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); }