console.log("aztec_diamond") const size = Math.min(innerWidth, innerHeight) const canvas = document.querySelector("canvas") canvas.width = size canvas.height = size const ctx = canvas.getContext("2d") function tile_board(n, tiles) { let board = [] // i tracks x, j tracks y. row major, so j is the outer loop. // That's a bit unusual, but I think more intuitive than the // alternative. for (let j = 0; j < 2*n; j++) { board[j] = [] for (let i = 0; i < 2*n; i++) { board[j][i] = undefined } } for (let ti = 0; ti < tiles.length; ti++) { t = tiles[ti] for (let part = 0; part < 2; part++) { i = t[part].x + n - 0.5 j = t[part].y + n - 0.5 board[j][i] = ti } } return board } function ad_1() { console.log("ad_1") const n = 1 let tiles; if (Math.random() >= 0.5) { // split vertically tiles = [[{x: 0.5, y: 0.5}, {x: 0.5, y: -0.5}], [{x: -0.5, y: -0.5}, {x: -0.5, y: 0.5}]] } else { tiles = [[{x: -0.5, y: 0.5}, {x: 0.5, y: 0.5}], [{x: 0.5, y: -0.5}, {x: -0.5, y: -0.5}]] } const board = tile_board(n, tiles) return {n, tiles, board, shrink: 0, phase: "shrink"} } function x2sx(x, scale, size) { const sx = (x - 0.5) * scale + size/2 return sx } function y2sy(y, scale, size) { const sy = size/2 - (y + 0.5) * scale return sy } function color(t) { if (t[0].x == t[1].x && t[0].y > t[1].y) { return "#F008" } if (t[0].x == t[1].x && t[0].y < t[1].y) { return "#FF08" } if (t[0].y == t[1].y && t[0].x < t[1].x) { return "#0F08" } if (t[0].y == t[1].y && t[0].x > t[1].x) { return "#00F8" } throw("impossible direction") } function draw(state) { console.log("draw", state) const n = state.n const scale = size / (2 * (n + state.shrink/8)) ctx.fillStyle = "#FFF8" ctx.fillRect(0, 0, size, size) ctx.beginPath() for (y = 0.5 - n; y < n; y += 1) { for (x = 0.5 - n; x < n; x += 1) { if (Math.abs(x) + Math.abs(y) <= n) { sx = x2sx(x, scale, size) sy = y2sy(y, scale, size) console.log(x, y, sx, sy) ctx.rect(sx, sy, scale, scale) } } } ctx.strokeStyle = "#CCCCCC" ctx.stroke() for (const t of state.tiles) { console.log(t) const sx0 = Math.min(x2sx(t[0].x, scale, size), x2sx(t[1].x, scale, size)) const sx1 = Math.max(x2sx(t[0].x, scale, size), x2sx(t[1].x, scale, size)) const sy0 = Math.min(y2sy(t[0].y, scale, size), y2sy(t[1].y, scale, size)) const sy1 = Math.max(y2sy(t[0].y, scale, size), y2sy(t[1].y, scale, size)) console.log(sx0, sx1, sy0, sy1) ctx.beginPath() ctx.rect(sx0, sy0, sx1 - sx0 + scale, sy1 - sy0 + scale) ctx.fillStyle = color(t) ctx.strokeStyle = "#000000" ctx.fill() ctx.stroke() } } function expand(state) { const n = state.n + 1 const board = tile_board(n, state.tiles) state = {...state, n, board, shrink: 0} return state } function sanitize(state) { console.log("sanitize", state) let tiles = [] const n = state.n for (let ti = 0; ti < state.tiles.length; ti++) { const t = state.tiles[ti]; console.log(ti, t) const direction = {x: t[0].y - t[1].y, y: t[1].x - t[0].x} const i = t[0].x + n - 0.5 const j = t[0].y + n - 0.5 const oi = i + direction.x const oj = j + direction.y const oti = state.board[oj][oi] if (oti === undefined) { // no neighbour tiles.push(t) } else { const ot = state.tiles[oti] const odirection = {x: ot[0].y - ot[1].y, y: ot[1].x - ot[0].x} if (odirection.x == -direction.x && odirection.y == - direction.y) { // Omit this tile. ot will also be omitted } else { tiles.push(t) } } } state = {...state, tiles, phase: "move", move: 0} return state } function move_tiles(state) { console.log("move_tiles", state) let tiles = [] for (t of state.tiles) { const direction = {x: t[0].y - t[1].y, y: t[1].x - t[0].x} tiles.push([{x: t[0].x + direction.x / 8, y: t[0].y + direction.y / 8}, {x: t[1].x + direction.x / 8, y: t[1].y + direction.y / 8}, ]) } state = {...state, tiles, move: state.move + 1} return state } function step(state) { draw(state) if (state.phase == "shrink") { if (state.shrink < 8) { state = {...state, shrink: state.shrink + 1} } else { state = {...state, phase: "sanitize"} } } else if (state.phase == "sanitize") { state = expand(state) state = sanitize(state) } else if (state.phase == "move") { if (state.move < 8) { state = move_tiles(state) } else { state = {...state, phase: "fill"} } } else if (state.phase = "fill") { state = fill_gaps(state) } else { throw("impossible state " + state.phase) } window.setTimeout(step, 100, state) } initial_state = ad_1() window.setTimeout(step, 100, initial_state)