Created
July 26, 2013 12:03
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JS Waves
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<html> | |
<head> | |
<title>Waves</title> | |
<script> | |
var buffer; | |
var sizeX = 100; | |
var sizeY = 75; | |
var stretch = 8; | |
// tune render performance here | |
var movesAtTick = 50; | |
var waveDeque; | |
var colors; | |
function initBuffers() { | |
// init two-dimensional buffer with zeroes | |
buffer = new Array(sizeY); | |
for (var i = 0; i < sizeY; i++) { | |
buffer[i] = new Array(sizeX); | |
for (var j = 0; j < sizeX; j++) | |
buffer[i][j] = 0; | |
} | |
; | |
// init wave deque and colors array | |
waveDeque = new Array(); | |
colors = new Array(); | |
colors.push('#EBEBEB'); | |
} | |
function initCanvas() { | |
var c = document.getElementById("canv"); | |
c.width = sizeX * stretch; | |
c.height = sizeY * stretch; | |
} | |
function getRandomColor() { | |
return '#' + Math.random().toString(16).substring(4); | |
} | |
function drawRectAtCanvas(x, y) { | |
var c = document.getElementById("canv"); | |
var ctx = c.getContext("2d"); | |
ctx.fillStyle = colors[ buffer[y][x] ]; | |
ctx.fillRect(x * stretch, y * stretch, stretch, stretch); | |
} | |
function handleCanvasClick(e) { | |
var x = Math.ceil(e.clientX / stretch); | |
var y = Math.ceil(e.clientY / stretch); | |
if ((x >= 0) && (x < sizeX) && (y >= 0) && (y < sizeY)) | |
addWave(x, y); | |
} | |
function addWave(x, y) { | |
var newWave = colors.length; | |
colors.push(getRandomColor()); | |
addToDeque(x, y, newWave); | |
} | |
function markPoint(x, y, value) { | |
buffer[y][x] = value; | |
drawRectAtCanvas(x, y); | |
} | |
function addToDeque(x, y, value) { | |
waveDeque.push({x: x, y: y, value: value}); | |
} | |
function tickHandler() { | |
for (var i = 0; i < movesAtTick; i++) { | |
var newPoint = waveDeque.shift(); | |
// are there any points in deque? | |
if (typeof newPoint == 'undefined') | |
break; | |
var x = newPoint.x; | |
var y = newPoint.y; | |
var value = newPoint.value; | |
// | |
if (buffer[y][x] >= value) | |
continue; | |
markPoint(x, y, value); | |
// | |
for (var j = -1; j <= 1; j++) | |
for (var k = -1; k <= 1; k++) | |
{ | |
var xNew = x + j; | |
var yNew = y + k; | |
// | |
if ((xNew >= 0) && (xNew < sizeX) && (yNew >= 0) && (yNew < sizeY) && (buffer[yNew][xNew] < value)) { | |
// | |
addToDeque(xNew, yNew, value); | |
} | |
} | |
} | |
} | |
function init() { | |
initBuffers(); | |
initCanvas(); | |
setInterval(tickHandler, 0); | |
} | |
</script> | |
</head> | |
<body onload="init()"> | |
<canvas id="canv" onclick="handleCanvasClick(event)"> | |
</canvas> | |
</body> | |
</html> |
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