Giant refactor. added layers. ui overhaul. added save/load and we now got presets
This commit is contained in:
Sam
2025-12-28 03:21:25 +13:00
parent f01076df57
commit 14ec23237f
90 changed files with 4971 additions and 22901 deletions

View File

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/**
* RaysInShape - Rays bouncing within a box with center-returning trails
*/
class RaysInShape extends BaseShape {
static config = [
{ type: 'range', min: 50, max: 1000, defaultValue: 500, property: 'rays', callback: (instance, newValue) => instance.setRays(newValue) },
{ type: 'range', min: 1, max: 30, defaultValue: 2, property: 'speed' },
{ type: 'checkbox', defaultValue: true, property: 'doesWave' },
{ type: 'range', min: 1, max: 200, defaultValue: 100, property: 'speedVertRate' },
{ type: 'range', min: 1, max: 200, defaultValue: 100, property: 'speedHorrRate' },
{ type: 'range', min: 1, max: 200, defaultValue: 100, property: 'speedVert' },
{ type: 'range', min: 1, max: 200, defaultValue: 100, property: 'speedHorr' },
{ type: 'range', min: 10, max: 2000, defaultValue: 800, property: 'boxSize' },
{ type: 'range', min: 1, max: 80, defaultValue: 5, property: 'trailLength' },
{ type: 'range', min: 1, max: 500, defaultValue: 5, property: 'lineWidth' },
{ type: 'checkbox', defaultValue: false, property: 'fade' },
{ type: 'color', defaultValue: '#43dbad', property: 'colourFree' },
{ type: 'color', defaultValue: '#f05c79', property: 'colourContained' },
{ type: 'header', text: '--CollisionBox---' },
{ type: 'checkbox', defaultValue: false, property: 'boxVisible' },
];
constructor(rays, speed, doesWave, speedVertRate, speedHorrRate, speedVert, speedHorr, boxSize, trailLength = 50, lineWidth, fade, colourFree, colourContained, boxVisible) {
super();
this.rays = rays;
this.speed = speed;
this.speedVert = speedVert;
this.speedHorr = speedHorr;
this.boxSize = boxSize;
this.trailLength = trailLength;
this.rayObjects = [];
this.centerRays = [];
this.lineWidth = lineWidth;
this.boxVisible = boxVisible;
this.doesWave = doesWave;
this.colourFree = colourFree;
this.colourContained = colourContained;
this.speedHorrRate = speedHorrRate;
this.speedVertRate = speedVertRate;
this.fade = fade;
}
initializeControls(controlManager) {
super.initializeControls(controlManager);
this.prepareRayObjects();
}
prepareRayObjects() {
this.rayObjects = [];
for (let i = 0; i < this.rays; i++) {
const angle = (360 / this.rays) * i;
this.rayObjects.push({
angle: angle,
lastX: centerX,
lastY: centerY,
positions: [{ x: centerX, y: centerY, angle: angle }]
});
}
this.centerRays = [];
}
createCenterRay(x, y) {
const dx = centerX - x;
const dy = centerY - y;
const angleToCenter = Math.atan2(dy, dx) * 180 / Math.PI;
this.centerRays.push({
positions: [{ x: x, y: y }],
angle: angleToCenter,
reachedCenter: false
});
}
updateCenterRays(deltaTime) {
const centerThreshold = 5;
const maxDistance = 2000;
for (let i = 0; i < this.centerRays.length; i++) {
const ray = this.centerRays[i];
if (ray.reachedCenter) {
if (ray.positions.length > 0) {
ray.positions.shift();
}
if (ray.positions.length <= 1) {
this.centerRays.splice(i, 1);
i--;
continue;
}
} else {
const currentPos = ray.positions[ray.positions.length - 1];
const dx = (this.speedHorr / 100) * this.speed * Math.cos(rad(ray.angle));
const dy = (this.speedVert / 100) * this.speed * Math.sin(rad(ray.angle));
const newX = currentPos.x + dx;
const newY = currentPos.y + dy;
const distFromOrigin = Math.sqrt(
Math.pow(newX - centerX, 2) + Math.pow(newY - centerY, 2)
);
if (distFromOrigin > maxDistance) {
this.centerRays.splice(i, 1);
i--;
continue;
}
ray.positions.push({ x: newX, y: newY });
const distToCenter = Math.sqrt(
Math.pow(newX - centerX, 2) + Math.pow(newY - centerY, 2)
);
if (distToCenter <= centerThreshold) {
ray.reachedCenter = true;
}
while (ray.positions.length > this.trailLength) {
ray.positions.shift();
}
}
for (let j = 1; j < ray.positions.length; j++) {
const prev = ray.positions[j - 1];
const curr = ray.positions[j];
let alpha = 1;
if (this.fade) {
alpha = (j / ray.positions.length) * 0.8 + 0.2;
}
ctx.beginPath();
ctx.moveTo(prev.x, prev.y);
ctx.lineTo(curr.x, curr.y);
const col = hexToRgb(this.colourFree);
ctx.strokeStyle = `rgba(${col.r}, ${col.g}, ${col.b}, ${alpha})`;
ctx.stroke();
}
}
}
setRays(newValue) {
this.rays = newValue;
this.prepareRayObjects();
}
draw(elapsed, deltaTime) {
deltaTime *= this.speedMultiplier / 100;
this.updateFilters(elapsed);
if (this.doesWave) {
const vertRate = this.speedVertRate / 100;
const horrRate = this.speedHorrRate / 100;
this.speedVert = Math.sin(elapsed / 10 * vertRate) * 85 + 100;
this.speedHorr = Math.sin(elapsed / 10 * horrRate) * 85 + 100;
updateControlInput(this.speedVert, "speedVert");
updateControlInput(this.speedHorr, "speedHorr");
}
const boxLeft = centerX - this.boxSize / 2;
const boxRight = centerX + this.boxSize / 2;
const boxTop = centerY - this.boxSize / 2;
const boxBottom = centerY + this.boxSize / 2;
if (this.boxVisible) {
ctx.strokeStyle = "white";
ctx.lineWidth = 1;
ctx.strokeRect(boxLeft, boxTop, this.boxSize, this.boxSize);
}
ctx.lineWidth = this.lineWidth;
for (let j = 0; j < this.rayObjects.length; j++) {
const ray = this.rayObjects[j];
const currentPos = ray.positions[ray.positions.length - 1];
let dx = (this.speedHorr / 100) * this.speed * Math.cos(rad(ray.angle));
let dy = (this.speedVert / 100) * this.speed * Math.sin(rad(ray.angle));
let newX = currentPos.x + dx;
let newY = currentPos.y + dy;
let collisionType = null;
const oldAngle = ray.angle;
if (newX < boxLeft || newX > boxRight) {
const collisionX = newX < boxLeft ? boxLeft : boxRight;
const collisionRatio = (collisionX - currentPos.x) / dx;
const collisionY = currentPos.y + dy * collisionRatio;
ray.positions.push({
x: collisionX,
y: collisionY,
angle: oldAngle,
collision: 'horizontal'
});
this.createCenterRay(collisionX, collisionY);
ray.angle = 180 - ray.angle;
ray.angle = ((ray.angle % 360) + 360) % 360;
const remainingRatio = 1 - collisionRatio;
dx = remainingRatio * (this.speedHorr / 100) * this.speed * Math.cos(rad(ray.angle));
dy = remainingRatio * (this.speedVert / 100) * this.speed * Math.sin(rad(ray.angle));
newX = collisionX + dx;
newY = collisionY + dy;
collisionType = 'horizontal';
}
if (newY < boxTop || newY > boxBottom) {
if (collisionType === null) {
const collisionY = newY < boxTop ? boxTop : boxBottom;
const collisionRatio = (collisionY - currentPos.y) / dy;
const collisionX = currentPos.x + dx * collisionRatio;
ray.positions.push({
x: collisionX,
y: collisionY,
angle: oldAngle,
collision: 'vertical'
});
this.createCenterRay(collisionX, collisionY);
ray.angle = 360 - ray.angle;
ray.angle = ((ray.angle % 360) + 360) % 360;
const remainingRatio = 1 - collisionRatio;
dx = remainingRatio * (this.speedHorr / 100) * this.speed * Math.cos(rad(ray.angle));
dy = remainingRatio * (this.speedVert / 100) * this.speed * Math.sin(rad(ray.angle));
newX = collisionX + dx;
newY = collisionY + dy;
} else {
newX = Math.max(boxLeft, Math.min(newX, boxRight));
newY = Math.max(boxTop, Math.min(newY, boxBottom));
ray.positions.push({
x: newX,
y: newY,
angle: ray.angle,
collision: 'corner'
});
this.createCenterRay(newX, newY);
}
}
newX = Math.max(boxLeft, Math.min(newX, boxRight));
newY = Math.max(boxTop, Math.min(newY, boxBottom));
if (collisionType === null) {
ray.positions.push({
x: newX,
y: newY,
angle: ray.angle
});
}
while (ray.positions.length > this.trailLength) {
ray.positions.shift();
}
for (let i = 1; i < ray.positions.length; i++) {
const prev = ray.positions[i - 1];
const curr = ray.positions[i];
let alpha = 1;
if (this.fade) {
alpha = (i / ray.positions.length) * 0.8 + 0.2;
}
ctx.beginPath();
ctx.moveTo(prev.x, prev.y);
ctx.lineTo(curr.x, curr.y);
if (curr.collision) {
ctx.strokeStyle = `rgba(255, 255, 0, ${alpha})`;
} else {
const col = hexToRgb(this.colourContained);
ctx.strokeStyle = `rgba(${col.r}, ${col.g}, ${col.b}, ${alpha})`;
}
ctx.stroke();
}
}
this.updateCenterRays(deltaTime);
}
}
shapeRegistry.register('RaysInShape', RaysInShape);