Initial import from repl.it

Source URL: https://repl.it/Eupg/4
This commit is contained in:
Starbeamrainbowlabs 2016-12-26 10:58:27 +00:00
commit c96824c702
6 changed files with 389 additions and 0 deletions

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Random.js Normal file
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/**
* 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;}

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Star.js Normal file
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"use strict";
class Star
{
constructor(inCanvas, inPosition, inSize)
{
this.canvas = inCanvas;
this.position = inPosition;
this.size = inSize;
this.colour = "white";
}
update(dt)
{
}
render(context)
{
context.save();
context.translate(this.position.x, this.position.y);
context.fillStyle = this.colour;
context.fillRect(-5, -5, 10, 10);
context.restore();
}
}

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Starilght-Renderer.js Normal file
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"use strict";
class StarlightRenderer
{
constructor(canvas)
{
// The colour of the sky in the background.
this.skyColour = "hsla(248, 100%, 23%, 1)";
// ~~~
this.canvas = canvas;
this.context = canvas.getContext("2d");
this.trackWindowSize();
this.lastFrame = new Date();
// ~~~
this.stars = [];
for(let i = 0; i < 100; i++)
{
this.stars.push(new Star(
this.canvas,
new Vector(
random(0, this.canvas.width),
random(0, this.canvas.height)
),
random(0, 10)
));
}
}
nextFrame()
{
this.update();
this.render(this.canvas, this.context);
requestAnimationFrame(this.nextFrame.bind(this));
}
update()
{
// Calculate the time between this frame and the last one
this.currentFrame = new Date();
this.currentDt = this.currentFrame - this.lastFrame;
// Stars
for(let star of this.stars)
star.update(this.currentDt);
}
render(canvas, context)
{
// Background
context.fillStyle = this.skyColour;
context.fillRect(0, 0, this.canvas.width, this.canvas.height);
// Stars
for(let star of this.stars)
star.render(context);
}
/**
* 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 StarlightRenderer(canvas);
renderer.nextFrame();
window.renderer = renderer;
});

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Vector.js Normal file
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"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.
* 19th September 2016:
* Added Vector support to the multiply method.
*/
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|Vector)} value The number (or Vector) to multiply the current vector by.
* @return {Vector} The current vector. useful for daisy-chaining calls.
*/
multiply(value) {
if (value instanceof Vector) {
this.x *= value.x;
this.y *= value.y;
} else if (typeof value == "number") {
this.x *= value;
this.y *= value;
} else throw new Error("Can't multiply by non-number 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;

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index.css Normal file
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html, body { font-size: 100%; }
body
{
font-family: sans-serif;
}
#canvas-main
{
position: absolute;
top: 0; left: 0;
}

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index.html Normal file
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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width" />
<title>Starlight</title>
<link href="index.css" rel="stylesheet" />
<!-- Libraries -->
<script src="Vector.js"></script>
<script src="Random.js"></script>
<!-- Local Code -->
<script src="Starlight-Renderer.js"></script>
<script src="Star.js"></script>
</head>
<body>
<canvas id="canvas-main"></canvas>
</body>
</html>