introduce js models
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a75dc35596
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5839059fd8
5 changed files with 195 additions and 190 deletions
191
index.html
191
index.html
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@ -59,195 +59,6 @@
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<video id="video_background" autoplay loop>
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<source src="Blue_Sky_and_Clouds_Timelapse_0892__Videvo.mov">
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</video>
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<script>
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/*
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The interface is like a flywheel.
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*/
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class Flywheel{
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constructor() {
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this.value = 0.; // start at 0 - gradual meter
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this.stage = 0.; // start at 0 - the various stages
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this.f_falloff = (value) => value/20; // value at which it reduces per second
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this.f_stage = (value) => 5*Math.log10(value); // value to stage calculation
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this.value_min = 0;
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this.value_max = 100; // gives stage 0-9
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// this.interval = window.setInterval(this.step, 50)
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this.time = null;
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window.requestAnimationFrame(this.step.bind(this));
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// TODO: once/twice per second should be enough! + on release (add())
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}
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step(time){
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if(this.time === null){
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// first run
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this.time = time;
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window.requestAnimationFrame(this.step.bind(this));
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return;
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}
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if(time-this.time < 500){
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window.requestAnimationFrame(this.step.bind(this));
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return;
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}
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const dt = time - this.time;
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this.time = time;
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this.value -= this.f_falloff(this.value) * dt/1000; // linear falloff
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if(this.value < 0){
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this.value = 0;
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}
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// console.log(this.value,this.falloff, dt,this.time);
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// TODO: check if this should be different
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const stage = Math.max(0,Math.floor(this.f_stage(this.value)));
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if (stage != this.stage){
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this.changeStage(stage);
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}
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window.requestAnimationFrame(this.step.bind(this));
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}
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add(increment){
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this.value += typeof increment == 'undefined' ? 1 : increment;
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// cap:
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if(this.value > this.value_max) this.value = this.value_max;
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}
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changeStage(stage){
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this.stage = stage;
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console.log('stage now at', this.stage);
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// TODO: handle stage change
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}
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}
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var flywheel = new Flywheel();
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let svgEl = document.getElementById('canvas');
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let crosshairXEl = document.getElementById('crosshair_x');
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let crosshairYEl = document.getElementById('crosshair_y');
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const segmentCount = window.location.search.substr(1).length ? window.location.search.substr(1) : 4;
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function getPathShapeBetweenPoints(p1, p2, corners) {
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let d = `M ${p1.x},${p1.y} L `;
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if(corners == 4){
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// draw inbetween p1 & p2.
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let minx = Math.min(p1.x, p2.x);
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let miny = Math.min(p1.y, p2.y);
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let maxx = Math.max(p1.x, p2.x);
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let maxy = Math.max(p1.y, p2.y);
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d += ` ${p1.x},${p2.y} ${p2.x},${p2.y} ${p2.x},${p1.y} ${p1.x},${p1.y} `;
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}
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else{
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// find center of circle that describes the polygon of which p1 and p2 are part
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// it's _not_ the center between the two points, as p1 and p2 are corners on the shape
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// distance between p1 and p2
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const length = Math.sqrt(Math.pow(p1.x-p2.x,2)+ Math.pow(p1.y - p2.y, 2));
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const segmentAngle = Math.PI * 2 / corners;
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// we don't want
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// const segmentsAngle = Math.floor(180/segmentAngle) * segmentAngle;
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const radius = (length*.5)/Math.sin(segmentAngle);
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const rotation = Math.atan2((p2.y -p1.y),(p2.x - p1.x)) + (Math.PI/2-segmentAngle);
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const dx = Math.cos(rotation) * radius;// * Math.sign(p2.x - p1.x);
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const dy = Math.sin(rotation) * radius;// * Math.sign(p2.y - p1.y);
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// we now have the center:
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const cx = p2.x - dx;
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const cy = p2.y - dy;
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// startpoint in relation to circle
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const sx = cx - p1.x;
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const sy = cy - p1.y;
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let startRot = Math.asin(sx / radius);
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if(sy>0){startRot = -1 * startRot + Math.PI;}
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// console.log(sx, radius, startRot);
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// animI+= .1;
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// console.log(sx, sy, startRot);
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for (let a = 0; a < Math.PI*2; a += segmentAngle) {
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let x = radius * Math.sin(a-startRot) + cx;
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let y = radius * Math.cos(a-startRot) + cy;
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d += ` ${x},${y}`;
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}
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}
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return d + ' Z';
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}
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// canvas position relative to mouse/screen
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// TODO: update on resize:
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svgEl.setAttribute('viewBox', '0 0 '+window.innerWidth+' '+window.innerHeight);
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let rect = svgEl.getBoundingClientRect();
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let cx = rect.left + rect.width/2;
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let cy = rect.top + rect.height/2;
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let center = {'x': cx, 'y': cy};
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// move crosshairs
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window.addEventListener('mousemove', function(mousemoveEv){
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let x = mousemoveEv.clientX - rect.left;
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let y = mousemoveEv.clientY - rect.top;
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crosshairXEl.setAttribute('x1', x)
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crosshairXEl.setAttribute('x2', x)
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crosshairYEl.setAttribute('y1', y)
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crosshairYEl.setAttribute('y2', y)
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});
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svgEl.addEventListener('mousedown', function(mousedownEv){
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let shapeEl = document.createElementNS('http://www.w3.org/2000/svg','path');
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shapeEl.classList.add('rect');
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let p1 = {'x': mousedownEv.clientX - rect.left, 'y': mousedownEv.clientY - rect.top}
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// shapeEl.setAttribute('x', p1.x);
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// shapeEl.setAttribute('y', p1.y);
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// shapeEl.setAttribute('width', 0);
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// shapeEl.setAttribute('height', 0);
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let d = getPathShapeBetweenPoints(p1, p1, segmentCount);
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svgEl.appendChild(shapeEl);
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shapeEl.setAttribute('d', d);
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let mouseMoveEv = function(mousemoveEv) {
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let p2 = {'x': mousemoveEv.clientX - rect.left, 'y': mousemoveEv.clientY - rect.top}
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let d = getPathShapeBetweenPoints(p1, p2, segmentCount);
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shapeEl.setAttribute('d', d);
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};
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let mouseUpEv = function() {
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console.log('up');
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window.removeEventListener('mousemove', mouseMoveEv); // remove itself.
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window.removeEventListener('mouseup', mouseUpEv); // remove itself.
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shapeEl.classList.add('locked');
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//TODO: calculate points
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flywheel.add();
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setTimeout(function(){
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shapeEl.classList.add('hide');
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setTimeout(function(){
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shapeEl.parentNode.removeChild(shapeEl);
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},1000);
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}, 1000);
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};
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window.addEventListener('mousemove', mouseMoveEv);
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window.addEventListener('mouseup', mouseUpEv);
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})
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</script>
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<script type="module" src="js/main.js"></script>
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</body>
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</html>
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66
js/flywheel.js
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66
js/flywheel.js
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@ -0,0 +1,66 @@
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/*
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The interface is like a flywheel.
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*/
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export class Flywheel{
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constructor() {
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this.value = 0.; // start at 0 - gradual meter
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this.stage = 0.; // start at 0 - the various stages
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this.f_falloff = (value) => value/20; // value at which it reduces per second
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this.f_stage = (value) => 5*Math.log10(value); // value to stage calculation
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this.value_min = 0;
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this.value_max = 100; // gives stage 0-9
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// this.interval = window.setInterval(this.step, 50)
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this.time = null;
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window.requestAnimationFrame(this.step.bind(this));
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// TODO: once/twice per second should be enough! + on release (add())
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}
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step(time){
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if(this.time === null){
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// first run
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this.time = time;
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window.requestAnimationFrame(this.step.bind(this));
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return;
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}
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if(time-this.time < 500){
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window.requestAnimationFrame(this.step.bind(this));
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return;
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}
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const dt = time - this.time;
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this.time = time;
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this.value -= this.f_falloff(this.value) * dt/1000; // linear falloff
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if(this.value < 0){
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this.value = 0;
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}
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// console.log(this.value,this.falloff, dt,this.time);
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// TODO: check if this should be different
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const stage = Math.max(0,Math.floor(this.f_stage(this.value)));
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if (stage != this.stage){
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this.changeStage(stage);
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}
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window.requestAnimationFrame(this.step.bind(this));
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}
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add(increment){
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this.value += typeof increment == 'undefined' ? 1 : increment;
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// cap:
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if(this.value > this.value_max) this.value = this.value_max;
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}
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changeStage(stage){
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this.stage = stage;
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console.log('stage now at', this.stage);
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// TODO: handle stage change
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}
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}
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66
js/game.js
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66
js/game.js
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import { Flywheel } from "./flywheel.js";
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import { getPathShapeBetweenPoints } from "./svg.js";
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export function init(svgEl, crosshairXEl, crosshairYEl) {
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let flywheel = new Flywheel();
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const segmentCount = window.location.search.substr(1).length ? window.location.search.substr(1) : 4;
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// canvas position relative to mouse/screen
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// TODO: update on resize:
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svgEl.setAttribute('viewBox', '0 0 ' + window.innerWidth + ' ' + window.innerHeight);
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let rect = svgEl.getBoundingClientRect();
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// let cx = rect.left + rect.width / 2;
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// let cy = rect.top + rect.height / 2;
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// let center = { 'x': cx, 'y': cy };
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// move crosshairs
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window.addEventListener('mousemove', function (mousemoveEv) {
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let x = mousemoveEv.clientX - rect.left;
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let y = mousemoveEv.clientY - rect.top;
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crosshairXEl.setAttribute('x1', x)
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crosshairXEl.setAttribute('x2', x)
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crosshairYEl.setAttribute('y1', y)
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crosshairYEl.setAttribute('y2', y)
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});
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svgEl.addEventListener('mousedown', function (mousedownEv) {
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let shapeEl = document.createElementNS('http://www.w3.org/2000/svg', 'path');
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shapeEl.classList.add('rect');
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let p1 = { 'x': mousedownEv.clientX - rect.left, 'y': mousedownEv.clientY - rect.top }
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// shapeEl.setAttribute('x', p1.x);
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// shapeEl.setAttribute('y', p1.y);
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// shapeEl.setAttribute('width', 0);
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// shapeEl.setAttribute('height', 0);
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let d = getPathShapeBetweenPoints(p1, p1, segmentCount);
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svgEl.appendChild(shapeEl);
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shapeEl.setAttribute('d', d);
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let mouseMoveEv = function (mousemoveEv) {
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let p2 = { 'x': mousemoveEv.clientX - rect.left, 'y': mousemoveEv.clientY - rect.top }
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let d = getPathShapeBetweenPoints(p1, p2, segmentCount);
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shapeEl.setAttribute('d', d);
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};
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let mouseUpEv = function () {
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console.log('up');
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window.removeEventListener('mousemove', mouseMoveEv); // remove itself.
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window.removeEventListener('mouseup', mouseUpEv); // remove itself.
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shapeEl.classList.add('locked');
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//TODO: calculate points
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flywheel.add();
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setTimeout(function () {
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shapeEl.classList.add('hide');
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setTimeout(function () {
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shapeEl.parentNode.removeChild(shapeEl);
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}, 1000);
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}, 1000);
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};
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window.addEventListener('mousemove', mouseMoveEv);
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window.addEventListener('mouseup', mouseUpEv);
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})
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}
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8
js/main.js
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8
js/main.js
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import { init } from "./game.js";
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let svgEl = document.getElementById('canvas');
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let crosshairXEl = document.getElementById('crosshair_x');
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let crosshairYEl = document.getElementById('crosshair_y');
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let game = init(svgEl, crosshairXEl, crosshairYEl);
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54
js/svg.js
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54
js/svg.js
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function getPathShapeBetweenPoints(p1, p2, corners) {
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let d = `M ${p1.x},${p1.y} L `;
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if(corners == 4){
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// draw inbetween p1 & p2.
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let minx = Math.min(p1.x, p2.x);
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let miny = Math.min(p1.y, p2.y);
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let maxx = Math.max(p1.x, p2.x);
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let maxy = Math.max(p1.y, p2.y);
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d += ` ${p1.x},${p2.y} ${p2.x},${p2.y} ${p2.x},${p1.y} ${p1.x},${p1.y} `;
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}
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else{
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// find center of circle that describes the polygon of which p1 and p2 are part
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// it's _not_ the center between the two points, as p1 and p2 are corners on the shape
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// distance between p1 and p2
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const length = Math.sqrt(Math.pow(p1.x-p2.x,2)+ Math.pow(p1.y - p2.y, 2));
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const segmentAngle = Math.PI * 2 / corners;
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// we don't want
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// const segmentsAngle = Math.floor(180/segmentAngle) * segmentAngle;
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const radius = (length*.5)/Math.sin(segmentAngle);
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const rotation = Math.atan2((p2.y -p1.y),(p2.x - p1.x)) + (Math.PI/2-segmentAngle);
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const dx = Math.cos(rotation) * radius;// * Math.sign(p2.x - p1.x);
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const dy = Math.sin(rotation) * radius;// * Math.sign(p2.y - p1.y);
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// we now have the center:
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const cx = p2.x - dx;
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const cy = p2.y - dy;
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// startpoint in relation to circle
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const sx = cx - p1.x;
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const sy = cy - p1.y;
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let startRot = Math.asin(sx / radius);
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if(sy>0){startRot = -1 * startRot + Math.PI;}
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// console.log(sx, radius, startRot);
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// animI+= .1;
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// console.log(sx, sy, startRot);
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for (let a = 0; a < Math.PI*2; a += segmentAngle) {
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let x = radius * Math.sin(a-startRot) + cx;
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let y = radius * Math.cos(a-startRot) + cy;
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d += ` ${x},${y}`;
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}
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}
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return d + ' Z';
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}
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export {getPathShapeBetweenPoints};
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