30% Chance Math.random()
copy // 30% if ( Math .random ( ) < .3) { // 30% chance this will run console.log ( '30%' ) ; } else { console.log ( 'nope' ) ; }
I do this all the time when creative coding. I usually use a seeded random number generator instead of Math.random
. It’s very useful to have something happen X%
of the time.
Let’s run this a few times and look at the results. Click/tap try it out.
copy for ( let i = 0 ; i < 111 ; i++ ) { if ( Math .random ( ) < .3) { console.log ( '30%' ) ; } else { console.log ( 'nope' ) ; } }
Try it out…
Scroll through the results of the console window.
Cistercian Numerals (semi-golfed)
copy N = - 1 S = 30 H = 90 h = 45 d = document b = d.body m = _ => d.createElement ( _) a = _ => b.appendChild ( _) with( a( Object .assign ( m`canvas`, { width: 80 , height: 120 } ) ) .getContext `2d` ) { a( m`br`) L = ( a, b, C, d) => { moveTo( a, b) lineTo( C, d) } M = _ => L( 0 , 0 , 0 , H) O = _ => L( 0 , 0 , S, 0 ) W = _ => L( 0 , S, S, S) T = _ => L( 0 , 0 , S, S) F = _ => L( 0 , S, S, 0 ) X = _ => L( S, 0 , S, S) D = [ _ => { } , O, W, T, F, [ O, F] , X, [ O, X] , [ W, X] , [ O, W, X] ] n = s => { [ ...s ] .reverse ( ) .map ( ( l, i) => { save( ) translate( S+ 9 , h+ 9 ) scale( N** i, N** ~~( i/ 2 ) ) translate( 0 , - h) M( ) ; [ D[ l] ] .flat ( ) .map ( x => x && x( ) ) restore( ) } ) } a( m`input`) .oninput = e => { clearRect( 0 , 0 , 80 , 120 ) beginPath( ) n( ~~e.target .value + '' ) stroke( ) } }
Try it out…
Type any number from 0-9999 into the input field and see the corresponding Cistercian Numeral. This snippet is partially golfed, I left the canvas commands intact to make things a bit easier to understand.
Simpler SVG Version
This one hardcodes all numbers 0-9 as paths, unlike the canvas version which only defines 1,2,3,4 and 6 as paths and then combines them to create 5,7,8 and 9.
copy h= 'innerHTML' C= 'children' document.body [ h] = ` < svg id= G width= 99 viewBox= "0 0 80 120" style= "stroke:black;fill:none;overflow:visible" > < g transform= "translate(30,2)" > < path d= "M0 0L 30 0" /> < path d= "M0 30L 30 30" /> < path d= "M0 0L 30 30" /> < path d= "M0 30L30 0" /> < path d= "M0 30L30 0 0 0" /> < path d= "M30 0L30 30" /> < path d= "M30 30L30 0 0 0" /> < path d= "M0 30L30 30 30 0" /> < path d= "M0 30L30 30 30 0 0 0" /> </ g> < g transform= translate( 30 , 2 ) scale( - 1 , 1 ) ></ g> < g transform= translate( 30 , 92 ) scale( 1 ,- 1 ) ></ g> < g transform= translate( 30 , 92 ) scale( - 1 ,- 1 ) ></ g> < path id= m d= "M 30 2 L 30 92" /> </ svg> < style> path: not( #m) { opacity: 0 } </ style>< br> < input id= I> ` c= G[ C] p= c[ 0 ] [ h] n = s => [ ...s ] .reverse ( ) .map ( ( l, i) => l- 1 >- 1 && ( c[ i] [ C] [ l- 1 ] .style .opacity = 1 ) ) I.oninput = e => { for ( i= 0 ; i< 4 ; i++ ) c[ i] [ h] = p n( ~~e.target .value + '' ) }
Try it out…
Array Based Collision Cells
copy ( ( d = document, b = d.body , canvas = b.appendChild ( d.createElement ( 'canvas' ) ) , c = canvas.getContext ( '2d' ) , r = _ => Math .random ( ) , map = [ [ 0 , 0 , 0 , 0 , 0 , 2 ] , [ 1 , 1 , 0 , 0 , 0 , 1 ] , [ 1 , 1 , 2 , 0 , 0 , 0 ] , [ 2 , 2 , 0 , 0 , 0 , 1 ] , [ 0 , 1 , 0 , 0 , 2 , 0 ] , [ 2 , 0 , 0 , 0 , 2 , 1 ] , ] , mapW = map[ 0 ] .length , mapH = map.length , cols = [ , 'red' , 'black' ] , cell = ( x, y, idx, col = cols[ idx] , size = 30 , xp = x * size, yp = y * size, dir, mv = f => { map[ y] [ x] = 0 f( ) map[ y] [ x] = idx } ) => ( move) => { if ( move) { dir = ~~( r( ) * 4 ) if ( dir == 0 && x != 0 && map[ y] [ x - 1 ] == 0 ) { mv( _ => x-- ) } else if ( dir == 1 && x != mapW - 1 && map[ y] [ x + 1 ] == 0 ) { mv( _ => x++ ) } else if ( dir == 2 && y != 0 && map[ y - 1 ] [ x] == 0 ) { mv( _ => y-- ) } else if ( dir == 3 && y != mapH - 1 && map[ y + 1 ] [ x] == 0 ) { mv( _ => y++ ) } } xp += ( x * size - xp) / 4 yp += ( y * size - yp) / 4 c.fillStyle = col c.fillRect ( xp, yp, size, size) c.strokeStyle = 'gray' c.strokeRect ( xp, yp, size, size) } , cells = [ ] , w, h, idx, val, i, j, draw = ( ) => { c.fillStyle = 'gray' c.fillRect ( 0 , 0 , w, h) idx = ~~( r( ) * mapH * mapW) cells.forEach ( ( cell, i) => cell( idx == i && r( ) < .3) ) } ) => { b.style .margin = 0 onresize = ( ) => { w = canvas.width = innerWidth h = canvas.height = innerHeight draw( ) } onresize( ) for ( i = 0 ; i < mapH; i++ ) { for ( j = 0 ; j < mapW; j++ ) { val = map[ i] [ j] if ( val != 0 ) cells.push ( cell( j, i, val) ) } } setInterval( draw, 16 ) } ) ( )
Try it out…
Array based avoid. I was about to port an old thing that was similar to this and then thought it would be more fun to speedcode it instead. The result is a slightly golfed version of this old thing .
Array.at Negative Indices
copy const arr = [ 'one' , 'two' , 'three' , 'four' ] ; console.log ( arr.at ( - 1 ) , arr.at ( - 2 ) , arr.at ( 0 ) ) ;
Try it out…
Array.at
allows negative index values to be used to read elements from an array. I’ve seen this done using a Proxy in the past.
Golfed Min/Max
copy Math .min ( a, b) // 13 chars a< b? a: b // 7 chars Math .max ( a, b) a> b? a: b
Another small golfing gem from codegolf stackexchange . This isn’t immediately obvious, but cool to note when golfing.
It’s also worth mentioning that if your code is long enough, aliasing Math.min
and/or Math.max
may be shorter in the long run:
copy m = Math .min Math .min ( a, b) // 13 chars a< b? a: b // 7 chars m( a, b) // 6 chars