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Clean up Tadpoles example.
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1 changed files with 15 additions and 8 deletions
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@ -26,7 +26,7 @@
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initialize: function(position, maxSpeed, maxForce) {
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initialize: function(position, maxSpeed, maxForce) {
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var strength = Math.random() * 0.5;
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var strength = Math.random() * 0.5;
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this.acc = new Point(0, 0);
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this.acc = new Point(0, 0);
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this.vel = new Point(Math.random() * 2 - 1, Math.random() * 2 - 1);
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this.vel = Point.random() * 2 - 1;
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this.loc = position.clone();
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this.loc = position.clone();
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this.r = 30;
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this.r = 30;
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this.maxSpeed = maxSpeed + strength;
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this.maxSpeed = maxSpeed + strength;
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@ -64,8 +64,10 @@
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var segment = segments[i];
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var segment = segments[i];
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var vector = lastPoint - segment.point;
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var vector = lastPoint - segment.point;
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this.count += this.vel.length * 10;
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this.count += this.vel.length * 10;
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var rotated = lastVector.rotate(90).normalize(Math.sin((this.count + i * 3) / 300));
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var rotLength = Math.sin((this.count + i * 3) / 300);
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lastPoint = segment.point = lastPoint + lastVector.normalize(-5 - this.vel.length / 3);
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var rotated = lastVector.rotate(90).normalize(rotLength);
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lastPoint += lastVector.normalize(-5 - this.vel.length / 3);
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segment.point = lastPoint;
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segment.point += rotated;
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segment.point += rotated;
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lastVector = vector;
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lastVector = vector;
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}
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}
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@ -108,15 +110,18 @@
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},
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},
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// A method that calculates a steering vector towards a target
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// A method that calculates a steering vector towards a target
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// Takes a second argument, if true, it slows down as it approaches the target
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// Takes a second argument, if true, it slows down as it approaches
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// the target
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steer: function(target, slowdown) {
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steer: function(target, slowdown) {
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var steer,
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var steer,
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desired = target - this.loc,
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desired = target - this.loc,
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d = desired.length;
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d = desired.length;
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if (d > 0) {
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if (d > 0) {
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// Two options for desired vector magnitude (1 -- based on distance, 2 -- maxSpeed)
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// Two options for desired vector magnitude
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// (1 -- based on distance, 2 -- maxSpeed)
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if (slowdown && d < 100) {
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if (slowdown && d < 100) {
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desired.length = this.maxSpeed * (d / 100); // This damping is somewhat arbitrary
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// // This damping is somewhat arbitrary:
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desired.length = this.maxSpeed * (d / 100);
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} else {
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} else {
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desired.length = this.maxSpeed;
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desired.length = this.maxSpeed;
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}
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}
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@ -203,7 +208,8 @@
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},
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},
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// Cohesion
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// Cohesion
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// For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location
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// For the average location (i.e. center) of all nearby boids,
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// calculate steering vector towards that location
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cohesion: function(boids) {
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cohesion: function(boids) {
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var neighborDist = 100;
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var neighborDist = 100;
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var sum = new Point(0, 0);
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var sum = new Point(0, 0);
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@ -263,7 +269,8 @@
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function onFrame(event) {
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function onFrame(event) {
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for (var i = 0, l = boids.length; i < l; i++) {
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for (var i = 0, l = boids.length; i < l; i++) {
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if (groupTogether) {
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if (groupTogether) {
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var point = heartPath.getPointAt(((i + event.count / 30) % l) / l * pathLength);
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var length = ((i + event.count / 30) % l) / l * pathLength;
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var point = heartPath.getPointAt(length);
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boids[i].arrive(point);
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boids[i].arrive(point);
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}
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}
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boids[i].run(boids);
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boids[i].run(boids);
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