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clockWall.js
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// clockWall runs! Doesn't actually show anything useful right now.
// original chars are up to 5x6 clocks in size ("1" is 3x6).
// Goal: Make the clock do this:
// - show off a mesmerizing pattern.
// - digitally display the time.
// - show off another pattern.
// - display something else... time until (and of) next sunrise/sunset
// Make an init() function.
// - set the canvas dimensions, resolution
// - set a var where all clockPositions are idle
try {
// Get elements
var canvas0 = document.getElementById("canvas1"); // background
var canvas1 = document.getElementById("canvas2"); // wall (inert)
var canvas2 = document.getElementById("canvas3"); // clock face accent (animated circles inside face)
var canvas3 = document.getElementById("canvas4"); // clock face (inert)
var canvas4 = document.getElementById("canvas5"); // clock hands (animated)
var ctx0 = canvas0.getContext("2d");
var ctx1 = canvas1.getContext("2d");
var ctx2 = canvas2.getContext("2d");
var ctx3 = canvas3.getContext("2d");
var ctx4 = canvas4.getContext("2d");
var log = document.getElementById("jsLog");
// Get screen sizes
screenWidth = window.screen.width;
screenHeight = window.screen.height;
docWidth = document.width;
docHeight = document.height;
innerWidth = window.innerWidth;
innerHeight = window.innerHeight;
// Set canvas sizes to device screen size
var canvasWidth = screenWidth;
window.padding = 0;
canvas0.width = canvasWidth;
var canvasHeight = screenHeight;
canvas0.height = canvasHeight;
canvas0.style.width = canvasWidth;
canvas0.style.height = canvasHeight;
canvas1.width = canvasWidth;
canvas1.height = canvasHeight;
canvas1.style.width = canvasWidth;
canvas1.style.height = canvasHeight;
canvas2.width = canvasWidth;
canvas2.height = canvasHeight;
canvas2.style.width = canvasWidth;
canvas2.style.height = canvasHeight;
canvas3.width = canvasWidth;
canvas3.height = canvasHeight;
canvas3.style.width = canvasWidth;
canvas3.style.height = canvasHeight;
canvas4.width = canvasWidth;
canvas4.height = canvasHeight;
canvas4.style.width = canvasWidth;
canvas4.style.height = canvasHeight;
log.innerHTML += "Running JS<br>";
// Clock config variables
var wallX = 0; // offset of bg rect within canvas
var wallY = 0;
var wallPaddingX = 10; // affects position of clocks inside bg
var wallPaddingY = 20;
var nClockX = 30; // number of clocks horizontally
var nClockY = 20; // number of clocks vertically
var clockSize = 40; // diameter, in pixels
var clockSpacing = 4;
var clockHrSize = 0.6; // in percent of clockSize
var clockMinSize = 0.8; // in percent of clockSize
var strokeThickness = 1; // thickness/boldness of strokes used to draw clocks
var clockIdlePosition = [Math.PI*1.60, Math.PI*1.60, 0.0];
// Color (and light/shadow) config
// Let's use different color elements: ambient, diffuse, specular.
// ambient: the flat color. specifies minimum brightness.
// diffuse: the highlight color. the brightness around the glare.
// specular: the glare (is the color of the light source).
var bgColor = "#E6E6E6";
var bgLight = "#F0F0F0";
var bgDark = "#BBBBBB";
var bgShadowX = 3;
var bgShadowY = 2;
var accentColor = "#000000";
var faceColor = "#EEEEEE";
var faceLight = "#F0F0F0";
var faceDark = "#DDDDDD";
var handsColor = "#111111";
var clockShadowX = 3;
var clockShadowY = 2;
var lightDarkAngle = (Math.PI*2)*0.05;
var lightDarkWidth = 3;
//var lightPosLat = (Math.PI/2)*0.20; // light position latitude (in radians, north/south)
//var lightPosLon = (Math.PI/2)*0.50; // light position longitude (in radians, east/west)
// Flag variables
var redrawLayer = [1,1,1,1,1]; // When flag is 1, redraw the layer/canvas
// Pattern functions.
// f(x,y,t) = (h,m) where x=clockCol, y=clockRow, t=timeInSeconds.
// t: time (to be used as independent variable in the function).
// featureArray = [handsFlag, accentFlag]: indicate which feature(s) to update.
function clockPattern(patternNum,t,magnifier,featureArray) {
try {
var patternOriginX;
var patternOriginY;
var clockValues;
// p1: f(x,y) = sin(t)
if (patternNum==1) {
patternOriginX = nClockX/2;
patternOriginY = nClockY/2;
clockValues = [-1];
var t1;
var i, j;
for (i=0; i<nClockY; i++) {
clockValues[i] = [-1];
for (j=0; j<nClockX; j++) {
clockValues[i][j] = [-1];
if (featureArray[0]) {
t1h = t + ( Math.sqrt(((j+1-patternOriginX)*(j+1-patternOriginX)) + ((i+1-patternOriginY)*(i+1-patternOriginY))) * magnifier );
t1m = t + ( Math.sqrt(((j+1-patternOriginX)*(j+1-patternOriginX)) + ((i+1-patternOriginY)*(i+1-patternOriginY))) * magnifier );
clockValues[i][j][0] = Math.sin( t1h )*Math.PI*2;
clockValues[i][j][1] = Math.tan( t1m )*Math.PI*2;
};
if (featureArray[1]) {
t1a = t + ( Math.sqrt(((j+1-patternOriginX)*(j+1-patternOriginX)) + ((i+1-patternOriginY)*(i+1-patternOriginY))) * magnifier );
clockValues[i][j][2] = Math.min( Math.abs( Math.tan( t1a ) ), 1 );
};
//log.innerHTML += clockValues[i][j][0] + " ";
}
//log.innerHTML += "<br>";
}
}
return clockValues;
} catch(e) {
log.innerHTML += e + "<br>";
}
} // end of clockPattern()
// clockMessage(): Display a message using the clocks.
// messageLayoutNum: indicates a preset layout to use to display the message(s)
// messageArray: contains message(s) to display
function clockMessage(messageLayoutNum, messageArray) {
try {
var clockValues;
var clockIdleValue = clockIdlePosition;
// Layout 1: Time
if (messageLayoutNum==1) {
var messageStr = "";
var bigMessageX, bigMessageY;
var messageWidth, messageHeight;
var messageHandPositions = [[[-1]]]; // clock array for just the chars
var i, j;
// Compose the message
getTime();
messageStr = hr + ":" + min;
for (i=0; i<nClockY; i++) {
messageHandPositions[i] = [];
for (j=0; j<nClockX; j++) { messageHandPositions[i][j] = clockIdlePosition }
}
// Set clocks to show characters
var xOffset, yOffset = 0;
var k, l;
for (k=0; k<clockChar.l["1"].length; k++) {
for (l=0; l<clockChar.l["1"][0].length; l++) {
clockHandsPosition[k][l] = clockChar.l["1"][k][l];
}
}
// Calculate the size of the message(s!)
for (i=0; i<messageArray[0].length; i++) {
messageWidth += log.innerHTML += clockChar.full[messageArray[0][i]][1].length + "<br>";
}
bigMessageX = (nClockX/2) - (messageWidth/2);
subMessageX = 1;
// Calculate the clock values
for (i=0; i<nClockY; i++) {
clockValues[i] = [-1];
for (j=0; j<nClockX; j++) {
clockValues[i][j] = [-1];
// default to idle position if message doesn't apply to current clock
clockValues[i][j] = clockIdleValue;
// Determine if the message applies to the current clock
if (i>=bigMessageY) { // &&&
1;
}
}
}
} // end of if (layout==1)
return clockValues;
} catch(e) {
log.innerHTML += e + "<br>";
}
}
// Get current time
var d, hr, min, sec, ms;
function getTime() {
try {
// Get the time
var timezoneOffset = -4;
d = Date.now();
hr = (Math.floor(d/1000/60/60) + timezoneOffset) % 24;
if( hr >= 12 ) { ampm = "PM" } else { ampm = "AM" };
hr = hr % 12;
if( hr == 0 ) { hr = 12 };
min = Math.floor(d/1000/60) % 60;
sec = Math.floor(d/1000) % 60;
ms = d % 1000;
} catch(e) {
log.innerHTML += e.toString() + "<br>";
}
}
// Set clock hand values to be drawn. hr:0-2PI, min:0-2PI
// [[ [hr,min],[hr,min],... ], [ [...],...], ... ]
var clockHandsPosition = [];
var i,j;
for (i=0; i<nClockY; i++) {
clockHandsPosition[i] = [];
for (j=0; j<nClockX; j++) { clockHandsPosition[i][j] = clockIdlePosition }
}
/*function setClocks() {
// Elements of clock to set
// - hands (position, color)
// - accent (size, color)
try {
for (i=0; i<nClockY; i++) {
for (j=0; j<nClockX; j++) { clockHandsPosition[i][j] = [ (hr/12)*(2*Math.PI), (min/60)*(2*Math.PI) ] }
}
} catch(e) {
log.innerHTML += e.toString() + "<br>";
}
}*/
// Draw the clocks based on their setting and config
// Let's add more canvases to add layer functionality. only edit layers that need changing
function draw() {
try {
// Vars
hourLength = clockSize*0.5*clockHrSize;
minLength = clockSize*0.5*clockMinSize;
// Layer 0: Background
if ( redrawLayer[0] == 1 ) {
// Draw background
ctx0.clearRect(0,0, canvas0.width, canvas0.height);
ctx0.fillStyle = bgColor;
wallWidth = (wallPaddingX*2) + (clockSize*nClockX) + ((clockSpacing*nClockX)-clockSpacing);
wallHeight = (wallPaddingY*2) + (clockSize*nClockY) + ((clockSpacing*nClockY)-clockSpacing);
ctx0.beginPath();
ctx0.rect(wallX, wallY, (wallWidth+wallX), (wallHeight+wallY));
ctx0.fill();
ctx0.closePath();
};
// Layer 2/3/4: individual clock features
if (redrawLayer[2] || redrawLayer[3] || redrawLayer[4]) {
//ctx1.lineWidth = strokeThickness;
if (redrawLayer[2]) { ctx2.clearRect(0,0, canvas2.width, canvas2.height) }
if (redrawLayer[3]) { ctx3.clearRect(0,0, canvas3.width, canvas3.height) }
if (redrawLayer[4]) { ctx4.clearRect(0,0, canvas4.width, canvas4.height) }
// For each clock
for (i=0; i<nClockY; i++) {
for (j=0; j<nClockX; j++) {
// Vars
// cclockx: currentClockX
var cclockx = wallX + wallPaddingX + ((clockSize + clockSpacing)*j) + (clockSize/2);
var cclocky = wallY + wallPaddingY + ((clockSize + clockSpacing)*i) + (clockSize/2);
// Layer 2: Clock accent
if (redrawLayer[2]) {
ctx2.fillStyle = accentColor;
ctx2.beginPath();
ctx2.arc(cclockx, cclocky, ((clockSize/2)*clockHandsPosition[i][j][2]), 0, 2*Math.PI);
ctx2.fill();
ctx2.closePath();
}
// Layer 3: Clock face
if (redrawLayer[3]) {
// face bg
ctx3.beginPath();
ctx3.fillStyle = faceColor;
ctx3.globalAlpha = 0.9;
ctx3.arc(cclockx, cclocky, clockSize/2, 0, 2*Math.PI);
ctx3.fill();
// face highlight
ctx3.lineWidth = lightDarkWidth;
ctx3.strokeStyle = faceLight;
ctx3.beginPath();
ctx3.arc(cclockx, cclocky, clockSize/2, lightDarkAngle+Math.PI, lightDarkAngle+(Math.PI*2));
ctx3.stroke();
ctx3.closePath();
// face dark
ctx3.strokeStyle = faceDark;
ctx3.beginPath();
ctx3.arc(cclockx, cclocky, clockSize/2, lightDarkAngle, lightDarkAngle+Math.PI);
ctx3.stroke();
ctx3.closePath();
ctx3.lineWidth = strokeThickness;
}
// Layer 4: clock hands
if (redrawLayer[4]) {
// Hour hand
ctx4.strokeStyle = handsColor;
ctx4.beginPath();
ctx4.moveTo(cclockx, cclocky);
ctx4.lineTo(
cclockx + ( ( ( Math.sin( clockHandsPosition[i][j][0] ) ) * hourLength ) ),
cclocky + ( ( ( -Math.cos( clockHandsPosition[i][j][0] ) ) * hourLength ) )
);
ctx4.stroke();
ctx4.closePath();
// Minute hand
ctx4.beginPath();
ctx4.moveTo(cclockx, cclocky);
ctx4.lineTo(
cclockx + ( ( ( Math.sin( clockHandsPosition[i][j][1] ) ) * minLength ) ),
cclocky + ( ( ( -Math.cos( clockHandsPosition[i][j][1] ) ) * minLength ) )
);
ctx4.stroke();
ctx4.closePath();
}
}
}
} // end of if (redrawLayer[2/3/4])
redrawLayer = [0,0,0,0,0];
} catch(e) {
log.innerHTML += e.toString() + "<br>";
}
}
var fps = 30;
var t;
var t0 = Date.now();
var tFrame = Date.now();
var interval = 1000/fps;
var delta;
var frameNum = 0;
var minFrame = 100;
var maxFrame = 10000;
function stepFrame() {
// Stop execution after so many frames
if (frameNum < maxFrame || maxFrame == -1) {
requestAnimationFrame(stepFrame);
frameNum++;
}
t = Date.now();
delta = t - tFrame;
if (frameNum > minFrame) {
// Run code after time interval has passed
if (delta > interval) {
tFrame = t - (delta % interval);
clockHandsPosition = clockPattern(1, (t-t0)/1000, 0.1, [1, 1] );
//clockHandsPosition = clockMessage(1, ["11"]);
redrawLayer[2] = 1;
redrawLayer[4] = 1;
draw();
}
}
}
//getTime();
//setClocks();
// &&& DEV: Commenting out to manually set clocks to show chars
// &&& stepFrame();
// &&& draw();
// &&& Reset the clocks to idle position
for (i=0; i<nClockY; i++) {
for (j=0; j<nClockX; j++) {
clockHandsPosition[i][j] = clockIdlePosition;
}
}
redrawLayer[2] = 1;
redrawLayer[4] = 1;
draw();
// &&& Set clocks to show characters
var xOffset, yOffset = 0;
var k, l;
for (k=0; k<clockChar.l["1"].length; k++) {
for (l=0; l<clockChar.l["1"][0].length; l++) {
clockHandsPosition[k][l] = clockChar.l["1"][k][l];
}
}
xOffset = 3;
for (k=0; k<clockChar.l["2"].length; k++) {
for (l=0; l<clockChar.l["2"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l["2"][k][l];
}
}
xOffset = 8;
for (k=0; k<clockChar.l["3"].length; k++) {
for (l=0; l<clockChar.l["3"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l["3"][k][l];
}
}
xOffset = 13;
for (k=0; k<clockChar.l["4"].length; k++) {
for (l=0; l<clockChar.l["4"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l["4"][k][l];
}
}
xOffset = 18;
for (k=0; k<clockChar.l["5"].length; k++) {
for (l=0; l<clockChar.l["5"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l["5"][k][l];
}
}
xOffset = 23;
for (k=0; k<clockChar.l["6"].length; k++) {
for (l=0; l<clockChar.l["6"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l["6"][k][l];
}
}
xOffset = 0;
yOffset = 6;
for (k=0; k<clockChar.l["7"].length; k++) {
for (l=0; l<clockChar.l["7"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l["7"][k][l];
}
}
xOffset = 4;
for (k=0; k<clockChar.l["8"].length; k++) {
for (l=0; l<clockChar.l["8"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l["8"][k][l];
}
}
xOffset = 9;
for (k=0; k<clockChar.l["9"].length; k++) {
for (l=0; l<clockChar.l["9"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l["9"][k][l];
}
}
xOffset = 14;
for (k=0; k<clockChar.l["0"].length; k++) {
for (l=0; l<clockChar.l["0"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l["0"][k][l];
}
}
xOffset = 19;
for (k=0; k<clockChar.l[":"].length; k++) {
for (l=0; l<clockChar.l[":"][0].length; l++) {
clockHandsPosition[k+yOffset][l+xOffset] = clockChar.l[":"][k][l];
}
}
redrawLayer[2] = 1;
redrawLayer[4] = 1;
draw();
stepFrame();
} catch(e) {
log.innerHTML += e.toString() + "<br>";
}