github.com/jmbataller/terraform@v0.6.8-0.20151125192640-b7a12e3a580c/website/source/assets/javascripts/app/Engine.Point.js (about) 1 (function( 2 Engine, 3 Vector 4 ){ 'use strict'; 5 6 Engine.Point = function(id, x, y, shapeSize){ 7 this.id = id; 8 9 this.shapeSize = shapeSize; 10 this.ref = new Vector(x, y); 11 12 this.pos = new Vector( 13 x * shapeSize.x, 14 y * shapeSize.y 15 ); 16 17 this.target = this.pos.clone(); 18 this.pos.x = shapeSize.x / 2; 19 this.pos.y = shapeSize.y / 2; 20 this.accel = Vector.coerce(this.accel); 21 this.vel = Vector.coerce(this.vel); 22 23 this.stiffness = Engine.getRandomFloat(150, 600); 24 this.friction = Engine.getRandomFloat(12, 18); 25 }; 26 27 Engine.Point.prototype = { 28 29 radius: 1, 30 31 stiffness : 200, 32 friction : 13, 33 threshold : 0.03, 34 35 pos: { 36 x: 0, 37 y: 0 38 }, 39 40 accel: { 41 x: 0, 42 y: 0 43 }, 44 45 vel : { 46 x: 0, 47 y: 0 48 }, 49 50 target: { 51 x: 0, 52 y: 0 53 }, 54 55 resize: function(){ 56 this.target.x = this.pos.x = this.ref.x * this.shapeSize.x; 57 this.target.y = this.pos.y = this.ref.y * this.shapeSize.y; 58 }, 59 60 updateBreathingPhysics: function(){ 61 this.stiffness = Engine.getRandomFloat(2, 4); 62 this.friction = Engine.getRandomFloat(1, 2); 63 }, 64 65 updateTarget: function(newSize){ 66 var diff; 67 68 this.target.x = this.ref.x * newSize.x; 69 this.target.y = this.ref.y * newSize.y; 70 71 diff = Vector.sub(newSize, this.shapeSize).div(2); 72 73 this.target.sub(diff); 74 75 this.target.add({ 76 x: Engine.getRandomFloat(-3, 3), 77 y: Engine.getRandomFloat(-3, 3) 78 }); 79 }, 80 81 update: function(engine){ 82 var newAccel; 83 84 newAccel = Vector.sub(this.target, this.pos) 85 .mult(this.stiffness) 86 .sub(Vector.mult(this.vel, this.friction)); 87 88 this.accel.set(newAccel); 89 90 this.vel.add(Vector.mult(this.accel, engine.tick)); 91 92 this.pos.add( 93 Vector.mult(this.vel, engine.tick) 94 ); 95 96 newAccel = null; 97 98 return this; 99 }, 100 101 draw: function(ctx, scale){ 102 ctx.beginPath(); 103 ctx.arc( 104 this.pos.x * scale, 105 this.pos.y * scale, 106 this.radius * scale, 107 0, 108 Math.PI * 2, 109 false 110 ); 111 ctx.fillStyle = '#ffffff'; 112 ctx.fill(); 113 return this; 114 } 115 116 }; 117 118 })(window.Engine, window.Vector);