101 lines
2.5 KiB
JavaScript
101 lines
2.5 KiB
JavaScript
console.log("aztec_diamond")
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const size = Math.min(innerWidth, innerHeight)
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const canvas = document.querySelector("canvas")
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canvas.width = size
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canvas.height = size
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const ctx = canvas.getContext("2d")
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function ad_1() {
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console.log("ad_1")
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const n = 1
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let tiles;
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if (Math.random() >= 0.5) {
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// split vertically
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tiles = [[{x: 0.5, y: 0.5}, {x: 0.5, y: -0.5}],
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[{x: -0.5, y: -0.5}, {x: -0.5, y: 0.5}]]
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} else {
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tiles = [[{x: -0.5, y: 0.5}, {x: 0.5, y: 0.5}],
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[{x: 0.5, y: -0.5}, {x: -0.5, y: -0.5}]]
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}
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let board = []
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// i tracks x, j tracks y. row major, so j is the outer loop.
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// That's a bit unusual, but I think more intuitive than the
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// alternative.
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for (let j = 0; j < 2*n; j++) {
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board[j] = []
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for (let i = 0; i < 2*n; i++) {
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board[j][i] = undefined
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}
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}
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for (let ti = 0; ti < tiles.length; ti++) {
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t = tiles[ti]
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for (let part = 0; part < 2; part++) {
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i = t[part].x + n - 0.5
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j = t[part].y + n - 0.5
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board[j][i] = ti
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}
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}
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return {n, tiles, board}
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}
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function x2sx(x, scale, size) {
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const sx = (x - 0.5) * scale + size/2
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return sx
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}
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function y2sy(y, scale, size) {
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const sy = size/2 - (y + 0.5) * scale
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return sy
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}
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function color(t) {
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if (t[0].x == t[1].x && t[0].y > t[1].y) {
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return "#F008"
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}
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if (t[0].x == t[1].x && t[0].y < t[1].y) {
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return "#FF08"
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}
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if (t[0].y == t[1].y && t[0].x < t[1].x) {
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return "#0F08"
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}
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if (t[0].y == t[1].y && t[0].x > t[1].x) {
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return "#00F8"
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}
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throw("impossible direction")
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}
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function draw(state) {
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console.log("draw")
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const n = state.n
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const scale = size / (2*n)
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for (y = 0.5 - n; y < n; y += 1) {
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for (x = 0.5 - n; x < n; x += 1) {
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sx = x2sx(x, scale, size)
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sy = y2sy(y, scale, size)
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console.log(x, y, sx, sy)
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ctx.rect(sx, sy, scale, scale)
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}
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}
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ctx.strokeStyle = "#CCCCCC"
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ctx.stroke()
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for (const t of state.tiles) {
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console.log(t)
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const sx0 = Math.min(x2sx(t[0].x, scale, size), x2sx(t[1].x, scale, size))
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const sx1 = Math.max(x2sx(t[0].x, scale, size), x2sx(t[1].x, scale, size))
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const sy0 = Math.min(y2sy(t[0].y, scale, size), y2sy(t[1].y, scale, size))
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const sy1 = Math.max(y2sy(t[0].y, scale, size), y2sy(t[1].y, scale, size))
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console.log(sx0, sx1, sy0, sy1)
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ctx.beginPath()
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ctx.rect(sx0, sy0, sx1 - sx0 + scale, sy1 - sy0 + scale)
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ctx.fillStyle = color(t)
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ctx.strokeStyle = "#000000"
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ctx.fill()
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ctx.stroke()
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}
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}
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draw(ad_1())
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