Clean up Tadpoles example.

This commit is contained in:
Jonathan Puckey 2011-06-28 12:20:29 +02:00
parent b7ba11c9b8
commit 2010f1b8d5

View file

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