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class BlipAnimator {
// params should have: { simplex, alea, canvas }
constructor(color, level, params) {
this.color = color;
this.level = level;
this.blips = [];
this.alea = params.alea;
this.spawnBlip = () => new Blip(color, this.level, params);
var numBlips = (this.alea() * 300) + 200;
for (var i = 0; i < numBlips; i++) {
this.blips.push(this.spawnBlip());
}
}
// level should be in range [0,1].
setLevel(level) {
this.level = level;
this.blips.forEach((b) => b.setLevel(level));
}
update(offset) {
this.blips.forEach((b) => b.update(offset));
}
draw() {
this.blips.forEach((b) => b.draw());
}
}
class Blip {
// params should have: { simplex, alea, canvas }
constructor(color, level, params) {
this.simplex = params.simplex;
this.alea = params.alea;
this.canvas = params.canvas;
this.ctx = this.canvas.getContext("2d");
this.position = new Vector(this.alea(), this.alea());
this.speed = 0.005 * this.alea() + 0.001;
this.resistance = this.alea();
this.pastPositions = [this.position];
this.color = color;
this.lineWidth = 0.5 * this.alea() + 0.25;
this.maxPastPositions = Math.floor(10 * this.alea());
this.level = level;
this.pulsePeriod = 5 * this.alea() + 1;
this.pulseAmplitude = 0.5 * this.alea() + 0.5;
}
calculateOpacity() {
var ms = new Date().getTime() / 800;
var sin = Math.sin((ms) * this.pulsePeriod);
// Scale to between 0 and 1.
var opacity = (sin * 0.5) + 0.5;
// Scale to between (1 - amplitude) and 1.
return (opacity * this.pulseAmplitude) + (1 - this.pulseAmplitude);
}
setLevel(l) {
this.level = l;
}
update(offset) {
// Get the pixel the blip is over
var pixel = this.simplex.noise2D(this.position.x + offset.x, this.position.y + offset.y);
// Set the angle and the speed according to brightness
var speed = pixel * this.speed;
var angle = pixel * 360 * Math.PI / 180;
// Update the blip's position / rotation
this.position.x += Math.cos(angle) * speed * (1 - this.resistance);
this.position.y += Math.sin(angle) * speed * (1 - this.resistance);
this.rotation = pixel * 360;
this.position.x = mod(this.position.x, 1.0);
this.position.y = mod(this.position.y, 1.0);
this.pastPositions.push(this.position.clone());
if (this.pastPositions.length > this.maxPastPositions) this.pastPositions.shift();
this.resistance += 0.05 * (this.alea() - 0.5);
if (this.resistance < 0) this.resistance = 0.2 * this.alea();
if (this.resistance > 1) this.resistance = 0.2 * this.alea() + 0.8;
this.resistance = Math.min(Math.max(this.resistance, 0), 1.0);
}
draw() {
this.ctx.strokeStyle = this.color;
this.ctx.lineWidth = this.level * 3;
this.ctx.lineCap = "round";
this.ctx.beginPath();
var pastPosition = this.pastPositions[0];
this.ctx.moveTo(pastPosition.x * this.canvas.width, pastPosition.y * this.canvas.height);
for (var i = 1; i < this.pastPositions.length; i++) {
var newPosition = this.pastPositions[i];
if (this.checkPoints(pastPosition, newPosition)) {
this.ctx.lineTo(newPosition.x * this.canvas.width, newPosition.y * this.canvas.height);
}
else {
if (this.level > 0.05) {
this.ctx.stroke();
}
this.ctx.moveTo(newPosition.x * this.canvas.width, newPosition.y * this.canvas.height);
}
pastPosition = newPosition;
}
if (this.level > 0.05) {
ctx.stroke();
}
}
// Make sure that a line from a to b didn't cross the screen boundary.
checkPoints(a, b) {
if (a.x < 0.2 && b.x > 0.8) return false;
if (b.x < 0.2 && a.x > 0.8) return false;
if (a.y < 0.2 && b.y > 0.8) return false;
if (b.y < 0.2 && a.y > 0.8) return false;
return true;
}
}