Chain spells instead of waiting increasing time

Improves CPU usage counts a lot. Drawing simultaneous spells is taxing.
This commit is contained in:
Tyler Hallada 2014-07-29 00:37:46 -04:00
parent 31ae71a0bd
commit f8ce5f95fe

View File

@ -2,7 +2,17 @@ window.onload = function () {
// Array to hold all active spells being drawn
var spells = [];
// When on, wait a certain amount of time before casting (for initial
// load-up)
var counting = true;
// How fast to draw the spells
var step = 0.2;
// Limit of branches per spell at any time
var prune_to = 20;
// Save this query here now that the page is loaded
var canvas = document.getElementById("magic");
@ -88,8 +98,6 @@ window.onload = function () {
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
);
//var step = (branch.t * -0.15) + 0.2;
var step = 0.2;
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
@ -128,7 +136,7 @@ window.onload = function () {
return newBranches;
}
function cast(x, y, angle) {
function cast(x, y, angle, chain) {
// Find random position if not defined
if (x === undefined) {
x = Math.floor(Math.random() * (canvas.width + 1));
@ -152,18 +160,18 @@ window.onload = function () {
}),
color:colorString,
duration:Math.floor(Math.random() * (600 - 50 + 1)) + 50,
chain:chain,
});
}
/* Most of this funtion is provided by Maissan Inc. in their tutorial:
http://www.maissan.net/articles/simulating-vines */
function drawSpells(context, sort, prune, prune_to) {
function drawSpells(context, sort, prune, chain) {
var AnimationFrame = window.AnimationFrame;
AnimationFrame.shim();
var animationFrame = new AnimationFrame(30),
timeCounter = 0,
waitTime = 50,
lastCast = 0,
color,
gradient;
context.lineWidth = 0.5;
@ -178,19 +186,9 @@ window.onload = function () {
}
// if enough time has passed, cast another spell to draw
if (timeCounter <= 15000 && (timeCounter - lastCast) >= waitTime) {
if (waitTime === 50) {
waitTime = 200;
} else if (waitTime < 300) {
waitTime = waitTime * 1.1;
}
lastCast = timeCounter;
if (waitTime === 200) {
cast(5, 5, 270); // start position
} else {
cast(undefined, undefined, undefined); // random spell position
}
if (timeCounter >= waitTime && counting) {
cast(5, 5, 270, chain); // start position
counting = false;
}
// Draw branches
@ -233,11 +231,17 @@ window.onload = function () {
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
}
}
timeCounter++;
if (counting) {
timeCounter++;
}
frameId = animationFrame.request(animate);
}
@ -250,7 +254,7 @@ window.onload = function () {
var x = event.pageX;
var y = event.pageY;
cast(x, y, undefined);
cast(x, y, undefined, false);
}
function draw() {
@ -268,7 +272,7 @@ window.onload = function () {
var context = canvas.getContext("2d");
// Cast magic spells
var frameId = drawSpells(context, false, true, 30);
var frameId = drawSpells(context, false, true, true);
}
}