"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); const common_js_1 = require("./common.js"); let points = []; function update(ctx, time) { ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); const p = (Math.sin(0.001 * time) + 1.0) * 0.5; if (points.length == 2) { const [start, end] = points; (0, common_js_1.drawCircle)(ctx, (0, common_js_1.lerp)(start, end, p), 1, 0xFF0000); } else if (points.length === 3) { const [a, b, c] = points; const ab = (0, common_js_1.lerp)(a, b, p); const bc = (0, common_js_1.lerp)(b, c, p); const abc = (0, common_js_1.lerp)(ab, bc, p); (0, common_js_1.drawDashedLine)(ctx, ab, bc, 0xFF0000); (0, common_js_1.drawCircle)(ctx, ab, 1, 0xFF0000); (0, common_js_1.drawCircle)(ctx, bc, 1, 0xFF0000); (0, common_js_1.drawCircle)(ctx, abc, 1, 0xFFFFFF); } else if (points.length === 4) { const [a, b, c, d] = points; const ab = (0, common_js_1.lerp)(a, b, p); const bc = (0, common_js_1.lerp)(b, c, p); const cd = (0, common_js_1.lerp)(c, d, p); const abc = (0, common_js_1.lerp)(ab, bc, p); const bcd = (0, common_js_1.lerp)(bc, cd, p); const abcd = (0, common_js_1.lerp)(abc, bcd, p); (0, common_js_1.drawDashedLine)(ctx, ab, bc, 0xFF0000); (0, common_js_1.drawDashedLine)(ctx, bc, cd, 0xFF0000); (0, common_js_1.drawDashedLine)(ctx, abc, bcd, 0xFFFF00); (0, common_js_1.drawCircle)(ctx, ab, 1, 0xFF0000); (0, common_js_1.drawCircle)(ctx, bc, 1, 0xFF0000); (0, common_js_1.drawCircle)(ctx, cd, 1, 0xFF0000); (0, common_js_1.drawCircle)(ctx, abc, 1, 0xFFFF00); (0, common_js_1.drawCircle)(ctx, bcd, 1, 0xFFFF00); (0, common_js_1.drawCircle)(ctx, abcd, 1, 0xFFFFFF); } for (let i = 0; i < points.length - 1; ++i) { const current = points[i]; const next = points[i + 1]; (0, common_js_1.drawLine)(ctx, current, next, 0xFF00FF); } for (const point of points) { (0, common_js_1.drawCircle)(ctx, point, 1, 0xFF00FF); } window.requestAnimationFrame(t => update(ctx, t)); } function init() { const canvas = document.getElementById("game"); if (!canvas) throw new Error("unable to get canvas HTML element"); const ctx = canvas.getContext("2d"); if (!ctx) throw new Error("unable to get canvas 2D context"); (0, common_js_1.resizeCanvas)(ctx); // Init canvas to full window size canvas.addEventListener("click", (evt) => { const { clientX, clientY } = evt; if (points.length < 4) { points.push({ x: clientX, y: clientY }); } }); window.addEventListener('resize', () => (0, common_js_1.resizeCanvas)(ctx)); window.requestAnimationFrame(t => update(ctx, t)); } init();