Much better consistency and I finally figured out that substrate was multiplying draw calls
This commit is contained in:
+11
-17
@@ -9,23 +9,16 @@ export default class Crack {
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private state: State
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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.painter = new SandPainter(state.getRandomColor())
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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 flip = Math.random() < 0.5
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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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this.start(x, y, angle)
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}
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start(x: number, y: number, angle: number) {
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this.x = x + .61 * Math.cos(angle * Math.PI / 180)
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this.y = y + .61 * Math.sin(angle * Math.PI / 180)
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this.angle = angle
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const flip = Math.random() < 0.5
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this.angle = angle + (90 + Math.floor(Math.random() * 4.1 - 2)) * (flip ? -1 : 1)
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}
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draw() {
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@@ -39,16 +32,17 @@ 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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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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const angle = this.state.grid[x][y]
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if (angle > 10000) {
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this.state.grid[x][y] = Math.floor(this.angle)
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this.state.seeds.push({x, y})
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} else if (Math.abs(seed - this.angle) > 2) {
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this.init()
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this.state.addCrack()
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} else if (this.state.grid[x][y] != Math.floor(this.angle)) {
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const entry = this.state.getNewEntry()
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this.start(entry.x, entry.y, entry.angle)
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}
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} else {
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this.init()
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const entry = this.state.getNewEntry()
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this.start(entry.x, entry.y, entry.angle)
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this.state.addCrack()
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}
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}
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+21
-11
@@ -3,25 +3,35 @@ 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, boundaryCheck: (x: number, y: number) => boolean) {
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constructor(color: number) {
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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(x: number, y: number, angle: number) {
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let open = true, paintX: number, paintY: number
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render(x: number, y: number, angle: number, state: State) {
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let open = true, endX = x, endY = y
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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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endX += .81 * Math.sin(angle * Math.PI / 180)
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endY -= .81 * Math.cos(angle * Math.PI / 180)
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const gridX = Math.floor(endX)
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const gridY = Math.floor(endY)
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if (state.isWithinBoundary(gridX, gridY)) {
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open = state.grid[gridX][gridY] > 10000
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} else {
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open = false
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}
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}
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const grains = 64
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const hex = this.color.toString(16)
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const w = this.gain / (grains - 1) // some kind of multiplier
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const context = state.canvas.getContext("2d")
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for (let i = 0; i < grains; i++) {
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const alpha = (.1 - i / (grains * 10)) * 255
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context.fillStyle = `#${hex.padStart(6, "0")}${alpha.toString(16).padStart(2, "0")}`
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}
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}
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}
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+33
-4
@@ -14,13 +14,16 @@ export default class State {
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this.maxCracks = maxCracks
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this.grid = []
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this.cracks = []
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this.seeds = []
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this.init()
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}
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init() {
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this.seeds = []
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this.cracks = []
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this.cracks.length = 0
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this.grid.length = 0
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this.seeds.length = 0
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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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@@ -28,7 +31,7 @@ export default class State {
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context.fillRect(0, 0, width, height)
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for (let x = 0; x < width; x++) {
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if (!this.grid[x]) this.grid[x] = []
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this.grid[x] = []
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for (let y = 0; y < height; y++) {
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this.grid[x][y] = 10001
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@@ -45,7 +48,10 @@ export default class State {
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}
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addCrack() {
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if (this.cracks.length < this.maxCracks) this.cracks.push(new Crack(this))
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if (this.cracks.length >= this.maxCracks) return
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const {x, y, angle} = this.getNewEntry()
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this.cracks.push(new Crack(this, x, y, angle))
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}
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getRandomColor(): number {
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@@ -55,4 +61,27 @@ export default class State {
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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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getNewEntry(): {x: number, y: number, angle: number} {
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if (!this.seeds.length) {
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const x = Math.floor(Math.random() * this.canvas.width)
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const y = Math.floor(Math.random() * this.canvas.height)
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let angle = this.grid[x][y]
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if (angle > 10000) {
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angle = Math.floor(Math.random() * 360)
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this.grid[x][y] = angle
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}
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return {x, y, angle}
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}
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const randomIndex = Math.floor(Math.random() * this.seeds.length)
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const entry = this.seeds.splice(randomIndex, 1)[0]
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return {
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x: entry.x,
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y: entry.y,
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angle: this.grid[entry.x][entry.y]
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}
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}
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}
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+2
-6
@@ -23,11 +23,7 @@ export default class Substrate {
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requestAnimationFrame(draw)
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}
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setInterval(() => {
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me.state.init()
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requestAnimationFrame(draw)
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}, 120 * 1000)
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requestAnimationFrame(draw)
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setInterval(() => me.state.init(), 120 * 1000)
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draw()
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}
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}
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