Im trying to get a hit test/overlap test to work in the below code which creates 200 circles in a random position on a canvas. I am trying to store the positions of the circles in an array and then checking that array each time another circle is created in the for loop, if the randomly created x and y is too close to a already created circle it should keep getting a new random x and y until it isnt too close to an already created circle.
I just cant get it too work in the while loop.
Any help please...
Thanks
<script type="text/javascript">
document.addEventListener("DOMContentLoaded", canvasDraw);
function canvasDraw () {
var c = document.getElementById("canvas");
var w = window.innerWidth;
var h = window.innerHeight;
c.width = w;
c.height = h;
var ctx = c.getContext("2d");
ctx.clearRect(0,0,c.width, c.height);
var abc = 0;
var colours = new Array ("rgb(0,100,0)", "rgb(51,102,255)");
var positions = new Array();
function hitTest(x, y) {
for(var p in positions) {
pp = p.split(",");
pp[0] = parseInt(pp[0]);
pp[1] = parseInt(pp[1]);
if(((x > (pp[0] - 24)) && (x < (pp[0] + 24))) && ((y > (pp[1] - 24)) && (y < (pp[1] + 24)))) {
return true;
}
}
return false;
}
//Loop 200 times for 200 circles
for (i=0; i<200; i++) {
var x = Math.floor(Math.random()*c.width);
var y = Math.floor(Math.random()*c.height);
while(hitTest(x, y) == true){
var x = Math.floor(Math.random()*c.width);
var y = Math.floor(Math.random()*c.height);
}
var pos = x.toString() + "," + y.toString();
positions.push(pos);
var radius = 10;
var r = radius.toString();
var b = colours[Math.floor(Math.random()*colours.length)];
circle(ctx,x,y, radius, b);
}
}
function circle (ctx, x, y, radius, b) {
ctx.fillStyle = b;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
</script>
Im trying to get a hit test/overlap test to work in the below code which creates 200 circles in a random position on a canvas. I am trying to store the positions of the circles in an array and then checking that array each time another circle is created in the for loop, if the randomly created x and y is too close to a already created circle it should keep getting a new random x and y until it isnt too close to an already created circle.
I just cant get it too work in the while loop.
Any help please...
Thanks
<script type="text/javascript">
document.addEventListener("DOMContentLoaded", canvasDraw);
function canvasDraw () {
var c = document.getElementById("canvas");
var w = window.innerWidth;
var h = window.innerHeight;
c.width = w;
c.height = h;
var ctx = c.getContext("2d");
ctx.clearRect(0,0,c.width, c.height);
var abc = 0;
var colours = new Array ("rgb(0,100,0)", "rgb(51,102,255)");
var positions = new Array();
function hitTest(x, y) {
for(var p in positions) {
pp = p.split(",");
pp[0] = parseInt(pp[0]);
pp[1] = parseInt(pp[1]);
if(((x > (pp[0] - 24)) && (x < (pp[0] + 24))) && ((y > (pp[1] - 24)) && (y < (pp[1] + 24)))) {
return true;
}
}
return false;
}
//Loop 200 times for 200 circles
for (i=0; i<200; i++) {
var x = Math.floor(Math.random()*c.width);
var y = Math.floor(Math.random()*c.height);
while(hitTest(x, y) == true){
var x = Math.floor(Math.random()*c.width);
var y = Math.floor(Math.random()*c.height);
}
var pos = x.toString() + "," + y.toString();
positions.push(pos);
var radius = 10;
var r = radius.toString();
var b = colours[Math.floor(Math.random()*colours.length)];
circle(ctx,x,y, radius, b);
}
}
function circle (ctx, x, y, radius, b) {
ctx.fillStyle = b;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
</script>
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asked Jun 4, 2012 at 21:16
user1294320user1294320
1
- Will your circles always be the same radius, always? – Phrogz Commented Jun 4, 2012 at 21:42
1 Answer
Reset to default 3Some things before beginning:
- Don't create arrays with
new Array()
, unless you specify the initial length. Use[]
; - Don't iterate through arrays using
for...in
: use a standardfor
with a counter. This is more a good practice; - Converting numbers into strings and converting back to numbers is useless and expensive. Use a small array to store both values;
- Don't use "magic numbers", i.e. number with a precise value but hard to recognize immediately. Use named "constants" or put a ment near each of them telling what they mean, for future maintenance.
Ok, let's see the code.
if(((x > (pp[0] - 24)) && (x < (pp[0] + 24))) && ((y > (pp[1] - 24)) && (y < (pp[1] + 24))))
Honestly, what is this? I'd call it a cranky and obscure snippet. Recall what you've learnt at school:
var dx = pp[0] - x, dy = pp[1] - y;
if (dx * dx + dy * dy < 400) return true;
Isn't it much clearer?
Let's see the whole function:
function canvasDraw () {
var c = document.getElementById("canvas");
var w = window.innerWidth;
var h = window.innerHeight;
c.width = w;
c.height = h;
var ctx = c.getContext("2d");
ctx.clearRect(0,0,c.width, c.height);
// Lolwut?
// var abc = 0;
var colours = ["rgb(0,100,0)", "rgb(51,102,255)"];
var positions = [];
function hitTest(x, y) {
for (var j = 0; j < positions.length; j++) {
var pp = positions[j];
var dx = pp[0] - x, dy = pp[1] - y;
if (dx * dx + dy * dy < 400) return true;
}
return false;
}
// You declare the radius once and for all
var radius = 10;
// Declare the local scoped variables. You forgot i
var x, y, i;
for (i=0; i<200; i++) {
// How about a do...while instead of a while?
do {
var x = Math.floor(Math.random()*c.width);
var y = Math.floor(Math.random()*c.height);
// Testing with === is faster, always do it if you know the type
// I'll let it here, but if the type is boolean, you can avoid testing
// at all, as in while (hitTest(x, y));
} while (hitTest(x, y) === true);
positions.push([x, y]);
// This instruction is useless
// var r = radius.toString();
var b = colours[Math.floor(Math.random()*colours.length)];
circle(ctx,x,y, radius, b);
}
}
BEWARE, though, that depending on your canvas size, there could be no more room for another circle, so it could end in an infinite loop. Try to put 200 circles with a radius of 10 inside a 40x40 box... There should be another test to do, and that could be plicated.