Tons of Grid fixes

Realized I didn't export the poly properly

It now scales... although I should maintain the aspect ratio so it
doesn't look terrible on narrower devices

Fixed mouse targeting
This commit is contained in:
Amadeus Demarzi 2014-07-25 20:28:47 -07:00
parent aeef7b5de3
commit 8483bc384c
5 changed files with 1892 additions and 1569 deletions

View File

@ -3,10 +3,18 @@
Vector
){
Engine.Point.Puller = function(id, x, y){
Engine.Point.Puller = function(id, x, y, shapeSize){
this.id = id;
this.pos.x = x;
this.pos.y = y;
this.shapeSize = shapeSize;
this.ref = {
x: x,
y: y
};
this.pos.x = x * shapeSize.x;
this.pos.y = y * shapeSize.y;
this.pos = Vector.coerce(this.pos);
this.home = this.pos.clone();
@ -44,11 +52,21 @@ Engine.Point.Puller.prototype = {
safety: 0.25,
resize: function(){
this.home.x = this.pos.x = this.ref.x * this.shapeSize.x;
this.home.y = this.pos.y = this.ref.y * this.shapeSize.y;
return this;
},
update: function(engine){
var target = Vector.coerce(engine.mouse),
distanceToMouse = this.distanceTo(target),
toHome, mag, safety;
// distanceToHome = this.distanceTo(this.home);
distanceToMouse, toHome, mag, safety;
target.x += (this.shapeSize.x - engine.width) / 2;
target.y += (this.shapeSize.y - engine.height) / 2;
distanceToMouse = this.distanceTo(target);
this.accel.mult(0);
@ -76,6 +94,8 @@ Engine.Point.Puller.prototype = {
toHome.mult(this.aRad - safety);
this.pos = Vector.sub(this.home, toHome);
}
return this;
},
toChase: function(target, maxForce){
@ -113,6 +133,8 @@ Engine.Point.Puller.prototype = {
this.radius * scale,
this.radius * scale
);
return this;
},
distanceTo: function(target) {

View File

@ -67,6 +67,8 @@ Engine.Point.prototype = {
this.pos.add(
Vector.mult(this.vel, engine.tick)
);
return this;
},
draw: function(ctx, scale){
@ -81,6 +83,7 @@ Engine.Point.prototype = {
);
ctx.fillStyle = '#ffffff';
ctx.fill();
return this;
}
};

View File

@ -11,6 +11,8 @@ Engine.Shape.Puller = function(x, y, width, height, points, polygons){
this.pos = new Vector(x, y);
this.size = new Vector(width, height);
this.resize(width, height, true);
ref = {};
this.points = [];
this.polygons = [];
@ -18,8 +20,9 @@ Engine.Shape.Puller = function(x, y, width, height, points, polygons){
for (i = 0; i < points.length; i++) {
point = new Point(
points[i].id,
points[i].x * this.size.x,
points[i].y * this.size.y
points[i].x,
points[i].y,
this.size
);
ref[point.id] = point;
this.points.push(point);
@ -43,6 +46,27 @@ Engine.Shape.Puller.prototype = {
alpha: 0,
sizeOffset: 100,
resize: function(width, height, sizeOnly){
var halfOffset = this.sizeOffset / 2,
len, p;
this.size.x = width + this.sizeOffset;
this.size.y = height + this.sizeOffset;
this.pos.x = -(width / 2 + halfOffset);
this.pos.y = -(height / 2 + halfOffset);
if (sizeOnly) {
return this;
}
for (p = 0, len = this.points.length; p < len; p++) {
this.points[p].resize();
}
},
update: function(engine){
var p;
@ -51,7 +75,7 @@ Engine.Shape.Puller.prototype = {
}
for (p = 0; p < this.polygons.length; p++) {
this.polygons[p].update(engine);
this.polygons[p].update(engine, this);
}
if (this.alpha < 0.2) {

View File

@ -87,11 +87,11 @@ Engine = Base.extend({
image.style.opacity = 1;
new Chainable()
.wait(2000)
.wait(1000)
.then(function(){
this.starGeneratorRate = 200;
}, this)
.wait(2000)
.wait(1000)
.then(function(){
this.showGrid = true;
}, this)
@ -123,7 +123,7 @@ Engine = Base.extend({
setupStarfield: function(){
this.particles = [];
// this.generateParticles(50, true);
this.generateParticles(1000);
this.generateParticles(400);
},
setupTessellation: function(canvas){
@ -141,7 +141,7 @@ Engine = Base.extend({
-(this.width / 2),
-(this.height / 2),
this.width,
this.height * 1.5,
this.height,
Grid.points,
Grid.polygons
);
@ -169,8 +169,9 @@ Engine = Base.extend({
this.renderStarfield(this.now);
if (this.showGrid) {
this.grid.update(this);
this.grid.draw(this.context, scale);
this.grid
.update(this)
.draw(this.context, scale);
}
if (this.showShapes) {
@ -186,12 +187,14 @@ Engine = Base.extend({
var scale = this.scale, p, index;
for (p = 0; p < this.shapes.length; p++) {
this.shapes[p].update(this);
this.shapes[p].draw(this.context, scale);
this.shapes[p]
.update(this)
.draw(this.context, scale);
}
this.logo.update(this);
this.logo.draw(this.context, scale);
this.logo
.update(this)
.draw(this.context, scale);
// Remove destroyed shapes
for (p = 0; p < this._deferredShapes.length; p++) {
@ -266,6 +269,10 @@ Engine = Base.extend({
this.width / 2 * scale >> 0,
this.height / 2 * scale >> 0
);
if (this.grid) {
this.grid.resize(this.width, this.height);
}
},
renderStarfield: function(){

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