188 lines
4.8 KiB
JavaScript
188 lines
4.8 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 tile_board(n, tiles) {
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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 board
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}
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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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const board = tile_board(n, tiles)
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return {n, tiles, board, shrink: 0, phase: "shrink"}
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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", state)
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const n = state.n
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const scale = size / (2 * (n + state.shrink/8))
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ctx.fillStyle = "#FFF8"
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ctx.fillRect(0, 0, size, size)
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ctx.beginPath()
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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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if (Math.abs(x) + Math.abs(y) <= n) {
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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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}
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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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function expand(state) {
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const n = state.n + 1
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const board = tile_board(n, state.tiles)
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state = {...state, n, board, shrink: 0}
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return state
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}
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function sanitize(state) {
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console.log("sanitize", state)
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let tiles = []
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const n = state.n
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for (let ti = 0; ti < state.tiles.length; ti++) {
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const t = state.tiles[ti];
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console.log(ti, t)
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const direction = {x: t[0].y - t[1].y, y: t[1].x - t[0].x}
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const i = t[0].x + n - 0.5
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const j = t[0].y + n - 0.5
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const oi = i + direction.x
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const oj = j + direction.y
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const oti = state.board[oj][oi]
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if (oti === undefined) {
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// no neighbour
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tiles.push(t)
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} else {
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const ot = state.tiles[oti]
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const odirection = {x: ot[0].y - ot[1].y, y: ot[1].x - ot[0].x}
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if (odirection.x == -direction.x && odirection.y == - direction.y) {
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// Omit this tile. ot will also be omitted
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} else {
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tiles.push(t)
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}
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}
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}
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state = {...state, tiles, phase: "move", move: 0}
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return state
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}
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function move_tiles(state) {
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console.log("move_tiles", state)
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let tiles = []
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for (t of state.tiles) {
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const direction = {x: t[0].y - t[1].y, y: t[1].x - t[0].x}
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tiles.push([{x: t[0].x + direction.x / 8, y: t[0].y + direction.y / 8},
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{x: t[1].x + direction.x / 8, y: t[1].y + direction.y / 8}, ])
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}
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state = {...state, tiles, move: state.move + 1}
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return state
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}
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function step(state) {
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draw(state)
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if (state.phase == "shrink") {
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if (state.shrink < 8) {
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state = {...state, shrink: state.shrink + 1}
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} else {
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state = {...state, phase: "sanitize"}
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}
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} else if (state.phase == "sanitize") {
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state = expand(state)
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state = sanitize(state)
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} else if (state.phase == "move") {
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if (state.move < 8) {
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state = move_tiles(state)
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} else {
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state = {...state, phase: "fill"}
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}
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} else if (state.phase = "fill") {
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state = fill_gaps(state)
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} else {
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throw("impossible state " + state.phase)
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}
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window.setTimeout(step, 100, state)
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}
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initial_state = ad_1()
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window.setTimeout(step, 100, initial_state)
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