move: implement follow the leader algorithm
This commit is contained in:
@@ -1,49 +1,80 @@
|
||||
import Vec2d from "./vec.js";
|
||||
import { drawCircle, resizeCanvas } from "./common.js";
|
||||
|
||||
const SEGMENT_SPACING = 100;
|
||||
|
||||
function initTrail(pos: Vec2d, len: number) {
|
||||
return Array.from({ length: len }, (_, i) => pos.add(new Vec2d(0, -1).scale(i * SEGMENT_SPACING)));
|
||||
}
|
||||
|
||||
// state
|
||||
let target: Vec2d | undefined = undefined;
|
||||
let pos = new Vec2d(200, 200);
|
||||
let trail = initTrail(new Vec2d(200, 200), 5);
|
||||
let velocity = new Vec2d(500, 500);
|
||||
let pause = false;
|
||||
let mode: "follow" | "bounce" = "bounce";
|
||||
let start: number | undefined = undefined;
|
||||
let lastFrameTime: number | undefined = undefined;
|
||||
|
||||
function update(ctx: CanvasRenderingContext2D, timestamp: number) {
|
||||
if (!lastFrameTime) lastFrameTime = timestamp;
|
||||
const dt = (timestamp - lastFrameTime) / 1000; // seconds
|
||||
lastFrameTime = timestamp;
|
||||
switch (mode) {
|
||||
case "bounce":
|
||||
updateBounce(ctx, timestamp);
|
||||
break;
|
||||
case "follow":
|
||||
updateFollow(ctx);
|
||||
break;
|
||||
default:
|
||||
throw new Error(`Unknown mode: ${mode}`);
|
||||
case "bounce": updateBounce(ctx, dt); break;
|
||||
case "follow": updateFollow(ctx, dt); break;
|
||||
default: throw new Error(`Unknown mode: ${mode}`);
|
||||
}
|
||||
if (!pause) window.requestAnimationFrame(t => update(ctx, t));
|
||||
}
|
||||
|
||||
function updateFollow(ctx: CanvasRenderingContext2D) {
|
||||
if (target) pos = pos.lerp(target, 0.01);
|
||||
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
|
||||
drawCircle(ctx, pos, 100, 0xFF00FF);
|
||||
function updateFollow(ctx: CanvasRenderingContext2D, dt: number) {
|
||||
if (target) {
|
||||
// update head position towards the mouse cursor
|
||||
// using lerp with a factor of 0.1 moves 10% towards the target at each
|
||||
// frame, so this is framerate dependent:
|
||||
// trail[0] = trail[0].lerp(target, 0.1);
|
||||
// use exponential decay instead, this is framerate independent:
|
||||
const alpha = Math.exp(-10 * dt)
|
||||
trail[0] = trail[0].lerp(target, alpha);
|
||||
updateTrail();
|
||||
}
|
||||
|
||||
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
|
||||
for (const pos of trail) {
|
||||
drawCircle(ctx, pos, 20, 0xFF00FF);
|
||||
}
|
||||
}
|
||||
|
||||
function updateBounce(ctx: CanvasRenderingContext2D, timestamp: number) {
|
||||
if (!start) start = timestamp;
|
||||
const dt = timestamp - start;
|
||||
function updateBounce(ctx: CanvasRenderingContext2D, dt: number) {
|
||||
// update head pos
|
||||
// P_t+1 = P_t + V * t
|
||||
const newPos = pos.add(velocity.scale(0.001*dt));
|
||||
const newPos = trail[0].add(velocity.scale(0.001*dt));
|
||||
if (newPos.x > ctx.canvas.width - 100) { velocity.x *= -1; newPos.x = ctx.canvas.width - 100; }
|
||||
if (newPos.y > ctx.canvas.height - 100) { velocity.y *= -1; newPos.y = ctx.canvas.height - 100; }
|
||||
if (newPos.x < 100) { velocity.x *= -1; newPos.x = 100; }
|
||||
if (newPos.y < 100) { velocity.y *= -1; newPos.y = 100; }
|
||||
//console.log(velocity);
|
||||
trail[0] = newPos;
|
||||
updateTrail();
|
||||
|
||||
pos = newPos;
|
||||
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
|
||||
drawCircle(ctx, pos, 100, 0xFF00FF);
|
||||
start = timestamp;
|
||||
for (const pos of trail) {
|
||||
drawCircle(ctx, pos, 20, 0xFF00FF);
|
||||
}
|
||||
}
|
||||
|
||||
function updateTrail() {
|
||||
// "follow the leader" algorithm: keep segments at a fixed distance
|
||||
// from each other by moving each segment towards the segment in front of it.
|
||||
for (let i = 1; i < trail.length; i++) {
|
||||
const leader = trail[i - 1];
|
||||
const delta = leader.sub(trail[i]);
|
||||
const dist = delta.length();
|
||||
if (dist > SEGMENT_SPACING) {
|
||||
const remainder = dist - SEGMENT_SPACING; // excess distance to be covered
|
||||
const p = remainder / dist; // [0, 1]
|
||||
trail[i] = trail[i].lerp(leader, p);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
function init() {
|
||||
@@ -51,10 +82,8 @@ function init() {
|
||||
if (!canvas) throw new Error("unable to get canvas HTML element");
|
||||
const ctx = canvas.getContext("2d") as CanvasRenderingContext2D | null;
|
||||
if (!ctx) throw new Error("unable to get canvas 2D context");
|
||||
|
||||
ctx.canvas.width = window.innerWidth;
|
||||
ctx.canvas.height = window.innerHeight;
|
||||
|
||||
ctx.canvas.width = ctx.canvas.clientWidth;
|
||||
ctx.canvas.height = ctx.canvas.clientHeight;
|
||||
|
||||
canvas.onmousemove = (evt) => {
|
||||
const {clientX, clientY} = evt;
|
||||
@@ -69,10 +98,8 @@ function init() {
|
||||
}
|
||||
|
||||
window.onkeydown = (evt) => {
|
||||
console.log("key down", evt);
|
||||
if (mode === "follow") mode = "bounce";
|
||||
else mode = "follow"
|
||||
console.log("mode", mode);
|
||||
}
|
||||
|
||||
window.addEventListener('resize', () => resizeCanvas(ctx));
|
||||
|
||||
Reference in New Issue
Block a user