Created
September 5, 2012 17:22
-
-
Save loktar00/3640454 to your computer and use it in GitHub Desktop.
Wave sim based off an excellent xna tutorial.
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
<canvas id="canvas"></canvas> |
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
(function() { | |
var requestAnimationFrame = window.requestAnimationFrame || window.mozRequestAnimationFrame || | |
window.webkitRequestAnimationFrame || window.msRequestAnimationFrame; | |
window.requestAnimationFrame = requestAnimationFrame; | |
})(); | |
var canvas = document.getElementById("canvas"), | |
ctx = canvas.getContext("2d"), | |
width = window.innerWidth-8, | |
height = window.innerHeight-8; | |
canvas.width = width; | |
canvas.height = height; | |
// spring stuff | |
var tension = .025, | |
dampening = .025, | |
spread = .25; | |
// waves | |
var wavesNum = 100, | |
waves = []; | |
for(var i = 0; i < wavesNum; i++){ | |
var x = Math.ceil(width/wavesNum)*i, | |
y = height - (height/3)*2; | |
waves.push({ | |
pos : {x : x, y : y}, | |
targetHeight : height-y, | |
height : height-y, | |
speed : 0 | |
}); | |
} | |
function update(){ | |
ctx.clearRect(0,0,canvas.width, canvas.height); | |
for(var i = 0; i < wavesNum; i++){ | |
var diff = waves[i].targetHeight - waves[i].height; | |
waves[i].speed += tension * diff - waves[i].speed * dampening; | |
waves[i].height += waves[i].speed; | |
} | |
var lDeltas = [], | |
rDeltas = []; | |
for (var i = 0; i < wavesNum; i++){ | |
if (i > 0){ | |
lDeltas[i] = spread * (waves[i].height - waves[i - 1].height); | |
waves[i - 1].speed += lDeltas[i]; | |
} | |
if (i < wavesNum - 1){ | |
rDeltas[i] = spread * (waves[i].height - waves[i + 1].height); | |
waves[i + 1].speed += rDeltas[i]; | |
} | |
} | |
for (var i = 0; i < wavesNum; i++){ | |
if (i > 0){ | |
waves[i - 1].height += lDeltas[i]; | |
} | |
if (i < waves.length - 1){ | |
waves[i + 1].height += rDeltas[i]; | |
} | |
// draw the wave | |
waves[i].pos.y = height - waves[i].height; | |
if(i < wavesNum-1){ | |
var grad = ctx.createLinearGradient(waves[i].pos.x,waves[i].pos.y,waves[i+1].pos.x,height); | |
grad.addColorStop(0, 'rgb(0,100,200)'); | |
grad.addColorStop(1, 'rgb(0,0,100)'); | |
ctx.fillStyle = grad; | |
ctx.beginPath(); | |
ctx.lineTo(waves[i].pos.x, waves[i].pos.y); | |
ctx.lineTo(waves[i+1].pos.x, waves[i].pos.y); | |
ctx.lineTo(waves[i+1].pos.x, height); | |
ctx.lineTo(waves[i].pos.x, height); | |
ctx.fill(); | |
} | |
} | |
requestAnimationFrame(update); | |
} | |
waves[Math.floor(Math.random()*wavesNum)].speed = 20; | |
update(); | |
canvas.addEventListener('click', function(e){ | |
// get the area we clicked | |
var wave = Math.floor(e.clientX/(width/wavesNum)); | |
waves[wave].speed -= Math.random()*160; | |
}); |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment