feat: implement blue noise generation for initial creature positions
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static/index.js
157
static/index.js
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@ -6,6 +6,7 @@ const FRAME_RATE = 6; // in FPS
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const FRAME_DELAY = 1 / FRAME_RATE * 1000; // in ms
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const DEFAULT_SPRITE_SHEET_COUNT = 1; // number of default sprite sheets
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const WALK_SIZE = 8; // magnitude of position change, in px
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const MAX_RETRIES = 10;
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/**
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* Enum of directions
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@ -274,6 +275,120 @@ const isBetween = (val, min, max) => {
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return val >= min && val < max;
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}
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/**
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* Generate an array of n vec2's such that all vectors lie in
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* [left, left + width) x [top, top + height) and are at least radius
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* distance away from all other points.
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* This function uses almost (but not quite)
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* [the poisson disk sampling method]{@link https://a5huynh.github.io/posts/2019/poisson-disk-sampling/}
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* insofar that instead of generating points in an annulus around a seed,
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* it generates points anywhere else in the bounds.
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* @param {number} n the number of points to generate
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* @param {number} radius the minimum distance between points
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* @param {number} left x lower bound of points
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* @param {number} top y lower bound of points
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* @param {number} width x width of bounds
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* @param {number} height y width of bounds
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* @param {number=} maxRetries maximum number of generation attemps before giving up
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* @return {Array<vec2>}
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*/
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const generateBlueNoise = (n, radius, left, top, width, height, maxRetries = MAX_RETRIES) => {
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const gridCellSize = radius / Math.sqrt(2);
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const gridWidth = Math.ceil(width / gridCellSize);
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const gridHeight = Math.ceil(height / gridCellSize);
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const grid = /** @type {Array<Array<vec2|undefined>>} */ [...Array(gridHeight)].map(() => Array(gridWidth));
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/**
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* @param {vec2} point
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* @return {vec2}
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*/
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const getSamplePoint = (point) => {
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const randomX = Math.random() * (width - 2 * radius);
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const randomY = Math.random() * (height - 2 * radius);
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const samplePointX = left + (
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randomX < (point.at(0) - radius) ? randomX : randomX + 2 * radius
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)
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const samplePointY = top + (
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randomY < (point.at(1) - radius) ? randomY : randomY + 2 * radius
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)
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return [samplePointX, samplePointY];
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}
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/**
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* @param {vec2} point
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* @return {void}
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*/
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const insertPointIntoGrid = (point) => {
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const indexX = Math.floor((point.at(0) - left) / gridCellSize);
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const indexY = Math.floor((point.at(1) - top) / gridCellSize);
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grid[indexY][indexX] = point;
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}
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const areValid = (point1, point2) => {
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const deltaX = point1.at(0) - point2.at(0);
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const deltaY = point1.at(1) - point2.at(1);
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return (deltaX * deltaX + deltaY * deltaY) > (radius * radius)
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}
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/**
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* @param {vec2} point
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* @return {boolean}
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*/
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const isValidPoint = (point) => {
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const indexX = Math.floor((point.at(0) - left) / gridCellSize);
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const indexY = Math.floor((point.at(1) - top) / gridCellSize);
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const testPoints = [
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[indexX - 1, indexY - 1], [indexX, indexY - 1], [indexX + 1, indexY - 1],
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[indexX - 1, indexY], [indexX, indexY], [indexX + 1, indexY],
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[indexX - 1, indexY + 1], [indexX, indexY + 1], [indexX + 1, indexY + 1],
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]
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.filter((indices) => (
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indices.at(0) >= 0 && indices.at(1) >= 0 && indices.at(0) < gridWidth && indices.at(1) < gridHeight
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))
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.map((indices) => grid[indices.at(1)][indices.at(0)])
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.filter((point) => point !== undefined);
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return testPoints.every((testPoint) => areValid(point, testPoint))
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}
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// initialize
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const initialPoint = [
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left + width / 2, top + height / 2,
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]
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insertPointIntoGrid(initialPoint);
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const blueNoiseSamples = [initialPoint];
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const activeList = [initialPoint];
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const findAndInsertPoint = () => {
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if (activeList.length === 0) return;
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const activePoint = /** @type {vec2} */ getRandomChoice(undefined, activeList);
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const samplePoints = [...Array(MAX_RETRIES)].map(_ => getSamplePoint(activePoint));
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const samplePoint = samplePoints.find(isValidPoint);
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if (samplePoint === undefined) {
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// remove active point from active list
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const indexOfActivePoint = activeList.indexOf(activePoint);
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activeList.splice(indexOfActivePoint, 1);
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return;
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}
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activeList.push(samplePoint);
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blueNoiseSamples.push(samplePoint);
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insertPointIntoGrid(samplePoint);
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}
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while (activeList.length > 0 && blueNoiseSamples.length < n) {
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findAndInsertPoint();
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}
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return blueNoiseSamples.length < n ? [] : blueNoiseSamples;
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}
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// === </MATH_UTILS> ===
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// === <CREATURE_UTILS> ===
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@ -416,7 +531,6 @@ const createCreature = (
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* Start creature animation
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* @param {Creature} creature
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* @param {(creature: Creature) => Creature} [updateCreature] if undefined, uses identity
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* (via {@link renderAndUpdateCreature})
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*/
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const beginCreatureAnimation = (
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creature,
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@ -441,8 +555,8 @@ const beginCreatureAnimation = (
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*/
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const isCreaturesColliding = (creature1, creature2) => {
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return isIntersectingCircles(
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creature1.positionX, creature1.positionY, CREATURE_WIDTH * 1/2,
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creature2.positionX, creature2.positionY, CREATURE_WIDTH * 1/2,
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creature1.positionX, creature1.positionY, CREATURE_WIDTH / 2,
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creature2.positionX, creature2.positionY, CREATURE_WIDTH / 2,
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)
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}
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@ -771,35 +885,34 @@ const resolveCollision = (updatedCreature, allCreatures, creature) => {
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}
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window.onload = () => {
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if (
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window.matchMedia(`(prefers-reduced-motion: reduce)`).matches
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|| window.matchMedia(`(prefers-reduced-motion: reduce)`).matches
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) {
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// user preference for low motion. do not render creatures
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if (window.matchMedia(`(prefers-reduced-motion: reduce)`).matches) {
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return;
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}
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const TEST_CREATURE_COUNT = 32;
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const kennelWindowEle = document.querySelector('#kennel-window');
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const creatures = Array(32).fill('test-creature')
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.map((name, index) => createCreature(
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const startingPoints = generateBlueNoise(
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TEST_CREATURE_COUNT, CREATURE_WIDTH,
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kennelWindowEle.clientLeft, kennelWindowEle.clientTop,
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kennelWindowEle.clientWidth, kennelWindowEle.clientHeight
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)
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const creatures = /** @type {Array<Creature>} */ startingPoints
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.map((startingPoint, index) => createCreature(
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kennelWindowEle,
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name + index.toString(),
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undefined, // default sprite sheet
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getRandomChoice(undefined, [
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`test-creature-${index}`,
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undefined, // use a default sprite sheet
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CreatureState.IDLE,
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CreatureState.TIRED,
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CreatureState.SCRATCH_SELF,
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]),
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getRandomInRange(kennelWindowEle.clientLeft, kennelWindowEle.clientLeft + kennelWindowEle.clientWidth),
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getRandomInRange(kennelWindowEle.clientTop, kennelWindowEle.clientTop + kennelWindowEle.clientHeight),
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startingPoint.at(0),
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startingPoint.at(1),
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))
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const updateCreature = updateCreatureWithContext((creature, allCreatures) => {
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return resolveCollision(
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CREATURE_STATE_TO_UPDATE_CREATURE_FUNCTION[creature.state](creature, allCreatures),
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allCreatures,
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creature,
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);
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const updateCreatureFunction = CREATURE_STATE_TO_UPDATE_CREATURE_FUNCTION[creature.state];
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const updatedCreature = updateCreatureFunction(creature, allCreatures);
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return resolveCollision(updatedCreature, allCreatures, creature);
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}, creatures);
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creatures.forEach((creature) => beginCreatureAnimation(creature, updateCreature))
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