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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; | |
| } | |
| } |