Merge remote-tracking branch 'origin/master'

This commit is contained in:
Jürg Lehni 2011-06-28 16:12:07 +02:00
commit 965f49d156
4 changed files with 19 additions and 18 deletions

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@ -1,6 +1,6 @@
# Paper.js - The Swiss Army Knife of Vector Graphics Scripting
If you want to work with Paper.js, simply download the latest "stable" version from [http://paperjs.org/downloads/](http://paperjs.org/downloads/)
If you want to work with Paper.js, simply download the latest "stable" version from [http://paperjs.org/download/](http://paperjs.org/download/)
- Website: <http://paperjs.org/>
- Discussion forum: <http://groups.google.com/group/paperjs>

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@ -26,7 +26,7 @@
initialize: function(position, maxSpeed, maxForce) {
var strength = Math.random() * 0.5;
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.r = 30;
this.maxSpeed = maxSpeed + strength;
@ -64,8 +64,10 @@
var segment = segments[i];
var vector = lastPoint - segment.point;
this.count += this.vel.length * 10;
var rotated = lastVector.rotate(90).normalize(Math.sin((this.count + i * 3) / 300));
lastPoint = segment.point = lastPoint + lastVector.normalize(-5 - this.vel.length / 3);
var rotLength = Math.sin((this.count + i * 3) / 300);
var rotated = lastVector.rotate(90).normalize(rotLength);
lastPoint += lastVector.normalize(-5 - this.vel.length / 3);
segment.point = lastPoint;
segment.point += rotated;
lastVector = vector;
}
@ -108,15 +110,18 @@
},
// 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) {
var steer,
desired = target - this.loc,
d = desired.length;
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) {
desired.length = this.maxSpeed * (d / 100); // This damping is somewhat arbitrary
// // This damping is somewhat arbitrary:
desired.length = this.maxSpeed * (d / 100);
} else {
desired.length = this.maxSpeed;
}
@ -203,7 +208,8 @@
},
// 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) {
var neighborDist = 100;
var sum = new Point(0, 0);
@ -263,7 +269,8 @@
function onFrame(event) {
for (var i = 0, l = boids.length; i < l; i++) {
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].run(boids);

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@ -68,14 +68,6 @@
path.strokeCap = 'round';
path.strokeJoin = 'miter';
var path = new Path.Circle([50, 50], 35);
path.strokeColor = 'black';
path.strokeWidth = 30;
path.strokeJoin = 'round';
path.strokeCap = 'round';
// path.scale(1, 0.5);
paths.push(path);
for (var i = 0; i < paths.length; i++) {
var path = paths[i];
path.scale(1.5, new Point(300, 0));
@ -88,6 +80,8 @@
rect.strokeColor = 'red'
rect.fillColor = null;
}
project.activeLayer.position = view.center;
</script>
</head>
<body>

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@ -20,7 +20,7 @@
* @class The View object wraps a canvas element and handles drawing and user
* interaction through mouse and keyboard for it. It offer means to scroll the
* view, find the currently visible bounds in project coordinates, or the
* center, both useful fo constructing artwork that should appear centered on
* center, both useful for constructing artwork that should appear centered on
* screen.
*/
var View = this.View = Base.extend(/** @lends View# */{