This is "art", with capital quotes.
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// LL 2021
Canvas.setpenopacity(1);
const density = 0.5; // min=0.01 max=2 step=0.01
const steps = 1000; // min=100 max=10000 step=1
const round = 0.1; // min=-1 max=1 step=0.01
const turn = 2.0; // min=0 max=10 step=0.1
const wobble = 0; // min=0 max=1 step=1 (No,Yes)
const draw_collision = 0; // min=0 max=1 step=1 (No,Yes)
const canvas_size = 110;
const turtle = new Turtle();
const cx = (Math.random() - 0.5) * canvas_size * 2;
const cy = (Math.random() - 0.5) * canvas_size * 2;
const ca = (Math.random() - 0.5) * Math.PI * 2;
let current_point;
let points;
function walk(i) {
if (i==0) {
current_point = new Point(cx, cy, density, ca);
points = [ current_point ];
}
if (i >= steps * 100) return false;
var r = current_point.r;
var a = current_point.a + round / 10 * ((Math.random()<0.5) && wobble ? -1 : 1); //(Math.random() - 0.5) * 1;
var dx = (current_point.r + r) * 2 * Math.cos(a)
var dy = (current_point.r + r) * 2 * Math.sin(a)
var x = current_point.x + dx;
var y = current_point.y + dy;
var new_point = new Point(x, y, r, a);
var need_to_draw = true;
if (!new_point.checkBounds() || new_point.checkCollision())
{
if (draw_collision) draw(current_point, new_point);
const ri = Math.floor(Math.random() * points.length);
r = points[ri].r;
a = points[ri].a + Math.PI * ((Math.random()<0.5) && !round ? -1 : 1) / (turn ? turn : (Math.random()));
x = points[ri].x;
y = points[ri].y;
new_point = new Point(x, y, r, a);
need_to_draw = false;
}
points.push(new_point);
if (need_to_draw) {
draw(current_point, new_point);
//sleep(1);
}
current_point = new_point;
return true;
}
function draw(p1, p2) {
turtle.jump(p1.x, p1.y);
turtle.goto(p2.x, p2.y);
}
class Point {
constructor(x, y, r, a) { this.x = x; this.y = y; this.r = r; this.a = a; }
checkBounds() { return (Math.abs(this.x - this.r) < canvas_size) && (Math.abs(this.y - this.r) < canvas_size); }
checkCollision() {
// TODO: optimization / spacial partitioning
for (var i=0, l=points.length; i<l; i++) {
//const distance = Math.hypot(points[i].x - this.x, points[i].y - this.y) / 2;
//if (distance < this.r) return true;
const dist2 = ((points[i].x - this.x) * (points[i].x - this.x) + (points[i].y - this.y) * (points[i].y - this.y)) / 4;
if (dist2 < this.r * this.r) return true;
}
return false;
}
}
function sleep(ms) { const start = Date.now(); while (Date.now() - start < ms); }