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 .
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
Wiggly Line Canvas
copy const canvas = document.body .appendChild ( document.createElement ( 'canvas' ) ) ; const c = canvas.getContext ( '2d' ) ; document.body .style .margin = 0 ; function resize( ) { canvas.width = innerWidth; canvas.height = innerHeight; } addEventListener( 'resize' , resize) ; resize( ) ; const PAD = 50 ; const RAD = 2 ; const SPEED = 20 ; const TWO_PI = Math .PI * 2 ; let mode = 'draw' ; let t = Math .random ( ) * TWO_PI, x = innerWidth / 2 , y = innerHeight / 2 , vx = 0 , vy = 0 , ta = 0 ; function loop( ) { for ( var i = 0 ; i < SPEED; i++ ) { t = Math .sin ( ta) * TWO_PI; vx = RAD * Math .cos ( t) ; vy = RAD * Math .sin ( t) ; ta += Math .random ( ) * 0.1 - 0.05 ; x += vx; y += vy; if ( Math .random ( ) < 0.005 ) { mode = 'no draw' ; } else if ( Math .random ( ) < 0.005 ) { mode = 'draw' ; } if ( mode === 'draw' ) { c.fillStyle = 'red' ; c.fillRect ( x, y, 2 , 2 ) ; } if ( x < - PAD) { x = innerWidth + PAD; } else if ( x > innerWidth + PAD) { x = - PAD; } if ( y < - PAD) { y = innerHeight + PAD; } else if ( y > innerHeight + PAD) { y = - PAD; } } requestAnimationFrame( loop) ; } loop( ) ;
Try it out…
Recently saw this in some very old code – cool trick for moving things in a wiggly way – or in this case, drawing a wiggly line.
Array Sum Golfed
copy a = [ 1 , 2 , 3 , 6 , 9 ] ; sum = eval( a.join `+ `) ; console.log ( sum) ;
Try it out…
Found myself doing something like this a few times… easy golfed array sum. I saw this over at codegolf stackexchange here .
That whole thread is a great. I plan to post more from there in the future.
Canvas ImageData
copy const canvas = document.body .appendChild ( document.createElement ( 'canvas' ) ) ; const width = 200 ; canvas.width = canvas.height = width; const c = canvas.getContext ( '2d' ) ; const pixels = c.createImageData ( canvas.width , canvas.height ) ; const size = canvas.width * canvas.height ; let index = 0 , x, y; for ( var i = 0 ; i < size; i++ ) { x = i % width; y = Math .floor ( i / width) ; pixels.data [ index++ ] = x; pixels.data [ index++ ] = y; pixels.data [ index++ ] = width - x; pixels.data [ index++ ] = 255 ; } c.putImageData ( pixels, 0 , 0 ) ;
Try it out…
This shows how to set pixel data on an html5 canvas.