Asteroids/index.js

73 lines
1.8 KiB
JavaScript

'use strict';
class Vector{
constructor(x, y){
this.x = x;
this.y = y;
}
scalarProduct(other){
return this.x*other.x + this.y*other.y;
}
magnitude(){
return Math.sqrt(this.x**2 + this.y**2);
}
//vector product would be useless because the resultant would be in the z-axis
angle(other = new Vector(1, 0)){ //need some magnitude for origin vector to avoid division by 0
//cosθ = a.b/|a||b|
return Math.acos(this.scalarProduct(other)/(this.magnitude()*other.magnitude()));
}
//figuring out coordinates from angle and distance
positionFromAngle(angle, distance){
return new Vector((this.x + distance) * Math.cos(angle), (this.y+distance)*Math.sin(angle));
}
}
class Asteroid{
//FIXME: Asteroid generation is very wonky
constructor(size, position, edges=5){
this.size = size;
this.edges = edges;
this.position = position;
this.nodes = [this.position];
for(let i=0; i<this.edges; i++){
let pos = this.nodes[i].positionFromAngle( this.nodes[i].angle() + (Math.max(Math.PI/6, Math.random()*(Math.PI/3))), 5);
this.nodes.push(pos);
}
}
draw(ctx){
ctx.beginPath();
this.nodes.forEach((node, _) => {
ctx.lineTo(node.x,node.y);
})
ctx.closePath();
ctx.stroke();
}
}
//initializing canvas
const canvas = document.getElementById("canvas");
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
const ctx = canvas.getContext("2d");
const asteroid = new Asteroid(50, new Vector(300, 240));
function animate(){
requestAnimationFrame(animate);
ctx.clearRect(0, 0, canvas.width, canvas.height);
asteroid.draw(ctx);
}
animate();