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December 17, 2015 22:59
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A CodePen by Tyler Benziger. Boids - Simple flocking boids algorithm ~ from when I was first experimenting with AI... plenty of improvements to be made now that I look back at it :)
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<script src="script.js" type="text/javascript"></script> | |
<link rel="stylesheet" type="text/css" href="style.css" | |
<canvas id='canvas'></canvas> |
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var width = window.innerWidth; | |
var height = window.innerHeight; | |
var timerID = 0; | |
var c = document.getElementById('canvas') | |
var ctx = c.getContext('2d'); | |
c.width = width; | |
c.height = height; | |
var speed = 10; | |
var size = 8; | |
var boids = []; | |
var totalBoids = 150; | |
var init = function(){ | |
for (var i = 0; i < totalBoids; i++) { | |
boids.push({ | |
x: Math.random() * width, | |
y: Math.random() * height, | |
v: { | |
x: Math.random() * 2 - 1, | |
y: Math.random() * 2 - 1 | |
}, | |
c: 'rgba(' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ',' + Math.floor(Math.random() * 255) + ', 1.0)' | |
}); | |
} | |
setInterval(update, 40); | |
} | |
var calculateDistance = function(v1, v2){ | |
x = Math.abs(v1.x - v2.x); | |
y = Math.abs(v1.y - v2.y); | |
return Math.sqrt((x * x) + (y * y)); | |
} | |
var checkWallCollisions = function(index){ | |
if (boids[index].x > width) { | |
boids[index].x = 0; | |
} | |
else | |
if (boids[index].x < 0) { | |
boids[index].x = width; | |
} | |
if (boids[index].y > height) { | |
boids[index].y = 0; | |
} | |
else | |
if (boids[index].y < 0) { | |
boids[index].y = height; | |
} | |
} | |
var addForce = function(index, force){ | |
boids[index].v.x += force.x; | |
boids[index].v.y += force.y; | |
magnitude = calculateDistance({ | |
x: 0, | |
y: 0 | |
}, { | |
x: boids[index].v.x, | |
y: boids[index].v.y | |
}); | |
boids[index].v.x = boids[index].v.x / magnitude; | |
boids[index].v.y = boids[index].v.y / magnitude; | |
} | |
//This should be in multiple functions, but this will | |
//save tons of looping - Gross! | |
var applyForces = function(index){ | |
percievedCenter = { | |
x: 0, | |
y: 0 | |
}; | |
flockCenter = { | |
x: 0, | |
y: 0 | |
}; | |
percievedVelocity = { | |
x: 0, | |
y: 0 | |
}; | |
count = 0; | |
for (var i = 0; i < boids.length; i++) { | |
if (i != index) { | |
//Allignment | |
dist = calculateDistance(boids[index], boids[i]); | |
//console.log(dist); | |
if (dist > 0 && dist < 50) { | |
count++; | |
//Alignment | |
percievedCenter.x += boids[i].x; | |
percievedCenter.y += boids[i].y; | |
//Cohesion | |
percievedVelocity.x += boids[i].v.x; | |
percievedVelocity.y += boids[i].v.y; | |
//Seperation | |
if (calculateDistance(boids[i], boids[index]) < 12) { | |
flockCenter.x -= (boids[i].x - boids[index].x); | |
flockCenter.y -= (boids[i].y - boids[index].y); | |
} | |
} | |
} | |
} | |
if (count > 0) { | |
percievedCenter.x = percievedCenter.x / count; | |
percievedCenter.y = percievedCenter.y / count; | |
percievedCenter.x = (percievedCenter.x - boids[index].x) / 400; | |
percievedCenter.y = (percievedCenter.y - boids[index].y) / 400; | |
percievedVelocity.x = percievedVelocity.x / count; | |
percievedVelocity.y = percievedVelocity.y / count; | |
flockCenter.x /= count; | |
flockCenter.y /= count; | |
} | |
addForce(index, percievedCenter); | |
addForce(index, percievedVelocity); | |
addForce(index, flockCenter); | |
} | |
var update = function(){ | |
clearCanvas(); | |
for (var i = 0; i < boids.length; i++) { | |
//Draw boid | |
ctx.beginPath(); | |
ctx.strokeStyle = boids[i].c; | |
ctx.lineWidth = size; | |
ctx.moveTo(boids[i].x, boids[i].y); | |
boids[i].x += boids[i].v.x * speed; | |
boids[i].y += boids[i].v.y * speed; | |
applyForces(i); | |
ctx.lineTo(boids[i].x, boids[i].y); | |
ctx.stroke(); | |
ctx.fill(); | |
checkWallCollisions(i); | |
} | |
} | |
//Gui uses this to clear the canvas | |
var clearCanvas = function(){ | |
ctx.fillStyle = 'rgba(255, 255, 255, 1.0)'; | |
ctx.beginPath(); | |
ctx.rect(0, 0, width, height); | |
ctx.closePath(); | |
ctx.fill(); | |
} | |
init(); |
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#canvas {background: #000} |
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