mirror of
https://github.com/lalbornoz/roar.git
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4c629197a7
index.html: updates script URIs.
388 lines
9.8 KiB
JavaScript
388 lines
9.8 KiB
JavaScript
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var blit = (function(){
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var blit = {}
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blit.and = blit.atop = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell && lex.opacity > 0) {
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cell.assign(lex)
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}
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})
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}
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blit.or = blit.under = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell && cell.opacity == 0) {
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cell.assign(lex)
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}
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})
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}
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// copy the region of A beginning at x,y into B
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blit.copy_from = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell) {
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lex.assign(cell)
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}
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})
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}
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blit.copy_toroidal_from = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.get(u+x, v+y)
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if (cell) {
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lex.assign(cell)
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}
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})
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}
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blit.copy_to = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell) {
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cell.assign(lex)
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}
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})
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}
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blit.invert = function(A, B, x, y){
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x = x || 0 ; y = y || 0
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B.forEach(function(lex, u, v){
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var cell = A.getCell(u+x, v+y)
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if (cell && lex.opacity > 0) {
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cell.fg = get_inverse(cell.fg)
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cell.bg = get_inverse(cell.bg)
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}
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})
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}
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var distance_rect = function(x, y, ratio){
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return Math.sqrt((Math.pow(y * ratio, 2)) + Math.pow(x, 2))
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}
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var distance_square = function(x, y, ratio){
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return Math.sqrt((Math.pow(y * ratio, 2)) + Math.pow(x * ratio, 2))
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}
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blit.circle = function(A, lex){
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var hw = brush.w/2, hh = brush.h/2
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var ratio, distance
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if (brush.w === brush.h){
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distance = distance_square
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ratio = hw / hh * (brush.w === 3 || brush.w === 5 ? 1.2 : 1.05)
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} else {
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distance = distance_rect
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ratio = hw / hh
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}
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A.forEach(function(lex,x,y) {
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if (distance(x - hw + 0.5, y - hh + 0.5, ratio) > hw){
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lex.clear()
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}
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})
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}
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blit.cross = function(A, lex){
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A.forEach(function(lex,x,y) {
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if ((x+y)%2) {
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lex.clear()
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}
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})
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}
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blit.inverted_cross = function(A, lex){
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// 1x1 brush should still draw something
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if (A.w == 1 && A.h == 1) {
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return
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}
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A.forEach(function(lex,x,y) {
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if (!((x+y)%2)) {
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lex.clear()
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}
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})
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}
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blit.square = function(A, lex){
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// i.e. no transparency
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}
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return blit
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})()
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var draw = (function(){
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var last_point = [0,0]
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function down (e, lex, point) {
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var w = canvas.w, h = canvas.h
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erasing = (e.which == "3" || e.ctrlKey)
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changed = true
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if (e.shiftKey) {
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line (lex, last_point, point, erasing)
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if (mirror_x) {
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line(lex, [w-last_point[0], last_point[1]], [w-point[0], point[1]], erasing)
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}
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if (mirror_y) {
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line(lex, [last_point[0], h-last_point[1]], [point[0], h-point[1]], erasing)
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}
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if (mirror_x && mirror_y) {
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line(lex, [w-last_point[0], h-last_point[1]], [w-point[0], h-point[1]], erasing)
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}
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}
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else {
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stamp (canvas, brush, point[0], point[1], erasing)
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if (mirror_x) {
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stamp (canvas, brush, w-point[0], point[1], erasing)
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}
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if (mirror_y) {
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stamp (canvas, brush, point[0], h-point[1], erasing)
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}
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if (mirror_x && mirror_y) {
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stamp (canvas, brush, w-point[0], h-point[1], erasing)
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}
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}
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last_point[0] = point[0]
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last_point[1] = point[1]
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}
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function set_last_point (e, point) {
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last_point[0] = point[0]
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last_point[1] = point[1]
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}
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function move (e, lex, point) {
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var w = canvas.w, h = canvas.h
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line(lex, last_point, point, erasing)
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if (mirror_x) {
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line(lex, [w-last_point[0], last_point[1]], [w-point[0], point[1]], erasing)
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}
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if (mirror_y) {
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line(lex, [last_point[0], h-last_point[1]], [point[0], h-point[1]], erasing)
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}
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if (mirror_x && mirror_y) {
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line(lex, [w-last_point[0], h-last_point[1]], [w-point[0], h-point[1]], erasing)
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}
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last_point[0] = point[0]
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last_point[1] = point[1]
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}
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function move_toroidal (e, lex, point) {
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var w = canvas.w, h = canvas.h
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var src_x_quantile = quantile( last_point[0], w )
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var src_y_quantile = quantile( last_point[1], h )
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var dst_x_quantile = quantile( point[0], w )
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var dst_y_quantile = quantile( point[1], h )
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var src_x_mod = mod( last_point[0], w )
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var src_y_mod = mod( last_point[1], h )
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var dst_x_mod = mod( point[0], w )
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var dst_y_mod = mod( point[1], h )
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// if we've moved across the edge of the board, draw two lines
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if (src_x_quantile != dst_x_quantile || src_y_quantile != dst_y_quantile) {
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var xa, ya
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if (src_x_quantile < dst_x_quantile) {
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xa = [
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[src_x_mod, dst_x_mod + w],
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[src_x_mod-w, dst_x_mod],
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]
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}
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else if (src_x_quantile == dst_x_quantile) {
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xa = [
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[src_x_mod, dst_x_mod],
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[src_x_mod, dst_x_mod],
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]
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}
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else {
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xa = [
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[src_x_mod, dst_x_mod-w],
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[src_x_mod+w, dst_x_mod],
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]
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}
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if (src_y_quantile < dst_y_quantile) {
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ya = [
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[src_y_mod, dst_y_mod + h],
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[src_y_mod-h, dst_y_mod],
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]
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}
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else if (src_y_quantile == dst_y_quantile) {
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ya = [
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[src_y_mod, dst_y_mod],
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[src_y_mod, dst_y_mod],
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]
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}
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else {
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ya = [
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[src_y_mod, dst_y_mod-h],
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[src_y_mod+h, dst_y_mod],
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]
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}
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line(lex, [ xa[0][0], ya[0][0] ], [ xa[0][1], ya[0][1] ], erasing)
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line(lex, [ xa[1][0], ya[1][0] ], [ xa[1][1], ya[1][1] ], erasing)
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}
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else {
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var x_a = mod( last_point[0], w )
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var y_a = mod( last_point[1], h )
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var x_b = mod( point[0], w )
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var y_b = mod( point[1], h )
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var last_point_mod = [x_b, y_b], point_mod = [x_a, y_a]
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line(lex, last_point_mod, point_mod, erasing)
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// if (mirror_x) {
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// line(lex, [w-last_point_mod[0], last_point_mod[1]], [w-point_mod[0], point_mod[1]], erasing)
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// }
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// if (mirror_y) {
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// line(lex, [last_point_mod[0], h-last_point_mod[1]], [point_mod[0], h-point_mod[1]], erasing)
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// }
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}
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last_point[0] = point[0]
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last_point[1] = point[1]
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// y = point.y
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}
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function point (lex, x, y, erasing) {
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stamp (canvas, brush, x, y, erasing)
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}
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function line (lex, a, b, erasing) {
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var len = dist(a[0], a[1], b[0], b[1])
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var bw = 1
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var x, y, i;
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for (var i = 0; i <= len; i += bw) {
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x = lerp(i / len, a[0], b[0])
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y = lerp(i / len, a[1], b[1])
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stamp (canvas, brush, x, y, erasing)
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}
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}
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function stamp (canvas, brush, x, y, erasing) {
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var hh = brush.w/2|0
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brush.forEach(function(lex, s, t){
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s = round( s + x-hh )
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t = round( t + y-hh )
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if (s >= 0 && s < canvas.w && t >= 0 && t < canvas.h) {
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if (lex.opacity === 0 && lex.char === ' ') return;
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var aa = canvas.aa[t][s]
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undo.save_lex(s, t, aa)
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if (erasing) {
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aa.erase(lex)
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}
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else {
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aa.stamp(lex, brush)
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}
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}
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})
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}
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function fill (lex, x, y) {
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var q = [ [x,y] ]
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var aa = canvas.aa
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var target = aa[y][x].clone()
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var n, w = 0, e = 0, j = 0
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var kk = 0
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// gets into a weird infinite loop if we don't break here.. :\
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if (target.eq(lex)) { return }
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LOOP: while (q.length) {
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n = q.shift()
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if (aa[n[1]][n[0]].ne(target)) {
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continue LOOP
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}
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w = e = n[0]
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j = n[1]
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WEST: while (w > 0) {
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if (aa[j][w-1].eq(target)) {
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w = w-1
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}
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else {
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break WEST
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}
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}
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EAST: while (e < canvas.w-1) {
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if (aa[j][e+1].eq(target)) {
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e = e+1
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}
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else {
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break EAST
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}
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}
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for (var i = w; i <= e; i++) {
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undo.save_lex(i, j, aa[j][i])
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aa[j][i].assign(lex)
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if (j > 0 && aa[j-1][i].eq(target)) {
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q.push([ i, j-1 ])
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}
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if (j < canvas.h-1 && aa[j+1][i].eq(target)) {
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q.push([ i, j+1 ])
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}
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}
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}
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}
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var draw = {}
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draw.down = down
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draw.set_last_point = set_last_point
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draw.move = move
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draw.move_toroidal = move_toroidal
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draw.stamp = stamp
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draw.line = line
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draw.point = point
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draw.fill = fill
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return draw
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})()
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var shader = (function(){
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var fn_str, fn, lex
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var exports = {}
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var animating = false
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exports.init = function(){
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lex = new Lex (0, 0)
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exports.build(demo_shader.innerHTML)
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}
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exports.build = function (fn_str){
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try {
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new_fn = new Function('lex', 'x', 'y', 'w', 'h', 't', fn_str)
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new_fn(lex, 0, 0, 1, 1, 0)
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}
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catch (e) {
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throw 'Shader execution error'
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}
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exports.fn = fn = new_fn
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return fn
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}
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exports.run = function(canvas){
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var t = +new Date
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shader.canvas = shader.canvas || canvas
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var w = shader.canvas.w, h = shader.canvas.h
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shader.canvas.forEach(function(lex, x, y){
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fn(lex, x, y, w, h, t)
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lex.build()
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})
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}
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exports.toggle = function(state){
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animating = typeof state == "boolean" ? state : ! animating
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shader_fps_el.classList.toggle('hidden')
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return animating
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}
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exports.pause = function(){
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animating = false
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shader_fps_el.classList.add('hidden')
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shader.fps_time = 0
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}
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exports.play = function(){
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animating = true
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shader_fps_el.classList.remove('hidden')
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}
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exports.animate = function (t){
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requestAnimationFrame(exports.animate)
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if (! animating) { return }
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if (shader.fps_time){
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var ms = Date.now() - shader.fps_time
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fps = 1000 / ms
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shader_fps_el.innerHTML = (fps | 0) + ' fps'
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}
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shader.fps_time = Date.now()
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exports.run(canvas)
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}
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return exports
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})()
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