thallada.github.io/js/magic.js
Tyler Hallada f8ce5f95fe Chain spells instead of waiting increasing time
Improves CPU usage counts a lot. Drawing simultaneous spells is taxing.
2014-07-29 00:37:46 -04:00

281 lines
10 KiB
JavaScript

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");
/* 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,
html.clientHeight, html.scrollHeight,
html.offsetHeight);
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. */
function pickGradient() {
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. */
function nextColor(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;
}
}
// Modify the color according to the gradient
for (i = 0; i < 3; i++) {
color[values[i]] = color[values[i]] + gradient[values[i]];
}
return {"color": color, "gradient": gradient};
}
/* Choose a random RGB color to begin the color gradient with */
function pickRandomColor() {
return {"r": Math.floor(Math.random() * (255 + 1)),
"g": Math.floor(Math.random() * (255 + 1)),
"b": Math.floor(Math.random() * (255 + 1))};
}
function drawSplineSegment(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;
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+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,
});
}
/* Most of this funtion is provided by Maissan Inc. in their tutorial:
http://www.maissan.net/articles/simulating-vines */
function drawSpells(context, sort, prune, chain) {
var AnimationFrame = window.AnimationFrame;
AnimationFrame.shim();
var animationFrame = new AnimationFrame(30),
timeCounter = 0,
waitTime = 50,
color,
gradient;
context.lineWidth = 0.5;
function animate(time) {
// resize canvas if document size changed
dimensions = getDocumentDimensions();
if ((dimensions.height !== canvas.height) ||
(dimensions.width !== canvas.width)) {
canvas.height = dimensions.height;
canvas.width = dimensions.width;
}
// if enough time has passed, cast another spell to draw
if (timeCounter >= waitTime && counting) {
cast(5, 5, 270, chain); // start position
counting = false;
}
// Draw branches
for (var i in spells) {
context.beginPath();
context.strokeStyle = spells[i].color;
if (spells[i].duration > 0) {
for (var j in spells[i].branches) {
drawSplineSegment(spells[i].branches[j], context);
// When finished drawing splines, create a new set of branches
if (spells[i].branches[j].t >= 1) {
var newBranches = splitBranch(spells[i].branches[j]);
// Replace old branch with two new branches
spells[i].branches.splice(j, 1);
spells[i].branches = 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) {
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);
}
}
draw();
};