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index_old.html
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<html>
<head>
<link rel="stylesheet" type="text/css" href="assets/css/style.css">
</head>
<body style="display: flex; text-align: center;">
<div id="inicio" class="center">
<h1>Titulo</h1>
<div>
<div class="btn orange">
O que há por trás
</div>
<div class="btn orange">
Desafio
</div>
</div>
</div>
<div id="slides" class="center">
</div>
<div id="game" class="center" style="display: flex;">
<canvas id="c" style="border: dashed 1pt gray; width: 100%;"></canvas>
<div style="display: flex; flex-direction: column;">
<div style="text-align: center;">
<p>Inteligência Artifical</p>
<img src="assets/img/back.png" style="height: 180px;">
</div>
<div style="margin-top: 20px; text-align: center;">
<img src="assets/img/back.png" style="height: 180px;">
<p>Sua aposta</p>
<button>Há resposta</button>
<button>Não há resposta</button>
</div>
</div>
</div>
</body>
<script type="text/javascript" src="assets/js/fabric.min.js"></script>
<script type="text/javascript" src="assets/js/utils.js"></script>
<script type="text/javascript">
class Manager {
constructor() {
this.inicio = document.getElementById("inicio")
this.slides = document.getElementById("slides")
this.game = document.getElementById("game")
this.switcher = new Switcher([
this.inicio, this.slides, this.game
])
this.switcher.switchTo(this.inicio)
}
}
class Switcher {
constructor(elements) {
this.els = elements
}
switchTo(el) {
this.els.forEach(function(item) {
item.classList.remove(item == el ? "hidden": "shown")
item.classList.add(item == el ? "shown": "hidden")
})
}
}
class Scene {
constructor(canvas_element_id) {
this.canvas = new fabric.StaticCanvas(canvas_element_id, {
//backgroundColor: 'rgb(174,9,13)',
backgroundImage: 'assets/img/background.jpg',
width: 800,
height: 480
});
this.defense_radius = 30
this.backgroundObject
this.create_defense_cells()
this.create_strange_body()
setInterval(this.animate.bind(this), 60)
}
create_defense_cells() {
this.defense_cells = Array()
this.defense_cells_momentum = Array()
for (var i=0; i < 10; i++) {
var b = new fabric.Circle({
fill: 'rgba(255, 255, 255, 0.5)',
radius: this.defense_radius,
alpha: 0.9,
left: Math.random() * this.canvas.width - this.defense_radius/2,
top: Math.random() * this.canvas.height - this.defense_radius/2,
});
this.defense_cells.push(b);
this.canvas.add(b);
(Math.random() > 0.5 ? 1 : -1)
this.defense_cells_momentum.push({
x: (1 + Math.random()) * (Math.random() > 0.5 ? 1 : -1),
y: (1 + Math.random()) * (Math.random() > 0.5 ? 1 : -1)
})
}
this.limit_left = this.canvas.width - this.defense_radius*2
this.limit_top = this.canvas.height - this.defense_radius*2
let collision_distance_limit = this.defense_radius*2
this.collision_distance_limit_squared = collision_distance_limit*collision_distance_limit
}
create_strange_body() {
let x = Math.floor(this.canvas.width / 2)
let y = Math.floor(this.canvas.height / 2)
this.strange_body = new fabric.Path('M 10 10 L 30 30 L 50 20 L 10 0 z')
this.strange_body.set({
fill: 'green',
stroke: 'blue',
opacity: .9,
left: x,
top: y
});
this.canvas.add(this.strange_body)
}
animate() {
//this.animate_defense_cells_particle();
this.animate_defense_cells();
this.canvas.renderAll();
}
animate_defense_cells_particle() {
let self = this
this.defense_cells.forEach(function(item) {
let dx = Math.floor(Math.random()*3 - 1)
var nleft = item.left + dx
nleft = nleft > self.limit_left ? nleft - 2*dx : nleft
nleft = nleft < 0 ? nleft + 2*dx : nleft
let dy = Math.floor(Math.random()*3 - 1)
var ntop = item.top + dy
ntop = ntop > self.limit_top ? ntop - 2*dx : ntop
ntop = ntop < 0 ? ntop + 2*dx : ntop
item.set({left: nleft, top: ntop});
});
}
check_collission_squared(a, b, index) {
let ax = a.left + a.radius
let ay = a.top + a.radius
let bx = b.left + b.radius
let by = b.top + b.radius
let dx = bx - ax
let dy = by - ay
// update direction
// this.defense_cells_momentum[index].x = dx > 0 ? 1 : -1
// this.defense_cells_momentum[index].y = dy > 0 ? 1 : -1
let d_squared = dx*dx + dy*dy
console.log(d_squared, this.collision_distance_limit_squared)
return d_squared < this.collision_distance_limit_squared
}
check_collission(a, b) {
return a.left < b.left + b.radius
&& a.left + a.width > b.left
&& a.top < b.top + b.height
&& a.top + a.height > b.top
}
animate_defense_cells() {
let self = this
this.defense_cells.forEach(function(item, index, array) {
if (Math.random() < 0.5) {
// keep stopped
return;
}
var dx = self.defense_cells_momentum[index].x
var dy = self.defense_cells_momentum[index].y
let decision = Math.random()
if (decision < 0.95) {
// keep the movement
} else {
if (Math.random() < 0.5) {
self.defense_cells_momentum[index].x *= -1
dx = self.defense_cells_momentum[index].x
}
if (Math.random() < 0.5) {
self.defense_cells_momentum[index].y *= -1
dy = self.defense_cells_momentum[index].y
}
}
// invert x direction if in the right
let px = item.left + dx
if (px < 0 || px > self.limit_left) {
self.defense_cells_momentum[index].x *= -1
dx = self.defense_cells_momentum[index].x
}
// invert y direction if hit frontier
let py = item.top + dy
if (py < 0 || py < self.limit_top) {
self.defense_cells_momentum[index].y *= -1
dy = self.defense_cells_momentum[index].y
}
for (var i in array) {
if (item != array[i]) {
if (self.check_collission_squared(item, array[i], i)) {
self.defense_cells_momentum[index].x *= -1
dx = self.defense_cells_momentum[index].x
self.defense_cells_momentum[index].y *= -1
dy = self.defense_cells_momentum[index].y
break
}
}
}
item.set({left: item.left + dx, top: item.top + dy});
});
}
}
// var scene = new Scene("c");
var manager = new Manager();
</script>
</html>