Current Position from the Frame
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@@ -687,8 +687,8 @@ function newCanvas () {
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if (floatingObjectDragStarted) {
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let floatingObject = thisObject.floatingSpace.floatingLayer.getFloatingObject(undefined, floatingObjectBeingDragged)
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floatingObject.currentPosition.x = dragVector.upX
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floatingObject.currentPosition.y = dragVector.upY
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floatingObject.container.frame.position.x = dragVector.upX
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floatingObject.container.frame.position.y = dragVector.upY
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}
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if (containerDragStarted || viewPortBeingDragged) {
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@@ -341,8 +341,8 @@ function newFloatingLayer () {
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if (INTENSIVE_LOG === true) { logger.write('[INFO] physicsLoop -> Change position based on speed.') }
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floatingObject.currentPosition.x = floatingObject.currentPosition.x + floatingObject.currentSpeed.x
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floatingObject.currentPosition.y = floatingObject.currentPosition.y + floatingObject.currentSpeed.y
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floatingObject.container.frame.position.x = floatingObject.container.frame.position.x + floatingObject.currentSpeed.x
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floatingObject.container.frame.position.y = floatingObject.container.frame.position.y + floatingObject.currentSpeed.y
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if (INTENSIVE_LOG === true) { logger.write('[INFO] physicsLoop -> Apply some friction to desaccelerate.') }
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@@ -379,13 +379,13 @@ function newFloatingLayer () {
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}
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}
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if (floatingObject.currentPosition.x < payload.position.x) {
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if (floatingObject.container.frame.position.x < payload.position.x) {
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floatingObject.currentSpeed.x = floatingObject.currentSpeed.x + 0.005
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} else {
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floatingObject.currentSpeed.x = floatingObject.currentSpeed.x - 0.005
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}
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if (floatingObject.currentPosition.y < payload.position.y) {
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if (floatingObject.container.frame.position.y < payload.position.y) {
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floatingObject.currentSpeed.y = floatingObject.currentSpeed.y + 0.005
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} else {
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floatingObject.currentSpeed.y = floatingObject.currentSpeed.y - 0.005
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@@ -676,7 +676,7 @@ function newFloatingLayer () {
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const coulomb = 0.00001
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const minForce = 0.01
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var d = Math.sqrt(Math.pow(payload.position.x - floatingObject.currentPosition.x, 2) + Math.pow(payload.position.y - floatingObject.currentPosition.y, 2)) // ... we calculate the distance ...
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var d = Math.sqrt(Math.pow(payload.position.x - floatingObject.container.frame.position.x, 2) + Math.pow(payload.position.y - floatingObject.container.frame.position.y, 2)) // ... we calculate the distance ...
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var force = coulomb * d * d / floatingObject.currentMass // In this case the mass of the floatingObject affects the gravity force that it receives, that gives priority to target position to bigger floatingObjects.
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@@ -685,8 +685,8 @@ function newFloatingLayer () {
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}
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var pos1 = {
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x: floatingObject.currentPosition.x,
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y: floatingObject.currentPosition.y
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x: floatingObject.container.frame.position.x,
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y: floatingObject.container.frame.position.y
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}
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var pos2 = {
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@@ -736,7 +736,7 @@ function newFloatingLayer () {
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var floatingObject2 = visibleFloatingObjects[i] // So, for each floatingObject...
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var d = Math.sqrt(Math.pow(floatingObject2.currentPosition.x - floatingObject1.currentPosition.x, 2) + Math.pow(floatingObject2.currentPosition.y - floatingObject1.currentPosition.y, 2)) // ... we calculate the distance ...
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var d = Math.sqrt(Math.pow(floatingObject2.container.frame.position.x - floatingObject1.container.frame.position.x, 2) + Math.pow(floatingObject2.container.frame.position.y - floatingObject1.container.frame.position.y, 2)) // ... we calculate the distance ...
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var force = coulomb * floatingObject2.currentMass / (d * d) // ... and with it the repulsion force.
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@@ -747,13 +747,13 @@ function newFloatingLayer () {
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}
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var pos1 = {
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x: floatingObject1.currentPosition.x,
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y: floatingObject1.currentPosition.y
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x: floatingObject1.container.frame.position.x,
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y: floatingObject1.container.frame.position.y
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}
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var pos2 = {
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x: floatingObject2.currentPosition.x,
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y: floatingObject2.currentPosition.y
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x: floatingObject2.container.frame.position.x,
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y: floatingObject2.container.frame.position.y
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}
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var posDiff = { // Next we need the vector resulting from the 2 positions.
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@@ -820,7 +820,7 @@ function newFloatingLayer () {
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}
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}
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var d = Math.sqrt(Math.pow(payload.position.x - floatingObject1.currentPosition.x, 2) + Math.pow(payload.position.y - floatingObject1.currentPosition.y, 2)) // ... we calculate the distance ...
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var d = Math.sqrt(Math.pow(payload.position.x - floatingObject1.container.frame.position.x, 2) + Math.pow(payload.position.y - floatingObject1.container.frame.position.y, 2)) // ... we calculate the distance ...
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var force = coulomb * floatingObject2.currentMass / (d * d) // ... and with it the repulsion force.
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@@ -831,8 +831,8 @@ function newFloatingLayer () {
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}
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var pos1 = {
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x: floatingObject1.currentPosition.x,
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y: floatingObject1.currentPosition.y
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x: floatingObject1.container.frame.position.x,
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y: floatingObject1.container.frame.position.y
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}
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var pos2 = {
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@@ -894,7 +894,7 @@ function newFloatingLayer () {
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var r1 = floatingObject1.currentRadius
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var r2 = floatingObject2.currentRadius
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var distance = Math.sqrt(Math.pow(floatingObject2.currentPosition.x - floatingObject1.currentPosition.x, 2) + Math.pow(floatingObject2.currentPosition.y - floatingObject1.currentPosition.y, 2))
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var distance = Math.sqrt(Math.pow(floatingObject2.container.frame.position.x - floatingObject1.container.frame.position.x, 2) + Math.pow(floatingObject2.container.frame.position.y - floatingObject1.container.frame.position.y, 2))
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if (distance > (r1 + r2)) {
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// No solutions, the circles are too far apart.
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@@ -917,7 +917,7 @@ function newFloatingLayer () {
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for (var i = 0; i < visibleFloatingObjects.length; i++) {
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var floatingObject = visibleFloatingObjects[i]
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var distance = Math.sqrt(Math.pow(floatingObject.currentPosition.x - x, 2) + Math.pow(floatingObject.currentPosition.y - y, 2))
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var distance = Math.sqrt(Math.pow(floatingObject.container.frame.position.x - x, 2) + Math.pow(floatingObject.container.frame.position.y - y, 2))
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if (distance < floatingObject.currentRadius) {
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return i
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@@ -936,7 +936,7 @@ function newFloatingLayer () {
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/* This function detects weather the point x,y is inside one particular floatingObjects. */
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var floatingObject = visibleFloatingObjects[floatingObjectIndex]
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var distance = Math.sqrt(Math.pow(floatingObject.currentPosition.x - x, 2) + Math.pow(floatingObject.currentPosition.y - y, 2))
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var distance = Math.sqrt(Math.pow(floatingObject.container.frame.position.x - x, 2) + Math.pow(floatingObject.container.frame.position.y - y, 2))
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if (distance < floatingObject.currentRadius) {
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return true
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@@ -964,7 +964,7 @@ function newFloatingLayer () {
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/* This function changes speed and position of floatingObjects that are in collision */
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var collisionision_angle = Math.atan2((floatingObject2.currentPosition.y - floatingObject1.currentPosition.y), (floatingObject2.currentPosition.x - floatingObject1.currentPosition.x))
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var collisionision_angle = Math.atan2((floatingObject2.container.frame.position.y - floatingObject1.container.frame.position.y), (floatingObject2.container.frame.position.x - floatingObject1.container.frame.position.x))
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var speed1 = Math.sqrt(floatingObject1.currentSpeed.x * floatingObject1.currentSpeed.x + floatingObject1.currentSpeed.y * floatingObject1.currentSpeed.y) // Magnitude of Speed Vector for floatingObject 1
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var speed2 = Math.sqrt(floatingObject2.currentSpeed.x * floatingObject2.currentSpeed.x + floatingObject2.currentSpeed.y * floatingObject2.currentSpeed.y) // Magnitude of Speed Vector for floatingObject 2
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@@ -992,13 +992,13 @@ function newFloatingLayer () {
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floatingObject2.currentSpeed.y = sinAngle * final_xspeed_2 + cosAngle * final_yspeed_2
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var pos1 = {
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x: floatingObject1.currentPosition.x,
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y: floatingObject1.currentPosition.y
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x: floatingObject1.container.frame.position.x,
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y: floatingObject1.container.frame.position.y
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}
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var pos2 = {
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x: floatingObject2.currentPosition.x,
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y: floatingObject2.currentPosition.y
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x: floatingObject2.container.frame.position.x,
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y: floatingObject2.container.frame.position.y
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}
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// get the mtd
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@@ -1007,7 +1007,7 @@ function newFloatingLayer () {
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y: pos1.y - pos2.y
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}
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var d = Math.sqrt(Math.pow(floatingObject2.currentPosition.x - floatingObject1.currentPosition.x, 2) + Math.pow(floatingObject2.currentPosition.y - floatingObject1.currentPosition.y, 2))
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var d = Math.sqrt(Math.pow(floatingObject2.container.frame.position.x - floatingObject1.container.frame.position.x, 2) + Math.pow(floatingObject2.container.frame.position.y - floatingObject1.container.frame.position.y, 2))
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// minimum translation distance to push floatingObjects apart after intersecting
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var scalar = (((floatingObject1.currentRadius + floatingObject2.currentRadius) - d) / d)
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@@ -1029,8 +1029,8 @@ function newFloatingLayer () {
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pos2.x = pos2.x - minTD.x * (im2 / (im1 + im2))
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pos2.y = pos2.y - minTD.y * (im2 / (im1 + im2))
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floatingObject1.currentPosition = pos1
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floatingObject2.currentPosition = pos2
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floatingObject1.container.frame.position = pos1
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floatingObject2.container.frame.position = pos2
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} catch (err) {
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if (ERROR_LOG === true) { logger.write('[ERROR] resolveCollision -> err.message = ' + err.message) }
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}
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@@ -26,7 +26,6 @@ function newFloatingObject () {
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imageId: undefined,
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currentPosition: 0, // Current x,y position of the floating object at the floating object's layer, where there is no displacement or zoom. This position is always changing towards the target position.
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currentSpeed: 0, // This is the current speed of the floating object.
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currentRadius: 0, // This is the current radius of the floating object, including its zoom applied.
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currentMass: 0, // This is the current mass of the floating object, including its zoom applied.
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@@ -218,12 +217,12 @@ function newFloatingObject () {
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}
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function radomizeCurrentPosition (arroundPoint) {
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var position = {
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let position = {
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x: Math.floor((Math.random() * (200) - 100)) + arroundPoint.x,
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y: Math.floor((Math.random() * (200) - 100)) + arroundPoint.y
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}
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thisObject.currentPosition = position
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thisObject.container.frame.position = position
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}
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function radomizeCurrentSpeed () {
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@@ -263,4 +262,3 @@ function newFloatingObject () {
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}
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}
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@@ -67,7 +67,7 @@ function newNote () {
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/* Target Line */
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browserCanvasContext.beginPath()
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browserCanvasContext.moveTo(pFloatingObject.currentPosition.x, pFloatingObject.currentPosition.y)
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browserCanvasContext.moveTo(pFloatingObject.container.frame.position.x, pFloatingObject.container.frame.position.y)
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browserCanvasContext.lineTo(point.x, point.y)
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browserCanvasContext.strokeStyle = 'rgba(204, 204, 204, 0.5)'
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browserCanvasContext.setLineDash([4, 2])
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@@ -102,8 +102,8 @@ function newNote () {
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let borderPoint4
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let intialDisplace = {
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x: pFloatingObject.currentPosition.x - BUBBLE_WIDTH / 2,
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y: pFloatingObject.currentPosition.y - BUBBLE_HEIGHT / 2
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x: pFloatingObject.container.frame.position.x - BUBBLE_WIDTH / 2,
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y: pFloatingObject.container.frame.position.y - BUBBLE_HEIGHT / 2
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}
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if (pFloatingObject.currentRadius > 5) {
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@@ -185,8 +185,8 @@ function newNote () {
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/* Image */
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let imagePosition = {
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x: pFloatingObject.currentPosition.x,
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y: pFloatingObject.currentPosition.y + BUBBLE_HEIGHT / 2
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x: pFloatingObject.container.frame.position.x,
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y: pFloatingObject.container.frame.position.y + BUBBLE_HEIGHT / 2
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}
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if (pFloatingObject.payloadImageId !== undefined) {
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@@ -304,8 +304,8 @@ function newNote () {
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let labelRow = labelRows[i]
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let startingPosition = {
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x: pFloatingObject.currentPosition.x,
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y: pFloatingObject.currentPosition.y - labelRows.length / 2 * (fontSize * FONT_ASPECT_RATIO + 10)
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x: pFloatingObject.container.frame.position.x,
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y: pFloatingObject.container.frame.position.y - labelRows.length / 2 * (fontSize * FONT_ASPECT_RATIO + 10)
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}
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labelPoint = {
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@@ -142,8 +142,8 @@ function newProfileBall () {
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if (menuItem.canDrawIcon === true && menuItem.currentRadius > 1) {
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let position = {
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x: pFloatingObject.currentPosition.x + pFloatingObject.currentImageSize / 2 * Math.cos(toRadians(menuItem.angle)),
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y: pFloatingObject.currentPosition.y - pFloatingObject.currentImageSize / 2 * Math.sin(toRadians(menuItem.angle))
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x: pFloatingObject.container.frame.position.x + pFloatingObject.currentImageSize / 2 * Math.cos(toRadians(menuItem.angle)),
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y: pFloatingObject.container.frame.position.y - pFloatingObject.currentImageSize / 2 * Math.sin(toRadians(menuItem.angle))
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}
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browserCanvasContext.drawImage(menuItem.icon, position.x, position.y, menuItem.currentRadius * 2, menuItem.currentRadius * 2)
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@@ -198,7 +198,7 @@ function newProfileBall () {
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/* Target Line */
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browserCanvasContext.beginPath()
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browserCanvasContext.moveTo(pFloatingObject.currentPosition.x, pFloatingObject.currentPosition.y)
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browserCanvasContext.moveTo(pFloatingObject.container.frame.position.x, pFloatingObject.container.frame.position.y)
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browserCanvasContext.lineTo(point.x, point.y)
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browserCanvasContext.strokeStyle = 'rgba(204, 204, 204, 0.5)'
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browserCanvasContext.setLineDash([4, 2])
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@@ -225,7 +225,7 @@ function newProfileBall () {
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/* Contourn */
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browserCanvasContext.beginPath()
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browserCanvasContext.arc(pFloatingObject.currentPosition.x, pFloatingObject.currentPosition.y, pFloatingObject.currentRadius, 0, Math.PI * 2, true)
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browserCanvasContext.arc(pFloatingObject.container.frame.position.x, pFloatingObject.container.frame.position.y, pFloatingObject.currentRadius, 0, Math.PI * 2, true)
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browserCanvasContext.closePath()
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browserCanvasContext.strokeStyle = 'rgba(30, 30, 30, 0.75)'
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browserCanvasContext.lineWidth = 1
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@@ -246,7 +246,7 @@ function newProfileBall () {
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alphaA = 0.75
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browserCanvasContext.beginPath()
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browserCanvasContext.arc(pFloatingObject.currentPosition.x, pFloatingObject.currentPosition.y, pFloatingObject.currentRadius, 0, Math.PI * 2, true)
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browserCanvasContext.arc(pFloatingObject.container.frame.position.x, pFloatingObject.container.frame.position.y, pFloatingObject.currentRadius, 0, Math.PI * 2, true)
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browserCanvasContext.closePath()
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browserCanvasContext.fillStyle = pFloatingObject.fillStyle
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@@ -262,12 +262,12 @@ function newProfileBall () {
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if (image !== null && image !== undefined) {
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browserCanvasContext.save()
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browserCanvasContext.beginPath()
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browserCanvasContext.arc(pFloatingObject.currentPosition.x, pFloatingObject.currentPosition.y, pFloatingObject.currentImageSize / 2, 0, Math.PI * 2, true)
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browserCanvasContext.arc(pFloatingObject.container.frame.position.x, pFloatingObject.container.frame.position.y, pFloatingObject.currentImageSize / 2, 0, Math.PI * 2, true)
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browserCanvasContext.closePath()
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browserCanvasContext.clip()
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browserCanvasContext.drawImage(image, pFloatingObject.currentPosition.x - pFloatingObject.currentImageSize / 2, pFloatingObject.currentPosition.y - pFloatingObject.currentImageSize / 2, pFloatingObject.currentImageSize, pFloatingObject.currentImageSize)
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browserCanvasContext.drawImage(image, pFloatingObject.container.frame.position.x - pFloatingObject.currentImageSize / 2, pFloatingObject.container.frame.position.y - pFloatingObject.currentImageSize / 2, pFloatingObject.currentImageSize, pFloatingObject.currentImageSize)
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browserCanvasContext.beginPath()
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browserCanvasContext.arc(pFloatingObject.currentPosition.x - pFloatingObject.currentImageSize / 2, pFloatingObject.currentPosition.y - pFloatingObject.currentImageSize / 2, pFloatingObject.currentImageSize / 2, 0, Math.PI * 2, true)
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browserCanvasContext.arc(pFloatingObject.container.frame.position.x - pFloatingObject.currentImageSize / 2, pFloatingObject.container.frame.position.y - pFloatingObject.currentImageSize / 2, pFloatingObject.currentImageSize / 2, 0, Math.PI * 2, true)
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browserCanvasContext.clip()
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browserCanvasContext.closePath()
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browserCanvasContext.restore()
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@@ -281,8 +281,8 @@ function newProfileBall () {
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if (menuItem.canDrawIcon === true && menuItem.currentRadius > 1) {
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let position = {
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x: pFloatingObject.currentPosition.x + pFloatingObject.currentImageSize / 2 * Math.cos(toRadians(menuItem.angle)),
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y: pFloatingObject.currentPosition.y - pFloatingObject.currentImageSize / 2 * Math.sin(toRadians(menuItem.angle))
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x: pFloatingObject.container.frame.position.x + pFloatingObject.currentImageSize / 2 * Math.cos(toRadians(menuItem.angle)),
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y: pFloatingObject.container.frame.position.y - pFloatingObject.currentImageSize / 2 * Math.sin(toRadians(menuItem.angle))
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}
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browserCanvasContext.drawImage(menuItem.icon, position.x - menuItem.currentRadius, position.y - menuItem.currentRadius, menuItem.currentRadius * 2, menuItem.currentRadius * 2)
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@@ -305,8 +305,8 @@ function newProfileBall () {
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if (label !== undefined) {
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labelPoint = {
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x: pFloatingObject.currentPosition.x - label.length / 2 * fontSize * FONT_ASPECT_RATIO,
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y: pFloatingObject.currentPosition.y - pFloatingObject.currentImageSize / 2 - fontSize * FONT_ASPECT_RATIO - 10
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x: pFloatingObject.container.frame.position.x - label.length / 2 * fontSize * FONT_ASPECT_RATIO,
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y: pFloatingObject.container.frame.position.y - pFloatingObject.currentImageSize / 2 - fontSize * FONT_ASPECT_RATIO - 10
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}
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browserCanvasContext.font = fontSize + 'px ' + UI_FONT.PRIMARY
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@@ -318,8 +318,8 @@ function newProfileBall () {
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if (label !== undefined) {
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labelPoint = {
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x: pFloatingObject.currentPosition.x - label.length / 2 * fontSize * FONT_ASPECT_RATIO,
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y: pFloatingObject.currentPosition.y + pFloatingObject.currentImageSize / 2 + fontSize * FONT_ASPECT_RATIO + 15
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x: pFloatingObject.container.frame.position.x - label.length / 2 * fontSize * FONT_ASPECT_RATIO,
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y: pFloatingObject.container.frame.position.y + pFloatingObject.currentImageSize / 2 + fontSize * FONT_ASPECT_RATIO + 15
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}
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browserCanvasContext.font = fontSize + 'px ' + UI_FONT.PRIMARY
|
||||
|
||||
@@ -330,8 +330,8 @@ function newStrategyPart () {
|
||||
|
||||
if (menuItem.canDrawIcon === true && menuItem.currentRadius > 1) {
|
||||
let position = {
|
||||
x: pFloatingObject.currentPosition.x + pFloatingObject.currentRadius * 3 / 4 * Math.cos(toRadians(menuItem.angle)),
|
||||
y: pFloatingObject.currentPosition.y - pFloatingObject.currentRadius * 3 / 4 * Math.sin(toRadians(menuItem.angle))
|
||||
x: pFloatingObject.container.frame.position.x + pFloatingObject.currentRadius * 3 / 4 * Math.cos(toRadians(menuItem.angle)),
|
||||
y: pFloatingObject.container.frame.position.y - pFloatingObject.currentRadius * 3 / 4 * Math.sin(toRadians(menuItem.angle))
|
||||
}
|
||||
|
||||
browserCanvasContext.drawImage(menuItem.icon, position.x, position.y, menuItem.currentRadius * 2, menuItem.currentRadius * 2)
|
||||
@@ -381,8 +381,8 @@ function newStrategyPart () {
|
||||
let parentFloatingObject = floatingLayer.getFloatingObject(pFloatingObject.payload.parentNode.handle)
|
||||
|
||||
if (isMouseOver === false) {
|
||||
pFloatingObject.payload.profile.position.x = parentFloatingObject.currentPosition.x
|
||||
pFloatingObject.payload.profile.position.y = parentFloatingObject.currentPosition.y
|
||||
pFloatingObject.payload.profile.position.x = parentFloatingObject.container.frame.position.x
|
||||
pFloatingObject.payload.profile.position.y = parentFloatingObject.container.frame.position.y
|
||||
}
|
||||
|
||||
/* Here I continue painting the background */
|
||||
@@ -396,7 +396,7 @@ function newStrategyPart () {
|
||||
/* Target Line */
|
||||
|
||||
browserCanvasContext.beginPath()
|
||||
browserCanvasContext.moveTo(pFloatingObject.currentPosition.x, pFloatingObject.currentPosition.y)
|
||||
browserCanvasContext.moveTo(pFloatingObject.container.frame.position.x, pFloatingObject.container.frame.position.y)
|
||||
browserCanvasContext.lineTo(point.x, point.y)
|
||||
browserCanvasContext.strokeStyle = 'rgba(204, 204, 204, 0.5)'
|
||||
browserCanvasContext.setLineDash([1, 4])
|
||||
@@ -420,8 +420,8 @@ function newStrategyPart () {
|
||||
|
||||
function drawForeground (pFloatingObject) {
|
||||
let position = {
|
||||
x: pFloatingObject.currentPosition.x,
|
||||
y: pFloatingObject.currentPosition.y
|
||||
x: pFloatingObject.container.frame.position.x,
|
||||
y: pFloatingObject.container.frame.position.y
|
||||
}
|
||||
|
||||
let radius = pFloatingObject.currentRadius
|
||||
@@ -538,4 +538,3 @@ function newStrategyPart () {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user