)
}
}
)
(
}
{
)
)
(
)
(
(
{
}
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(
)
}
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{
(
(
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}

Flatten Array Golf

  1.  
  2. console.log([100, 200, [2], [3, 4, [2, 3, [5]], 100]]+'')
  3. // outputs: "100,200,2,3,4,2,3,5,100"

Coercing a multidimensional array to a string flattens it and joins it with commas

ASCII Circles (Bresenham Fun)

  1. // some circles made of text
  2.  
  3. const cols = 50;
  4. const rows = 50;
  5. const sym = '.';
  6. const body = document.body;
  7.  
  8. Object.assign(body.style, {
  9.   userSelect: 'none',
  10.   fontFamily: 'Courier, monospace',
  11.   position: 'fixed', 
  12.   width: '100%',
  13.   height: '100%',
  14.   margin: 0
  15. });
  16.  
  17. const el = body.appendChild(
  18.   document.createElement('span')
  19. );
  20. el.innerHTML = sym;
  21.  
  22. Object.assign(el.style, {
  23.   position: 'absolute',
  24.   left: '50%',
  25.   top: '50%',
  26.   wordWrap: 'break-word',
  27.   cursor: 'pointer'
  28. });
  29.  
  30. const charSize = el.getBoundingClientRect().width;
  31. const elWidth = charSize * cols;
  32. el.style.display = 'block'
  33. el.style.width = `${elWidth}px`;
  34.  
  35. const info = body.appendChild(
  36.   document.createElement('div')
  37. );
  38.  
  39. Object.assign(info.style, {
  40.   background: '#fff',
  41.   padding: '4px',
  42.   position: 'absolute'
  43. })
  44. info.innerHTML = 'click/tap and hold for different fx';
  45.  
  46. function resize() {
  47.   const scl = Math.min(
  48.     1.23, 
  49.     Math.min(innerWidth, innerHeight) / elWidth * .93
  50.   );
  51.   el.style.transform = `translate(-50%, -50%) scale(${scl}, ${scl * .55})`
  52. }
  53. addEventListener('resize', resize);
  54. resize();
  55.  
  56. const size = cols * rows;
  57. const pix = sym.repeat(size);
  58. el.innerHTML = pix;
  59.  
  60. let cells = pix.split('')
  61. const blank = cells.concat();
  62.  
  63. function setSym(x, y, col) {
  64.   const idx = x + y * cols;
  65.   if (cells[idx] != null) {
  66.     cells[idx] = col;
  67.   }
  68.   return setSym
  69. }
  70.  
  71. const grad = '::;|0UU888NN';
  72. function circ(shooter) {
  73.   let x = Math.round(Math.random() * cols);
  74.   let y = Math.round(Math.random() * rows);
  75.   const rad = Math.round(
  76.     shooter ? Math.random() * 2 :
  77.       Math.random() * Math.random() * 13 + 1
  78.   );
  79.  
  80.   const sym = shooter ? '#' : grad.charAt(rad % grad.length);
  81.   let speed = rad / 10 + .1;
  82.   let dir = Math.random() * 2 - 1;
  83.   return () => {
  84.     drawCircle(x, y, rad, sym, shooter);
  85.     y += speed;
  86.     if (shooter) x += speed * 3 * dir;
  87.     if (y > rows + 10) y = -14;
  88.   }
  89. }
  90.  
  91. const circs = [];
  92. const NUM = 40;
  93. for (let i = 0; i < NUM; i++) {
  94.   circs.push(circ(Math.random() > 0.5))
  95. }
  96.  
  97. let down;
  98. document.addEventListener('mousedown', () => {
  99.   down = true;
  100. });
  101. document.addEventListener('mouseup', () => {
  102.   down = false;
  103. });
  104. document.addEventListener('touchstart', () => {
  105.   down = true;
  106. });
  107. document.addEventListener('touchend', () => {
  108.   down = false;
  109. });
  110.  
  111. let tweak;
  112. let tweakChoice;
  113. let tweakChance = 0.4;
  114. const clear = () => cells = blank.concat();
  115.  
  116. function draw() {
  117.   if (!down) {
  118.     tweak = false;
  119.     tweakChoice = Math.random();
  120.     clear();
  121.   } else {
  122.     if (tweakChoice < tweakChance) {
  123.       tweak = true;
  124.       clear();
  125.     }
  126.   }
  127.  
  128.   circs.forEach(circ => circ());
  129.   el.innerHTML = cells.join('');
  130. }
  131.  
  132. // 60fps is too fast, so use 30ms interval
  133. setInterval(draw, 30);
  134.  
  135. function hLine(xp, yp, w, col) {
  136.   for (let i = 0; i < w; i++) {
  137.     setSym(xp + i, yp, col);
  138.   }
  139.   return hLine;
  140. }
  141.  
  142. // bresenham circle
  143. function drawCircle(xp, yp, radius, sym = '@', isFilled) {
  144.   if (isFilled && tweak) sym = '';
  145.  
  146.   xp = parseInt(xp, 10);
  147.   yp = parseInt(yp, 10);
  148.   radius = parseInt(radius, 10);
  149.   let balance = -radius,
  150.     xoff = 0,
  151.     yoff = radius;
  152.  
  153.   while (xoff <= yoff) {
  154.     const p0 = xp - xoff;
  155.     const p1 = xp + xoff;
  156.  
  157.     const p2 = yp + yoff;
  158.     const p3 = yp - yoff;
  159.     const p4 = yp + xoff;
  160.     const p5 = xp + yoff;
  161.     const p6 = xp - yoff;
  162.     const p7 = yp - xoff;
  163.  
  164.     if (isFilled) {
  165.       const w0 = xoff + xoff;
  166.       const w1 = yoff + yoff;
  167.  
  168.       hLine
  169.         (p0, yp + yoff, w0, sym)
  170.         (p0, yp - yoff, w0, sym)
  171.         (p6, yp + xoff, w1, sym)
  172.         (p6, yp - xoff, w1, sym);
  173.  
  174.     } else {
  175.       setSym
  176.         (p1, p2, sym)
  177.         (p0, p2, sym)
  178.         (p0, p3, sym)
  179.         (p1, p3, sym)
  180.         (p5, p4, sym)
  181.         (p6, p4, sym)
  182.         (p6, p7, sym)
  183.         (p5, p7, sym);
  184.     }
  185.  
  186.     // never been able to find the original 
  187.     // source for the below condition 
  188.     // more info here: https://actionsnippet.com/?p=492
  189.     if ((balance += xoff++ + xoff) >= 0) {
  190.       balance -= --yoff + yoff;
  191.     }
  192.   }
  193. }

This is a bit of a longer snippet that uses the Bresenham circle drawing algorithm to draw some circles with text. I recommend looking at it with the fullscreen button.

I like to do this:

  1. hLine
  2.   (p0, yp + yoff, w0, sym)
  3.   (p0, yp - yoff, w0, sym)
  4.   (p6, yp + xoff, w1, sym)
  5.   (p6, yp - xoff, w1, sym);

Make a function return itself, so that if you need to call it many times without having to repeat the function name. Because this isn’t a common style it is generally frowned upon, I’m always tempted to use it at work for some reason… maybe next April fools.

Cistercian Numerals (semi-golfed)

  1. N = -1
  2. S = 30
  3. H = 90
  4. h = 45
  5. d = document
  6. b = d.body
  7. m = _ => d.createElement(_)
  8. a = _ => b.appendChild(_)
  9.  
  10. with(a(
  11.     Object.assign(
  12.       m`canvas`,
  13.       { width: 80, height: 120 }
  14.     )
  15.   ).getContext`2d`
  16. ) { 
  17.   a(m`br`)
  18.  
  19.   L = (a, b, C, d) => {
  20.     moveTo(a, b)
  21.     lineTo(C, d)
  22.   }
  23.  
  24.   M = _ => L(0, 0, 0, H)
  25.   O = _ => L(0, 0, S, 0)
  26.   W = _ => L(0, S, S, S)
  27.   T = _ => L(0, 0, S, S)
  28.   F = _ => L(0, S, S, 0)
  29.   X = _ => L(S, 0, S, S)
  30.  
  31.   D = [
  32.     _ => {},
  33.     O, W, T, F, 
  34.     [O,F],
  35.     X,
  36.     [O,X],
  37.     [W,X],
  38.     [O,W,X]
  39.   ]
  40.  
  41.   n = s => {
  42.     [...s].reverse().map((l, i) => {
  43.       save()
  44.       translate(S+9, h+9)
  45.       scale(N**i, N**~~(i/2))
  46.       translate(0, -h)
  47.       M() ;[D[l]].flat().map(x => x && x())
  48.       restore()
  49.     })
  50.   }
  51.  
  52.   a(m`input`).oninput = e => {
  53.     clearRect(0, 0, 80, 120)
  54.     beginPath()
  55.     n(~~e.target.value+'')
  56.     stroke()
  57.   }
  58. }

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.

  1. h='innerHTML'
  2. C='children'
  3.  
  4. document.body[h]=`
  5. <svg id=G width=99 viewBox="0 0 80 120" 
  6.   style="stroke:black;fill:none;overflow:visible">
  7.   <g transform="translate(30,2)">
  8.     <path d="M0 0L 30 0"/>
  9.     <path d="M0 30L 30 30"/>
  10.     <path d="M0 0L 30 30"/>
  11.     <path d="M0 30L30 0"/>
  12.     <path d="M0 30L30 0 0 0"/>
  13.     <path d="M30 0L30 30"/>
  14.     <path d="M30 30L30 0 0 0"/>
  15.     <path d="M0 30L30 30 30 0"/>
  16.     <path d="M0 30L30 30 30 0 0 0"/>
  17.   </g>
  18.   <g transform=translate(30,2)scale(-1,1)></g>
  19.   <g transform=translate(30,92)scale(1,-1)></g>
  20.   <g transform=translate(30,92)scale(-1,-1)></g>
  21.   <path id=m d="M 30 2 L 30 92"/>
  22. </svg>
  23. <style>path:not(#m){opacity:0}</style><br>
  24. <input id=I>`
  25.  
  26. c=G[C]
  27. p=c[0][h] 
  28.  
  29. n = s => 
  30.   [...s].reverse().map((l, i) => 
  31.    l-1>-1 && (c[i][C][l-1].style.opacity=1))
  32.  
  33. I.oninput = e => {
  34.   for(i=0;i<4;i++)c[i][h]=p
  35.   n(~~e.target.value+'')
  36. }

Array Based Collision Cells

  1. ((
  2.   d = document,
  3.   b = d.body,
  4.   canvas = b.appendChild(
  5.     d.createElement('canvas')
  6.   ),
  7.   c = canvas.getContext('2d'),
  8.   r = _ => Math.random(),
  9.   map = [
  10.     [0, 0, 0, 0, 0, 2],
  11.     [1, 1, 0, 0, 0, 1],
  12.     [1, 1, 2, 0, 0, 0],
  13.     [2, 2, 0, 0, 0, 1],
  14.     [0, 1, 0, 0, 2, 0],
  15.     [2, 0, 0, 0, 2, 1],
  16.   ],
  17.   mapW = map[0].length,
  18.   mapH = map.length,
  19.   cols = [, 'red', 'black'],
  20.   cell = (
  21.     x, y, idx,
  22.     col = cols[idx],
  23.     size = 30,
  24.     xp = x * size,
  25.     yp = y * size,
  26.     dir, 
  27.     mv = f => {
  28.       map[y][x] = 0
  29.       f()
  30.       map[y][x] = idx
  31.     }
  32.   ) => (move) => {
  33.     if (move) {
  34.       dir = ~~(r() * 4)
  35.       if (dir == 0 &&
  36.         x != 0 &&
  37.         map[y][x - 1] == 0) {
  38.         mv(_ => x--)
  39.       } else if (dir == 1 &&
  40.         x != mapW - 1 &&
  41.         map[y][x + 1] == 0) {
  42.         mv(_ => x++)
  43.       } else if (dir == 2 &&
  44.         y != 0 &&
  45.         map[y - 1][x] == 0) {
  46.         mv(_ => y--)
  47.       } else if (dir == 3 &&
  48.         y != mapH - 1 &&
  49.         map[y + 1][x] == 0
  50.       ) {
  51.         mv(_ => y++)
  52.       }
  53.     }
  54.  
  55.     xp += (x * size - xp) / 4
  56.     yp += (y * size - yp) / 4
  57.     c.fillStyle = col
  58.     c.fillRect(xp, yp, size, size)
  59.     c.strokeStyle = 'gray'
  60.     c.strokeRect(xp, yp, size, size)
  61.   },
  62.   cells = [],
  63.   w, h, idx, val, i, j,
  64.   draw = () => {
  65.     c.fillStyle = 'gray'
  66.     c.fillRect(0, 0, w, h)
  67.  
  68.     idx = ~~(r() * mapH * mapW)
  69.  
  70.     cells.forEach((cell, i) =>
  71.       cell(idx == i && r() < .3))
  72.   }
  73. ) => {
  74.   b.style.margin = 0
  75.  
  76.   onresize = () => {
  77.     w = canvas.width = innerWidth
  78.     h = canvas.height = innerHeight
  79.     draw()
  80.   }
  81.   onresize()
  82.  
  83.   for (i = 0; i < mapH; i++) {
  84.     for (j = 0; j < mapW; j++) {
  85.       val = map[i][j]
  86.       if (val != 0) cells.push(cell(j, i, val)) 
  87.     }
  88.   }
  89.  
  90.   setInterval(draw, 16)
  91. })()

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

  1. const arr = [
  2.   'one', 'two', 
  3.   'three', 'four'
  4. ];
  5. console.log(
  6.   arr.at(-1), 
  7.   arr.at(-2), 
  8.   arr.at(0)
  9. );

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.

snippet.zone ~ 2021-24 /// {s/z}