mirror of
https://github.com/SamEyeBam/animate.git
synced 2026-02-04 09:20:25 +00:00
V1.1
Giant refactor. added layers. ui overhaul. added save/load and we now got presets
This commit is contained in:
289
docs/js/shapes/RaysInShape.js
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289
docs/js/shapes/RaysInShape.js
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/**
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* RaysInShape - Rays bouncing within a box with center-returning trails
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*/
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class RaysInShape extends BaseShape {
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static config = [
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{ type: 'range', min: 50, max: 1000, defaultValue: 500, property: 'rays', callback: (instance, newValue) => instance.setRays(newValue) },
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{ type: 'range', min: 1, max: 30, defaultValue: 2, property: 'speed' },
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{ type: 'checkbox', defaultValue: true, property: 'doesWave' },
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{ type: 'range', min: 1, max: 200, defaultValue: 100, property: 'speedVertRate' },
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{ type: 'range', min: 1, max: 200, defaultValue: 100, property: 'speedHorrRate' },
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{ type: 'range', min: 1, max: 200, defaultValue: 100, property: 'speedVert' },
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{ type: 'range', min: 1, max: 200, defaultValue: 100, property: 'speedHorr' },
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{ type: 'range', min: 10, max: 2000, defaultValue: 800, property: 'boxSize' },
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{ type: 'range', min: 1, max: 80, defaultValue: 5, property: 'trailLength' },
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{ type: 'range', min: 1, max: 500, defaultValue: 5, property: 'lineWidth' },
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{ type: 'checkbox', defaultValue: false, property: 'fade' },
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{ type: 'color', defaultValue: '#43dbad', property: 'colourFree' },
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{ type: 'color', defaultValue: '#f05c79', property: 'colourContained' },
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{ type: 'header', text: '--CollisionBox---' },
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{ type: 'checkbox', defaultValue: false, property: 'boxVisible' },
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];
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constructor(rays, speed, doesWave, speedVertRate, speedHorrRate, speedVert, speedHorr, boxSize, trailLength = 50, lineWidth, fade, colourFree, colourContained, boxVisible) {
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super();
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this.rays = rays;
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this.speed = speed;
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this.speedVert = speedVert;
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this.speedHorr = speedHorr;
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this.boxSize = boxSize;
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this.trailLength = trailLength;
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this.rayObjects = [];
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this.centerRays = [];
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this.lineWidth = lineWidth;
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this.boxVisible = boxVisible;
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this.doesWave = doesWave;
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this.colourFree = colourFree;
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this.colourContained = colourContained;
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this.speedHorrRate = speedHorrRate;
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this.speedVertRate = speedVertRate;
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this.fade = fade;
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}
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initializeControls(controlManager) {
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super.initializeControls(controlManager);
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this.prepareRayObjects();
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}
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prepareRayObjects() {
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this.rayObjects = [];
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for (let i = 0; i < this.rays; i++) {
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const angle = (360 / this.rays) * i;
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this.rayObjects.push({
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angle: angle,
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lastX: centerX,
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lastY: centerY,
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positions: [{ x: centerX, y: centerY, angle: angle }]
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});
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}
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this.centerRays = [];
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}
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createCenterRay(x, y) {
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const dx = centerX - x;
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const dy = centerY - y;
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const angleToCenter = Math.atan2(dy, dx) * 180 / Math.PI;
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this.centerRays.push({
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positions: [{ x: x, y: y }],
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angle: angleToCenter,
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reachedCenter: false
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});
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}
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updateCenterRays(deltaTime) {
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const centerThreshold = 5;
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const maxDistance = 2000;
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for (let i = 0; i < this.centerRays.length; i++) {
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const ray = this.centerRays[i];
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if (ray.reachedCenter) {
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if (ray.positions.length > 0) {
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ray.positions.shift();
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}
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if (ray.positions.length <= 1) {
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this.centerRays.splice(i, 1);
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i--;
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continue;
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}
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} else {
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const currentPos = ray.positions[ray.positions.length - 1];
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const dx = (this.speedHorr / 100) * this.speed * Math.cos(rad(ray.angle));
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const dy = (this.speedVert / 100) * this.speed * Math.sin(rad(ray.angle));
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const newX = currentPos.x + dx;
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const newY = currentPos.y + dy;
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const distFromOrigin = Math.sqrt(
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Math.pow(newX - centerX, 2) + Math.pow(newY - centerY, 2)
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);
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if (distFromOrigin > maxDistance) {
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this.centerRays.splice(i, 1);
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i--;
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continue;
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}
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ray.positions.push({ x: newX, y: newY });
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const distToCenter = Math.sqrt(
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Math.pow(newX - centerX, 2) + Math.pow(newY - centerY, 2)
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);
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if (distToCenter <= centerThreshold) {
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ray.reachedCenter = true;
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}
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while (ray.positions.length > this.trailLength) {
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ray.positions.shift();
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}
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}
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for (let j = 1; j < ray.positions.length; j++) {
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const prev = ray.positions[j - 1];
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const curr = ray.positions[j];
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let alpha = 1;
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if (this.fade) {
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alpha = (j / ray.positions.length) * 0.8 + 0.2;
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}
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ctx.beginPath();
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ctx.moveTo(prev.x, prev.y);
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ctx.lineTo(curr.x, curr.y);
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const col = hexToRgb(this.colourFree);
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ctx.strokeStyle = `rgba(${col.r}, ${col.g}, ${col.b}, ${alpha})`;
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ctx.stroke();
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}
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}
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}
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setRays(newValue) {
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this.rays = newValue;
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this.prepareRayObjects();
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}
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draw(elapsed, deltaTime) {
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deltaTime *= this.speedMultiplier / 100;
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this.updateFilters(elapsed);
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if (this.doesWave) {
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const vertRate = this.speedVertRate / 100;
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const horrRate = this.speedHorrRate / 100;
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this.speedVert = Math.sin(elapsed / 10 * vertRate) * 85 + 100;
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this.speedHorr = Math.sin(elapsed / 10 * horrRate) * 85 + 100;
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updateControlInput(this.speedVert, "speedVert");
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updateControlInput(this.speedHorr, "speedHorr");
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}
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const boxLeft = centerX - this.boxSize / 2;
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const boxRight = centerX + this.boxSize / 2;
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const boxTop = centerY - this.boxSize / 2;
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const boxBottom = centerY + this.boxSize / 2;
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if (this.boxVisible) {
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ctx.strokeStyle = "white";
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ctx.lineWidth = 1;
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ctx.strokeRect(boxLeft, boxTop, this.boxSize, this.boxSize);
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}
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ctx.lineWidth = this.lineWidth;
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for (let j = 0; j < this.rayObjects.length; j++) {
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const ray = this.rayObjects[j];
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const currentPos = ray.positions[ray.positions.length - 1];
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let dx = (this.speedHorr / 100) * this.speed * Math.cos(rad(ray.angle));
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let dy = (this.speedVert / 100) * this.speed * Math.sin(rad(ray.angle));
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let newX = currentPos.x + dx;
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let newY = currentPos.y + dy;
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let collisionType = null;
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const oldAngle = ray.angle;
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if (newX < boxLeft || newX > boxRight) {
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const collisionX = newX < boxLeft ? boxLeft : boxRight;
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const collisionRatio = (collisionX - currentPos.x) / dx;
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const collisionY = currentPos.y + dy * collisionRatio;
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ray.positions.push({
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x: collisionX,
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y: collisionY,
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angle: oldAngle,
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collision: 'horizontal'
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});
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this.createCenterRay(collisionX, collisionY);
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ray.angle = 180 - ray.angle;
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ray.angle = ((ray.angle % 360) + 360) % 360;
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const remainingRatio = 1 - collisionRatio;
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dx = remainingRatio * (this.speedHorr / 100) * this.speed * Math.cos(rad(ray.angle));
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dy = remainingRatio * (this.speedVert / 100) * this.speed * Math.sin(rad(ray.angle));
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newX = collisionX + dx;
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newY = collisionY + dy;
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collisionType = 'horizontal';
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}
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if (newY < boxTop || newY > boxBottom) {
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if (collisionType === null) {
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const collisionY = newY < boxTop ? boxTop : boxBottom;
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const collisionRatio = (collisionY - currentPos.y) / dy;
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const collisionX = currentPos.x + dx * collisionRatio;
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ray.positions.push({
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x: collisionX,
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y: collisionY,
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angle: oldAngle,
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collision: 'vertical'
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});
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this.createCenterRay(collisionX, collisionY);
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ray.angle = 360 - ray.angle;
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ray.angle = ((ray.angle % 360) + 360) % 360;
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const remainingRatio = 1 - collisionRatio;
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dx = remainingRatio * (this.speedHorr / 100) * this.speed * Math.cos(rad(ray.angle));
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dy = remainingRatio * (this.speedVert / 100) * this.speed * Math.sin(rad(ray.angle));
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newX = collisionX + dx;
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newY = collisionY + dy;
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} else {
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newX = Math.max(boxLeft, Math.min(newX, boxRight));
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newY = Math.max(boxTop, Math.min(newY, boxBottom));
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ray.positions.push({
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x: newX,
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y: newY,
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angle: ray.angle,
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collision: 'corner'
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});
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this.createCenterRay(newX, newY);
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}
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}
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newX = Math.max(boxLeft, Math.min(newX, boxRight));
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newY = Math.max(boxTop, Math.min(newY, boxBottom));
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if (collisionType === null) {
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ray.positions.push({
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x: newX,
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y: newY,
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angle: ray.angle
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});
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}
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while (ray.positions.length > this.trailLength) {
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ray.positions.shift();
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}
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for (let i = 1; i < ray.positions.length; i++) {
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const prev = ray.positions[i - 1];
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const curr = ray.positions[i];
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let alpha = 1;
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if (this.fade) {
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alpha = (i / ray.positions.length) * 0.8 + 0.2;
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}
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ctx.beginPath();
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ctx.moveTo(prev.x, prev.y);
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ctx.lineTo(curr.x, curr.y);
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if (curr.collision) {
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ctx.strokeStyle = `rgba(255, 255, 0, ${alpha})`;
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} else {
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const col = hexToRgb(this.colourContained);
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ctx.strokeStyle = `rgba(${col.r}, ${col.g}, ${col.b}, ${alpha})`;
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}
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ctx.stroke();
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}
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}
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this.updateCenterRays(deltaTime);
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}
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}
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shapeRegistry.register('RaysInShape', RaysInShape);
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