commit
c96824c702
6 changed files with 389 additions and 0 deletions
20
Random.js
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20
Random.js
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/**
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* Bounded random number generator. Has 3 forms:
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*
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** Form 1 **
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* @param {number} a The minimum value.
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* @param {number} b The maximum value.
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* @param {boolean} c Whether the resulting number should be a float. [optional]
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* @return {number} A random number.
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*
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** Form 2 **
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* @param {number} a The maximum value.
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* @param {boolean} b Whether the resulting number should be a float. [optional]
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* @return {number} A random number.
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*
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** Form 3 **
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* @return {number} A random number.
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*/
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function random(a,b,c,d)
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{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;}
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30
Star.js
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30
Star.js
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"use strict";
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class Star
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{
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constructor(inCanvas, inPosition, inSize)
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{
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this.canvas = inCanvas;
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this.position = inPosition;
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this.size = inSize;
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this.colour = "white";
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}
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update(dt)
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{
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}
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render(context)
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{
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context.save();
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context.translate(this.position.x, this.position.y);
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context.fillStyle = this.colour;
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context.fillRect(-5, -5, 10, 10);
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context.restore();
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}
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}
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88
Starilght-Renderer.js
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88
Starilght-Renderer.js
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"use strict";
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class StarlightRenderer
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{
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constructor(canvas)
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{
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// The colour of the sky in the background.
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this.skyColour = "hsla(248, 100%, 23%, 1)";
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// ~~~
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this.canvas = canvas;
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this.context = canvas.getContext("2d");
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this.trackWindowSize();
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this.lastFrame = new Date();
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// ~~~
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this.stars = [];
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for(let i = 0; i < 100; i++)
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{
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this.stars.push(new Star(
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this.canvas,
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new Vector(
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random(0, this.canvas.width),
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random(0, this.canvas.height)
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),
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random(0, 10)
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));
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}
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}
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nextFrame()
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{
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this.update();
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this.render(this.canvas, this.context);
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requestAnimationFrame(this.nextFrame.bind(this));
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}
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update()
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{
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// Calculate the time between this frame and the last one
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this.currentFrame = new Date();
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this.currentDt = this.currentFrame - this.lastFrame;
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// Stars
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for(let star of this.stars)
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star.update(this.currentDt);
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}
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render(canvas, context)
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{
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// Background
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context.fillStyle = this.skyColour;
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context.fillRect(0, 0, this.canvas.width, this.canvas.height);
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// Stars
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for(let star of this.stars)
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star.render(context);
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}
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/**
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* Updates the canvas size to match the current viewport size.
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*/
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matchWindowSize() {
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this.canvas.width = window.innerWidth;
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this.canvas.height = window.innerHeight;
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//this.render(this.context);
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}
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/**
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* Makes the canvas size track the window size.
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*/
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trackWindowSize() {
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this.matchWindowSize();
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window.addEventListener("resize", this.matchWindowSize.bind(this));
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}
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}
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window.addEventListener("load", function (event) {
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var canvas = document.getElementById("canvas-main"),
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renderer = new StarlightRenderer(canvas);
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renderer.nextFrame();
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window.renderer = renderer;
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});
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218
Vector.js
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218
Vector.js
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"use strict";
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/******************************************************
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************** Simple ES6 Vector Class **************
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******************************************************
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* Author: Starbeamrainbowlabs
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* Twitter: @SBRLabs
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* Email: feedback at starbeamrainbowlabs dot com
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*
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* From https://gist.github.com/sbrl/69a8fa588865cacef9c0
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******************************************************
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* Originally written for my 2D Graphics ACW at Hull
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* University.
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******************************************************
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* Changelog
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******************************************************
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* 19th December 2015:
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* Added this changelog.
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* 28th December 2015:
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* Rewrite tests with klud.js + Node.js
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* 30th January 2016:
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* Tweak angleFrom function to make it work properly.
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* 31st January 2016:
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* Add the moveTowards function.
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* Add the minComponent getter.
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* Add the maxComponent getter.
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* Add the equalTo function.
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* Tests still need to be written for all of the above.
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* 19th September 2016:
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* Added Vector support to the multiply method.
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*/
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class Vector {
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// Constructor
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constructor(inX, inY) {
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if (typeof inX != "number") throw new Error("Invalid x value.");
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if (typeof inY != "number") throw new Error("Invalid y value.");
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// Store the (x, y) coordinates
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this.x = inX;
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this.y = inY;
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}
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/**
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* Add another vector to this vector.
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* @param {Vector} v The vector to add.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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add(v) {
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this.x += v.x;
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this.y += v.y;
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return this;
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}
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/**
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* Take another vector from this vector.
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* @param {Vector} v The vector to subtrace from this one.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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subtract(v) {
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this.x -= v.x;
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this.y -= v.y;
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return this;
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}
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/**
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* Divide the current vector by a given value.
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* @param {number} value The value to divide by.
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* @return {Vector} The current vector. Useful for daisy-chaining calls.
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*/
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divide(value) {
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if (typeof value != "number") throw new Error("Can't divide by non-number value.");
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this.x /= value;
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this.y /= value;
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return this;
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}
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/**
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* Multiply the current vector by a given value.
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* @param {(number|Vector)} value The number (or Vector) to multiply the current vector by.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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multiply(value) {
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if (value instanceof Vector) {
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this.x *= value.x;
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this.y *= value.y;
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} else if (typeof value == "number") {
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this.x *= value;
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this.y *= value;
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} else throw new Error("Can't multiply by non-number value.");
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return this;
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}
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/**
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* Move the vector towards the given vector by the given amount.
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* @param {Vector} v The vector to move towards.
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* @param {number} amount The distance to move towards the given vector.
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*/
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moveTowards(v, amount) {
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// From http://stackoverflow.com/a/2625107/1460422
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var dir = new Vector(
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v.x - this.x,
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v.y - this.y).limitTo(amount);
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this.x += dir.x;
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this.y += dir.y;
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return this;
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}
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/**
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* Limit the length of the current vector to value without changing the
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* direction in which the vector is pointing.
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* @param {number} value The number to limit the current vector's length to.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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limitTo(value) {
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if (typeof value != "number") throw new Error("Can't limit to non-number value.");
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this.divide(this.length);
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this.multiply(value);
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return this;
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}
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/**
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* Return the dot product of the current vector and another vector.
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* @param {Vector} v The other vector we should calculate the dot product with.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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dotProduct(v) {
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return (this.x * v.x) + (this.y * v.y);
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}
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/**
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* Calculate the angle, in radians, from north to another vector.
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* @param {Vector} v The other vector to which to calculate the angle.
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* @return {Vector} The current vector. useful for daisy-chaining calls.
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*/
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angleFrom(v) {
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// From http://stackoverflow.com/a/16340752/1460422
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var angle = Math.atan2(v.y - this.y, v.x - this.x) - (Math.PI / 2);
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angle += Math.PI / 2;
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if (angle < 0) angle += Math.PI * 2;
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return angle;
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}
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/**
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* Clones the current vector.
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* @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.
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*/
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clone() {
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return new Vector(this.x, this.y);
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}
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/*
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* Returns a representation of the current vector as a string.
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* @returns {string} A representation of the current vector as a string.
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*/
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toString() {
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return` ($ {
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this.x
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}, $ {
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this.y
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})`;
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}
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/**
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* Whether the vector is equal to another vector.
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* @param {Vector} v The vector to compare to.
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* @return {boolean} Whether the current vector is equal to the given vector.
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*/
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equalTo(v) {
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if (this.x == v.x && this.y == v.y) return true;
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else return false;
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}
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/**
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* 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.
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* @return {Vector} The current vector's unit form.
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*/
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get unitVector() {
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var length = this.length;
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return new Vector(
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this.x / length,
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this.y / length);
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}
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/**
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* Get the length of the current vector.
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* @return {number} The length of the current vector.
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*/
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get length() {
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return Math.sqrt((this.x * this.x) + (this.y * this.y));
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}
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/**
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* Get the value of the minimum component of the vector.
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* @return {number} The minimum component of the vector.
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*/
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get minComponent() {
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return Math.min(this.x, this.y);
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}
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/**
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* Get the value of the maximum component of the vector.
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* @return {number} The maximum component of the vector.
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*/
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get maxComponent() {
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return Math.min(this.x, this.y);
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}
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}
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// Make Vector.js Node.js friendly
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if (typeof module != "undefined" && module.exports) module.exports = Vector;
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12
index.css
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12
index.css
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html, body { font-size: 100%; }
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body
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{
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font-family: sans-serif;
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}
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#canvas-main
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{
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position: absolute;
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top: 0; left: 0;
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}
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21
index.html
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21
index.html
Normal file
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width" />
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<title>Starlight</title>
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<link href="index.css" rel="stylesheet" />
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||||||
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<!-- Libraries -->
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<script src="Vector.js"></script>
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<script src="Random.js"></script>
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<!-- Local Code -->
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<script src="Starlight-Renderer.js"></script>
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<script src="Star.js"></script>
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</head>
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<body>
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<canvas id="canvas-main"></canvas>
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||||||
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</body>
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||||||
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</html>
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Loading…
Reference in a new issue