WIP adding a options panel to magic page

This commit is contained in:
2014-12-21 23:29:20 -05:00
parent 8470f696de
commit 759e202a38
2 changed files with 149 additions and 53 deletions

View File

@@ -31,6 +31,8 @@ var Magic = function (options) {
// Average length of new spline (branch)
this.splineLength = options.splineLength || 15;
this.paused = false;
// Save this query here now that the page is loaded
this.canvas = document.getElementById("magic");
};
@@ -105,6 +107,10 @@ Magic.prototype.pickRandomColor = function() {
"b": Math.floor(Math.random() * (255 + 1))};
};
Magic.prototype.clear = function() {
this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
Magic.prototype.drawSplineSegment = function(branch, context) {
var ax = (-branch.points[0].x + 3*branch.points[1].x - 3*branch.points[2].x + branch.points[3].x) / 6;
var ay = (-branch.points[0].y + 3*branch.points[1].y - 3*branch.points[2].y + branch.points[3].y) / 6;
@@ -205,62 +211,64 @@ Magic.prototype.cast = function(x, y, angle, chain) {
self.canvas.width = dimensions.width;
}
// if enough time has passed, cast another spell to draw
if (timeCounter >= self.waitTime && self.counting) {
self.cast(undefined, undefined, undefined, chain); // start position
self.counting = false;
}
if (!self.paused) {
// if enough time has passed, cast another spell to draw
if (timeCounter >= self.waitTime && self.counting) {
self.cast(undefined, undefined, undefined, chain); // start position
self.counting = false;
}
// Draw branches
for (var i in self.spells) {
context.beginPath();
context.strokeStyle = self.spells[i].color;
// Draw branches
for (var i in self.spells) {
context.beginPath();
context.strokeStyle = self.spells[i].color;
if (self.spells[i].duration > 0) {
for (var j in self.spells[i].branches) {
self.drawSplineSegment(self.spells[i].branches[j], context);
if (self.spells[i].duration > 0) {
for (var j in self.spells[i].branches) {
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);
}
}
// 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 (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);
}
}
}
// 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--;
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 (self.counting) {
timeCounter++;
} 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 (self.counting) {
timeCounter++;
}
}
frameId = animationFrame.request(animate);
}
@@ -290,9 +298,9 @@ Magic.prototype.draw = function() {
var self = this;
this.canvas.addEventListener("click", function () { self.canvasClickHandler.apply(self, arguments); });
var context = this.canvas.getContext("2d");
this.context = this.canvas.getContext("2d");
// Cast magic spells
var frameId = this.drawSpells(context, false, true, true);
var frameId = this.drawSpells(this.context, false, true, true);
}
};