Adapted from a CFDG program contextfreeart.org/gallery2/#design/489
ballet by tchibo, December 16th, 2006
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// You can find the Turtle API reference here: https://turtletoy.net/syntax
Canvas.setpenopacity(1);
// Global code will be evaluated once.
const turtle = new Turtle();
turtle.penup();
turtle.goto(-80, -90);
turtle.down();
turtle.goto(-90, -90);
turtle.goto(-90, -80);
turtle.up();
turtle.goto(80, -90);
turtle.down();
turtle.goto(90, -90);
turtle.goto(90, -80);
turtle.up();
turtle.goto(-80, 90);
turtle.down();
turtle.goto(-90, 90);
turtle.goto(-90, 80);
turtle.up();
turtle.goto(80, 90);
turtle.down();
turtle.goto(90, 90);
turtle.goto(90, 80);
turtle.up();
/////////////////////////////////////////////////////
const Mat2D = class {
constructor (m) { this.m = m; }
rotate (v) {
const rad = Math.PI * v / 180;
const cos = Math.cos(rad);
const sin = Math.sin(rad);
return new Mat2D([
cos * this.m[0] + sin * this.m[2],
cos * this.m[1] + sin * this.m[3],
cos * this.m[2] - sin * this.m[0],
cos * this.m[3] - sin * this.m[1],
this.m[4],
this.m[5]
]);
}
translate (x, y = 0) {
return new Mat2D([
this.m[0],
this.m[1],
this.m[2],
this.m[3],
this.m[4] + x * this.m[0] + y * this.m[2],
this.m[5] + x * this.m[1] + y * this.m[3]
]);
}
scale (x = 1, y = x) {
return new Mat2D([
this.m[0] * x,
this.m[1] * x,
this.m[2] * y,
this.m[3] * y,
this.m[4],
this.m[5]
]);
}
tooSmall () {
const x = this.m[0] * this.m[0] + this.m[1] * this.m[1];
const y = this.m[2] * this.m[2] + this.m[3] * this.m[3];
return x < minSize || y < minSize;
}
transform (x, y) {
const m0 = this.m[0] * zoom;
const m1 = this.m[1] * zoom;
const m2 = this.m[2] * zoom;
const m3 = this.m[3] * zoom;
const m4 = this.m[4] * zoom - ox;
const m5 = this.m[5] * zoom - oy;
return [
m0 * x + m2 * y + m4,
m1 * x + m3 * y + m5
];
}
boundingBox (box) {
if (this.m[4] - 0.5 * this.m[0] < box[0]) box[0] = this.m[4] - 0.5 * this.m[0];
else if (this.m[4] + 0.5 * this.m[0] > box[2]) box[2] = this.m[4] + 0.5 * this.m[0];
if (this.m[5] + 0.5 * this.m[3] < box[1]) box[1] = this.m[5] + 0.5 * this.m[3];
else if (this.m[5] - 0.5 * this.m[3] > box[3]) box[3] = this.m[5] - 0.5 * this.m[3];
}
};
///////////////////////////////////////////////////////
const minSize = 0.15;
const shapes = [];
let zoom = 0, ox = 0, oy = 0;
const box = [100, 100, -100, -100];
const circle = m => {
m.boundingBox(box);
shapes.push(m);
};
const draw = m => {
turtle.goto(m.transform(0.5, 0));
turtle.down();
for (let a = 0; a < 2 * Math.PI; a += 2 * Math.PI / 36) {
turtle.goto(m.transform(0.5 * Math.cos(a), 0.5 * Math.sin(a)));
}
turtle.up();
};
const scale = (w, h, margin = 0.9) => {
zoom = Math.min(
margin * w / (box[2] - box[0]),
margin * h / (box[3] - box[1])
);
ox = (box[0] + box[2]) * 0.5 * zoom;
oy = (box[3] + box[1]) * 0.5 * zoom;
};
////////////////////////////////////////////////////
const human = m => {
circle(m.translate(-0.5, 1).scale(3, 4)); //belly right
circle(m.translate(0.5, 1).scale(3, 4)); //belly left
circle(m.scale(5, 3)); //belly low
circle(m.translate(1.4, -0.5).scale(2.5)); //hip left
circle(m.translate(-1.4, -0.5).scale(2.5)); //hip right
lumbar(m.translate(0, 1)); //continue spine
thigh(m.translate(1.4, -0.5).rotate(45)); //left leg
thigh(m.translate(-1.4, -0.5).rotate(-45).scale(-1, 1)); //right leg
}
const thigh = m => {
const r = Math.random() * 13;
switch (true) {
case r <= 1:
circle(m.translate(0, -4).scale(2.5, 8));
circle(m.translate(-0.4, -2.5).scale(2, 6).rotate(10));
circle(m.translate(0.5, -1.5).scale(2, 5));
circle(m.translate(0, -7).scale(2, 3.5)); //knee up
circle(m.translate(0, -7.7).scale(2)); //knee
shin(m.translate(0, -7.7)); //leg below the knee
return;
case r <= 6:
return thigh(m.rotate(6));
case r <= 13:
return thigh(m.rotate(-6));
}
}
const shin = m => {
const r = Math.random() * 6;
switch (true) {
case r <= 1:
circle(m.translate(0, -3.5).rotate(-5).scale(1.8, 7.2));
circle(m.translate(-0.3, -2.5).rotate(10).scale(1.6, 5.5));
circle(m.translate(-0.6, -6).scale(1, 4.4));
circle(m.translate(-0.3, -7.6).scale(1.8)); //ankle
foot(m.translate(-0.3, -7.6));
return;
case r <= 6:
return shin(m.rotate(-6));
}
}
const foot = m => {
const r = Math.random() * 8;
switch (true) {
case r <= 1:
circle(m.translate(0.8, 0.2).rotate(-30).scale(2.5, 1));
circle(m.translate(1.2, -0.4).scale(4, 1));
circle(m.translate(3.1, -0.4).rotate(6).scale(1, 0.6));
return;
case r <= 3:
return foot(m.rotate(3));
case r <= 8:
return foot(m.rotate(-15));
}
}
const arm = m => {
const r = Math.random() * 21;
switch (true) {
case r <= 1:
circle(m.translate(0, -2).rotate(-8).scale(1.8, 5));
circle(m.translate(-0.2, -3).scale(1.2, 4).rotate(6));
circle(m.translate(0.4, -3).scale(0.6, 4).rotate(-6));
circle(m.translate(0, -4.6)); //elbow
forearm(m.translate(0, -4.6));
return;
case r <= 11:
return arm(m.rotate(9));
case r <= 21:
return arm(m.rotate(-9));
}
}
const forearm = m => {
const r = Math.random() * 6;
switch (true) {
case r <= 1:
circle(m.translate(0, -2).rotate(-6).scale(1.2, 4.8));
circle(m.translate(-0.2, -2.5).rotate(4).scale(1, 4.8));
circle(m.translate(0, -4.7).scale(0.8)); //wrist
hand(m.translate(0, -4.7));
return;
case r <= 6:
return forearm(m.rotate(12));
}
}
const hand = m => {
const r = Math.random() * 21;
switch (true) {
case r <= 1:
circle(m.translate(0, -0.7).scale(1, 1.9));
for (let i = 0; i < 4; i++) {
finger(m.rotate(10 * i).scale(0.85).translate(-0.36, -1.6));
}
finger(m.translate(-0.4, -0.4).rotate(-45).scale(-1, 1)); //thumb
return;
case r <= 11:
return hand(m.rotate(6));
case r <= 21:
return hand(m.rotate(-6));
}
}
const finger = m => {
if (m.tooSmall() === true) return;
const r = Math.random() * 1.1;
switch (true) {
case r <= 0.1:
circle(m.scale(0.4, 1));
finger(m.translate(0, -0.5).rotate(-20).scale(0.8));
return
default:
circle(m.scale(0.4, 1));
finger(m.translate(0, -0.5).rotate(-3).scale(0.8));
return;
}
}
const lumbar = m => {
const r = Math.random() * 11;
switch (true) {
case r <= 1:
circle(m.translate(0, 2).scale(3.8));
thoracic(m.translate(0, 2));
return;
case r <= 6:
return lumbar(m.rotate(6));
case r <= 11:
return lumbar(m.rotate(-6));
}
}
const thoracic = m => {
const r = Math.random() * 11;
switch (true) {
case r <= 1:
circle(m.translate(0, 2).scale(5, 6.4)); //chest
circle(m.translate(1, 2.8).scale(3.5, 4)); //left breast
circle(m.translate(-1, 2.8).scale(3.5, 4)); //right breast
scapula(m.translate(0.35, 4.8)); //left shoulder
circle(m.translate(1.2, 4.7).rotate(-15).scale(2, 0.75)); //left clavicle
scapula(m.translate(-0.35, 4.8).scale(-1, 1)); //right shoulder
circle(m.translate(-1.2, 4.7).scale(2, 0.75).rotate(15)); //right clavicle
neck(m.translate(0, 5));
return;
case r <= 6:
return thoracic(m.rotate(6));
case r <= 11:
return thoracic(m.rotate(-6));
}
}
const scapula = m => {
circle(m.translate(2, -0.7).scale(2)); //shoulder
arm(m.translate(2, -0.7).rotate(30));
}
const neck = m => {
const r = Math.random() * 11;
switch (true) {
case r <= 1:
circle(m.scale(1.5, 2));
skull(m.translate(0, 1.6));
return;
case r <= 6:
return neck(m.rotate(6));
case r <= 11:
return neck(m.rotate(-6));
}
}
const skull = m => {
circle(m.translate(0, 0.8).scale(0.3, 4.3));
circle(m.translate(0, 0.8).scale(3, 4.3));
circle(m.translate(0, 0.35).scale(0.7, 1)); //nose
circle(m.translate(0, -0.4).scale(1.3, 0.3));
circle(m.translate(-1.6, 0.5).rotate(15).scale(0.6, 1.3)); //left ear
circle(m.translate(1.6, 0.5).rotate(-15).scale(0.6, 1.3)); //right ear
circle(m.translate(0, 1).scale(2.4, 1.4));
};
///////////////////////////////////////////////////////////
//human(new Mat2D([1, 0, 0, -1, 0, 0]));
human(new Mat2D([1, 0, 0, -1, 0, 0]));
scale(200, 200, 0.8);
// The walk function will be called until it returns false.
function walk(i) {
const m = shapes.shift();
if (!m) return false;
draw(m);
return true;
}