make shapes more moddable

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An Orbit 2024-05-20 11:20:42 -04:00 committed by GitHub
parent e72dd8aefa
commit 353071dd2a
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1 changed files with 102 additions and 104 deletions

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@ -3085,7 +3085,85 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
currentShape = "square";
shapeOrder = ["square","circle","triangle","inverted triangle","rhombus","squircle","twinkle"];
shapeExclusionConditions = {
/*"square": function(x,y,size,mouseX,mouseY,topLeft,bottomRight) {
return false
},*/
"triangle": function(x,y,size,mouseX,mouseY,topLeft,bottomRight) {
var xOffset = (x - topLeft[0]);
var yOffset = (y - topLeft[1]);
var distanceFromCenterLine;
if(size % 2 == 0) {
distanceFromCenterLine = Math.abs((size / 2) - (xOffset + 0.5))
} else {
distanceFromCenterLine = Math.abs(mouseX - x);
};
var distanceProportion = distanceFromCenterLine / size;
var hpovp = ((yOffset + (size % 2 == 0)) / size) / 2; //halvedPossiblyOffsetVerticalProportion
return distanceProportion > (hpovp + 0.01);
},
"inverted triangle": function(x,y,size,mouseX,mouseY,topLeft,bottomRight) {
var xOffset = (x - topLeft[0]);
var yOffset = (y - topLeft[1]);
var distanceFromCenterLine;
if(size % 2 == 0) {
distanceFromCenterLine = Math.abs((size / 2) - (xOffset + 0.5))
} else {
distanceFromCenterLine = Math.abs(mouseX - x);
};
var distanceProportion = distanceFromCenterLine / size;
var hpovpc = (1 - ((yOffset + (size % 2 !== 0)) / size)) / 2; //halvedPossiblyOffsetVerticalProportionComplement
return distanceProportion > (hpovpc + 0.01);
},
"rhombus": function(x,y,size,mouseX,mouseY,topLeft,bottomRight) {
var xOffset = (x - topLeft[0]);
var yOffset = (y - topLeft[1]);
var xDistanceFromCenterLine;
if(size % 2 == 0) { xDistanceFromCenterLine = Math.abs((size / 2) - (xOffset + 0.5)) } else { xDistanceFromCenterLine = Math.abs(mouseX - x) };
var yDistanceFromCenterLine;
if(size % 2 == 0) { yDistanceFromCenterLine = Math.abs((size / 2) - (yOffset + 0.5)) } else { yDistanceFromCenterLine = Math.abs(mouseY - y) };
return (xDistanceFromCenterLine + yDistanceFromCenterLine) > (size / 2) //i was just messing around, i didn't expect this to actually be the right condition :sob:
},
"squircle": function(x,y,size,mouseX,mouseY,topLeft,bottomRight) {
var xOffset = (x - topLeft[0]);
var yOffset = (y - topLeft[1]);
var xDistanceFromCenterLine;
if(size % 2 == 0) { xDistanceFromCenterLine = Math.abs((size / 2) - (xOffset + 0.5)) } else { xDistanceFromCenterLine = Math.abs(mouseX - x) };
var yDistanceFromCenterLine;
if(size % 2 == 0) { yDistanceFromCenterLine = Math.abs((size / 2) - (yOffset + 0.5)) } else { yDistanceFromCenterLine = Math.abs(mouseY - y) };
return ( (((xDistanceFromCenterLine ** 3) + (yDistanceFromCenterLine ** 3)) ** (1/3)) > (size / 2)) || ((size > 2) && (size <= 6) && ((xDistanceFromCenterLine + yDistanceFromCenterLine) == (size - 1)));
},
"twinkle": function(x,y,size,mouseX,mouseY,topLeft,bottomRight) {
var xOffset = (x - topLeft[0]);
var yOffset = (y - topLeft[1]);
var xDistanceFromCenterLine;
if(size % 2 == 0) { xDistanceFromCenterLine = Math.abs((size / 2) - (xOffset + 0.5)) } else { xDistanceFromCenterLine = Math.abs(mouseX - x) };
var yDistanceFromCenterLine;
if(size % 2 == 0) { yDistanceFromCenterLine = Math.abs((size / 2) - (yOffset + 0.5)) } else { yDistanceFromCenterLine = Math.abs(mouseY - y) };
return ((((xDistanceFromCenterLine ** (1/2)) + (yDistanceFromCenterLine ** (1/2))) ** (2)) > ((size / (size % 2 ? 2 : 1.7)))) && (xDistanceFromCenterLine > 0.5) && (yDistanceFromCenterLine > 0.5)
},
"circle": function(x,y,size,mouseX,mouseY,topLeft,bottomRight) {
var xOffset = (x - topLeft[0]);
var yOffset = (y - topLeft[1]);
var xDistanceFromCenterLine;
if(size % 2 == 0) { xDistanceFromCenterLine = Math.abs((size / 2) - (xOffset + 0.5)) } else { xDistanceFromCenterLine = Math.abs(mouseX - x) };
var yDistanceFromCenterLine;
if(size % 2 == 0) { yDistanceFromCenterLine = Math.abs((size / 2) - (yOffset + 0.5)) } else { yDistanceFromCenterLine = Math.abs(mouseY - y) };
if( (((xDistanceFromCenterLine ** 2) + (yDistanceFromCenterLine ** 2)) ** (1/2)) > (size / 2)) { return true }; //structured this way for legibility
if( ((xDistanceFromCenterLine + yDistanceFromCenterLine) == 2) && (size == 3)) { return true };
if( ((xDistanceFromCenterLine + yDistanceFromCenterLine) >= 3.5) && (size == 6)) { return true };
if( ((xDistanceFromCenterLine + yDistanceFromCenterLine) >= 4.5) && (size == 8) && !(Math.abs(xDistanceFromCenterLine) === Math.abs(yDistanceFromCenterLine))) { return true };
if( //i can't explain how these rules work, but they just do
(size % 2 == 1) &&
(size > 5) &&
((xDistanceFromCenterLine + yDistanceFromCenterLine) >= (size - 3)) &&
!(Math.abs(xDistanceFromCenterLine) === Math.abs(yDistanceFromCenterLine))
) { return true };
return false
}
}
//supplementary functions for below
//redefine mouseRange to support even sizes
@ -3099,112 +3177,31 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
else {
var mouseOffset = Math.trunc(size/2);
}
switch(shape) {
case "square":
var topLeft = [mouseX-mouseOffset,mouseY-mouseOffset];
var bottomRight = [mouseX+mouseOffset,mouseY+mouseOffset];
if(size % 2 == 0) {
bottomRight[0]--;
bottomRight[1]--;
};
// Starting at the top left, go through each pixel
for (var x = topLeft[0]; x <= bottomRight[0]; x++) {
for (var y = topLeft[1]; y <= bottomRight[1]; y++) {
// If the pixel is empty, add it to coords
coords.push([x,y]);
}
};
break
case "triangle":
case "inverted triangle":
var isInverted = (shape == "inverted triangle");
var topLeft = [mouseX-mouseOffset,mouseY-mouseOffset];
var bottomRight = [mouseX+mouseOffset,mouseY+mouseOffset];
if(size % 2 == 0) {
bottomRight[0]--;
bottomRight[1]--;
};
// Starting at the top left, go through each pixel
for (var x = topLeft[0]; x <= bottomRight[0]; x++) {
for (var y = topLeft[1]; y <= bottomRight[1]; y++) {
var xOffset = (x - topLeft[0]);
var yOffset = (y - topLeft[1]);
// If the pixel is empty, add it to coords
var distanceFromCenterLine;
if(size % 2 == 0) {
distanceFromCenterLine = Math.abs((size / 2) - (xOffset + 0.5))
} else {
distanceFromCenterLine = Math.abs(mouseX - x);
};
//if(y == topLeft[1]) { console.log(pixelTicks,distanceFromCenterLine) };
var distanceProportion = distanceFromCenterLine / size;
var hpovppc = isInverted ? (1 - ((yOffset + (size % 2 !== 0)) / size)) / 2 : ((yOffset + (size % 2 == 0)) / size) / 2; //halvedPossiblyOffsetVerticalProportionPossiblyComplement
//console.log(pixelTicks,distanceProportion,y,hpovp)
if(distanceProportion > (hpovppc + 0.01)) { continue };
coords.push([x,y]);
}
};
break
case "rhombus":
case "squircle":
case "circle":
case "twinkle":
var topLeft = [mouseX-mouseOffset,mouseY-mouseOffset];
var bottomRight = [mouseX+mouseOffset,mouseY+mouseOffset];
if(size % 2 == 0) {
bottomRight[0]--;
bottomRight[1]--;
};
// Starting at the top left, go through each pixel
for (var x = topLeft[0]; x <= bottomRight[0]; x++) {
for (var y = topLeft[1]; y <= bottomRight[1]; y++) {
var xOffset = (x - topLeft[0]);
var topLeft = [mouseX-mouseOffset,mouseY-mouseOffset];
var bottomRight = [mouseX+mouseOffset,mouseY+mouseOffset];
if(size % 2 == 0) {
bottomRight[0]--;
bottomRight[1]--;
};
var exclusionFunction = shapeExclusionConditions[shape] ?? null;
if((shape !== "square") && (exclusionFunction == null)) {
logMessage(`Shape ${shape} not recognized!`)
return []
};
var yOffset = (y - topLeft[1]);
var xDistanceFromCenterLine;
if(size % 2 == 0) {
xDistanceFromCenterLine = Math.abs((size / 2) - (xOffset + 0.5))
} else {
xDistanceFromCenterLine = Math.abs(mouseX - x);
};
var yDistanceFromCenterLine;
if(size % 2 == 0) {
yDistanceFromCenterLine = Math.abs((size / 2) - (yOffset + 0.5))
} else {
yDistanceFromCenterLine = Math.abs(mouseY - y);
};
if(shape == "rhombus") {
if((xDistanceFromCenterLine + yDistanceFromCenterLine) > (size / 2)) { continue } //i was just messing around, i didn't expect this to actually be the right condition :sob:
} else if(shape == "squircle") {
if( (((xDistanceFromCenterLine ** 3) + (yDistanceFromCenterLine ** 3)) ** (1/3)) > (size / 2)) { continue }; //a proper squircle has n=4 but that's even closer to a square
if((size > 2) && (size <= 6) && ((xDistanceFromCenterLine + yDistanceFromCenterLine) == (size - 1))) { continue }
} else if(shape == "twinkle") {
if( ((((xDistanceFromCenterLine ** (1/2)) + (yDistanceFromCenterLine ** (1/2))) ** (2)) > ((size / (size % 2 ? 2 : 1.7)))) && (xDistanceFromCenterLine > 0.5) && (yDistanceFromCenterLine > 0.5) ) { continue };
} else if(shape == "circle") {
if( (((xDistanceFromCenterLine ** 2) + (yDistanceFromCenterLine ** 2)) ** (1/2)) > (size / 2)) { continue };
if( ((xDistanceFromCenterLine + yDistanceFromCenterLine) == 2) && (size == 3)) { continue };
if( ((xDistanceFromCenterLine + yDistanceFromCenterLine) >= 3.5) && (size == 6)) { continue };
if( ((xDistanceFromCenterLine + yDistanceFromCenterLine) >= 4.5) && (size == 8) && !(Math.abs(xDistanceFromCenterLine) === Math.abs(yDistanceFromCenterLine))) { continue };
if( //i can't explain how these rules work, but they just do
(size % 2 == 1) &&
(size > 5) &&
((xDistanceFromCenterLine + yDistanceFromCenterLine) >= (size - 3)) &&
!(Math.abs(xDistanceFromCenterLine) === Math.abs(yDistanceFromCenterLine))
) { continue }
}
coords.push([x,y]);
}
// Starting at the top left, go through each pixel
for (var x = topLeft[0]; x <= bottomRight[0]; x++) {
for (var y = topLeft[1]; y <= bottomRight[1]; y++) {
// If the pixel is empty, add it to coords
if((shape !== "square") && exclusionFunction?.(x,y,size,mouseX,mouseY,topLeft,bottomRight)) {
continue
};
break
default:
logMessage(`Shape ${shape} not recognized!`)
coords = []
coords.push([x,y]);
}
};
return coords
};
//this part defines basically all of the keybinds
function addKeyboardListeners() {
document.addEventListener("keydown", function(e) {
@ -3263,8 +3260,8 @@ color1 and color2 spread through striped paint like dye does with itself. <u>col
}
// If the user presses ] or =, increase the mouse size by 2
if (e.keyCode == 221 || e.keyCode == 187) {
//If a shift key is pressed, increase by 15
if (shiftDown && shiftDown % 2 == 1) {mouseSize = (mouseSize+15)-((mouseSize+15) % 15)}
//If a shift key is pressed, increase by 16
if (shiftDown && shiftDown % 2 == 1) {mouseSize = (mouseSize+16)-((mouseSize+16) % 16)}
//If an alt key is pressed, increase by 1
else if (shiftDown && shiftDown % 2 == 0) {mouseSize++}
else {mouseSize += 2;}
@ -42862,7 +42859,8 @@ maxPixels (default 1000): Maximum amount of pixels/changes (if xSpacing and ySpa
if(isNaN(_tps)) {
_tps = 30;
};
tps = _tps
tps = _tps;
resetInterval(tps);
var shape = urlParams.get("shape") ?? "square";
if(shapeOrder.indexOf(shape) == -1) {