Using bounds for vignettes.
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Canvas.setpenopacity(-0.1);
const size = 200;
const divs = 5;
const blockSize = size/divs;
const maxItersPerBlock = 145;
let turtles = [];
let block = -1;
let bi = 0;
let x, y, j, nt, bso;
Turtle.prototype.withinBounds = function() {
return this.x() >= this.bounds[0] && this.y() >= this.bounds[1] && this.x() < this.bounds[2] && this.y() < this.bounds[3];
}
Turtle.prototype.setBounds = function(...args) {
this.bounds = [...args];
}
const spawnTurtle = (x = 0, y = 0, energy = 20, step = 10, angle = 15, bs = 0.99) => {
const turtle = new Turtle();
turtle.penup();
turtle.goto(x, y);
turtle.energy = energy;
turtle.step = step;
turtle.angle = angle;
turtle.bs = bs;
turtle.seth(270);
turtle.root = true;
turtle.pendown();
return turtle;
}
function walk(i) {
if (turtles.length && bi < maxItersPerBlock) {
turtles.map(turtle => {
turtle.forward(turtle.energy/100+turtle.step*0.125);
if (i%15==0) {
for (j = 0; j < 2; j++) {
nt = turtle.clone();
nt.energy = turtle.energy*0.9;
nt.step = 2.5;
nt.bs = turtle.bs * turtle.bs;
nt.angle = i%2==0 ? turtle.angle/4 : turtle.angle*2;
j%2==0 ? nt.left(nt.angle) : nt.right(nt.angle);
bso = 1-(Math.abs(turtle.bounds[3]-turtle.bounds[1])/blockSize)*nt.bs
nt.setBounds(turtle.bounds[0]+bso, turtle.bounds[1]+bso, turtle.bounds[2]-bso, turtle.bounds[3]-bso);
turtles.push(nt);
}
}
turtle.energy *= 0.994;
});
turtles = turtles.filter(turtle => turtle.energy > 0.75 && turtle.withinBounds());
bi++;
}
else {
block++;
x = block%divs;
y = Math.floor(block/divs);
bi = 0;
nt = spawnTurtle(-100+x*blockSize+blockSize/2, -100+y*blockSize+blockSize, 25+x+y, 5+x*y, 30+x*30+y*22.5);
nt.setBounds(-100+x*blockSize, -100+y*blockSize, -100+(x+1)*blockSize, -100+(y+1)*blockSize);
turtles = [nt];
}
return y < divs;
}