WIP, refactoring... borked for now
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+7
-9
@@ -8,18 +8,18 @@ export default class Crack {
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private painter: SandPainter
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private state: State
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constructor(state: State) {
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this.painter = new SandPainter(state.getRandomColor())
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constructor(state: State, x: number, y: number, angle: number) {
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this.painter = new SandPainter(state.getRandomColor(), state.isWithinBoundary.bind(state))
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this.state = state
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this.x = x
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this.y = y
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this.angle = angle
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this.init()
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}
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init() {
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const index = Math.floor(Math.random() * this.state.seeds.length)
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const {x, y} = this.state.seeds.splice(index, 1)[0]
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const flip = Math.random() < 0.5
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let angle = this.state.grid[x][y]
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this.start(x, y, angle + (90 + Math.floor(Math.random() * 4.1 - 2)) * (flip ? -1 : 1))
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this.start(this.x, this.y, this.angle + (90 + Math.floor(Math.random() * 4.1 - 2)) * (flip ? -1 : 1))
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}
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start(x: number, y: number, angle: number) {
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@@ -38,9 +38,7 @@ export default class Crack {
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const x = Math.floor(this.x)
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const y = Math.floor(this.y)
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const height = this.state.canvas.height
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const width = this.state.canvas.width
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if (x >= 0 && x < width && y >= 0 && y < height) {
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if (this.state.isWithinBoundary(x, y)) {
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const seed = this.state.grid[x][y]
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if (seed > 10000 || Math.abs(seed - this.angle) < 5) {
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this.state.grid[x][y] = Math.floor(this.angle)
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+14
-2
@@ -3,13 +3,25 @@ import State from "./state"
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export default class SandPainter {
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private color: number
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private gain: number
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private readonly boundaryCheck: (x: number, y: number) => boolean
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constructor(color: number) {
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constructor(color: number, boundaryCheck: (x: number, y: number) => boolean) {
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this.color = color
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this.boundaryCheck = boundaryCheck
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this.gain = Math.random() / 10
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}
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render() {
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render(x: number, y: number, angle: number) {
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let open = true, paintX: number, paintY: number
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while (open) {
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paintX = x + .81 * Math.sin(angle * Math.PI / 180)
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paintY = y - .81 * Math.cos(angle * Math.PI / 180)
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const gridX = Math.floor(paintX)
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const gridY = Math.floor(paintY)
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if (this.boundaryCheck(gridX, gridY)) {
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}
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}
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}
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}
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+9
-5
@@ -20,6 +20,7 @@ export default class State {
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init() {
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this.seeds = []
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this.cracks = []
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const height = this.canvas.height
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const width = this.canvas.width
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const context = this.canvas.getContext("2d")
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@@ -34,14 +35,13 @@ export default class State {
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}
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}
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for (let i = 0; i < 16; i++) {
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for (let i = 0; i < 3; i++) {
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const x = Math.floor(Math.random() * width)
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const y = Math.floor(Math.random() * height)
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this.grid[x][y] = Math.floor(Math.random() * 360)
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this.seeds.push({x, y})
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const angle = Math.floor(Math.random() * 360)
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this.cracks.push(new Crack(this, x, y, angle))
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this.grid[x][y] = angle
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}
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this.cracks = [new Crack(this), new Crack(this), new Crack(this)]
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}
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addCrack() {
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@@ -51,4 +51,8 @@ export default class State {
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getRandomColor(): number {
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return this.colors[Math.floor(Math.random() * this.colors.length)]
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}
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isWithinBoundary(x: number, y: number): boolean {
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return x >= 0 && x < this.canvas.width && y >= 0 && y < this.canvas.height
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}
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}
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+4
-6
@@ -18,18 +18,16 @@ export default class Substrate {
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init() {
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const me = this
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let request: number
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const draw = () => {
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for (const crack of me.state.cracks) crack.draw()
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request = requestAnimationFrame(draw)
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requestAnimationFrame(draw)
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}
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setInterval(() => {
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cancelAnimationFrame(request)
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me.state.init()
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request = requestAnimationFrame(draw)
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}, 60 * 1000)
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requestAnimationFrame(draw)
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}, 120 * 1000)
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request = requestAnimationFrame(draw)
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requestAnimationFrame(draw)
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}
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}
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