Chain spells instead of waiting increasing time
Improves CPU usage counts a lot. Drawing simultaneous spells is taxing.
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44
js/magic.js
44
js/magic.js
@ -3,6 +3,16 @@ 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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// 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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// How fast to draw the spells
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var 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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// Save this query here now that the page is loaded
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var canvas = document.getElementById("magic");
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@ -88,8 +98,6 @@ window.onload = function () {
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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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//var step = (branch.t * -0.15) + 0.2;
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var step = 0.2;
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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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@ -128,7 +136,7 @@ window.onload = function () {
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return newBranches;
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}
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function cast(x, y, angle) {
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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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@ -152,18 +160,18 @@ window.onload = function () {
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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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});
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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, prune_to) {
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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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waitTime = 50,
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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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@ -178,19 +186,9 @@ window.onload = function () {
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}
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// if enough time has passed, cast another spell to draw
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if (timeCounter <= 15000 && (timeCounter - lastCast) >= waitTime) {
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if (waitTime === 50) {
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waitTime = 200;
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} else if (waitTime < 300) {
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waitTime = waitTime * 1.1;
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}
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lastCast = timeCounter;
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if (waitTime === 200) {
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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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if (timeCounter >= waitTime && counting) {
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cast(5, 5, 270, chain); // start position
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counting = false;
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}
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// Draw branches
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@ -233,11 +231,17 @@ window.onload = function () {
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spells[i].duration--;
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} else {
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// cast a new spell at random position
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if (spells[i].chain) {
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cast(undefined, undefined, undefined, true);
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}
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spells.splice(i, 1); // spell is done now
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}
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}
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if (counting) {
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timeCounter++;
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}
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frameId = animationFrame.request(animate);
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}
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@ -250,7 +254,7 @@ window.onload = function () {
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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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cast(x, y, undefined, false);
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}
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function draw() {
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@ -268,7 +272,7 @@ window.onload = function () {
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var context = canvas.getContext("2d");
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// Cast magic spells
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var frameId = drawSpells(context, false, true, 30);
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var frameId = drawSpells(context, false, true, true);
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}
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}
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