271 lines
9.1 KiB
JavaScript
271 lines
9.1 KiB
JavaScript
polygonColors = function(sides){
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let baseColors = [
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{ r: 255, g: 228, b: 107 },
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{ r: 252, g: 118, b: 118 },
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{ r: 118, g: 140, b: 252 },
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{ r: 252, g: 166, b: 68 },
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{ r: 56, g: 183, b: 100 },
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{ r: 74, g: 102, b: 189 },
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{ r: 93, g: 39, b: 93 },
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{ r: 26, g: 28, b: 44 },
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{ r: 6, g: 0, b: 17 },
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{ r: 64, g: 54, b: 69 },
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{ r: 237, g: 237, b: 255 },
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{ r: 0, g: 0, b: 0 },
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]
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if (sides <= 14 && sides >= 3){
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return baseColors[Math.round(sides)-3]
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} else {
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return {r: 0, g: 0, b: 0}
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}
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}
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isKeyDown = {
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w: false,
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a: false,
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s: false,
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d: false
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}
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// when wasd keydown, set isKeyDown to true
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document.addEventListener("keydown", (event) => {
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if (event.key === "w") {
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isKeyDown.w = true;
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}
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if (event.key === "a") {
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isKeyDown.a = true;
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}
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if (event.key === "s") {
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isKeyDown.s = true;
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}
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if (event.key === "d") {
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isKeyDown.d = true
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}
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})
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// when wasd keyup, set isKeyDown to false
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document.addEventListener("keyup", (event) => {
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if (event.key === "w") {
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isKeyDown.w = false;
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}
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if (event.key === "a") {
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isKeyDown.a = false;
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}
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if (event.key === "s") {
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isKeyDown.s = false;
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}
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if (event.key === "d") {
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isKeyDown.d = false
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}
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})
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orbitalSpeed = function(sides){
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return 1/(1.00672*Math.pow(0.344151, sides) + 0.000002)
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}
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shapeNames = ["Triangle", "Square", "Pentagon", "Hexagon", "Heptagon", "Octagon", "Nonagon", "Decagon", "Hendecagon", "Dodecagon", "Triskaidecagon", "Tetrakaidecagon", "Pentakaidecagon", "Hexakaidecagon", "Heptakaidecagon", "Octakaidecagon", "Enneakaidecagon", "Icosagon", "literally just a circle"]
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function polygonCount(random){
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const thresholds = [0, 0.3, 0.68, 0.77, 0.82, 0.86, 0.88, 0.89, 0.895, 0.8975, 0.898, 0.8982, 1];
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const values = [3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 3];
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for (let i = 0; i < thresholds.length; i++) {
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if (random < thresholds[i]) {
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return values[i];
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}
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}
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}
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polygonList = []
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zoomLevel = 1
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polygonSize = function(sides){
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return 18 * Math.pow(1.47, sides - 3)
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}
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for (var i = 0; i <= 400; i++){
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sides = polygonCount(Math.random())
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polygonList.push({
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sides: sides,
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radius: polygonSize(sides),
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x: (Math.random() * 5000)-2500,
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y: (Math.random() * 5000)-2500,
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vx: 0,
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vy: 0,
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random: Math.random(),
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rotation: Math.random() * 2 * Math.PI,
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collisionMass: 3+(polygonSize(sides)**2)/6
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})
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}
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function drawPolygon(ctx, polygon){
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let x = polygon.x
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let y = polygon.y
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let sides = polygon.sides
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let radius = polygon.radius
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let rotation = polygon.rotation
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let vx = polygon.vx
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let vy = polygon.vy
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ctx.lineJoin = 'round';
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ctx.fillStyle = "rgb(" + polygonColors(sides).r + ", " + polygonColors(sides).g + ", " + polygonColors(sides).b + ")"
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ctx.strokeStyle = "rgb(" + Math.max(polygonColors(sides).r - 30, 0) + ", " + Math.max(polygonColors(sides).g - 30, 0) + ", " + Math.max(polygonColors(sides).b - 30, 0) + ")"
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ctx.lineWidth = 5*zoomLevel
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ctx.beginPath()
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ctx.moveTo(Math.sin(rotation)*radius+x, Math.cos(rotation)*radius+y)
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for (var i = 0; i <= sides+1; i++){
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ctx.lineTo(Math.sin(rotation+2*Math.PI*i/sides)*radius+x, Math.cos(rotation+2*Math.PI*i/sides)*radius+y)
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}
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ctx.fill()
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ctx.stroke()
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// debug
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/*
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// draw a line to represent angle
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ctx.beginPath()
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ctx.moveTo(x, y)
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ctx.lineTo(Math.sin(rotation)*2*radius+x, Math.cos(rotation)*2*radius+y)
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ctx.strokeStyle = "rgb(0, 0, 255)"
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ctx.stroke()
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// draw a line to represent velocity
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ctx.beginPath()
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ctx.moveTo(x, y)
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ctx.lineTo(x+20*vx, y+20*vy)
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ctx.strokeStyle = "rgb(255, 0, 0)"
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ctx.stroke()
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// draw some text to represent mass
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ctx.lineWidth = 2
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ctx.fillStyle = "rgb(255, 255, 255)"
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ctx.strokeStyle = "rgb(0, 0, 0)"
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ctx.font = `bold 30px Helvetica`
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ctx.fillText(Math.round(polygon.collisionMass), x, y)
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ctx.strokeText(Math.round(polygon.collisionMass), x, y)
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*/
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}
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function drawPlayer(ctx, player){
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ctx.fillStyle = "rgb(63, 153, 255)"
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ctx.strokeStyle = "rgb(33, 123, 225)"
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ctx.lineWidth = 5*zoomLevel
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ctx.beginPath()
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ctx.arc(player.x, player.y, player.radius, 0, 2*Math.PI)
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ctx.fill()
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ctx.stroke()
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}
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function zoom(ctx, poly, multiplier){
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polyreturn = {...poly}
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polyreturn.x = polyreturn.x * multiplier + ctx.canvas.width/2
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polyreturn.y = polyreturn.y * multiplier + ctx.canvas.height/2
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polyreturn.radius = polyreturn.radius * multiplier
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return polyreturn
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}
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function applyCameraPos(ctx, object, x, y){
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objectreturn = {...object}
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objectreturn.x = objectreturn.x + x
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objectreturn.y = objectreturn.y + y
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return objectreturn
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}
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function cameraZoom(ctx, object, multiplier, camera){
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objectreturn = {...object}
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let x = camera[0]
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let y = camera[1]
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objectreturn.x = objectreturn.x * multiplier - x + ctx.canvas.width/2
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objectreturn.y = objectreturn.y * multiplier - y + ctx.canvas.height/2
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objectreturn.radius = objectreturn.radius * multiplier
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return objectreturn
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}
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camera = [0, 0]
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scenexeplayer = {
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x: 0,
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y: 0,
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vx: 0,
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vy: 0,
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rotation: 0,
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radius: 40,
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collisionMass: 520
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}
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renderPostPixel(function(ctx){
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ctx.fillStyle = "rgb(205, 205, 205)"
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ctx.fillRect(0, 0, canvas.width, canvas.height)
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ctx.strokeStyle = "rgb(200, 200, 200)"
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ctx.lineWidth = 5*zoomLevel
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for (var i = 0; i < canvas.width; i += 20*zoomLevel){
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ctx.beginPath()
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//ctx.moveTo(i, canvas.height)
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//ctx.lineTo(i, 0)
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// add offset depending on mod of camera
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ctx.moveTo(i-camera[0]%20*zoomLevel, canvas.height)
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ctx.lineTo(i-camera[0]%20*zoomLevel, 0)
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ctx.stroke()
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}
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for (var j = 0; j < canvas.height; j += 20*zoomLevel){
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ctx.beginPath()
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//ctx.moveTo(0, j)
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//ctx.lineTo(canvas.width, j)
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// add offset depending on mod of camera
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ctx.moveTo(0, j-camera[1]%20*zoomLevel)
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ctx.lineTo(canvas.width, j-camera[1]%20*zoomLevel)
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ctx.stroke()
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}
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//drawPolygon(ctx, Math.round((pixelTicks/20)%13)+3, polygonSize(Math.round((pixelTicks/20)%13)+3), canvas.width/2, canvas.height/2, 0)
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for (var poly = 0; poly < polygonList.length; poly++){
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drawPolygon(ctx, cameraZoom(ctx, polygonList[poly], zoomLevel, camera))
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}
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drawPlayer(ctx, cameraZoom(ctx, scenexeplayer, zoomLevel, camera))
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// collidable collision checking
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collideList = []
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collideList = collideList.concat(polygonList)
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collideList.push(scenexeplayer)
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for (var poly = 0; poly < collideList.length; poly++){
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for (var poly2 = 0; poly2 < collideList.length; poly2++){
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if (poly != poly2){
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polygon1 = collideList[poly]
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polygon2 = collideList[poly2]
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distance = Math.sqrt((polygon1.x - polygon2.x)**2 + (polygon1.y - polygon2.y)**2)
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if (distance < polygon1.radius + polygon2.radius){
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//calculate angle of collision
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angle = Math.atan2(polygon2.y - polygon1.y, polygon2.x - polygon1.x)
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// update velocity
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polygon1.vx -= (Math.cos(angle) * (polygon1.radius + polygon2.radius - distance)/2)/(polygon1.collisionMass/polygon2.collisionMass**(1/2.5))
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polygon1.vy -= (Math.sin(angle) * (polygon1.radius + polygon2.radius - distance)/2)/(polygon1.collisionMass/polygon2.collisionMass**(1/2.5))
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}
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}
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}
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}
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// move polygons
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for (var poly = 0; poly < collideList.length; poly++){
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let polygon = collideList[poly]
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if (polygon.vx || polygon.vy){
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polygon.x += polygon.vx
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polygon.y += polygon.vy
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polygon.vx *= 0.8
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polygon.vy *= 0.8
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}
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}
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// orbit polygons
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for (var poly = 0; poly < polygonList.length; poly++){
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let polygon = polygonList[poly]
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polygon.rotation += 1/orbitalSpeed(polygon.sides)
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// add some velocity towards wherever its facing
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polygon.vx += Math.sin(polygon.rotation)/orbitalSpeed(polygon.sides)*8
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polygon.vy += Math.cos(polygon.rotation)/orbitalSpeed(polygon.sides)*8
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}
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camera[0] += (scenexeplayer.x - camera[0])/10
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camera[1] += (scenexeplayer.y - camera[1])/10
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// add velocity to player depending on which keys are down
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if (isKeyDown.w){
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if (isKeyDown.a + isKeyDown.d == 1){
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scenexeplayer.vy -= 1/Math.sqrt(2)
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} else{
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scenexeplayer.vy -= 1
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}
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}
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if (isKeyDown.s){
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if (isKeyDown.a + isKeyDown.d == 1){
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scenexeplayer.vy += 1/Math.sqrt(2)
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} else{
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scenexeplayer.vy += 1
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}
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}
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if (isKeyDown.a){
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if (isKeyDown.w + isKeyDown.s == 1){
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scenexeplayer.vx -= 1/Math.sqrt(2)
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} else{
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scenexeplayer.vx -= 1
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}
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}
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if (isKeyDown.d){
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if (isKeyDown.w + isKeyDown.s == 1){
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scenexeplayer.vx += 1/Math.sqrt(2)
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} else{
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scenexeplayer.vx += 1
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}
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}
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}) |