More line ending nonsense

This commit is contained in:
Starbeamrainbowlabs 2016-06-12 17:39:55 +01:00
parent 3643c9eefe
commit 6b6efb1c6c
13 changed files with 1070 additions and 1070 deletions

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@ -1,117 +1,117 @@
"use strict";
/******************************************************************************
*************************** ES6 Bezier Curve Class ***************************
******************************************************************************
* v0.4
******************************************************************************
* A bezier curve class that supports an arbitrary number of control points.
* Originally written for my 2D Graphics coursework at University.
*
* Bug reports can be made as a comment on this gist, or
* sent to <bugs@starbeamrainbowlabs.com>. Alternatively, you can tweet
* me at @SBRLabs.
******************************************************************************
* Author: Starbeamrainbowlabs <bugs@starbeamrainbowlabs.com>
*
* Revisions:
* v0.1: Initial revision.
* v0.2: Include example test page.
* v0.3: Minor comment tweaks.
* v0.4: Fixed a few bugs.
*/
class BezierCurve
{
constructor(inControlPoints)
{
this.controlPoints = inControlPoints;
// The interpolated points cache
this.lastSegmentCount = 0;
this.lastPoints = null;
}
/**
* Interpolate to find the point at a specific percentage along the bezier curve.
* @param {number} time The time between 0-1 for which to calculate the point along the bezier curve.
* @param {[Vector]} controlPoints An array of control points to operate on. You shouldn't need to set this parameter - it's only here due to the recursive native of the interpolation algorithm.
* @return {Vector} The interpolated point.
*/
interpolate(time, controlPoints)
{
// If the control points are undefined, then pick up our own control points
if(typeof controlPoints == "undefined")
controlPoints = this.controlPoints;
// Make sure that the time is between 0 and 1.
if(time < 0 || time > 1)
throw new Error(`The time specified was out of bounds! It should be between 0 and 1, but a value of ${time} was provided.`);
// Create an array to store the interpolated points in
var interpolatedPoints = [];
// Loop over all the control points, except the last one
for(let i = 0; i < controlPoints.length - 1; i++)
{
// Find the difference between the current point and the next one along
// To get the vector of the line between 2 points, you do b - a for the points a and b.
let difference = controlPoints[i + 1].clone().subtract(controlPoints[i]);
// Multiply the line's vector by the time in order to extract a percentage along the line
difference.multiply(time);
// Add the first point on to put the vector back in the right place,
// and then add it to the interpolated pionts array.
// It's important to add the first control point on again here as we
// made the vector relative to 0 in order to perform the
// interpolation rather than relative to the first point on the line
// as it should be.
interpolatedPoints.push(difference.add(controlPoints[i]));
}
if(interpolatedPoints.length > 1)
{
// We have more than one interpolated point left, recurse to cut it
// down to a single point.
interpolatedPoints = this.interpolate(time, interpolatedPoints);
}
// Return the first item of the array if we still have an array. If it
// isn't an array, it must mean that one of our recursive calls has
// already broken the vector out of the array.
if(Array.isArray(interpolatedPoints))
return interpolatedPoints[0];
else
return interpolatedPoints;
}
/**
* Add the bezier curve to the current path on context. Remember that this method doesn't call context.beginPath(), nor does it fill or stroke anything. In addition, it does a lineTo the first point, so you'll need to do a moveTo manually if it is desired.
* @param {CanvasRenderingContext2D} context The context to render to.
* @param {number} segmentCount The number of segments to use when rendering the bezier curve. Note that this function caches the interpolation calculations for the last segment value you pass in, so you may want to have multiple different BezierCurve objects if you want to regularly change this value.
*/
curve(context, segmentCount)
{
if(segmentCount != this.lastSegmentCount)
{
// The interpolated points cache doesn't match the specified segment
// count - update it now
this.lastPoints = [];
for(let i = 0; i <= 1; i += 1 / segmentCount)
{
this.lastPoints.push(this.interpolate(i));
}
// Update the cached segment count to match the new contents of the
// cache.
this.lastSegmentCount = segmentCount;
}
// Add the bezier curve to the current path using the cached points
// (that may have been recalculated above).
for(let point of this.lastPoints)
{
context.lineTo(point.x, point.y);
}
}
}
"use strict";
/******************************************************************************
*************************** ES6 Bezier Curve Class ***************************
******************************************************************************
* v0.4
******************************************************************************
* A bezier curve class that supports an arbitrary number of control points.
* Originally written for my 2D Graphics coursework at University.
*
* Bug reports can be made as a comment on this gist, or
* sent to <bugs@starbeamrainbowlabs.com>. Alternatively, you can tweet
* me at @SBRLabs.
******************************************************************************
* Author: Starbeamrainbowlabs <bugs@starbeamrainbowlabs.com>
*
* Revisions:
* v0.1: Initial revision.
* v0.2: Include example test page.
* v0.3: Minor comment tweaks.
* v0.4: Fixed a few bugs.
*/
class BezierCurve
{
constructor(inControlPoints)
{
this.controlPoints = inControlPoints;
// The interpolated points cache
this.lastSegmentCount = 0;
this.lastPoints = null;
}
/**
* Interpolate to find the point at a specific percentage along the bezier curve.
* @param {number} time The time between 0-1 for which to calculate the point along the bezier curve.
* @param {[Vector]} controlPoints An array of control points to operate on. You shouldn't need to set this parameter - it's only here due to the recursive native of the interpolation algorithm.
* @return {Vector} The interpolated point.
*/
interpolate(time, controlPoints)
{
// If the control points are undefined, then pick up our own control points
if(typeof controlPoints == "undefined")
controlPoints = this.controlPoints;
// Make sure that the time is between 0 and 1.
if(time < 0 || time > 1)
throw new Error(`The time specified was out of bounds! It should be between 0 and 1, but a value of ${time} was provided.`);
// Create an array to store the interpolated points in
var interpolatedPoints = [];
// Loop over all the control points, except the last one
for(let i = 0; i < controlPoints.length - 1; i++)
{
// Find the difference between the current point and the next one along
// To get the vector of the line between 2 points, you do b - a for the points a and b.
let difference = controlPoints[i + 1].clone().subtract(controlPoints[i]);
// Multiply the line's vector by the time in order to extract a percentage along the line
difference.multiply(time);
// Add the first point on to put the vector back in the right place,
// and then add it to the interpolated pionts array.
// It's important to add the first control point on again here as we
// made the vector relative to 0 in order to perform the
// interpolation rather than relative to the first point on the line
// as it should be.
interpolatedPoints.push(difference.add(controlPoints[i]));
}
if(interpolatedPoints.length > 1)
{
// We have more than one interpolated point left, recurse to cut it
// down to a single point.
interpolatedPoints = this.interpolate(time, interpolatedPoints);
}
// Return the first item of the array if we still have an array. If it
// isn't an array, it must mean that one of our recursive calls has
// already broken the vector out of the array.
if(Array.isArray(interpolatedPoints))
return interpolatedPoints[0];
else
return interpolatedPoints;
}
/**
* Add the bezier curve to the current path on context. Remember that this method doesn't call context.beginPath(), nor does it fill or stroke anything. In addition, it does a lineTo the first point, so you'll need to do a moveTo manually if it is desired.
* @param {CanvasRenderingContext2D} context The context to render to.
* @param {number} segmentCount The number of segments to use when rendering the bezier curve. Note that this function caches the interpolation calculations for the last segment value you pass in, so you may want to have multiple different BezierCurve objects if you want to regularly change this value.
*/
curve(context, segmentCount)
{
if(segmentCount != this.lastSegmentCount)
{
// The interpolated points cache doesn't match the specified segment
// count - update it now
this.lastPoints = [];
for(let i = 0; i <= 1; i += 1 / segmentCount)
{
this.lastPoints.push(this.interpolate(i));
}
// Update the cached segment count to match the new contents of the
// cache.
this.lastSegmentCount = segmentCount;
}
// Add the bezier curve to the current path using the cached points
// (that may have been recalculated above).
for(let point of this.lastPoints)
{
context.lineTo(point.x, point.y);
}
}
}

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@ -1,124 +1,124 @@
"use strict";
class Bicycle
{
constructor(inPos)
{
this.pos = inPos;
this.wheelLeft = new Wheel(new Vector(-47, 20), 30, 200);
this.wheelRight = new Wheel(new Vector(47, 20), 30, 200);
this.mainColour = "#4f32d2";
this.seatColour = "#312b50";
this.seatSize = 10;
}
update(dt)
{
this.wheelLeft.update(dt);
this.wheelRight.update(dt);
}
render(context)
{
context.save();
context.translate(this.pos.x, this.pos.y);
this.wheelLeft.render(context);
this.wheelRight.render(context);
// Bicycle frame
var pedalPosition = this.wheelRight.pos.clone().subtract(new Vector(35, 0)),
seatPosition = pedalPosition.clone().add(new Vector(15, -40));
context.beginPath();
context.moveTo(this.wheelLeft.pos.x, this.wheelLeft.pos.y);
context.lineTo(this.wheelLeft.pos.x + 20, this.wheelLeft.pos.y - 52);
context.moveTo(this.wheelLeft.pos.x + 13, this.wheelLeft.pos.y - 35);
context.lineTo(pedalPosition.x, pedalPosition.y);
context.lineTo(seatPosition.x, seatPosition.y);
context.moveTo(pedalPosition.x, pedalPosition.y);
context.lineTo(this.wheelRight.pos.x, this.wheelRight.pos.y);
context.lineTo(seatPosition.x - 4, seatPosition.y + 10);
context.lineTo(this.wheelLeft.pos.x + 14, this.wheelLeft.pos.y - 40);
context.lineWidth = 5;
context.strokeStyle = this.mainColour;
context.stroke();
this.renderSeat(context, seatPosition);
context.restore();
}
renderSeat(context, pos)
{
context.save();
context.translate(pos.x - this.seatSize * 0.3, pos.y);
context.beginPath();
context.moveTo(this.seatSize, -this.seatSize / 2.4);
context.lineTo(-this.seatSize * 1.5, 0);
context.lineTo(this.seatSize * 1.3, this.seatSize / 2.3);
context.closePath();
context.fillStyle = this.seatColour;
context.fill();
context.restore();
}
}
class Wheel
{
constructor(inPos, inRadius, inSpeed)
{
this.pos = inPos;
this.radius = inRadius;
this.speed = inSpeed / (Math.PI * 18);
this.rotation = 0;
this.rimColour = "#1f1e1e";
this.spokeColour = "rgb(198, 176, 172)";
this.spokeCount = 12;
this.spokeSpacing = (Math.PI*2) / this.spokeCount;
}
update(dt)
{
this.rotation -= this.speed * dt;
}
render(context)
{
context.save();
context.translate(this.pos.x, this.pos.y);
context.rotate(this.rotation);
context.beginPath();
for (let r = 0; r < Math.PI; r += this.spokeSpacing)
{
context.moveTo(this.radius * Math.cos(r), this.radius * Math.sin(r));
context.lineTo(this.radius * Math.cos(r + Math.PI), this.radius * Math.sin(r + Math.PI));
}
context.lineWidth = 1;
context.strokeStyle = this.spokeColour;
context.stroke();
context.beginPath();
context.ellipse(0, 0, this.radius * 0.95, this.radius * 0.95, 0, 0, Math.PI * 2, false);
context.lineWidth = 3;
context.stroke();
context.beginPath();
context.ellipse(0, 0, this.radius, this.radius, 0, 0, Math.PI * 2, false);
context.strokeStyle = this.rimColour;
context.lineWidth = 4;
context.stroke();
context.restore();
}
}
"use strict";
class Bicycle
{
constructor(inPos)
{
this.pos = inPos;
this.wheelLeft = new Wheel(new Vector(-47, 20), 30, 200);
this.wheelRight = new Wheel(new Vector(47, 20), 30, 200);
this.mainColour = "#4f32d2";
this.seatColour = "#312b50";
this.seatSize = 10;
}
update(dt)
{
this.wheelLeft.update(dt);
this.wheelRight.update(dt);
}
render(context)
{
context.save();
context.translate(this.pos.x, this.pos.y);
this.wheelLeft.render(context);
this.wheelRight.render(context);
// Bicycle frame
var pedalPosition = this.wheelRight.pos.clone().subtract(new Vector(35, 0)),
seatPosition = pedalPosition.clone().add(new Vector(15, -40));
context.beginPath();
context.moveTo(this.wheelLeft.pos.x, this.wheelLeft.pos.y);
context.lineTo(this.wheelLeft.pos.x + 20, this.wheelLeft.pos.y - 52);
context.moveTo(this.wheelLeft.pos.x + 13, this.wheelLeft.pos.y - 35);
context.lineTo(pedalPosition.x, pedalPosition.y);
context.lineTo(seatPosition.x, seatPosition.y);
context.moveTo(pedalPosition.x, pedalPosition.y);
context.lineTo(this.wheelRight.pos.x, this.wheelRight.pos.y);
context.lineTo(seatPosition.x - 4, seatPosition.y + 10);
context.lineTo(this.wheelLeft.pos.x + 14, this.wheelLeft.pos.y - 40);
context.lineWidth = 5;
context.strokeStyle = this.mainColour;
context.stroke();
this.renderSeat(context, seatPosition);
context.restore();
}
renderSeat(context, pos)
{
context.save();
context.translate(pos.x - this.seatSize * 0.3, pos.y);
context.beginPath();
context.moveTo(this.seatSize, -this.seatSize / 2.4);
context.lineTo(-this.seatSize * 1.5, 0);
context.lineTo(this.seatSize * 1.3, this.seatSize / 2.3);
context.closePath();
context.fillStyle = this.seatColour;
context.fill();
context.restore();
}
}
class Wheel
{
constructor(inPos, inRadius, inSpeed)
{
this.pos = inPos;
this.radius = inRadius;
this.speed = inSpeed / (Math.PI * 18);
this.rotation = 0;
this.rimColour = "#1f1e1e";
this.spokeColour = "rgb(198, 176, 172)";
this.spokeCount = 12;
this.spokeSpacing = (Math.PI*2) / this.spokeCount;
}
update(dt)
{
this.rotation -= this.speed * dt;
}
render(context)
{
context.save();
context.translate(this.pos.x, this.pos.y);
context.rotate(this.rotation);
context.beginPath();
for (let r = 0; r < Math.PI; r += this.spokeSpacing)
{
context.moveTo(this.radius * Math.cos(r), this.radius * Math.sin(r));
context.lineTo(this.radius * Math.cos(r + Math.PI), this.radius * Math.sin(r + Math.PI));
}
context.lineWidth = 1;
context.strokeStyle = this.spokeColour;
context.stroke();
context.beginPath();
context.ellipse(0, 0, this.radius * 0.95, this.radius * 0.95, 0, 0, Math.PI * 2, false);
context.lineWidth = 3;
context.stroke();
context.beginPath();
context.ellipse(0, 0, this.radius, this.radius, 0, 0, Math.PI * 2, false);
context.strokeStyle = this.rimColour;
context.lineWidth = 4;
context.stroke();
context.restore();
}
}

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@ -1,95 +1,95 @@
"use strict";
class HillSet
{
constructor(inSize, inHeightRange, inColour)
{
if(typeof inSize != "object") inSize = new Vector(2048, 1024);
if(typeof inHeightRange != "number") inHeightRange = 0.4;
if(typeof inColour != "string") inColour = "green";
this.pos = new Vector(0, 0);
this.startPos = this.pos.clone();
this.size = inSize;
this.colour = inColour;
this.speed = 300; // in pixels per second
this.heightRangeMultiplier = inHeightRange;
this.heightRange = this.heightRangeMultiplier * this.size.y;
this.controlPointInterval = 128; // Must devide exactly into pos.size.x
this.generate();
}
generate()
{
this.controlPoints = [];
for (let x = 0, i = 0; x <= this.size.x; x += this.controlPointInterval, i++)
{
this.controlPoints.push(new Vector(
x + (i !== 0 ? random(25) : 0),
random(this.heightRange) + ((random(2) == 0) ? ((this.size.y - this.heightRange) * random(0.5, 1, true)) : 0)
));
}
// Make everything as seamless as possible
this.hillLine = new SmoothLine();
this.hillLine.add(this.controlPoints[this.controlPoints.length - 3].clone().subtract(new Vector(this.size.x * 2, 0)));
this.hillLine.add(this.controlPoints[this.controlPoints.length - 2].clone().subtract(new Vector(this.size.x * 2, 0)));
// TODO: Add a few points before this to make th smooth line join up upon reset correctly
var prevPoints = [];
for(let point of this.controlPoints)
prevPoints.push(point.clone().subtract(new Vector(this.size.x, 0)));
prevPoints.pop(); // Remove the last point because it's essentially the same as the first regular point
this.hillLine.add(prevPoints); // The points to the left
this.hillLine.add(this.controlPoints); // Add the regular points
}
/**
* Updates the hillset ready for the next frame.
* @param {number} dt The number of seconds since the last frame.
*/
update(dt)
{
this.pos.x += this.speed * dt;
if(this.pos.x >= this.size.x)
// console.log("Reset");
this.pos.x = 0;
}
render(context)
{
context.save();
context.translate(this.pos.x, this.pos.y);
/*context.fillStyle = "red";
context.beginPath();
context.ellipse(0, 0, 10, 10, 0, 0, Math.PI * 2, false);
context.fill();*/
context.beginPath();
context.moveTo(0, this.size.y);
context.lineTo(-this.size.x, this.size.y);
/*for(let point of this.controlPoints)
{
context.lineTo(point.x, point.y);
}*/
this.hillLine.line(context, 16);
context.lineTo(this.size.x, this.size.y);
context.closePath();
context.fillStyle = this.colour;
context.fill();
context.restore();
}
toString()
{
return `HillSet @ ${this.pos} (${this.size}), Control Points x${this.controlPoints.length}: ${this.controlPoints.join(", ")}`;
}
}
"use strict";
class HillSet
{
constructor(inSize, inHeightRange, inColour)
{
if(typeof inSize != "object") inSize = new Vector(2048, 1024);
if(typeof inHeightRange != "number") inHeightRange = 0.4;
if(typeof inColour != "string") inColour = "green";
this.pos = new Vector(0, 0);
this.startPos = this.pos.clone();
this.size = inSize;
this.colour = inColour;
this.speed = 300; // in pixels per second
this.heightRangeMultiplier = inHeightRange;
this.heightRange = this.heightRangeMultiplier * this.size.y;
this.controlPointInterval = 128; // Must devide exactly into pos.size.x
this.generate();
}
generate()
{
this.controlPoints = [];
for (let x = 0, i = 0; x <= this.size.x; x += this.controlPointInterval, i++)
{
this.controlPoints.push(new Vector(
x + (i !== 0 ? random(25) : 0),
random(this.heightRange) + ((random(2) == 0) ? ((this.size.y - this.heightRange) * random(0.5, 1, true)) : 0)
));
}
// Make everything as seamless as possible
this.hillLine = new SmoothLine();
this.hillLine.add(this.controlPoints[this.controlPoints.length - 3].clone().subtract(new Vector(this.size.x * 2, 0)));
this.hillLine.add(this.controlPoints[this.controlPoints.length - 2].clone().subtract(new Vector(this.size.x * 2, 0)));
// TODO: Add a few points before this to make th smooth line join up upon reset correctly
var prevPoints = [];
for(let point of this.controlPoints)
prevPoints.push(point.clone().subtract(new Vector(this.size.x, 0)));
prevPoints.pop(); // Remove the last point because it's essentially the same as the first regular point
this.hillLine.add(prevPoints); // The points to the left
this.hillLine.add(this.controlPoints); // Add the regular points
}
/**
* Updates the hillset ready for the next frame.
* @param {number} dt The number of seconds since the last frame.
*/
update(dt)
{
this.pos.x += this.speed * dt;
if(this.pos.x >= this.size.x)
// console.log("Reset");
this.pos.x = 0;
}
render(context)
{
context.save();
context.translate(this.pos.x, this.pos.y);
/*context.fillStyle = "red";
context.beginPath();
context.ellipse(0, 0, 10, 10, 0, 0, Math.PI * 2, false);
context.fill();*/
context.beginPath();
context.moveTo(0, this.size.y);
context.lineTo(-this.size.x, this.size.y);
/*for(let point of this.controlPoints)
{
context.lineTo(point.x, point.y);
}*/
this.hillLine.line(context, 16);
context.lineTo(this.size.x, this.size.y);
context.closePath();
context.fillStyle = this.colour;
context.fill();
context.restore();
}
toString()
{
return `HillSet @ ${this.pos} (${this.size}), Control Points x${this.controlPoints.length}: ${this.controlPoints.join(", ")}`;
}
}

286
LICENSE
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@ -1,143 +1,143 @@
Mozilla Public License Version 2.0
1. Definitions
1.1. "Contributor" means each individual or legal entity that creates, contributes to the creation of, or owns Covered Software.
1.2. "Contributor Version" means the combination of the Contributions of others (if any) used by a Contributor and that particular Contributor's Contribution.
1.3. "Contribution" means Covered Software of a particular Contributor.
1.4. "Covered Software" means Source Code Form to which the initial Contributor has attached the notice in Exhibit A, the Executable Form of such Source Code Form, and Modifications of such Source Code Form, in each case including portions thereof.
1.5. "Incompatible With Secondary Licenses" means
(a) that the initial Contributor has attached the notice described in Exhibit B to the Covered Software; or
(b) that the Covered Software was made available under the terms of version 1.1 or earlier of the License, but not also under the terms of a Secondary License.
1.6. "Executable Form" means any form of the work other than Source Code Form.
1.7. "Larger Work" means a work that combines Covered Software with other material, in a separate file or files, that is not Covered Software.
1.8. "License" means this document.
1.9. "Licensable" means having the right to grant, to the maximum extent possible, whether at the time of the initial grant or subsequently, any and all of the rights conveyed by this License.
1.10. "Modifications" means any of the following:
(a) any file in Source Code Form that results from an addition to, deletion from, or modification of the contents of Covered Software; or
(b) any new file in Source Code Form that contains any Covered Software.
1.11. "Patent Claims" of a Contributor means any patent claim(s), including without limitation, method, process, and apparatus claims, in any patent Licensable by such Contributor that would be infringed, but for the grant of the License, by the making, using, selling, offering for sale, having made, import, or transfer of either its Contributions or its Contributor Version.
1.12. "Secondary License" means either the GNU General Public License, Version 2.0, the GNU Lesser General Public License, Version 2.1, the GNU Affero General Public License, Version 3.0, or any later versions of those licenses.
1.13. "Source Code Form" means the form of the work preferred for making modifications.
1.14. "You" (or "Your") means an individual or a legal entity exercising rights under this License. For legal entities, "You" includes any entity that controls, is controlled by, or is under common control with You. For purposes of this definition, "control" means (a) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (b) ownership of more than fifty percent (50%) of the outstanding shares or beneficial ownership of such entity.
2. License Grants and Conditions
2.1. Grants
Each Contributor hereby grants You a world-wide, royalty-free, non-exclusive license:
(a) under intellectual property rights (other than patent or trademark) Licensable by such Contributor to use, reproduce, make available, modify, display, perform, distribute, and otherwise exploit its Contributions, either on an unmodified basis, with Modifications, or as part of a Larger Work; and
(b) under Patent Claims of such Contributor to make, use, sell, offer for sale, have made, import, and otherwise transfer either its Contributions or its Contributor Version.
2.2. Effective Date
The licenses granted in Section 2.1 with respect to any Contribution become effective for each Contribution on the date the Contributor first distributes such Contribution.
2.3. Limitations on Grant Scope
The licenses granted in this Section 2 are the only rights granted under this License. No additional rights or licenses will be implied from the distribution or licensing of Covered Software under this License. Notwithstanding Section 2.1(b) above, no patent license is granted by a Contributor:
(a) for any code that a Contributor has removed from Covered Software; or
(b) for infringements caused by: (i) Your and any other third party's modifications of Covered Software, or (ii) the combination of its Contributions with other software (except as part of its Contributor Version); or
(c) under Patent Claims infringed by Covered Software in the absence of its Contributions.
This License does not grant any rights in the trademarks, service marks, or logos of any Contributor (except as may be necessary to comply with the notice requirements in Section 3.4).
2.4. Subsequent Licenses
No Contributor makes additional grants as a result of Your choice to distribute the Covered Software under a subsequent version of this License (see Section 10.2) or under the terms of a Secondary License (if permitted under the terms of Section 3.3).
2.5. Representation
Each Contributor represents that the Contributor believes its Contributions are its original creation(s) or it has sufficient rights to grant the rights to its Contributions conveyed by this License.
2.6. Fair Use
This License is not intended to limit any rights You have under applicable copyright doctrines of fair use, fair dealing, or other equivalents.
2.7. Conditions
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted in Section 2.1.
3. Responsibilities
3.1. Distribution of Source Form
All distribution of Covered Software in Source Code Form, including any Modifications that You create or to which You contribute, must be under the terms of this License. You must inform recipients that the Source Code Form of the Covered Software is governed by the terms of this License, and how they can obtain a copy of this License. You may not attempt to alter or restrict the recipients' rights in the Source Code Form.
3.2. Distribution of Executable Form
If You distribute Covered Software in Executable Form then:
(a) such Covered Software must also be made available in Source Code Form, as described in Section 3.1, and You must inform recipients of the Executable Form how they can obtain a copy of such Source Code Form by reasonable means in a timely manner, at a charge no more than the cost of distribution to the recipient; and
(b) You may distribute such Executable Form under the terms of this License, or sublicense it under different terms, provided that the license for the Executable Form does not attempt to limit or alter the recipients' rights in the Source Code Form under this License.
3.3. Distribution of a Larger Work
You may create and distribute a Larger Work under terms of Your choice, provided that You also comply with the requirements of this License for the Covered Software. If the Larger Work is a combination of Covered Software with a work governed by one or more Secondary Licenses, and the Covered Software is not Incompatible With Secondary Licenses, this License permits You to additionally distribute such Covered Software under the terms of such Secondary License(s), so that the recipient of the Larger Work may, at their option, further distribute the Covered Software under the terms of either this License or such Secondary License(s).
3.4. Notices
You may not remove or alter the substance of any license notices (including copyright notices, patent notices, disclaimers of warranty, or limitations of liability) contained within the Source Code Form of the Covered Software, except that You may alter any license notices to the extent required to remedy known factual inaccuracies.
3.5. Application of Additional Terms
You may choose to offer, and to charge a fee for, warranty, support, indemnity or liability obligations to one or more recipients of Covered Software. However, You may do so only on Your own behalf, and not on behalf of any Contributor. You must make it absolutely clear that any such warranty, support, indemnity, or liability obligation is offered by You alone, and You hereby agree to indemnify every Contributor for any liability incurred by such Contributor as a result of warranty, support, indemnity or liability terms You offer. You may include additional disclaimers of warranty and limitations of liability specific to any jurisdiction.
4. Inability to Comply Due to Statute or Regulation
If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Covered Software due to statute, judicial order, or regulation then You must: (a) comply with the terms of this License to the maximum extent possible; and (b) describe the limitations and the code they affect. Such description must be placed in a text file included with all distributions of the Covered Software under this License. Except to the extent prohibited by statute or regulation, such description must be sufficiently detailed for a recipient of ordinary skill to be able to understand it.
5. Termination
5.1. The rights granted under this License will terminate automatically if You fail to comply with any of its terms. However, if You become compliant, then the rights granted under this License from a particular Contributor are reinstated (a) provisionally, unless and until such Contributor explicitly and finally terminates Your grants, and (b) on an ongoing basis, if such Contributor fails to notify You of the non-compliance by some reasonable means prior to 60 days after You have come back into compliance. Moreover, Your grants from a particular Contributor are reinstated on an ongoing basis if such Contributor notifies You of the non-compliance by some reasonable means, this is the first time You have received notice of non-compliance with this License from such Contributor, and You become compliant prior to 30 days after Your receipt of the notice.
5.2. If You initiate litigation against any entity by asserting a patent infringement claim (excluding declaratory judgment actions, counter-claims, and cross-claims) alleging that a Contributor Version directly or indirectly infringes any patent, then the rights granted to You by any and all Contributors for the Covered Software under Section 2.1 of this License shall terminate.
5.3. In the event of termination under Sections 5.1 or 5.2 above, all end user license agreements (excluding distributors and resellers) which have been validly granted by You or Your distributors under this License prior to termination shall survive termination.
6. Disclaimer of Warranty
Covered Software is provided under this License on an "as is" basis, without warranty of any kind, either expressed, implied, or statutory, including, without limitation, warranties that the Covered Software is free of defects, merchantable, fit for a particular purpose or non-infringing. The entire risk as to the quality and performance of the Covered Software is with You. Should any Covered Software prove defective in any respect, You (not any Contributor) assume the cost of any necessary servicing, repair, or correction. This disclaimer of warranty constitutes an essential part of this License. No use of any Covered Software is authorized under this License except under this disclaimer.
7. Limitation of Liability
Under no circumstances and under no legal theory, whether tort (including negligence), contract, or otherwise, shall any Contributor, or anyone who distributes Covered Software as permitted above, be liable to You for any direct, indirect, special, incidental, or consequential damages of any character including, without limitation, damages for lost profits, loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses, even if such party shall have been informed of the possibility of such damages. This limitation of liability shall not apply to liability for death or personal injury resulting from such party's negligence to the extent applicable law prohibits such limitation. Some jurisdictions do not allow the exclusion or limitation of incidental or consequential damages, so this exclusion and limitation may not apply to You.
8. Litigation
Any litigation relating to this License may be brought only in the courts of a jurisdiction where the defendant maintains its principal place of business and such litigation shall be governed by laws of that jurisdiction, without reference to its conflict-of-law provisions. Nothing in this Section shall prevent a party's ability to bring cross-claims or counter-claims.
9. Miscellaneous
This License represents the complete agreement concerning the subject matter hereof. If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. Any law or regulation which provides that the language of a contract shall be construed against the drafter shall not be used to construe this License against a Contributor.
10. Versions of the License
10.1. New Versions
Mozilla Foundation is the license steward. Except as provided in Section 10.3, no one other than the license steward has the right to modify or publish new versions of this License. Each version will be given a distinguishing version number.
10.2. Effect of New Versions
You may distribute the Covered Software under the terms of the version of the License under which You originally received the Covered Software, or under the terms of any subsequent version published by the license steward.
10.3. Modified Versions
If you create software not governed by this License, and you want to create a new license for such software, you may create and use a modified version of this License if you rename the license and remove any references to the name of the license steward (except to note that such modified license differs from this License).
10.4. Distributing Source Code Form that is Incompatible With Secondary Licenses
If You choose to distribute Source Code Form that is Incompatible With Secondary Licenses under the terms of this version of the License, the notice described in Exhibit B of this License must be attached.
Exhibit A - Source Code Form License Notice
This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
If it is not possible or desirable to put the notice in a particular file, then You may include the notice in a location (such as a LICENSE file in a relevant directory) where a recipient would be likely to look for such a notice.
You may add additional accurate notices of copyright ownership.
Exhibit B - "Incompatible With Secondary Licenses" Notice
This Source Code Form is "Incompatible With Secondary Licenses", as defined by the Mozilla Public License, v. 2.0.
Mozilla Public License Version 2.0
1. Definitions
1.1. "Contributor" means each individual or legal entity that creates, contributes to the creation of, or owns Covered Software.
1.2. "Contributor Version" means the combination of the Contributions of others (if any) used by a Contributor and that particular Contributor's Contribution.
1.3. "Contribution" means Covered Software of a particular Contributor.
1.4. "Covered Software" means Source Code Form to which the initial Contributor has attached the notice in Exhibit A, the Executable Form of such Source Code Form, and Modifications of such Source Code Form, in each case including portions thereof.
1.5. "Incompatible With Secondary Licenses" means
(a) that the initial Contributor has attached the notice described in Exhibit B to the Covered Software; or
(b) that the Covered Software was made available under the terms of version 1.1 or earlier of the License, but not also under the terms of a Secondary License.
1.6. "Executable Form" means any form of the work other than Source Code Form.
1.7. "Larger Work" means a work that combines Covered Software with other material, in a separate file or files, that is not Covered Software.
1.8. "License" means this document.
1.9. "Licensable" means having the right to grant, to the maximum extent possible, whether at the time of the initial grant or subsequently, any and all of the rights conveyed by this License.
1.10. "Modifications" means any of the following:
(a) any file in Source Code Form that results from an addition to, deletion from, or modification of the contents of Covered Software; or
(b) any new file in Source Code Form that contains any Covered Software.
1.11. "Patent Claims" of a Contributor means any patent claim(s), including without limitation, method, process, and apparatus claims, in any patent Licensable by such Contributor that would be infringed, but for the grant of the License, by the making, using, selling, offering for sale, having made, import, or transfer of either its Contributions or its Contributor Version.
1.12. "Secondary License" means either the GNU General Public License, Version 2.0, the GNU Lesser General Public License, Version 2.1, the GNU Affero General Public License, Version 3.0, or any later versions of those licenses.
1.13. "Source Code Form" means the form of the work preferred for making modifications.
1.14. "You" (or "Your") means an individual or a legal entity exercising rights under this License. For legal entities, "You" includes any entity that controls, is controlled by, or is under common control with You. For purposes of this definition, "control" means (a) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (b) ownership of more than fifty percent (50%) of the outstanding shares or beneficial ownership of such entity.
2. License Grants and Conditions
2.1. Grants
Each Contributor hereby grants You a world-wide, royalty-free, non-exclusive license:
(a) under intellectual property rights (other than patent or trademark) Licensable by such Contributor to use, reproduce, make available, modify, display, perform, distribute, and otherwise exploit its Contributions, either on an unmodified basis, with Modifications, or as part of a Larger Work; and
(b) under Patent Claims of such Contributor to make, use, sell, offer for sale, have made, import, and otherwise transfer either its Contributions or its Contributor Version.
2.2. Effective Date
The licenses granted in Section 2.1 with respect to any Contribution become effective for each Contribution on the date the Contributor first distributes such Contribution.
2.3. Limitations on Grant Scope
The licenses granted in this Section 2 are the only rights granted under this License. No additional rights or licenses will be implied from the distribution or licensing of Covered Software under this License. Notwithstanding Section 2.1(b) above, no patent license is granted by a Contributor:
(a) for any code that a Contributor has removed from Covered Software; or
(b) for infringements caused by: (i) Your and any other third party's modifications of Covered Software, or (ii) the combination of its Contributions with other software (except as part of its Contributor Version); or
(c) under Patent Claims infringed by Covered Software in the absence of its Contributions.
This License does not grant any rights in the trademarks, service marks, or logos of any Contributor (except as may be necessary to comply with the notice requirements in Section 3.4).
2.4. Subsequent Licenses
No Contributor makes additional grants as a result of Your choice to distribute the Covered Software under a subsequent version of this License (see Section 10.2) or under the terms of a Secondary License (if permitted under the terms of Section 3.3).
2.5. Representation
Each Contributor represents that the Contributor believes its Contributions are its original creation(s) or it has sufficient rights to grant the rights to its Contributions conveyed by this License.
2.6. Fair Use
This License is not intended to limit any rights You have under applicable copyright doctrines of fair use, fair dealing, or other equivalents.
2.7. Conditions
Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted in Section 2.1.
3. Responsibilities
3.1. Distribution of Source Form
All distribution of Covered Software in Source Code Form, including any Modifications that You create or to which You contribute, must be under the terms of this License. You must inform recipients that the Source Code Form of the Covered Software is governed by the terms of this License, and how they can obtain a copy of this License. You may not attempt to alter or restrict the recipients' rights in the Source Code Form.
3.2. Distribution of Executable Form
If You distribute Covered Software in Executable Form then:
(a) such Covered Software must also be made available in Source Code Form, as described in Section 3.1, and You must inform recipients of the Executable Form how they can obtain a copy of such Source Code Form by reasonable means in a timely manner, at a charge no more than the cost of distribution to the recipient; and
(b) You may distribute such Executable Form under the terms of this License, or sublicense it under different terms, provided that the license for the Executable Form does not attempt to limit or alter the recipients' rights in the Source Code Form under this License.
3.3. Distribution of a Larger Work
You may create and distribute a Larger Work under terms of Your choice, provided that You also comply with the requirements of this License for the Covered Software. If the Larger Work is a combination of Covered Software with a work governed by one or more Secondary Licenses, and the Covered Software is not Incompatible With Secondary Licenses, this License permits You to additionally distribute such Covered Software under the terms of such Secondary License(s), so that the recipient of the Larger Work may, at their option, further distribute the Covered Software under the terms of either this License or such Secondary License(s).
3.4. Notices
You may not remove or alter the substance of any license notices (including copyright notices, patent notices, disclaimers of warranty, or limitations of liability) contained within the Source Code Form of the Covered Software, except that You may alter any license notices to the extent required to remedy known factual inaccuracies.
3.5. Application of Additional Terms
You may choose to offer, and to charge a fee for, warranty, support, indemnity or liability obligations to one or more recipients of Covered Software. However, You may do so only on Your own behalf, and not on behalf of any Contributor. You must make it absolutely clear that any such warranty, support, indemnity, or liability obligation is offered by You alone, and You hereby agree to indemnify every Contributor for any liability incurred by such Contributor as a result of warranty, support, indemnity or liability terms You offer. You may include additional disclaimers of warranty and limitations of liability specific to any jurisdiction.
4. Inability to Comply Due to Statute or Regulation
If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Covered Software due to statute, judicial order, or regulation then You must: (a) comply with the terms of this License to the maximum extent possible; and (b) describe the limitations and the code they affect. Such description must be placed in a text file included with all distributions of the Covered Software under this License. Except to the extent prohibited by statute or regulation, such description must be sufficiently detailed for a recipient of ordinary skill to be able to understand it.
5. Termination
5.1. The rights granted under this License will terminate automatically if You fail to comply with any of its terms. However, if You become compliant, then the rights granted under this License from a particular Contributor are reinstated (a) provisionally, unless and until such Contributor explicitly and finally terminates Your grants, and (b) on an ongoing basis, if such Contributor fails to notify You of the non-compliance by some reasonable means prior to 60 days after You have come back into compliance. Moreover, Your grants from a particular Contributor are reinstated on an ongoing basis if such Contributor notifies You of the non-compliance by some reasonable means, this is the first time You have received notice of non-compliance with this License from such Contributor, and You become compliant prior to 30 days after Your receipt of the notice.
5.2. If You initiate litigation against any entity by asserting a patent infringement claim (excluding declaratory judgment actions, counter-claims, and cross-claims) alleging that a Contributor Version directly or indirectly infringes any patent, then the rights granted to You by any and all Contributors for the Covered Software under Section 2.1 of this License shall terminate.
5.3. In the event of termination under Sections 5.1 or 5.2 above, all end user license agreements (excluding distributors and resellers) which have been validly granted by You or Your distributors under this License prior to termination shall survive termination.
6. Disclaimer of Warranty
Covered Software is provided under this License on an "as is" basis, without warranty of any kind, either expressed, implied, or statutory, including, without limitation, warranties that the Covered Software is free of defects, merchantable, fit for a particular purpose or non-infringing. The entire risk as to the quality and performance of the Covered Software is with You. Should any Covered Software prove defective in any respect, You (not any Contributor) assume the cost of any necessary servicing, repair, or correction. This disclaimer of warranty constitutes an essential part of this License. No use of any Covered Software is authorized under this License except under this disclaimer.
7. Limitation of Liability
Under no circumstances and under no legal theory, whether tort (including negligence), contract, or otherwise, shall any Contributor, or anyone who distributes Covered Software as permitted above, be liable to You for any direct, indirect, special, incidental, or consequential damages of any character including, without limitation, damages for lost profits, loss of goodwill, work stoppage, computer failure or malfunction, or any and all other commercial damages or losses, even if such party shall have been informed of the possibility of such damages. This limitation of liability shall not apply to liability for death or personal injury resulting from such party's negligence to the extent applicable law prohibits such limitation. Some jurisdictions do not allow the exclusion or limitation of incidental or consequential damages, so this exclusion and limitation may not apply to You.
8. Litigation
Any litigation relating to this License may be brought only in the courts of a jurisdiction where the defendant maintains its principal place of business and such litigation shall be governed by laws of that jurisdiction, without reference to its conflict-of-law provisions. Nothing in this Section shall prevent a party's ability to bring cross-claims or counter-claims.
9. Miscellaneous
This License represents the complete agreement concerning the subject matter hereof. If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. Any law or regulation which provides that the language of a contract shall be construed against the drafter shall not be used to construe this License against a Contributor.
10. Versions of the License
10.1. New Versions
Mozilla Foundation is the license steward. Except as provided in Section 10.3, no one other than the license steward has the right to modify or publish new versions of this License. Each version will be given a distinguishing version number.
10.2. Effect of New Versions
You may distribute the Covered Software under the terms of the version of the License under which You originally received the Covered Software, or under the terms of any subsequent version published by the license steward.
10.3. Modified Versions
If you create software not governed by this License, and you want to create a new license for such software, you may create and use a modified version of this License if you rename the license and remove any references to the name of the license steward (except to note that such modified license differs from this License).
10.4. Distributing Source Code Form that is Incompatible With Secondary Licenses
If You choose to distribute Source Code Form that is Incompatible With Secondary Licenses under the terms of this version of the License, the notice described in Exhibit B of this License must be attached.
Exhibit A - Source Code Form License Notice
This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/.
If it is not possible or desirable to put the notice in a particular file, then You may include the notice in a location (such as a LICENSE file in a relevant directory) where a recipient would be likely to look for such a notice.
You may add additional accurate notices of copyright ownership.
Exhibit B - "Incompatible With Secondary Licenses" Notice
This Source Code Form is "Incompatible With Secondary Licenses", as defined by the Mozilla Public License, v. 2.0.

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@ -1,3 +1,3 @@
# Parallax-Bicycle
# Parallax-Bicycle
A bicycle riding through some parallax procedurally generated terrain.

View File

@ -1,25 +1,25 @@
/*******************************************************************************
******************************* ES6 Range Class *******************************
*******************************************************************************
* v0.1
*******************************************************************************
* A very simple range class.
*******************************************************************************
* https://gist.github.com/sbrl/a725e32f14a3e4b94810
* Author: Starbeamrainbowlabs <bugs@starbeamrainbowlabs.com>
*
* Changelog:
* v0.1 - 24th Jan 2015:
* Uploaded to GitHub Gist.
*/
/// Range.js@v0.1 by Starbeamrainbowlabs ///
class Range
{
constructor(inMin, inMax) {
if(inMin > inMax)
throw new Error(`Min is bigger than max! (min: ${inMin}, max: ${inMax})`);
this.min = inMin;
this.max = inMax;
}
}
/*******************************************************************************
******************************* ES6 Range Class *******************************
*******************************************************************************
* v0.1
*******************************************************************************
* A very simple range class.
*******************************************************************************
* https://gist.github.com/sbrl/a725e32f14a3e4b94810
* Author: Starbeamrainbowlabs <bugs@starbeamrainbowlabs.com>
*
* Changelog:
* v0.1 - 24th Jan 2015:
* Uploaded to GitHub Gist.
*/
/// Range.js@v0.1 by Starbeamrainbowlabs ///
class Range
{
constructor(inMin, inMax) {
if(inMin > inMax)
throw new Error(`Min is bigger than max! (min: ${inMin}, max: ${inMax})`);
this.min = inMin;
this.max = inMax;
}
}

84
Road.js
View File

@ -1,42 +1,42 @@
"use strict";
class Road
{
constructor(inCanvas, inPos)
{
this.canvas = inCanvas;
this.pos = inPos;
this.size = new Vector(this.canvas.width, this.canvas.height * 0.1);
this.speed = 300; // Pixels / sec
this.lineOffset = 0;
this.roadColour = "#3d3d3d";
this.dashColour = "rgb(234, 236, 245)";
}
update(dt)
{
this.lineOffset -= this.speed * dt;
}
render(context)
{
context.save();
context.translate(this.pos.x, this.pos.y);
context.fillStyle = this.roadColour;
context.fillRect(0, 0, this.size.x, this.size.y);
context.beginPath();
context.moveTo(0, this.size.y / 2.2);
context.lineTo(this.size.x, this.size.y / 2.2);
context.lineWidth = 5;
context.setLineDash([35, 20]);
context.lineDashOffset = this.lineOffset;
context.strokeStyle = this.dashColour;
context.stroke();
context.restore();
}
}
"use strict";
class Road
{
constructor(inCanvas, inPos)
{
this.canvas = inCanvas;
this.pos = inPos;
this.size = new Vector(this.canvas.width, this.canvas.height * 0.1);
this.speed = 300; // Pixels / sec
this.lineOffset = 0;
this.roadColour = "#3d3d3d";
this.dashColour = "rgb(234, 236, 245)";
}
update(dt)
{
this.lineOffset -= this.speed * dt;
}
render(context)
{
context.save();
context.translate(this.pos.x, this.pos.y);
context.fillStyle = this.roadColour;
context.fillRect(0, 0, this.size.x, this.size.y);
context.beginPath();
context.moveTo(0, this.size.y / 2.2);
context.lineTo(this.size.x, this.size.y / 2.2);
context.lineWidth = 5;
context.setLineDash([35, 20]);
context.lineDashOffset = this.lineOffset;
context.strokeStyle = this.dashColour;
context.stroke();
context.restore();
}
}

View File

@ -1,139 +1,139 @@
"use strict";
/*******************************************************************************
**************************** ES6 Smooth Line Class ****************************
*******************************************************************************
* v0.1
*******************************************************************************
* A smooth line class built upon my earlier bezier curve and vector classes.
*
* Given a number of points (not all of which have to be specified at once),
* this class will add the appropriate lineTos to the given drawing context.
*
* This class was originally written on Codepen. Links:
*
* Codepen: https://codepen.io/sbrl/details/zrEyrg/
* Blog post: (coming soon!)
*
* This class depends on my earler bezier curve and vector classes. Links:
*
* Vector class: https://gist.github.com/sbrl/69a8fa588865cacef9c0
* Bezier curve class: https://gist.github.com/sbrl/efd57e458e71f8a54171
*
* Bug reports can be made as a comment on this gist, or
* sent to <bugs@starbeamrainbowlabs.com>. Alternatively, you can tweet
* me at @SBRLabs.
*******************************************************************************
* Author: Starbeamrainbowlabs <bugs@starbeamrainbowlabs.com>
*
* Changelog:
* v0.1: Initial revision.
*
*/
class SmoothLine
{
constructor()
{
this.points = [];
this.interpolatedPoints = [];
this.bezierCurves = [];
this.lastPointLength = -1;
}
/**
* Adds one or more points to the smooth line.
* @param {Vector} point A single vector or an array of vectors to add onto the end of the smooth line.
*/
add(point)
{
if (Array.isArray(point))
this.points.push(...point);
else
this.points.push(point);
}
/**
* Internal. Interpolates THe given array of vectors once.
* @param {Vector[]} points The array of vectors to interpolate.
* @param {number} time The percentage between 0 and 1 at which to interpolate.
* @return {Vector[]} The interpolated vectors.
*/
interpolateOnce(points, time)
{
// Input validation checks
if (time < 0 || time > 1)
throw new Error(`The time specified was out of bounds! It should be between 0 and 1, but a value of ${time} was provided.`);
if (!Array.isArray(points))
throw new Error("THe points provided are not in an array!");
if (points.length < 3)
throw new Error("A minimum of 3 points are required to draw a smooth line.");
var result = [];
// Loop over all the points, except the last one
for (let i = 0; i < points.length - 1; i++) {
// Find the difference between the current point and the next one along
// To get the vector of the line between 2 points, you do b - a for the points a and b.
let difference = points[i + 1].clone().subtract(points[i]);
// Multiply the line's vector by the time in order to extract a percentage along the line
difference.multiply(time);
// Add the first point on to put the vector back in the right place,
// and then add it to the interpolated pionts array.
// It's important to add the first control point on again here as we
// made the vector relative to 0 in order to perform the
// interpolation rather than relative to the first point on the line
// as it should be.
result.push(difference.add(points[i]));
}
return result;
}
/**
* Adds the smooth line to the path of the given canvas drawing context.
* @param {CanvasDrawingContext2D} context The drawing context to add the smooth line to.
* @param {number} segmentCount The number of segments that each bezier curve should have.
*/
line(context, segmentCount)
{
if (this.points.length < 3)
throw new Error(`At least 3 points are required to draw a smooth line, but only ${this.points.length} points are currently specified.`);
if (this.lastPointLength !== this.points.length)
{
// Reset the bezier curve cache
this.bezierCurves = [];
this.interpolatedPoints = this.interpolateOnce(this.points, 0.5);
// Loop over every point except the frst & last ones
for (let i = 1; i < this.points.length - 1; i++)
{
let nextPointSet = [
this.interpolatedPoints[i - 1],
this.points[i],
this.interpolatedPoints[i]
];
// If this is the first iteration, make the first point of the bezier curve the first point that we were given
if (i == 1)
nextPointSet[0] = this.points[0];
// If this is the last iteration, make the end point of the bezier curve the last point we were given
if (i == this.points.length - 2)
nextPointSet[2] = this.points[this.points.length - 1];
// The above 2 checks are needed to make sure that the smooth line starts and ends at the points that we were given
let nextBezier = new BezierCurve(nextPointSet);
this.bezierCurves.push(nextBezier);
}
}
// Spin through all the bezier curves and get them to add themselves to the current path
for (let i = 0; i < this.bezierCurves.length; i++)
this.bezierCurves[i].curve(context, segmentCount);
// Update the cached poits length
this.lastPointLength = this.points.length;
}
}
"use strict";
/*******************************************************************************
**************************** ES6 Smooth Line Class ****************************
*******************************************************************************
* v0.1
*******************************************************************************
* A smooth line class built upon my earlier bezier curve and vector classes.
*
* Given a number of points (not all of which have to be specified at once),
* this class will add the appropriate lineTos to the given drawing context.
*
* This class was originally written on Codepen. Links:
*
* Codepen: https://codepen.io/sbrl/details/zrEyrg/
* Blog post: (coming soon!)
*
* This class depends on my earler bezier curve and vector classes. Links:
*
* Vector class: https://gist.github.com/sbrl/69a8fa588865cacef9c0
* Bezier curve class: https://gist.github.com/sbrl/efd57e458e71f8a54171
*
* Bug reports can be made as a comment on this gist, or
* sent to <bugs@starbeamrainbowlabs.com>. Alternatively, you can tweet
* me at @SBRLabs.
*******************************************************************************
* Author: Starbeamrainbowlabs <bugs@starbeamrainbowlabs.com>
*
* Changelog:
* v0.1: Initial revision.
*
*/
class SmoothLine
{
constructor()
{
this.points = [];
this.interpolatedPoints = [];
this.bezierCurves = [];
this.lastPointLength = -1;
}
/**
* Adds one or more points to the smooth line.
* @param {Vector} point A single vector or an array of vectors to add onto the end of the smooth line.
*/
add(point)
{
if (Array.isArray(point))
this.points.push(...point);
else
this.points.push(point);
}
/**
* Internal. Interpolates THe given array of vectors once.
* @param {Vector[]} points The array of vectors to interpolate.
* @param {number} time The percentage between 0 and 1 at which to interpolate.
* @return {Vector[]} The interpolated vectors.
*/
interpolateOnce(points, time)
{
// Input validation checks
if (time < 0 || time > 1)
throw new Error(`The time specified was out of bounds! It should be between 0 and 1, but a value of ${time} was provided.`);
if (!Array.isArray(points))
throw new Error("THe points provided are not in an array!");
if (points.length < 3)
throw new Error("A minimum of 3 points are required to draw a smooth line.");
var result = [];
// Loop over all the points, except the last one
for (let i = 0; i < points.length - 1; i++) {
// Find the difference between the current point and the next one along
// To get the vector of the line between 2 points, you do b - a for the points a and b.
let difference = points[i + 1].clone().subtract(points[i]);
// Multiply the line's vector by the time in order to extract a percentage along the line
difference.multiply(time);
// Add the first point on to put the vector back in the right place,
// and then add it to the interpolated pionts array.
// It's important to add the first control point on again here as we
// made the vector relative to 0 in order to perform the
// interpolation rather than relative to the first point on the line
// as it should be.
result.push(difference.add(points[i]));
}
return result;
}
/**
* Adds the smooth line to the path of the given canvas drawing context.
* @param {CanvasDrawingContext2D} context The drawing context to add the smooth line to.
* @param {number} segmentCount The number of segments that each bezier curve should have.
*/
line(context, segmentCount)
{
if (this.points.length < 3)
throw new Error(`At least 3 points are required to draw a smooth line, but only ${this.points.length} points are currently specified.`);
if (this.lastPointLength !== this.points.length)
{
// Reset the bezier curve cache
this.bezierCurves = [];
this.interpolatedPoints = this.interpolateOnce(this.points, 0.5);
// Loop over every point except the frst & last ones
for (let i = 1; i < this.points.length - 1; i++)
{
let nextPointSet = [
this.interpolatedPoints[i - 1],
this.points[i],
this.interpolatedPoints[i]
];
// If this is the first iteration, make the first point of the bezier curve the first point that we were given
if (i == 1)
nextPointSet[0] = this.points[0];
// If this is the last iteration, make the end point of the bezier curve the last point we were given
if (i == this.points.length - 2)
nextPointSet[2] = this.points[this.points.length - 1];
// The above 2 checks are needed to make sure that the smooth line starts and ends at the points that we were given
let nextBezier = new BezierCurve(nextPointSet);
this.bezierCurves.push(nextBezier);
}
}
// Spin through all the bezier curves and get them to add themselves to the current path
for (let i = 0; i < this.bezierCurves.length; i++)
this.bezierCurves[i].curve(context, segmentCount);
// Update the cached poits length
this.lastPointLength = this.points.length;
}
}

View File

@ -1,19 +1,19 @@
/**
* Bounded random number generator. Has 3 forms:
*
** Form 1 **
* @param {number} a The minimum value.
* @param {number} b The maximum value.
* @param {boolean} c Whether the resulting number should be a float. [optional]
* @return {number} A random number.
*
** Form 2 **
* @param {number} a The maximum value.
* @param {boolean} b Whether the resulting number should be a float. [optional]
* @return {number} A random number.
*
** Form 3 **
* @return {number} A random number.
*/
function random(a,b,c,d)
{d=Math.random();if(typeof a!="number")return d;a=typeof b=="number"?d*(a-b)+b:d*a;a=(typeof b!="number"?b:c)?a:Math.floor(a);return a;}
/**
* Bounded random number generator. Has 3 forms:
*
** Form 1 **
* @param {number} a The minimum value.
* @param {number} b The maximum value.
* @param {boolean} c Whether the resulting number should be a float. [optional]
* @return {number} A random number.
*
** Form 2 **
* @param {number} a The maximum value.
* @param {boolean} b Whether the resulting number should be a float. [optional]
* @return {number} A random number.
*
** Form 3 **
* @return {number} A random number.
*/
function random(a,b,c,d)
{d=Math.random();if(typeof a!="number")return d;a=typeof b=="number"?d*(a-b)+b:d*a;a=(typeof b!="number"?b:c)?a:Math.floor(a);return a;}

440
Vector.js
View File

@ -1,220 +1,220 @@
"use strict";
/******************************************************
************** Simple ES6 Vector Class **************
******************************************************
* Author: Starbeamrainbowlabs
* Twitter: @SBRLabs
* Email: feedback at starbeamrainbowlabs dot com
*
* From https://gist.github.com/sbrl/69a8fa588865cacef9c0
******************************************************
* Originally written for my 2D Graphics ACW at Hull
* University.
******************************************************
* Changelog
******************************************************
* 19th December 2015:
* Added this changelog.
* 28th December 2015:
* Rewrite tests with klud.js + Node.js
* 30th January 2016:
* Tweak angleFrom function to make it work properly.
* 31st January 2016:
* Add the moveTowards function.
* Add the minComponent getter.
* Add the maxComponent getter.
* Add the equalTo function.
* Tests still need to be written for all of the above.
*/
class Vector {
// Constructor
constructor(inX, inY) {
if(typeof inX != "number")
throw new Error("Invalid x value.");
if(typeof inY != "number")
throw new Error("Invalid y value.");
// Store the (x, y) coordinates
this.x = inX;
this.y = inY;
}
/**
* Add another vector to this vector.
* @param {Vector} v The vector to add.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
add(v) {
this.x += v.x;
this.y += v.y;
return this;
}
/**
* Take another vector from this vector.
* @param {Vector} v The vector to subtrace from this one.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
subtract(v) {
this.x -= v.x;
this.y -= v.y;
return this;
}
/**
* Divide the current vector by a given value.
* @param {number} value The value to divide by.
* @return {Vector} The current vector. Useful for daisy-chaining calls.
*/
divide(value) {
if(typeof value != "number")
throw new Error("Can't divide by non-number value.");
this.x /= value;
this.y /= value;
return this;
}
/**
* Multiply the current vector by a given value.
* @param {number} value The number to multiply the current vector by.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
multiply(value) {
if(typeof value != "number")
throw new Error("Can't multiply by non-number value.");
this.x *= value;
this.y *= value;
return this;
}
/**
* Move the vector towards the given vector by the given amount.
* @param {Vector} v The vector to move towards.
* @param {number} amount The distance to move towards the given vector.
*/
moveTowards(v, amount)
{
// From http://stackoverflow.com/a/2625107/1460422
var dir = new Vector(
v.x - this.x,
v.y - this.y
).limitTo(amount);
this.x += dir.x;
this.y += dir.y;
return this;
}
/**
* Limit the length of the current vector to value without changing the
* direction in which the vector is pointing.
* @param {number} value The number to limit the current vector's length to.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
limitTo(value) {
if(typeof value != "number")
throw new Error("Can't limit to non-number value.");
this.divide(this.length);
this.multiply(value);
return this;
}
/**
* Return the dot product of the current vector and another vector.
* @param {Vector} v The other vector we should calculate the dot product with.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
dotProduct(v) {
return (this.x * v.x) + (this.y * v.y);
}
/**
* Calculate the angle, in radians, from north to another vector.
* @param {Vector} v The other vector to which to calculate the angle.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
angleFrom(v) {
// From http://stackoverflow.com/a/16340752/1460422
var angle = Math.atan2(v.y - this.y, v.x - this.x) - (Math.PI / 2);
angle += Math.PI/2;
if(angle < 0) angle += Math.PI * 2;
return angle;
}
/**
* Clones the current vector.
* @return {Vector} A clone of the current vector. Very useful for passing around copies of a vector if you don't want the original to be altered.
*/
clone() {
return new Vector(this.x, this.y);
}
/*
* Returns a representation of the current vector as a string.
* @returns {string} A representation of the current vector as a string.
*/
toString() {
return `(${this.x}, ${this.y})`;
}
/**
* Whether the vector is equal to another vector.
* @param {Vector} v The vector to compare to.
* @return {boolean} Whether the current vector is equal to the given vector.
*/
equalTo(v)
{
if(this.x == v.x && this.y == v.y)
return true;
else
return false;
}
/**
* Get the unit vector of the current vector - that is a vector poiting in the same direction with a length of 1. Note that this does *not* alter the original vector.
* @return {Vector} The current vector's unit form.
*/
get unitVector() {
var length = this.length;
return new Vector(
this.x / length,
this.y / length);
}
/**
* Get the length of the current vector.
* @return {number} The length of the current vector.
*/
get length() {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
}
/**
* Get the value of the minimum component of the vector.
* @return {number} The minimum component of the vector.
*/
get minComponent() {
return Math.min(this.x, this.y);
}
/**
* Get the value of the maximum component of the vector.
* @return {number} The maximum component of the vector.
*/
get maxComponent() {
return Math.min(this.x, this.y);
}
}
// Make Vector.js Node.js friendly
if(typeof module != "undefined" && module.exports)
module.exports = Vector;
"use strict";
/******************************************************
************** Simple ES6 Vector Class **************
******************************************************
* Author: Starbeamrainbowlabs
* Twitter: @SBRLabs
* Email: feedback at starbeamrainbowlabs dot com
*
* From https://gist.github.com/sbrl/69a8fa588865cacef9c0
******************************************************
* Originally written for my 2D Graphics ACW at Hull
* University.
******************************************************
* Changelog
******************************************************
* 19th December 2015:
* Added this changelog.
* 28th December 2015:
* Rewrite tests with klud.js + Node.js
* 30th January 2016:
* Tweak angleFrom function to make it work properly.
* 31st January 2016:
* Add the moveTowards function.
* Add the minComponent getter.
* Add the maxComponent getter.
* Add the equalTo function.
* Tests still need to be written for all of the above.
*/
class Vector {
// Constructor
constructor(inX, inY) {
if(typeof inX != "number")
throw new Error("Invalid x value.");
if(typeof inY != "number")
throw new Error("Invalid y value.");
// Store the (x, y) coordinates
this.x = inX;
this.y = inY;
}
/**
* Add another vector to this vector.
* @param {Vector} v The vector to add.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
add(v) {
this.x += v.x;
this.y += v.y;
return this;
}
/**
* Take another vector from this vector.
* @param {Vector} v The vector to subtrace from this one.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
subtract(v) {
this.x -= v.x;
this.y -= v.y;
return this;
}
/**
* Divide the current vector by a given value.
* @param {number} value The value to divide by.
* @return {Vector} The current vector. Useful for daisy-chaining calls.
*/
divide(value) {
if(typeof value != "number")
throw new Error("Can't divide by non-number value.");
this.x /= value;
this.y /= value;
return this;
}
/**
* Multiply the current vector by a given value.
* @param {number} value The number to multiply the current vector by.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
multiply(value) {
if(typeof value != "number")
throw new Error("Can't multiply by non-number value.");
this.x *= value;
this.y *= value;
return this;
}
/**
* Move the vector towards the given vector by the given amount.
* @param {Vector} v The vector to move towards.
* @param {number} amount The distance to move towards the given vector.
*/
moveTowards(v, amount)
{
// From http://stackoverflow.com/a/2625107/1460422
var dir = new Vector(
v.x - this.x,
v.y - this.y
).limitTo(amount);
this.x += dir.x;
this.y += dir.y;
return this;
}
/**
* Limit the length of the current vector to value without changing the
* direction in which the vector is pointing.
* @param {number} value The number to limit the current vector's length to.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
limitTo(value) {
if(typeof value != "number")
throw new Error("Can't limit to non-number value.");
this.divide(this.length);
this.multiply(value);
return this;
}
/**
* Return the dot product of the current vector and another vector.
* @param {Vector} v The other vector we should calculate the dot product with.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
dotProduct(v) {
return (this.x * v.x) + (this.y * v.y);
}
/**
* Calculate the angle, in radians, from north to another vector.
* @param {Vector} v The other vector to which to calculate the angle.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
angleFrom(v) {
// From http://stackoverflow.com/a/16340752/1460422
var angle = Math.atan2(v.y - this.y, v.x - this.x) - (Math.PI / 2);
angle += Math.PI/2;
if(angle < 0) angle += Math.PI * 2;
return angle;
}
/**
* Clones the current vector.
* @return {Vector} A clone of the current vector. Very useful for passing around copies of a vector if you don't want the original to be altered.
*/
clone() {
return new Vector(this.x, this.y);
}
/*
* Returns a representation of the current vector as a string.
* @returns {string} A representation of the current vector as a string.
*/
toString() {
return `(${this.x}, ${this.y})`;
}
/**
* Whether the vector is equal to another vector.
* @param {Vector} v The vector to compare to.
* @return {boolean} Whether the current vector is equal to the given vector.
*/
equalTo(v)
{
if(this.x == v.x && this.y == v.y)
return true;
else
return false;
}
/**
* Get the unit vector of the current vector - that is a vector poiting in the same direction with a length of 1. Note that this does *not* alter the original vector.
* @return {Vector} The current vector's unit form.
*/
get unitVector() {
var length = this.length;
return new Vector(
this.x / length,
this.y / length);
}
/**
* Get the length of the current vector.
* @return {number} The length of the current vector.
*/
get length() {
return Math.sqrt((this.x * this.x) + (this.y * this.y));
}
/**
* Get the value of the minimum component of the vector.
* @return {number} The minimum component of the vector.
*/
get minComponent() {
return Math.min(this.x, this.y);
}
/**
* Get the value of the maximum component of the vector.
* @return {number} The maximum component of the vector.
*/
get maxComponent() {
return Math.min(this.x, this.y);
}
}
// Make Vector.js Node.js friendly
if(typeof module != "undefined" && module.exports)
module.exports = Vector;

View File

@ -1,24 +1,24 @@
<!DOCTYPE html>
<html>
<head>
<meta charset='utf-8' />
<title>Parallax Test</title>
</head>
<body>
<canvas id="canvas-main"></canvas>
<!---------------->
<link rel="stylesheet" href="./main.css" />
<script src="./Utils.js" charset="utf-8"></script>
<script src="./Vector.js" charset="utf-8"></script>
<script src="./SmoothLine.js" charset="utf-8"></script>
<script src="./BezierCurve.js" charset="utf-8"></script>
<script src="./renderer.js" charset="utf-8"></script>
<script src="./HillSet.js" charset="utf-8"></script>
<script src="./Road.js" charset="utf-8"></script>
<script src="./Bicycle.js" charset="utf-8"></script>
</head>
</html>
<!DOCTYPE html>
<html>
<head>
<meta charset='utf-8' />
<title>Parallax Test</title>
</head>
<body>
<canvas id="canvas-main"></canvas>
<!---------------->
<link rel="stylesheet" href="./main.css" />
<script src="./Utils.js" charset="utf-8"></script>
<script src="./Vector.js" charset="utf-8"></script>
<script src="./SmoothLine.js" charset="utf-8"></script>
<script src="./BezierCurve.js" charset="utf-8"></script>
<script src="./renderer.js" charset="utf-8"></script>
<script src="./HillSet.js" charset="utf-8"></script>
<script src="./Road.js" charset="utf-8"></script>
<script src="./Bicycle.js" charset="utf-8"></script>
</head>
</html>

View File

@ -1,11 +1,11 @@
html, body { font-size: 100%; }
body
{
font-family: sans-serif;
}
#canvas-main
{
position: absolute;
top: 0; right: 0; bottom: 0; left: 0;
}
html, body { font-size: 100%; }
body
{
font-family: sans-serif;
}
#canvas-main
{
position: absolute;
top: 0; right: 0; bottom: 0; left: 0;
}

View File

@ -1,109 +1,109 @@
"use strict";
class Renderer
{
constructor(canvas)
{
this.canvas = canvas;
this.context = canvas.getContext("2d");
this.trackWindowSize();
this.speed = 200;
this.skyColour = "#4f91d4";
this.setup();
}
setup()
{
this.visibleObjects = [];
this.hillSets = [];
this.hillSets.push(new HillSet(new Vector(2048, this.canvas.height * 0.9), 0.4, "rgb(102, 164, 90)"));
this.hillSets.push(new HillSet(new Vector(2048, this.canvas.height * 0.6), 0.4, "rgb(43, 131, 35)"));
this.hillSets.push(new HillSet(new Vector(2048, this.canvas.height * 0.2), 0.4, "rgb(50, 111, 8)"));
var hillOffset = this.canvas.height * 0.1;
this.hillSets[0].pos = new Vector(0, this.canvas.height - this.hillSets[0].size.y - hillOffset);
this.hillSets[1].pos = new Vector(0, this.canvas.height - this.hillSets[1].size.y - hillOffset);
this.hillSets[2].pos = new Vector(0, this.canvas.height - this.hillSets[2].size.y - hillOffset);
this.visibleObjects.push(...this.hillSets);
this.road = new Road(this.canvas, new Vector(0, this.canvas.height * 0.9));
this.visibleObjects.push(this.road);
this.bicycle = new Bicycle(new Vector(this.canvas.width / 2, this.canvas.height * 0.9));
this.visibleObjects.push(this.bicycle);
for (let vobj of this.visibleObjects)
vobj.speed = this.speed;
}
start()
{
this.lastTime = +new Date();
this.nextFrame();
}
nextFrame()
{
let startTime = +new Date();
this.update((+new Date() - this.lastTime) / 1000);
this.render(this.canvas, this.context);
this.lastTime = startTime;
requestAnimationFrame(this.nextFrame.bind(this));
}
/**
* Updates the simluation ready for the next frame.
* @param {number} dt The number of seconds since the last frame was rendered.
*/
update(dt)
{
for(let vobj of this.visibleObjects)
{
vobj.update(dt);
}
}
render(canvas, context)
{
context.save();
context.fillStyle = this.skyColour;
context.fillRect(0, 0, canvas.width, canvas.height);
/*context.fillStyle = "red";
context.fillRect(10, 10, 100, 100);*/
for(let vobj of this.visibleObjects)
{
vobj.render(context);
}
context.restore();
}
/**
* Updates the canvas size to match the current viewport size.
*/
matchWindowSize() {
this.canvas.width = window.innerWidth;
this.canvas.height = window.innerHeight;
//this.render(this.context);
}
/**
* Makes the canvas size track the window size.
*/
trackWindowSize() {
this.matchWindowSize();
window.addEventListener("resize", this.matchWindowSize.bind(this));
}
}
window.addEventListener("load", function (event) {
var canvas = document.getElementById("canvas-main"),
renderer = new Renderer(canvas);
renderer.start();
window.renderer = renderer;
});
"use strict";
class Renderer
{
constructor(canvas)
{
this.canvas = canvas;
this.context = canvas.getContext("2d");
this.trackWindowSize();
this.speed = 200;
this.skyColour = "#4f91d4";
this.setup();
}
setup()
{
this.visibleObjects = [];
this.hillSets = [];
this.hillSets.push(new HillSet(new Vector(2048, this.canvas.height * 0.9), 0.4, "rgb(102, 164, 90)"));
this.hillSets.push(new HillSet(new Vector(2048, this.canvas.height * 0.6), 0.4, "rgb(43, 131, 35)"));
this.hillSets.push(new HillSet(new Vector(2048, this.canvas.height * 0.2), 0.4, "rgb(50, 111, 8)"));
var hillOffset = this.canvas.height * 0.1;
this.hillSets[0].pos = new Vector(0, this.canvas.height - this.hillSets[0].size.y - hillOffset);
this.hillSets[1].pos = new Vector(0, this.canvas.height - this.hillSets[1].size.y - hillOffset);
this.hillSets[2].pos = new Vector(0, this.canvas.height - this.hillSets[2].size.y - hillOffset);
this.visibleObjects.push(...this.hillSets);
this.road = new Road(this.canvas, new Vector(0, this.canvas.height * 0.9));
this.visibleObjects.push(this.road);
this.bicycle = new Bicycle(new Vector(this.canvas.width / 2, this.canvas.height * 0.9));
this.visibleObjects.push(this.bicycle);
for (let vobj of this.visibleObjects)
vobj.speed = this.speed;
}
start()
{
this.lastTime = +new Date();
this.nextFrame();
}
nextFrame()
{
let startTime = +new Date();
this.update((+new Date() - this.lastTime) / 1000);
this.render(this.canvas, this.context);
this.lastTime = startTime;
requestAnimationFrame(this.nextFrame.bind(this));
}
/**
* Updates the simluation ready for the next frame.
* @param {number} dt The number of seconds since the last frame was rendered.
*/
update(dt)
{
for(let vobj of this.visibleObjects)
{
vobj.update(dt);
}
}
render(canvas, context)
{
context.save();
context.fillStyle = this.skyColour;
context.fillRect(0, 0, canvas.width, canvas.height);
/*context.fillStyle = "red";
context.fillRect(10, 10, 100, 100);*/
for(let vobj of this.visibleObjects)
{
vobj.render(context);
}
context.restore();
}
/**
* Updates the canvas size to match the current viewport size.
*/
matchWindowSize() {
this.canvas.width = window.innerWidth;
this.canvas.height = window.innerHeight;
//this.render(this.context);
}
/**
* Makes the canvas size track the window size.
*/
trackWindowSize() {
this.matchWindowSize();
window.addEventListener("resize", this.matchWindowSize.bind(this));
}
}
window.addEventListener("load", function (event) {
var canvas = document.getElementById("canvas-main"),
renderer = new Renderer(canvas);
renderer.start();
window.renderer = renderer;
});