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particle.js
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particle.js
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class Particle {
constructor () {
this.pos = createVector(sceneW / 2, sceneH / 2);
this.fov = 45;
this.rays = [];
this.headings = 0;
for (let a = -this.fov / 2; a < this.fov / 2; a += 1) {
this.rays.push(new Ray(this.pos, radians(a)));
}
}
updateFOV (fov) {
this.fov = fov;
this.rays = [];
for (let a = -this.fov / 2; a < this.fov / 2; a += 1) {
this.rays.push(new Ray(this.pos, radians(a) + this.headings));
}
}
rotate (angle) {
this.headings += angle;
let index = 0;
for (let a = -this.fov / 2; a < this.fov / 2; a += 1) {
this.rays[index].setAngle(radians(a) + this.headings);
index++;
}
}
move (amt) {
const vel = p5.Vector.fromAngle(this.headings);
vel.setMag(amt);
this.pos.add(vel);
}
update (x, y) {
this.pos.set(x, y);
}
look (walls) {
const scene = [];
for (let i = 0; i < this.rays.length; i++) {
const ray = this.rays[i];
let closet = null;
let record = Infinity;
for (let wall of walls) {
const pt = ray.cast(wall);
if (pt) {
let d = p5.Vector.dist(this.pos, pt);
const a = ray.dir.heading() - this.headings;
if (!mouseIsPressed) {
d *= cos(a);
}
if (d < record) {
record = d;
closet = pt;
}
}
}
if (closet) {
stroke(255, 100);
line(this.pos.x, this.pos.y, closet.x, closet.y);
}
scene[i] = record;
}
return scene;
}
show () {
fill(255);
ellipse(this.pos.x, this.pos.y, 4);
for ( let ray of this.rays ) {
ray.show();
}
}
}