File: 09-class.html

package info (click to toggle)
python-pattern 2.6%2Bgit20150109-3
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 78,672 kB
  • sloc: python: 53,865; xml: 11,965; ansic: 2,318; makefile: 94
file content (229 lines) | stat: -rw-r--r-- 6,200 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
<!doctype html>
<html>
<head>
	<title>canvas.js | basics (2)</title>
	<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
	<script type="text/javascript" src="../../pattern/canvas.js"></script>
</head>
<body>
	<script type="text/canvas">
		/* canvas.js includes a Class object useful for OO-style programming.
		 * This example demonstrates classes (Food, Pheromone, Ant, Colony)
		 * for building an ant colony simulation.
		 * The class syntax is as follows:
		 *
		 * var Person = Class.extend({
		 *     init: function(name) {
		 *         this.name = name;
		 *     },
		 *     greet: function() {
		 *         return "Hello, my name is " + this.name;
		 *     }
		 * });
		 *
		 * var p = new Person("Aunt Hillary");
		 *
		 * Note the comma between class methods.
		 */
		
		function distance(v1, v2) {
			return Math.sqrt(Math.pow(v1.x-v2.x, 2) + Math.pow(v1.y-v2.y, 2));
		}

		var Food = Class.extend({
			init: function(x, y, amount) {
				this.x = x;
				this.y = y;
				this.amount = amount;
			}
		});
		
		var Pheromone = Class.extend({
			init: function(x, y) {
				this.x = x;
				this.y = y;
				this.strength = 1.0;
			},
			evaporate: function(m) {
				this.strength *= (this.strength > 0.01)? (m || 0.995) : 0;
			}
		});
		
		var Ant = Class.extend({
			init: function(colony, x, y) {
				this.colony = colony;
				this.x = x;
				this.y = y;
				this.v = {x:0, y:0};
				this.food = false;
				this.trail = [];
				this.roaming = random(100);
			},
			goal: function(x, y) {
				/* Sets the current position to move towards.
				 */
				var d = distance(this, {x:x,y:y}) + 0.0001;
				this.v.x = (x - this.x) / d;
				this.v.y = (y - this.y) / d;
				this.roaming = 0;
			},
			roam: function(m) {
				/* Roam around freely.
				 * Eventually, the ant returns to the colony to start a new roaming cycle.
				 */
				this.v.x += random(-m, m);
				this.v.y += random(-m, m);
				this.roaming += 1;
				if (this.roaming > this.colony.radius) {
					this.goal(this.colony.x, this.colony.y);
				}
				if (distance(this, this.colony) < 10) {
					this.roaming = 0;
				}
			},
			track: function() {
				/* Follow nearby trails, from pheromone to pheromone.
				 * If the trail has evaporated too much, the ant may lose interest.
				 */
				for (var i=0; i < this.colony.ants.length; i++) {
					for (var j=0; j < this.colony.ants[i].trail.length; j++) {
						var pheromone = this.colony.ants[i].trail[j];
						if (distance(this, pheromone) < pheromone.strength * 30) {
							if (random() < pheromone.strength) {
								this.goal(pheromone.x, pheromone.y);
							}
							return;
						}

					}
				}
			},
			harvest: function() {
				/* Collect nearby food.
				 * Mark the food source with pheromones for other ants.
				 */
				for (var i=0; i < this.colony.foodsources.length; i++) {
					var food = this.colony.foodsources[i];
					if (distance(this, food) < Math.max(1, food.amount/2)) {
						food.amount -= 1;
						if (food.amount <= 0) {
							this.colony.foodsources.splice(i, 1);
						}
						this.trail = [];
						this.trail.push(new Pheromone(food.x, food.y));
						this.trail.push(new Pheromone(this.x, this.y));
						this.food = true;
					}
				}
			},
			hoard: function(m) {
				/* Return home with food.
				 * Mark the trail with pheromones for other ants.
				 */
				this.goal(this.colony.x, this.colony.y);
				if (random() < (m || 0.5)) {
					this.trail.push(new Pheromone(this.x, this.y));
				}
				if (distance(this, this.colony) < 5) {
					this.food = false;
					this.colony.food += 1;
				}
			},
			forage: function() {
				if (this.food === false) {
					this.roam(0.3); // 1) Roam around.
					this.track();   // 2) Follow trails to food.
					this.harvest(); // 3) Pick up food and mark source.
				} else {            // 4) Bring food home + mark trail.
					this.hoard();
				}
				this.v.x = Math.clamp(this.v.x, -1, +1);
				this.v.y = Math.clamp(this.v.y, -1, +1);
				this.x += this.v.x;
				this.y += this.v.y;
				// Evaporate trail.
				for (var i=0; i < this.trail.length; i++) {
					var pheromone = this.trail[i];
					pheromone.evaporate();
					if (pheromone.strength === 0) {
						this.trail.splice(i, 1);
					}
				}
			}
		});
		
		var Colony = Class.extend({
			init: function(x, y, radius, size) {
				this.x = x;
				this.y = y;
				this.radius = radius;
				this.foodsources = [];
				this.food = 0;
				this.ants = [];
				for (var i=0; i < size; i++) {
					this.ants.push(new Ant(this, x, y));
				}
			}
		});

		function setup(canvas) {
			canvas.size(600, 300);
			// Create a fancy gradient background image.
			terrain = render(function() {
				rect(0, 0, 600, 300, {
					fill: new Gradient(new Color(0.25,0.35,0.10), new Color(0.10,0.15,0.05), {
						     x: 300,
						     y: 150,
						spread: 250,
						  type: RADIAL
					})
				});
			}, 600, 300);
			// Create a colony with 20 ants and 10 food sources.
			colony = new Colony(300, 150, 200, 20);
			for (var i=0; i < 10; i++) {
				colony.foodsources.push(
					new Food(random(30,-30 + canvas.width), 
							 random(30,-30 + canvas.height), 
							 random(20, 50)));
			}
		}
		
		function draw(canvas) {
			canvas.clear();
			// 1) Draw pre-rendered terrain.
			image(terrain);
			// 2) Draw the hoarded food in the colony.
			fill(1, 0.1);
			ellipse(colony.x, colony.y, colony.food, colony.food);
			// 3) Draw food sources.
			fill(0, 0.4);
			Array.enumerate(colony.foodsources, function(i, food) {
				ellipse(food.x, food.y, food.amount, food.amount);
			});
			// 4) Draw ant trails.
			var p = new BezierPath();
			Array.enumerate(colony.ants, function(i, ant) {
				Array.enumerate(ant.trail, function(i, pheromone) {
					if (i === 0) {
						p.moveto(pheromone.x, pheromone.y);
					} else {
						p.lineto(pheromone.x, pheromone.y);
					}
				});
			});
			drawpath(p, {stroke: new Color(1, 0.2), strokewidth: 0.5, fill: null});
			// 5) Draw ants: roaming = white, hoarding = green.
			Array.enumerate(colony.ants, function(i, ant) {
				ant.forage();
				if (ant.food) {
					fill(0.5, 1, 0);
				} else {
					fill(1, 0.4);
				}
				ellipse(ant.x, ant.y, 3, 3);
			});
		}
	</script>
</body>
</html>