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// title: collisions | |
const r = 63 | |
const { PI, sin, cos } = Math | |
initialState = { | |
collision: '', | |
actors: [ | |
{ | |
name: 'box', | |
x: 64 - 32, | |
y: 64 - 32, | |
width: 64, | |
height: 64 | |
}, | |
{ | |
name: 'dots', | |
dots: range(128*2).map((d, i, a) => { | |
const angle = PI * 2 / a.length * i | |
const x = r * cos(angle) | |
const y = r * sin(angle) | |
const speedx = -x / (60) | |
const speedy = -y / (60) | |
return { | |
x: 64 + x, | |
y: 64 + y, | |
speedx: Math.abs(speedx), | |
speedy: Math.abs(speedy), | |
dx: speedx, | |
dy: speedy, | |
color: (i % 2)*5 | |
} | |
}) | |
} | |
] | |
} | |
const lineLine = (a, b) => { | |
const x1 = a[0][0] | |
const y1 = a[0][1] | |
const x2 = a[1][0] | |
const y2 = a[1][1] | |
const x3 = b[0][0] | |
const y3 = b[0][1] | |
const x4 = b[1][0] | |
const y4 = b[1][1] | |
// calculate the distance to intersection point | |
const uA = ((x4-x3)*(y1-y3) - (y4-y3)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1)) | |
const uB = ((x2-x1)*(y1-y3) - (y2-y1)*(x1-x3)) / ((y4-y3)*(x2-x1) - (x4-x3)*(y2-y1)) | |
// if uA and uB are between 0-1, lines are colliding | |
if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) { | |
return true | |
} else { | |
return false | |
} | |
} | |
const collideWithBox = ({ dots, box }) => { | |
dots.dots.forEach(dot => { | |
if ( | |
dot.x >= box.x && | |
dot.x <= box.x + box.width && | |
dot.y >= box.y && | |
dot.y <= box.y + box.height | |
) { | |
const dotLine = [ | |
[dot.x - dot.dx, dot.y - dot.dy], | |
[dot.x + dot.dx, dot.y + dot.dy] | |
] | |
const leftLine = [ | |
[box.x, box.y], | |
[box.x, box.y + box.height] | |
] | |
const rightLine = [ | |
[box.x + box.width, box.y], | |
[box.x + box.width, box.y + box.height] | |
] | |
const topLine = [ | |
[box.x, box.y], | |
[box.x + box.width, box.y] | |
] | |
const bottomLine = [ | |
[box.x, box.y + box.height], | |
[box.x + box.width, box.y + box.height] | |
] | |
if (lineLine(dotLine, leftLine) || lineLine(dotLine, rightLine)) { | |
dot.dx *= -1 | |
} | |
if (lineLine(dotLine, topLine) || lineLine(dotLine, bottomLine)) { | |
dot.dy *= -1 | |
} | |
} | |
}) | |
} | |
const collideWithWall = ({ dots, state }) => { | |
dots.dots.forEach(dot => { | |
if (dot.x < 1 && dot.dx < 0) { | |
dot.dx = dot.speedx | |
} else if (dot.x > 126 && dot.dx > 0) { | |
dot.dx = -dot.speedx | |
} else if (dot.y < 1 && dot.dy < 0) { | |
dot.dy = dot.speedy | |
} else if (dot.y > 126 && dot.dy > 0) { | |
dot.dy = -dot.speedy | |
} | |
}) | |
} | |
const move = dots => { | |
dots.dots.forEach(dot => { | |
dot.x += dot.dx | |
dot.y += dot.dy | |
}) | |
} | |
update = state => { | |
const box = state.actors.find(d => d.name === 'box') | |
const dots = state.actors.find(d => d.name === 'dots') | |
move(dots) | |
collideWithWall({ dots, state }) | |
collideWithBox({ dots, box }) | |
} | |
const drawActor = (actor, fade) => { | |
if (actor.name === 'box') { | |
// rectFill(actor.x, actor.y, actor.width, actor.height, 6) | |
} | |
if (actor.name === 'dots') { | |
actor.dots.forEach(dot => { | |
line(dot.x - 2*dot.dx, dot.y - 2*dot.dy, dot.x, dot.y, dot.color) | |
circFill(dot.x, dot.y, 2, dot.color) | |
}) | |
} | |
} | |
drawActors = (state, fade) => { | |
state.actors.forEach(actor => drawActor(actor, fade)) | |
} | |
draw = state => { | |
clear() | |
print(0, 0, state.collision, 0) | |
// rectStroke(0, 0, 128, 128, 6) | |
// circStroke(64, 64, r, 6) | |
drawActors(state) | |
} |
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{} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
{} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
{} |
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