Created
February 28, 2017 07:13
-
-
Save timetocode/fe3a20b64bf7f600c209f946c30acddd to your computer and use it in GitHub Desktop.
A rendition of https://github.com/hughsk/boids used in http://sharkz.io/ (~v0.1.3 of sharkz)
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
function hypot(a, b) { | |
a = Math.abs(a) | |
b = Math.abs(b) | |
var lo = Math.min(a, b) | |
var hi = Math.max(a, b) | |
return hi + 3 * lo / 32 + Math.max(0, 2 * lo - hi) / 8 + Math.max(0, 4 * lo - hi) / 16 | |
} | |
function BoidSys(opts) { | |
this.boids = [] | |
this.attractors = [] | |
this.boundary = opts.boundary | |
this.grid = null | |
this.velocityLimitRoot = opts.velocityLimit || 0 | |
this.accelerationLimitRoot = opts.accelerationLimit || 1 | |
this.velocityLimit = Math.pow(this.velocityLimitRoot, 2) | |
this.accelerationLimit = Math.pow(this.accelerationLimitRoot, 2) | |
this.separationDistance = Math.pow(opts.separationDistance || 60, 2) | |
this.alignmentDistance = Math.pow(opts.alignmentDistance || 580, 2) | |
this.cohesionDistance = Math.pow(opts.cohesionDistance || 580, 2) | |
this.separationForce = opts.separationForce || 0.15 | |
this.cohesionForce = opts.cohesionForce || 0.15 | |
this.alignmentForce = opts.alignmentForce || opts.alignment || 0.25 | |
} | |
BoidSys.prototype.add = function(entity) { | |
this.boids.push(entity) | |
} | |
BoidSys.prototype.remove = function(entity) { | |
this.boids.splice(this.boids.indexOf(entity), 1) | |
} | |
BoidSys.prototype.addAttractor = function(attractor) { | |
this.attractors.push(attractor) | |
} | |
BoidSys.prototype.removeAttractor = function(attractor) { | |
this.attractors.splice(this.attractors.indexOf(attractor), 1) | |
} | |
BoidSys.prototype.update = function() { | |
//console.log('b', this.boids.length, 'a', this.attractors.length) | |
//this.boids.forEach(boidA => { | |
for (var i = 0; i < this.boids.length; i++) { | |
var boidA = this.boids[i] | |
var sForceX = 0 | |
var sForceY = 0 | |
var cForceX = 0 | |
var cForceY = 0 | |
var aForceX = 0 | |
var aForceY = 0 | |
var distSquared = 0 | |
var length = 0 | |
var ratio = 0 | |
//this.attractors.forEach(attractor => { | |
if (this.grid) { | |
var nearby = this.grid.queryArea({ | |
x: boidA.x, | |
y: boidA.y, | |
halfWidth: 2000, | |
halfHeight: 2000 | |
}) | |
//console.log('boids', nearby.length, this.alignmentDistance*0.5) | |
for (var m = 0; m < nearby.length; m++) { | |
var attractor = nearby[m] | |
if (attractor.creatureType === 'Shark' && attractor.visibility > 20) { | |
var dx = boidA.x - attractor.x | |
var dy = boidA.y - attractor.y | |
distSquared = dx*dx + dy*dy | |
if (distSquared < attractor.radius * attractor.radius) { | |
length = hypot(dx, dy) | |
boidA.vx -= (attractor.force * dx / length) || 0 | |
boidA.vy -= (attractor.force * dy / length) || 0 | |
} | |
} | |
} | |
} | |
/* | |
for (var j = 0; j < this.attractors.length; j++) { | |
var attractor = this.attractors[j] | |
var dx = boidA.x - attractor.x | |
var dy = boidA.y - attractor.y | |
distSquared = dx*dx + dy*dy | |
if (distSquared < attractor.radius * attractor.radius) { | |
length = hypot(dx, dy) | |
boidA.vx -= (attractor.force * dx / length) || 0 | |
boidA.vy -= (attractor.force * dy / length) || 0 | |
// some hacky logic that lets the squid get scared and shoot ink | |
//if (attractor.isShark) { | |
// if (typeof boidA.scare === 'function') { | |
// boidA.scare() | |
// } | |
//} | |
} | |
}*/ | |
// boids are scared of the edges of the map (can change this and let them | |
// wrap around the map instead with code in a comment farther down) | |
if (boidA.x < 250) { | |
boidA.vx += 6.25 | |
} | |
if (boidA.x > this.boundary.width - 250) { | |
boidA.vx -= 6.25 | |
} | |
if (boidA.y < 250) { | |
boidA.vy += 6.25 | |
} | |
if (boidA.y > this.boundary.height - 250) { | |
boidA.vy -= 6.25 | |
} | |
if (this.grid) { | |
var nearby = this.grid.queryArea({ | |
x: boidA.x, | |
y: boidA.y, | |
halfWidth: 2000, | |
halfHeight: 2000 | |
}) | |
//console.log('boids', nearby.length, this.alignmentDistance*0.5) | |
for (var m = 0; m < nearby.length; m++) { | |
var boidB = nearby[m] | |
if (boidB.isFish) { | |
if (boidA !== boidB) { | |
var dx = boidA.x - boidB.x | |
var dy = boidA.y - boidB.y | |
distSquared = dx*dx + dy*dy | |
if (distSquared < this.separationDistance) { | |
sForceX += dx | |
sForceY += dy | |
} else { | |
if (distSquared < this.cohesionDistance) { | |
cForceX += dx | |
cForceY += dy | |
} | |
if (distSquared < this.alignmentDistance) { | |
aForceX += boidB.vx | |
aForceY += boidB.vy | |
} | |
} | |
} | |
} | |
} | |
} | |
/* | |
this.boids.forEach(boidB => { | |
if (boidA !== boidB) { | |
var dx = boidA.x - boidB.x | |
var dy = boidA.y - boidB.y | |
distSquared = dx*dx + dy*dy | |
if (distSquared < this.separationDistance) { | |
sForceX += dx | |
sForceY += dy | |
} else { | |
if (distSquared < this.cohesionDistance) { | |
cForceX += dx | |
cForceY += dy | |
} | |
if (distSquared < this.alignmentDistance) { | |
aForceX += boidB.vx | |
aForceY += boidB.vy | |
} | |
} | |
} | |
}) | |
*/ | |
//this.boids.forEach(boidB => { | |
/* | |
for (var j = 0; j < this.boids.length; j++) { | |
console.log('boids', this.boids.length) | |
var boidB = this.boids[j] | |
if (boidA !== boidB) { | |
var dx = boidA.x - boidB.x | |
var dy = boidA.y - boidB.y | |
distSquared = dx*dx + dy*dy | |
if (distSquared < this.separationDistance) { | |
sForceX += dx | |
sForceY += dy | |
} else { | |
if (distSquared < this.cohesionDistance) { | |
cForceX += dx | |
cForceY += dy | |
} | |
if (distSquared < this.alignmentDistance) { | |
aForceX += boidB.vx | |
aForceY += boidB.vy | |
} | |
} | |
} | |
} | |
*/ | |
length = hypot(sForceX, sForceY) | |
boidA.ax += (this.separationForce * sForceX / length) || 0 | |
boidA.ay += (this.separationForce * sForceY / length) || 0 | |
length = hypot(cForceX, cForceY) | |
boidA.ax -= (this.cohesionForce * cForceX / length) || 0 | |
boidA.ay -= (this.cohesionForce * cForceY / length) || 0 | |
length = hypot(aForceX, aForceY) | |
boidA.ax -= (this.alignmentForce * aForceX / length) || 0 | |
boidA.ay -= (this.alignmentForce * aForceY / length) || 0 | |
// limit acceleration | |
if (this.accelerationLimit) { | |
distSquared = boidA.ax*boidA.ax + boidA.ay*boidA.ay | |
if (distSquared > this.accelerationLimit) { | |
ratio = this.accelerationLimitRoot / hypot(boidA.ax, boidA.ay) | |
boidA.ax *= ratio | |
boidA.ay *= ratio | |
} | |
} | |
boidA.vx += boidA.ax | |
boidA.vy += boidA.ay | |
// limit velocity | |
if (this.velocityLimit) { | |
distSquared = boidA.vx*boidA.vx + boidA.vy*boidA.vy | |
if (distSquared > this.velocityLimit) { | |
ratio = this.velocityLimitRoot / hypot(boidA.vx, boidA.vy) | |
boidA.vx *= ratio | |
boidA.vy *= ratio | |
} | |
} | |
boidA.x += boidA.vx | |
boidA.y += boidA.vy | |
boidA.rotation = Math.atan2(boidA.vy, boidA.vx) | |
/* | |
// boids wrap around boundary edges | |
if (boidA.x < 0) { | |
boidA.x = this.boundary.width + boidA.x | |
} | |
if (boidA.x > this.boundary.width) { | |
boidA.x = boidA.x - this.boundary.width | |
} | |
if (boidA.y < 0) { | |
boidA.y = this.boundary.height + boidA.y | |
} | |
if (boidA.y > this.boundary.height) { | |
boidA.y = boidA.y - this.boundary.height | |
} | |
*/ | |
// boids cannot travel through boundary edges | |
if (boidA.x < 0) { | |
boidA.x = 0 | |
} | |
if (boidA.x > this.boundary.width) { | |
boidA.x = this.boundary.width | |
} | |
if (boidA.y < 0) { | |
boidA.y = 0 | |
} | |
if (boidA.y > this.boundary.height) { | |
boidA.y = this.boundary.height | |
} | |
} | |
} | |
module.exports = BoidSys |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment