mirror of
https://github.com/scratchfoundation/paper.js.git
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ec5e8ff51d
Closes #453
151 lines
4.9 KiB
HTML
151 lines
4.9 KiB
HTML
<!DOCTYPE html>
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<html>
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<head>
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<meta charset="UTF-8">
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<title>Candy Crash</title>
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<link rel="stylesheet" href="../css/style.css">
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<script type="text/javascript" src="../../dist/paper-full.js"></script>
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<script type="text/paperscript" canvas="canvas">
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// kynd.info 2014
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function Ball(r, p, v) {
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this.radius = r;
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this.point = p;
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this.vector = v;
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this.maxVec = 15;
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this.numSegment = Math.floor(r / 3 + 2);
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this.boundOffset = [];
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this.boundOffsetBuff = [];
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this.sidePoints = [];
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this.path = new Path({
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fillColor: {
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hue: Math.random() * 360,
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saturation: 1,
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brightness: 1
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},
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blendMode: 'lighter'
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});
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for (var i = 0; i < this.numSegment; i ++) {
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this.boundOffset.push(this.radius);
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this.boundOffsetBuff.push(this.radius);
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this.path.add(new Point());
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this.sidePoints.push(new Point({
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angle: 360 / this.numSegment * i,
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length: 1
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}));
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}
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}
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Ball.prototype = {
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iterate: function() {
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this.checkBorders();
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if (this.vector.length > this.maxVec)
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this.vector.length = this.maxVec;
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this.point += this.vector;
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this.updateShape();
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},
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checkBorders: function() {
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var size = view.size;
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if (this.point.x < -this.radius)
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this.point.x = size.width + this.radius;
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if (this.point.x > size.width + this.radius)
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this.point.x = -this.radius;
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if (this.point.y < -this.radius)
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this.point.y = size.height + this.radius;
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if (this.point.y > size.height + this.radius)
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this.point.y = -this.radius;
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},
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updateShape: function() {
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var segments = this.path.segments;
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for (var i = 0; i < this.numSegment; i ++)
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segments[i].point = this.getSidePoint(i);
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this.path.smooth();
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for (var i = 0; i < this.numSegment; i ++) {
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if (this.boundOffset[i] < this.radius / 4)
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this.boundOffset[i] = this.radius / 4;
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var next = (i + 1) % this.numSegment;
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var prev = (i > 0) ? i - 1 : this.numSegment - 1;
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var offset = this.boundOffset[i];
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offset += (this.radius - offset) / 15;
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offset += ((this.boundOffset[next] + this.boundOffset[prev]) / 2 - offset) / 3;
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this.boundOffsetBuff[i] = this.boundOffset[i] = offset;
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}
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},
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react: function(b) {
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var dist = this.point.getDistance(b.point);
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if (dist < this.radius + b.radius && dist != 0) {
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var overlap = this.radius + b.radius - dist;
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var direc = (this.point - b.point).normalize(overlap * 0.015);
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this.vector += direc;
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b.vector -= direc;
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this.calcBounds(b);
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b.calcBounds(this);
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this.updateBounds();
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b.updateBounds();
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}
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},
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getBoundOffset: function(b) {
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var diff = this.point - b;
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var angle = (diff.angle + 180) % 360;
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return this.boundOffset[Math.floor(angle / 360 * this.boundOffset.length)];
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},
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calcBounds: function(b) {
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for (var i = 0; i < this.numSegment; i ++) {
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var tp = this.getSidePoint(i);
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var bLen = b.getBoundOffset(tp);
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var td = tp.getDistance(b.point);
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if (td < bLen) {
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this.boundOffsetBuff[i] -= (bLen - td) / 2;
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}
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}
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},
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getSidePoint: function(index) {
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return this.point + this.sidePoints[index] * this.boundOffset[index];
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},
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updateBounds: function() {
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for (var i = 0; i < this.numSegment; i ++)
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this.boundOffset[i] = this.boundOffsetBuff[i];
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}
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};
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//--------------------- main ---------------------
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var balls = [];
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var numBalls = 18;
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for (var i = 0; i < numBalls; i++) {
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var position = Point.random() * view.size;
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var vector = new Point({
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angle: 360 * Math.random(),
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length: Math.random() * 10
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});
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var radius = Math.random() * 60 + 60;
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balls.push(new Ball(radius, position, vector));
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}
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function onFrame() {
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for (var i = 0; i < balls.length - 1; i++) {
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for (var j = i + 1; j < balls.length; j++) {
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balls[i].react(balls[j]);
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}
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}
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for (var i = 0, l = balls.length; i < l; i++) {
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balls[i].iterate();
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}
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}
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</script>
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</head>
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<body>
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<canvas id="canvas" resize hidpi="off" style="background:black"></canvas>
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</body>
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</html>
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