * length;
return {"r": Math.floor(Math.random() * (255 + 1)), var y2 = branch.points[3].y - Math.cos(Math.PI * angle / 180) * length;
"g": Math.floor(Math.random() * (255 + 1)),
"b": Math.floor(Math.random() * (255 + 1))};
}
function drawSplineSegment(branch, context) { // Add to new branch array
var ax = (-branch.points[0].x + 3*branch.points[1].x - 3*branch.points[2].x + branch.points[3].x) / 6; newBranches.push({
var ay = (-branch.points[0].y + 3*branch.points[1].y - 3*branch.points[2].y + branch.points[3].y) / 6; points:new Array(
var bx = (branch.points[0].x - 2*branch.points[1].x + branch.points[2].x) / 2; branch.points[1],
var by = (branch.points[0].y - 2*branch.points[1].y + branch.points[2].y) / 2; branch.points[2],
var cx = (-branch.points[0].x + branch.points[2].x) / 2; branch.points[3],
var cy = (-branch.points[0].y + branch.points[2].y) / 2; {x:x2, y:y2}
var dx = (branch.points[0].x + 4*branch.points[1].x + branch.points[2].x) / 6; ),
var dy = (branch.points[0].y + 4*branch.points[1].y + branch.points[2].y) / 6; angle:angle,
context.moveTo( t:0,
ax*Math.pow(branch.t, 3) + bx*Math.pow(branch.t, 2) + cx*branch.t + dx,
ay*Math.pow(branch.t, 3) + by*Math.pow(branch.t, 2) + cy*branch.t + dy
);
context.lineTo(
ax*Math.pow(branch.t+step, 3) + bx*Math.pow(branch.t+step, 2) + cx*(branch.t+step) + dx,
ay*Math.pow(branch.t+step, 3) + by*Math.pow(branch.t+step, 2) + cy*(branch.t+step) + dy
);
branch.t += step;
}
function splitBranch(branch) {
var newBranches = [];
// Replace with 2 new branches
for (var k = 0; k < 2; k++) {
// Generate random deviation from previous angle
var angle = branch.angle - (Math.random() * 180 - 90);
// Generate random length
var length = Math.random() * 15 + 4;
// Calculate new point
var x2 = branch.points[3].x + Math.sin(Math.PI * angle / 180) * length;
var y2 = branch.points[3].y - Math.cos(Math.PI * angle / 180) * length;
// Add to new branch array
newBranches.push({
points:new Array(
branch.points[1],
branch.points[2],
branch.points[3],
{x:x2, y:y2}
),
angle:angle,
t:0,
});
}
return newBranches;
}
function cast(x, y, angle, chain) {
// Find random position if not defined
if (x === undefined) {
x = Math.floor(Math.random() * (canvas.width + 1));
}
if (y === undefined) {
y = Math.floor(Math.random() * (canvas.height + 1));
}
if (angle === undefined) {
angle = Math.random() * 360;
}
var color = pickRandomColor();
var colorString = "rgb(" + color.r + "," + color.g + "," + color.b + ")";
// Create new spell (branch)
spells.push({
branches:new Array({
points:new Array({x:x, y:y}, {x:x, y:y}, {x:x, y:y}, {x:x, y:y}),
angle:angle,
t:0,
}),
color:colorString,
duration:Math.floor(Math.random() * (600 - 50 + 1)) + 50,
chain:chain,
}); });
}
return newBranches;
}
Magic.prototype.cast = function(x, y, angle, chain) {
// Find random position if not defined
if (x === undefined) {
x = Math.floor(Math.random() * (this.canvas.width + 1));
}
if (y === undefined) {
y = Math.floor(Math.random() * (this.canvas.height + 1));
}
if (angle === undefined) {
angle = Math.random() * 360;
} }
/* Most of this funtion is provided by Maissan Inc. in their tutorial: var color = this.pickRandomColor();
http://www.maissan.net/articles/simulating-vines */ var colorString = "rgb(" + color.r + "," + color.g + "," + color.b + ")";
function drawSpells(context, sort, prune, chain) {
var AnimationFrame = window.AnimationFrame;
AnimationFrame.shim();
var animationFrame = new AnimationFrame(30),
timeCounter = 0,
color,
gradient;
context.lineWidth = 0.5;
function animate(time) { // Create new spell (branch)
// resize canvas if document size changed this.spells.push({
dimensions = getDocumentDimensions(); branches:new Array({
if ((dimensions.height !== canvas.height) || points:new Array({x:x, y:y}, {x:x, y:y}, {x:x, y:y}, {x:x, y:y}),
(dimensions.width !== canvas.width)) { angle:angle,
canvas.height = dimensions.height; t:0,
canvas.width = dimensions.width; }),
} color:colorString,
duration:Math.floor(Math.random() * (this.maxDuration - this.minDuration + 1)) + 50,
chain:chain,
});
}
// if enough time has passed, cast another spell to draw /* Most of this funtion is provided by Maissan Inc. in their tutorial:
if (timeCounter >= waitTime && counting) { http://www.maissan.net/articles/simulating-vines */
cast(undefined, undefined, undefined, chain); // start position Magic.prototype.drawSpells = function(context, sort, prune, chain) {
counting = false; var AnimationFrame = window.AnimationFrame;
} AnimationFrame.shim();
var animationFrame = new AnimationFrame(30),
timeCounter = 0,
color,
gradient;
context.lineWidth = 0.5;
// Draw branches var self = this;
for (var i in spells) { function animate(time) {
context.beginPath(); // resize canvas if document size changed
context.strokeStyle = spells[i].color; dimensions = self.getDocumentDimensions();
if ((dimensions.height !== self.canvas.height) ||
(dimensions.width !== self.canvas.width)) {
self.canvas.height = dimensions.height;
self.canvas.width = dimensions.width;
}
if (spells[i].duration > 0) { // if enough time has passed, cast another spell to draw
for (var j in spells[i].branches) { if (timeCounter >= self.waitTime && self.counting) {
drawSplineSegment(spells[i].branches[j], context); self.cast(undefined, undefined, undefined, chain); // start position
self.counting = false;
}
// When finished drawing splines, create a new set of branches // Draw branches
if (spells[i].branches[j].t >= 1) { for (var i in self.spells) {
context.beginPath();
context.strokeStyle = self.spells[i].color;
var newBranches = splitBranch(spells[i].branches[j]); if (self.spells[i].duration > 0) {
for (var j in self.spells[i].branches) {
self.drawSplineSegment(self.spells[i].branches[j], context);
// Replace old branch with two new branches // When finished drawing splines, create a new set of branches
spells[i].branches.splice(j, 1); if (self.spells[i].branches[j].t >= 1) {
spells[i].branches = spells[i].branches.concat(newBranches);
} 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 (counting) { // If over 10 branches, prune the branches
timeCounter++; 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
} }
frameId = animationFrame.request(animate);
} }
// Drawing interval if (self.counting) {
var frameId = animationFrame.request(animate); timeCounter++;
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);
} }
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);
}
}

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magic/index.html Normal file
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---
layout: home
title: Tyler Hallada
---
<script>
window.onload = function () {
new Magic({{ site.data.magic | jsonify }}).draw();
}
</script>