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blob_paperjs/script/script.js
T
2018-06-28 16:12:46 +02:00

184 lines
5.0 KiB
JavaScript

var path = new Path({
fillColor: 'black'
});
var amount = 3
for (var i = 0; i < amount; i++) {
var point = new Point(600, 650) * Point.random(view.size);
path.add(point);
console.log(point);
var segment = path.segments[i];
}
function onFrame(event) {
// Loop through the segments of the path:
// A cylic value between -1 and 1
var sinus = Math.sin(event.time * 3 + i);
// Change the y position of the segment point:
segment.point.y = sinus * 60 + 100;
}
path.closed = true;
path.fullySelected = true;
path.position.x += 1000;
path.smooth();
// function Ball(r, p, v) {
//
// this.radius = r;
// this.point = p;
// this.vector = v;
// this.maxVec = 0.1;
// this.numSegment = Math.floor(r / 1 + 1);
// this.boundOffset = [];
// this.boundOffsetBuff = [];
// this.sidePoints = [];
// this.path = new Path({
// fillColor: {
// hue: Math.random() * 360,
// saturation: 1,
// brightness: 1
// },
// blendMode: 'lighter'
// });
//
// for (var i = 0; i < this.numSegment; i ++) {
// this.boundOffset.push(this.radius);
// this.boundOffsetBuff.push(this.radius);
// this.path.add(new Point());
// this.sidePoints.push(new Point({
// angle: 360 / this.numSegment * i,
// length: 1
// }));
// }
// }
//
// Ball.prototype = {
// iterate: function() {
// this.checkBorders();
// if (this.vector.length > this.maxVec)
// this.vector.length = this.maxVec;
// this.point += this.vector;
// this.updateShape();
// },
//
// checkBorders: function() {
// var size = view.size;
// if (this.point.x < -this.radius)
// this.point.x = size.width + this.radius;
// if (this.point.x > size.width + this.radius)
// this.point.x = -this.radius;
// if (this.point.y < -this.radius)
// this.point.y = size.height + this.radius;
// if (this.point.y > size.height + this.radius)
// this.point.y = -this.radius;
// },
//
// updateShape: function() {
// var segments = this.path.segments;
// for (var i = 0; i < this.numSegment; i ++)
// segments[i].point = this.getSidePoint(i);
//
// this.path.smooth();
// for (var i = 0; i < this.numSegment; i ++) {
// if (this.boundOffset[i] < this.radius / 4)
// this.boundOffset[i] = this.radius / 4;
// var next = (i + 1) % this.numSegment;
// var prev = (i > 0) ? i - 1 : this.numSegment - 1;
// var offset = this.boundOffset[i];
// offset += (this.radius - offset) / 15;
// offset += ((this.boundOffset[next] + this.boundOffset[prev]) / 2 - offset) / 3;
// this.boundOffsetBuff[i] = this.boundOffset[i] = offset;
// }
// },
//
// react: function(b) {
// var dist = this.point.getDistance(b.point);
// if (dist < this.radius + b.radius && dist != 0) {
// var overlap = this.radius + b.radius - dist;
// var direc = (this.point - b.point).normalize(overlap * 0.015);
// this.vector += direc;
// b.vector -= direc;
//
// this.calcBounds(b);
// b.calcBounds(this);
// this.updateBounds();
// b.updateBounds();
// }
// },
//
// getBoundOffset: function(b) {
// var diff = this.point - b;
// var angle = (diff.angle + 180) % 360;
// return this.boundOffset[Math.floor(angle / 360 * this.boundOffset.length)];
// },
//
// calcBounds: function(b) {
// for (var i = 0; i < this.numSegment; i ++) {
// var tp = this.getSidePoint(i);
// var bLen = b.getBoundOffset(tp);
// var td = tp.getDistance(b.point);
// if (td < bLen) {
// this.boundOffsetBuff[i] -= (bLen - td) / 2;
// }
// }
// },
//
// getSidePoint: function(index) {
// return this.point + this.sidePoints[index] * this.boundOffset[index];
// },
//
// updateBounds: function() {
// for (var i = 0; i < this.numSegment; i ++)
// this.boundOffset[i] = this.boundOffsetBuff[i];
// }
// };
//
// //--------------------- main ---------------------
//
// var balls = [];
// var numBalls = 7;
// for (var i = 0; i < numBalls; i++) {
// var position = Point.random() * view.size;
// var vector = new Point({
// angle: 360 * Math.random(),
// length: Math.random() * 10
// });
// var radius = Math.random() * 100 + 100;
// balls.push(new Ball(radius, position, vector));
//
// }
// function onFrame() {
// for (var i = 0; i < balls.length - 1; i++) {
// for (var j = i + 1; j < balls.length; j++) {
// balls[i].react(balls[j]);
// }
// }
// for (var i = 0, l = balls.length; i < l; i++) {
// balls[i].iterate();
// }
// }