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

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.

30% Chance Math.random()

  1. // 30%
  2. if (Math.random() < .3) {
  3.   // 30% chance this will run
  4.   console.log('30%');
  5. } else {
  6.   console.log('nope');
  7. }

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.

  1. for (let i = 0; i < 111; i++) {
  2.   if (Math.random() < .3) {
  3.     console.log('30%');
  4.   } else {
  5.     console.log('nope');
  6.   }
  7. }

Scroll through the results of the console window.

Golfed Min/Max

  1. Math.min(a,b)  // 13 chars
  2. a<b?a:b        //  7 chars
  3.  
  4. Math.max(a,b)
  5. 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:

  1. m = Math.min
  2. Math.min(a,b)  // 13 chars
  3. a<b?a:b        //  7 chars
  4. m(a,b)         //  6 chars

Complementary HSL

  1. const a = document.body.appendChild(document.createElement('div')),
  2.       b = document.body.appendChild(document.createElement('div'));
  3. let degA = degB = 0;
  4.  
  5. const size = {
  6.   width: '100px',
  7.   height: '100px'
  8. };
  9. Object.assign(a.style, size);
  10. Object.assign(b.style, size);
  11.  
  12. function loop() {
  13.   degA += 1;
  14.   degB = degA + 180;
  15.   a.style.background = `hsl(${degA}deg, 100%, 50%)`;
  16.   b.style.background = `hsl(${degB}deg, 100%, 50%)`;
  17.   requestAnimationFrame(loop);
  18. }
  19. loop();

In HSL a hue difference of 180 degrees between two values will create a set of complimentary colors.

// animation // color // css // dom // javascript // tricks // ui

Wiggly Line Canvas

  1. const canvas = document.body.appendChild(
  2.   document.createElement('canvas')
  3. );
  4. const c = canvas.getContext('2d');
  5. document.body.style.margin = 0;
  6.  
  7. function resize() {
  8.   canvas.width = innerWidth;
  9.   canvas.height = innerHeight;
  10. }
  11. addEventListener('resize', resize);
  12. resize();
  13.  
  14. const PAD = 50;
  15. const RAD = 2;
  16. const SPEED = 20;
  17. const TWO_PI = Math.PI * 2;
  18.  
  19. let mode = 'draw';
  20.  
  21. let t = Math.random() * TWO_PI, 
  22.     x = innerWidth / 2, 
  23.     y = innerHeight / 2,
  24.     vx = 0, vy = 0, ta = 0;
  25.  
  26. function loop() {
  27.   for (var i = 0; i < SPEED; i++) {
  28.     t = Math.sin(ta) * TWO_PI;
  29.     vx = RAD * Math.cos(t);
  30.     vy = RAD * Math.sin(t);
  31.     ta += Math.random() * 0.1 - 0.05;
  32.     x += vx;
  33.     y += vy;
  34.  
  35.     if (Math.random() < 0.005) {
  36.       mode = 'no draw';
  37.     } else if (Math.random() < 0.005) {
  38.       mode = 'draw';
  39.     }
  40.  
  41.     if (mode === 'draw') {
  42.       c.fillStyle = 'red';
  43.       c.fillRect(x, y, 2, 2);
  44.     }
  45.  
  46.     if (x < -PAD) {
  47.       x = innerWidth + PAD;
  48.     } else if (x > innerWidth + PAD) {
  49.       x = -PAD;
  50.     }
  51.     if (y < -PAD) {
  52.       y = innerHeight + PAD;
  53.     } else if (y > innerHeight + PAD) {
  54.       y = -PAD;
  55.     }
  56.   }
  57.  
  58.   requestAnimationFrame(loop);
  59. }
  60. loop();

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.

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