Convert to cleaner OOP style.

This commit is contained in:
Jürg Lehni 2014-03-12 10:46:45 +01:00
parent 76c0f7dd12
commit cd985d8fb3

View file

@ -8,7 +8,7 @@
<script type="text/paperscript" canvas="canvas">
// kynd.info 2014
var Ball = function(r, p, v) {
function Ball(r, p, v) {
this.radius = r;
this.point = p;
this.vector = v;
@ -37,86 +37,85 @@
}
}
Ball.prototype = {
iterate: function() {
this.checkWallCollision();
if (this.vector.length > this.maxVec)
this.vector.length = this.maxVec;
this.point += this.vector;
this.updateShape();
},
Ball.prototype.iterate = function() {
this.checkWallCollision();
if (this.vector.length > this.maxVec) {
this.vector.length = this.maxVec;
}
this.point += this.vector;
this.updateShape();
}
checkWallCollision: function() {
if (this.point.x < -this.radius) { this.point.x = view.size.width + this.radius;}
if (this.point.x > view.size.width + this.radius) { this.point.x = -this.radius;}
if (this.point.y < -this.radius) { this.point.y = view.size.height + this.radius;}
if (this.point.y > view.size.height + this.radius) { this.point.y = -this.radius;}
},
Ball.prototype.checkWallCollision = function() {
if (this.point.x < -this.radius) { this.point.x = view.size.width + this.radius;}
if (this.point.x > view.size.width + this.radius) { this.point.x = -this.radius;}
if (this.point.y < -this.radius) { this.point.y = view.size.height + this.radius;}
if (this.point.y > view.size.height + this.radius) { this.point.y = -this.radius;}
}
updateShape: function() {
var segments = this.path.segments;
for (var i = 0; i < this.numSegment; i ++) {
segments[i].point = this.point + {
angle: 360 / this.numSegment * i,
length: this.boundOffset[i]
};
}
Ball.prototype.updateShape = function() {
var segments = this.path.segments;
for (var i = 0; i < this.numSegment; i ++) {
segments[i].point = this.point + {
angle: 360 / this.numSegment * i,
length: this.boundOffset[i]
};
}
this.path.smooth();
for (var i = 0; i < this.numSegment; i ++) {
if (this.boundOffset[i] < this.radius / 4) {
this.boundOffset[i] = this.radius / 4;
};
var next = (i + 1) % this.numSegment;
var prev = (i > 0) ? i - 1 : this.numSegment - 1;
this.boundOffsetBuff[i] = this.boundOffset[i] += (this.radius - this.boundOffset[i]) / 15;
this.boundOffsetBuff[i] = this.boundOffset[i] += ((this.boundOffset[next] + this.boundOffset[prev]) / 2 - this.boundOffset[i]) / 3;
}
},
this.path.smooth();
for (var i = 0; i < this.numSegment; i ++) {
if (this.boundOffset[i] < this.radius / 4) {
this.boundOffset[i] = this.radius / 4;
};
var next = (i + 1) % this.numSegment;
var prev = (i > 0) ? i - 1 : this.numSegment - 1;
this.boundOffsetBuff[i] = this.boundOffset[i] += (this.radius - this.boundOffset[i]) / 15;
this.boundOffsetBuff[i] = this.boundOffset[i] += ((this.boundOffset[next] + this.boundOffset[prev]) / 2 - this.boundOffset[i]) / 3;
}
}
react: function(b) {
var dist = this.point.getDistance(b.point);
if (dist < this.radius + b.radius && dist != 0) {
var overlap = this.radius + b.radius - dist;
var direc = (this.point - b.point).normalize(overlap * 0.015);
this.vector += direc;
b.vector -= direc;
Ball.prototype.react = function(b) {
var dist = this.point.getDistance(b.point);
if (dist < this.radius + b.radius && dist != 0) {
var overlap = this.radius + b.radius - dist;
var direc = (this.point - b.point).normalize(overlap * 0.015);
this.vector += direc;
b.vector -= direc;
this.calcBounds(b);
b.calcBounds(this);
this.updateBounds();
b.updateBounds();
}
},
this.calcBounds(b);
b.calcBounds(this);
this.updateBounds();
b.updateBounds();
}
}
getboundOffset: function(b) {
var diff = this.point - b;
var angle = (diff.angle + 180) % 360;
return this.boundOffset[Math.floor(angle / 360 * this.boundOffset.length)];
},
Ball.prototype.getboundOffset = function(b) {
var diff = this.point - b;
var angle = (diff.angle + 180) % 360;
return this.boundOffset[Math.floor(angle / 360 * this.boundOffset.length)];
}
calcBounds: function(b) {
for (var i = 0; i < this.numSegment; i ++) {
var tp = this.getSidePoint(i);
var bLen = b.getboundOffset(tp);
var td = tp.getDistance(b.point);
if (td < bLen ) {
this.boundOffsetBuff[i] -= (bLen - td) / 2;
}
}
},
Ball.prototype.calcBounds = function(b) {
for (var i = 0; i < this.numSegment; i ++) {
var tp = this.getSidePoint(i);
var bLen = b.getboundOffset(tp);
var td = tp.getDistance(b.point);
if (td < bLen ) {
this.boundOffsetBuff[i] -= (bLen - td) / 2;
getSidePoint: function(index) {
return this.point + this.sidePoints[index] * this.boundOffset[index];
},
updateBounds: function() {
for (var i = 0; i < this.numSegment; i ++) {
this.boundOffset[i] = this.boundOffsetBuff[i];
}
}
}
Ball.prototype.getSidePoint = function(index) {
return this.point + this.sidePoints[index] * this.boundOffset[index];
}
Ball.prototype.updateBounds = function() {
for (var i = 0; i < this.numSegment; i ++) {
this.boundOffset[i] = this.boundOffsetBuff[i];
}
}
};
//--------------------- main ---------------------