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sketch.js
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sketch.js
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let refreshButton;
const CANVAS_WIDTH = 1400;
const CANVAS_HEIGHT = 800;
let palType;
let colorPalette;
let resetButton;
let backgroundAlpha = 10;
let antTypes;
let antsSystems = [];
let pheromoneArray = [];
let antsNum;
let lookAhead;
let turnAngle;
let stepSize;
const antPheromoneFactor = 1;
const enemyPheromoneFactor = 1;
const pheromoneDecay = 1;
function windowResized() {
refresh();
}
function refresh() {
background(0);
antsSystems = [];
pheromoneArray = [];
for (let i = 0; i < antTypes; i++) {
let tempArray = new Array(height);
for (let y = 0; y < height; y++) {
tempArray[y] = new Float32Array(width);
}
pheromoneArray.push(tempArray);
}
for (let i = 0; i < antTypes; i++) {
antsSystems.push(new System(i, colorPalette[i]));
}
}
function regen() {
lookAhead = random(2, 30);
turnAngle = random(20, 40);
stepsize = random(0.2, 4);
antTypes = floor(random(0, 3)) + 2;
antsNum = 80000 - 10000 * antTypes;
colorPalette = genPal(antTypes);
}
function setup() {
// prevent the creation of a canvas element
resizeCanvas(windowWidth, windowHeight);
frameRate(30); // Throttle the frame rate
blendMode(MULTIPLY);
angleMode(DEGREES);
pixelDensity(1);
background(0);
refreshButton = createButton("Refresh");
regen();
refresh();
}
function onRefresh() {
setup();
}
function ui() {
fill(255); // Set text color to white
textSize(16); // Set text size
textAlign(RIGHT, TOP); // Align text to the top right corner
text(
`Ant Count: ${antsNum}\nAnt Types: ${antTypes}\nLook Ahead (Pixels): ${lookAhead.toFixed(
4
)}\nTurn Angle (Degrees): ${turnAngle.toFixed(
4
)}\nStep Size (Pixels): ${stepsize.toFixed(4)}\nPalette Type: ${palType}`,
windowWidth - 10,
10
);
fill(0);
rect(windowWidth - 100, windowHeight - 10, windowWidth, windowHeight);
fill(255); // Set text color to white
textSize(10); // Set text size
textAlign(RIGHT, TOP); // Align text to the top right corner
text(
`Frame Rate: ${frameRate().toFixed(2).padEnd(4, "0")}`,
windowWidth - 10,
windowHeight - 10
);
refreshButton.position(windowWidth - 90, 140); // Position in bottom left corner
refreshButton.mousePressed(onRefresh); // Call onRefresh when button is pressed
// Style the button
refreshButton.style("background-color", "white"); // Set background color
refreshButton.style("color", "black"); // Set text color
refreshButton.style("text-align", "center"); // Center the text
refreshButton.style("cursor", "pointer"); // Change cursor on hover
refreshButton.style("border-radius", "12px"); // Add rounded corners
}
function draw() {
blendMode(MULTIPLY);
background(0, backgroundAlpha); // Update viewing trail
loadPixels();
const systemsLength = antsSystems.length;
for (let i = 0; i < systemsLength; i++) {
antsSystems[i].updatePheromone();
antsSystems[i].updateAngle();
antsSystems[i].updatePosition();
}
updatePixels();
blendMode(BLEND); // Reset blend mode for normal text rendering
ui(); // Display ui on top of everything
}
class Ant {
constructor(antIndex, color) {
this.antIndex = antIndex;
this.color = color;
this.x = random(width);
this.y = random(height);
this.angle = random(360);
this.step = random(1, 2);
}
smell(direction) {
const projection = this.angle + direction;
const cosProj = cos(projection);
const sinProj = sin(projection);
let x = 0 | (this.x + lookAhead * cosProj);
let y = 0 | (this.y + lookAhead * sinProj);
x = (x + width) % width;
y = (y + height) % height;
// Bounds checking
if (x < 0 || x >= width || y < 0 || y >= height) {
return 0; // or some default value
}
let enemy = 0;
for (let k = 0; k < antTypes; k++) {
if (k != this.antIndex) {
enemy -= pheromoneArray[k][y][x];
}
}
return pheromoneArray[this.antIndex][y][x] + enemy * enemyPheromoneFactor;
}
updateAngle() {
const right = this.smell(turnAngle);
const center = this.smell(0);
const left = this.smell(-turnAngle);
if (center <= left || center <= right) {
this.angle += left < right ? turnAngle : -turnAngle;
}
}
updatePosition() {
this.x += cos(this.angle) * stepsize;
this.y += sin(this.angle) * stepsize;
this.x = (this.x + width) % width;
this.y = (this.y + height) % height;
pheromoneArray[this.antIndex][0 | this.y][0 | this.x] =
255 * antPheromoneFactor;
set(0 | this.x, 0 | this.y, color(this.color));
}
}
class System {
constructor(antIndex, color) {
this.antIndex = antIndex;
this.ants = [];
for (let i = floor(antsNum / antTypes); i--; ) {
this.ants.push(new Ant(this.antIndex, color));
}
pheromoneArray.push([]);
for (let i = 0; i < height; i++) {
let tempRow = [];
for (let j = 0; j < width; j++) {
tempRow.push(0);
}
pheromoneArray[this.antIndex].push(tempRow);
}
}
updatePheromone() {
const pheromones = pheromoneArray[this.antIndex];
const lengthY = pheromones.length;
const decay = pheromoneDecay; // Cache pheromoneDecay to avoid repeated scope lookups
for (let i = 0; i < lengthY; i++) {
const row = pheromones[i];
const lengthX = row.length;
for (let j = 0; j < lengthX; j++) {
const value = row[j];
// Combining the checks for positive and negative values to avoid duplicate code
row[j] =
value > 0 ? Math.max(value - decay, 0) : Math.min(value + decay, 0);
}
}
}
updateAngle() {
for (const ant of this.ants) {
ant.updateAngle();
}
}
updatePosition() {
for (const ant of this.ants) {
ant.updatePosition();
}
}
}
function genPal(n) {
colorMode(HSB, 360, 100, 100, 100);
let palette = Array(n); // Clear previous palette
let baseHue = random(0, 360); // Starting hue
let colorType = floor(random(4)); // 0: Analogous, 1: Complimentary, 2: Triadic, 3: Monochromatic
switch (colorType) {
case 0: // Analogous
palType = "Analogous";
for (let i = 0; i < n; i++) {
palette[i] = [(baseHue + i * 30) % 360, 70, 100];
}
break;
case 1: // Complimentary
palType = "Complimentary";
for (let i = 0; i < n; i++) {
let saturation = 70;
let brightness = 90;
let hueVar = 0;
if (n > 2) {
// Vary saturation and brightness for more than 2 colors
saturation -= i * (30 / (n - 1)); // Decrease saturation gradually
brightness -= i * (15 / (n - 1)); // Decrease brightness gradually
hueVar += i * (10 / (n - 1)); // Add slight hue variation
}
palette[i] = [
(baseHue + i * 180 + hueVar) % 360,
saturation,
brightness,
];
}
break;
case 2: // Triadic
palType = "Triadic";
for (let i = 0; i < n; i++) {
let saturation = 70;
let brightness = 90;
let hueVar = 0;
if (n > 3) {
// Vary saturation and brightness for more than 2 colors
saturation -= i * (30 / (n - 1)); // Decrease saturation gradually
brightness -= i * (15 / (n - 1)); // Decrease brightness gradually
hueVar += i * (10 / (n - 1)); // Add slight hue variation
}
palette[i] = [
(baseHue + i * 120 + hueVar) % 360,
saturation,
brightness,
];
}
break;
case 3: // Monochromatic
palType = "Monochromatic";
for (let i = 0; i < n; i++) {
let hueVariation = 5; // Slight variation in hue
let saturation = 40 + i * (40 / (n - 1)); // Vary saturation a good amount
let brightness = 90 + i * (10 / (n - 1)); // Not change brightness very much
palette[i] = [
(baseHue + hueVariation * i) % 360,
saturation,
brightness,
];
}
break;
}
return palette;
}