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<div class="container">
<canvas class="illo"></canvas>
<p><a href="https://dribbble.com/shots/3611306-Happy-Town">Original design by Alex Pasquarella</a></p>
<p>Click & drag to rotate</p>
<p><button class="reset-button">Reset</button></p>
</div>
html { height: 100%; }
body {
min-height: 100%;
margin: 0;
display: flex;
align-items: center;
justify-content: center;
background: white;
font-family: sans-serif;
text-align: center;
cursor: move;
}
canvas {
display: block;
margin: 0px auto 20px;
}
a { color: #5AE; }
a:hover { color: #247; }
// Made with Zdog
// colors
var red = '#F44';
var navy = '#247';
var blue = '#5AE';
var gold = '#FB3';
var white = 'white';
// -------------------------- makeBuilding -------------------------- //
function makeBuilding( options ) {
var wallX = options.width/2;
var wallY = options.height;
var wallZ = options.depth/2;
// collect walls
var building = {};
// south/noth walls
[ true, false ].forEach( function( isSouth ) {
var wallTZ = isSouth ? -wallZ : wallZ;
var wallGroup = new Zdog.Group({
addTo: options.addTo,
translate: { z: -wallTZ },
});
var wallPath = [
{ x: -wallX, y: -wallY }
];
if ( options.gable == 'ns' ) {
wallPath.push({ x: 0, y: -wallY - wallX });
}
wallPath = wallPath.concat([
{ x: wallX, y: -wallY },
{ x: wallX, y: 0 },
{ x: -wallX, y: 0 },
]);
// wall
new Zdog.Shape({
path: wallPath,
addTo: wallGroup,
color: isSouth ? red : gold,
});
var windowColor = isSouth ? navy : red;
var windowProperty = isSouth ? 'southWindows' : 'northWindows';
handleWindows( options, windowProperty, wallGroup, windowColor );
var wallProperty = isSouth ? 'southWall' : 'northWall';
building[ wallProperty ] = wallGroup;
});
// east/west wall
[ true, false ].forEach( function( isWest ) {
var wallGroup = new Zdog.Group({
addTo: options.addTo,
translate: { x: isWest ? -wallX : wallX },
rotate: { y: TAU/4 },
});
var wallPath = [
{ x: -wallZ, y: -wallY }
];
if ( options.gable == 'ew' ) {
wallPath.push({ x: 0, y: -wallY - wallZ });
}
wallPath = wallPath.concat([
{ x: wallZ, y: -wallY },
{ x: wallZ, y: 0 },
{ x: -wallZ, y: 0 },
]);
// wall
new Zdog.Shape({
path: wallPath,
addTo: wallGroup,
color: isWest ? blue : white,
});
var windowColor = isWest ? navy : blue;
var windowProperty = isWest ? 'westWindows' : 'eastWindows';
handleWindows( options, windowProperty, wallGroup, windowColor );
var wallProperty = isWest ? 'westWall' : 'eastWall';
building[ wallProperty ] = wallGroup;
});
var roofMakers = {
ns: function() {
var y0 = -wallY - wallX;
var roofPanel = new Zdog.Shape({
path: [
{ x: 0, y: y0, z: wallZ },
{ x: 0, y: y0, z: -wallZ },
{ x: wallX, y: -wallY, z: -wallZ },
{ x: wallX, y: -wallY, z: wallZ },
],
addTo: options.addTo,
color: gold,
});
roofPanel.copy({
scale: { x: -1 },
color: navy,
});
},
ew: function() {
var y0 = -wallY - wallZ;
var xA = options.isChurch ? -wallX + 8 : -wallX;
var roofPanel = new Zdog.Shape({
path: [
{ z: 0, y: y0, x: xA },
{ z: 0, y: y0, x: wallX },
{ z: -wallZ, y: -wallY, x: wallX },
{ z: -wallZ, y: -wallY, x: xA },
],
addTo: options.addTo,
color: red,
});
roofPanel.copy({
path: [
{ z: 0, y: y0, x: -wallX },
{ z: 0, y: y0, x: wallX },
{ z: -wallZ, y: -wallY, x: wallX },
{ z: -wallZ, y: -wallY, x: -wallX },
],
scale: { z: -1 },
color: navy,
});
},
};
var roofMaker = roofMakers[ options.gable ];
if ( roofMaker ) {
roofMaker();
}
return building;
}
function handleWindows( options, windowProperty, wallGroup, color ) {
var windowOption = options[ windowProperty ];
if ( !windowOption ) {
return;
}
var columns = windowOption[0];
var rows = windowOption[1];
// var windowPaths = [];
for ( var row=0; row < rows; row++ ) {
for ( var col=0; col < columns; col++ ) {
var x = ( col - (columns-1)/2 ) * 6;
var y = -options.height + (row + 0.75) * 8;
var windowPath = [
{ x: x + -1, y: y + -2 },
{ x: x + 1, y: y + -2 },
{ x: x + 1, y: y + 2 },
{ x: x + -1, y: y + 2 },
];
new Zdog.Shape({
path: windowPath,
addTo: wallGroup,
color: color,
});
}
}
}
// -------------------------- lilPyramid -------------------------- //
function lilPyramid( options ) {
var anchor = new Zdog.Anchor({
addTo: options.addTo,
translate: options.translate,
});
var panel = new Zdog.Shape({
path: [
{ x: 0, y: -3, z: 0 },
{ x: 3, y: 0, z: 0 },
{ x: 0, y: 0, z: 3 },
],
addTo: anchor,
color: red,
});
panel.copy({
rotate: { y: TAU/4 },
color: red,
});
panel.copy({
rotate: { y: TAU/2 },
color: navy,
});
panel.copy({
rotate: { y: TAU * 3/4 },
color: navy,
});
}
function hedge( options ) {
var anchor = new Zdog.Anchor({
addTo: options.addTo,
translate: options.translate,
});
var ball = new Zdog.Shape({
path: [ { y: 0 }, { y: -1 } ],
addTo: anchor,
translate: { y: -2.5 },
stroke: 5,
color: options.color || navy,
});
ball.copy({
stroke: 4,
translate: { y: -5 },
});
ball.copy({
stroke: 2.5,
translate: { y: -7.5 },
});
}
// -------------------------- demo -------------------------- //
var illoElem = document.querySelector('.illo');
var w = 160;
var h = 160;
var minWindowSize = Math.min( window.innerWidth, window.innerHeight );
var zoom = Math.min( 6, Math.floor( minWindowSize / w ) );
illoElem.setAttribute( 'width', w * zoom );
illoElem.setAttribute( 'height', h * zoom );
var isSpinning = true;
var TAU = Zdog.TAU;
var illo = new Zdog.Illustration({
element: illoElem,
zoom: zoom,
rotate: { y: TAU/8 },
dragRotate: true,
onDragStart: function() {
isSpinning = false;
},
});
// default to flat, filled shapes
[ Zdog.Shape, Zdog.Rect, Zdog.Ellipse ].forEach( function( ItemClass ) {
ItemClass.defaults.fill = true;
ItemClass.defaults.stroke = false;
});
// -- illustration shapes --- //
var quarterView = 1/Math.sin(TAU/8);
// anchor
var town = new Zdog.Group({
addTo: illo,
translate: { y: 36 },
scale: { x: quarterView, z: quarterView },
updateSort: true,
});
// ----- front building ----- //
var frontAnchor = new Zdog.Anchor({
addTo: town,
translate: { x: 16, y: -4, z: 20 },
});
var frontBuilding = makeBuilding({
width: 22,
depth: 16,
height: 20,
addTo: frontAnchor,
gable: 'ew',
southWindows: [ 3, 1 ],
eastWindows: [ 2, 2 ],
westWindows: [ 2, 2 ],
northWindows: [ 3, 2 ],
});
// east gable dot
var gableDot = new Zdog.Ellipse({
diameter: 2,
addTo: frontBuilding.eastWall,
color: blue,
translate: { y: -20 },
});
// west gable dot
gableDot.copy({
addTo: frontBuilding.westWall,
color: navy,
});
// south doors
var door = new Zdog.Shape({
path: [
{ x: -2.5, y: 0 },
{ x: -2.5, y: -5.5 },
{ arc: [
{ x: -2.5, y: -8 },
{ x: 0, y: -8 },
]},
{ arc: [
{ x: 2.5, y: -8 },
{ x: 2.5, y: -5.5 },
]},
{ x: 2.5, y: 0 },
],
addTo: frontBuilding.southWall,
translate: { x: -4.5 },
color: navy,
});
door.copy({
translate: { x: 4.5 },
});
[ -1, 1 ].forEach( function( zSide ) {
var frontGableGroup = new Zdog.Group({
addTo: frontAnchor,
translate: { y: -20, z: -8*zSide },
});
// front building gable
new Zdog.Shape({
path: [
{ x: 0, y: -6 },
{ x: -6, y: 0 },
{ x: 6, y: 0 },
],
addTo: frontGableGroup,
translate: { y: 1 },
color: zSide == -1 ? red : gold,
});
gableDot.copy({
addTo: frontGableGroup,
translate: { y: -2 },
color: zSide == -1 ? navy : red,
});
var frontGableSide = new Zdog.Shape({
path: [
{ x: 0, y: 0, z: 0 },
{ x: 5, y: 5, z: 0 },
{ x: 0, y: 0, z: 5*zSide },
],
addTo: frontAnchor,
translate: { y: -25, z: -8*zSide },
color: gold,
});
frontGableSide.copy({
scale: { x: -1 },
color: navy,
});
});
// ----- left building ----- //
var leftAnchor = new Zdog.Anchor({
addTo: town,
translate: { x: -13, y: -10, z: 23 },
});
var leftBuilding = makeBuilding({
width: 16,
depth: 22,
height: 20,
addTo: leftAnchor,
gable: 'ns',
southWindows: [ 2, 2 ],
eastWindows: [ 3, 2 ],
westWindows: [ 3, 1 ],
northWindows: [ 2, 2 ],
});
door.copy({
addTo: leftBuilding.westWall,
translate: { x: -4.5 },
});
door.copy({
addTo: leftBuilding.westWall,
translate: { x: 4.5 },
});
// ----- cupola ----- //
var cupolaNSPanel = new Zdog.Shape({
path: [
{ x: -1, y: 0 },
{ x: 3, y: 0 },
{ x: 3, y: 9 },
{ x: -1, y: 5 },
// HACK add point to sort in front of roof
{ move: { x: 8, z: 4 } },
],
addTo: leftAnchor,
translate: { y: -34, z: 3 },
color: red,
});
cupolaNSPanel.copy({
scale: { x: -1 },
});
cupolaNSPanel.copy({
scale: { z: -1 },
translate: { y: -34, z: -3 },
color: gold,
});
cupolaNSPanel.copy({
translate: { y: -34, z: -3 },
scale: { x: -1, z: -1 },
color: gold,
});
[ -1, 1 ].forEach( function( xSide ) {
var group = new Zdog.Group({
addTo: leftAnchor,
translate: { y: -34, x: 3*xSide },
});
// ew panel
new Zdog.Shape({
path: [
{ z: 3, y: 0 },
{ z: 0, y: -3 },
{ z: -3, y: 0 },
{ z: -3, y: 9 },
{ z: 3, y: 9 },
// HACK add point to sort in front of roof
{ move: { x: 16*xSide } },
],
addTo: group,
color: xSide == -1 ? blue : white,
});
gableDot.copy({
addTo: group,
translate: { y: 3 },
rotate: { y: TAU/4 },
color: xSide == -1 ? navy : blue,
});
});
// cupola roof panel
var cupolaRoofPanel = new Zdog.Shape({
path: [
{ x: -3, y: -3, z: 0 },
{ x: 3, y: -3, z: 0 },
{ x: 3, y: 0, z: 3 },
{ x: -3, y: 0, z: 3 },
],
addTo: leftAnchor,
translate: { y: -34 },
color: navy,
});
cupolaRoofPanel.copy({
scale: { z: -1 },
color: red,
});
// ----- left building slopes ----- //
// east slope
var leftEWSlope = new Zdog.Shape({
path: [
{ x: 0, y: 0, z: 11 },
{ x: 0, y: 0, z: -11 },
{ x: 6, y: 6, z: -11 },
{ x: 6, y: 6, z: 11 },
],
addTo: leftAnchor,
translate: { x: 8 },
color: gold,
});
// west slope
leftEWSlope.copy({
scale: { x: -1 },
translate: { x: -8 },
color: gold,
});
// south slope
new Zdog.Shape({
path: [
{ z: 0, y: 0, x: -8 },
{ z: 0, y: 0, x: 8 },
{ z: 6, y: 6, x: 8 },
{ z: 6, y: 6, x: -8 },
],
addTo: leftAnchor,
translate: { z: 11 },
color: navy,
});
// south east corner
var leftCorner = new Zdog.Shape({
path: [
{ x: 0, y: 0, z: 0 },
{ x: 6, y: 6, z: 0 },
{ x: 0, y: 6, z: 6 },
],
addTo: leftAnchor,
translate: { x: 8, z: 11 },
color: red,
});
// south west corner
leftCorner.copy({
scale: { x: -1 },
translate: { x: -8, z: 11 },
color: blue,
});
// ----- back tower ----- //
var towerAnchor = new Zdog.Anchor({
addTo: town,
translate: { x: -13, y: -24, z: -4 },
});
var tower = makeBuilding({
width: 16,
depth: 16,
height: 28,
addTo: towerAnchor,
gable: 'ns',
southWindows: [ 2, 3 ],
eastWindows: [ 2, 2 ],
westWindows: [ 2, 3 ],
northWindows: [ 2, 3 ],
});
door.copy({
addTo: tower.eastWall,
translate: { x: 0 },
color: blue,
});
gableDot.copy({
addTo: tower.southWall,
translate: { y: -29 },
color: navy,
});
gableDot.copy({
addTo: tower.northWall,
translate: { y: -29 },
color: red,
});
var towerChimney = new Zdog.Shape({
addTo: towerAnchor,
path: [ { y: 0 }, { y: 4 } ],
translate: { x: -2, y: -37, z: 1 },
stroke: 2,
color: navy,
});
towerChimney.copy({
translate: { x: -2, y: -37, z: -3 },
});
// plume
new Zdog.Shape({
path: [
{ x: -3, y: 1 },
{ arc: [
{ x: -3, y: -1 },
{ x: -1, y: -1 },
]},
{ x: 3, y: -1 },
{ arc: [
{ x: 3, y: 1 },
{ x: 1, y: 1 },
]},
],
addTo: towerAnchor,
translate: { x: -2, y: -42, z: -6 },
rotate: { y: -TAU/4 },
stroke: 2,
color: blue
});
// ----- tower slopes ----- //
// big east slope
var towerEWSlope = new Zdog.Shape({
path: [
{ x: 0, y: 0, z: 1 },
{ x: 0, y: 0, z: -1 },
{ x: 1, y: 1, z: -1 },
{ x: 1, y: 1, z: 1 },
],
addTo: towerAnchor,
translate: { x: 8 },
// size by scaling
scale: { x: 20, y: 20, z: 8 },
color: gold,
});
// south slope down to left building
var towerNSSLope = new Zdog.Shape({
path: [
{ z: 0, y: 0, x: 1 },
{ z: 0, y: 0, x: -1 },
{ z: 1, y: 1, x: -1 },
{ z: 1, y: 1, x: 1 },
],
addTo: towerAnchor,
translate: { z: 8 },
scale: { x: 8, y: 14, z: 8 },
color: navy,
});
// south east corner
new Zdog.Shape({
path: [
{ x: 0, y: 0, z: 0 },
{ x: 20, y: 20, z: 0 },
{ x: 6, y: 20, z: 8 },
{ x: 0, y: 14, z: 8 },
],
addTo: towerAnchor,
translate: { x: 8, z: 8 },
color: red,
});
// north slope
towerNSSLope.copy({
translate: { z: -8 },
scale: { x: 8, y: 20, z: -7 },
color: gold,
});
// north east corner
new Zdog.Shape({
path: [
{ x: 0, y: 0, z: 0 },
{ x: 20, y: 20, z: 0 },
{ x: 0, y: 20, z: -7 },
],
addTo: towerAnchor,
translate: { x: 8, z: -8 },
color: gold,
});
// west slope
towerEWSlope.copy({
scale: { x: -12, y: 20, z: 8 },
translate: { x: -8 },
color: gold,
});
// north west corner
new Zdog.Shape({
path: [
{ x: 0, y: 0, z: 0 },
{ x: -12, y: 20, z: 0 },
{ x: 0, y: 20, z: -7 },
],
addTo: towerAnchor,
translate: { x: -8, z: -8 },
color: red,
});
// south west corner back to left building
new Zdog.Shape({
path: [
{ x: 0, y: 0, z: 0 },
{ x: -12, y: 20, z: 0 },
{ x: -6, y: 20, z: 8 },
{ x: 0, y: 14, z: 8 },
],
addTo: towerAnchor,
translate: { x: -8, z: 8 },
color: blue,
});
// ----- church ----- //
var churchAnchor = new Zdog.Anchor({
addTo: town,
translate: { x: -5, y: -4, z: -27 },
});
var church = makeBuilding({
isChurch: true, // special flag for roof
width: 22,
depth: 16,
height: 28,
addTo: churchAnchor,
gable: 'ew',
southWindows: [ 3, 2 ],
eastWindows: [ 2, 2 ],
northWindows: [ 3, 2 ],
});
door.copy({
addTo: church.westWall,
translate: { x: -3.5 },
});
door.copy({
addTo: church.westWall,
translate: { x: 3.5 },
});
// big circle window
new Zdog.Ellipse({
diameter: 8,
addTo: church.westWall,
translate: { y: -22 },
color: navy,
});
// ----- bell tower ----- //
( function() {
var bellTowerAnchor = new Zdog.Anchor({
addTo: churchAnchor,
translate: { x: -7, y: -36, z: -4 },
});
// tower ledge
new Zdog.Rect({
width: 8,
height: 8,
addTo: bellTowerAnchor,
translate: { y: -12 },
rotate: { x: TAU/4 },
color: navy,
});
var wallColors = [ red, white, gold, blue ];
var accentColors = [ navy, blue, red, navy ];
var roofColors = [ navy, gold, red, navy ];
for ( var i=0; i < 4; i++ ) {
var wallAnchor = new Zdog.Anchor({
addTo: bellTowerAnchor,
rotate: { y: TAU/4 * -i },
});
var bottomWallGroup = new Zdog.Group({
addTo: wallAnchor,
translate: { z: 4 }
});
var wallColor = wallColors[i];
var accentColor = accentColors[i];
var roofColor = roofColors[i];
// bottom wall
new Zdog.Rect({
width: 8,
height: 12,
addTo: bottomWallGroup,
translate: { y: -6 },
color: wallColor,
});
// circle cut-out
new Zdog.Ellipse({
diameter: 4,
addTo: bottomWallGroup,
translate: { y: -4 },
color: accentColor,
});
// top stripe
new Zdog.Rect({
width: 8,
height: 2,
addTo: bottomWallGroup,
translate: { y: -9 },
color: accentColor,
});
var topWallGroup = new Zdog.Group({
addTo: wallAnchor,
translate: { y: -12, z: 3 },
});
// top wall
new Zdog.Rect({
width: 6,
height: 7,
addTo: topWallGroup,
translate: { y: -3.5 },
color: wallColor,
});
// top window
new Zdog.Rect({
width: 2,
height: 5,
addTo: topWallGroup,
translate: { y: -2.5 },
color: accentColor,
});
// roof
new Zdog.Shape({
path: [
{ x: 0, y: 0, z: 0 },
{ x: -3, y: 6, z: 3 },
{ x: 3, y: 6, z: 3 },
],
addTo: wallAnchor,
translate: { y: -25 },
color: roofColor,
});
}
// roof connectors
// south, white side
new Zdog.Shape({
path: [
{ z: 4, y: 0 },
{ z: -4, y: -1 },
{ z: -4, y: 8 },
],
addTo: bellTowerAnchor,
translate: { x: 4 },
color: white,
});
// east gold side
var connector = new Zdog.Rect({
width: 8,
height: 10,
addTo: bellTowerAnchor,
translate: { z: -4, y: 4 },
color: gold,
});
// north blue side
connector.copy({
translate: { x: -4, y: 4 },
rotate: { y: TAU/4 },
color: blue,
});
})();
// ----- hill ----- //
new Zdog.Shape({
path: [
{ x: 0, y: 2 },
{ x: 10, y: 2 },
{ bezier: [
{ x: 14, y: 2 },
{ x: 20, y: 10 },
{ x: 24, y: 10 },
]},
{ x: 30, y: 10 },
{ arc: [
{ x: 34, y: 10 },
{ x: 34, y: 14 },
]},
// bring it back into hill
{ x: 14, y: 14, z: 0 },
],
addTo: town,
translate: { x: -6, y: -20, z: -12 },
stroke: 4,
color: gold,
});
// ----- lil pyramids ----- //
// front in front of left building
lilPyramid({
addTo: town,
translate: { x: 6, z: 35, y: -4 },
});
// behind left building
lilPyramid({
addTo: town,
translate: { x: -34, z: 20, y: -4 },
});
// front right
lilPyramid({
addTo: town,
translate: { x: 35, z: 8, y: -4 },
});
lilPyramid({
addTo: town,
translate: { x: 31, z: -2, y: -4 },
});
// in front of church
lilPyramid({
addTo: town,
translate: { x: 22, z: -28, y: -4 },
});
// ----- hedges ----- //
// to right of front building
hedge({
addTo: town,
translate: { x: 24, y: -4, z: 4 },
});
// right of church
hedge({
addTo: town,
translate: { x: -4, y: -4, z: -42 },
});
// in between tower & church
hedge({
addTo: town,
translate: { x: -30, y: -4, z: -18 },
// color: gold,
});
hedge({
addTo: town,
translate: { x: 9, y: -4, z: -17 },
// color: gold,
});
// ----- sun ----- //
new Zdog.Shape({
addTo: town,
translate: { x: -6, y: -52, z: -42 },
stroke: 6,
color: gold,
});
// ----- sky particles ----- //
// dot above left building
var skyDot = new Zdog.Shape({
translate: { x: -3, y: -48, z: 42 },
addTo: town,
stroke: 2,
color: white,
});
// in front of church
skyDot.copy({
translate: { x: 30, y: -28, z: -28 },
});
var skyDiamond = new Zdog.Shape({
path: [
{ x: 0, y: -1 },
{ x: 1, y: 0 },
{ x: 0, y: 1 },
{ x: -1, y: 0 },
],
addTo: town,
translate: { x: -27, y: -45, z: 29 },
scale: 0.75,
stroke: 0.5,
color: white,
});
skyDiamond.copy({
rotate: { y: TAU/4 },
});
var skyDiamond2 = skyDiamond.copy({
translate: { x: 8, y: -34, z: -42 },
});
skyDiamond2.copy({
rotate: { y: TAU/4, },
});
var skyStar = new Zdog.Shape({
path: [
{ x: 0, y: -1 },
{ arc: [
{ x: 0, y: 0 },
{ x: 1, y: 0 },
]},
{ arc: [
{ x: 0, y: 0 },
{ x: 0, y: 1 },
]},
{ arc: [
{ x: 0, y: 0 },
{ x: -1, y: 0 },
]},
{ arc: [
{ x: 0, y: 0 },
{ x: 0, y: -1 },
]},
],
addTo: town,
translate: { x: -39, y: -51, z: 12 },
scale: 1.5,
stroke: 1,
color: white,
});
skyStar.copy({
rotate: { y: TAU/4 },
});
// up front
var skyStar2 = skyStar.copy({
translate: { x: 29, y: -42, z: 30 },
color: white,
});
skyStar2.copy({
rotate: { y: TAU/4 },
});
// ----- clouds ----- //
var cloud = new Zdog.Ellipse({
addTo: town,
diameter: 3,
quarters: 2,
translate: { x: -30, y: -56, z: 10 },
rotate: { y: TAU/4, z: -TAU/4 },
stroke: 2,
closed: true,
color: white,
});
cloud.copy({
translate: { x: -30, y: -57, z: 6 },
});
cloud.copy({
translate: { x: -30, y: -56, z: 2 },
});
// line underneath
new Zdog.Shape({
addTo: town,
path: [ { x: -1 }, { x: 1 } ],
translate: { x: -30, y: -56, z: 6 },
scale: { x: 2 },
rotate: { y: TAU/4 },
stroke: 2,
color: white,
});
// ----- flat earth ----- //
var flatEarth = new Zdog.Ellipse({
diameter: 128,
addTo: illo,
translate: town.translate,
rotate: { x: TAU/4 },
stroke: 8,
color: navy,
});
// ----- sky ----- //
var sky = new Zdog.Group({
addTo: illo,
translate: town.translate,
// translate: { y: 2 },
});
( function() {
var topYs = [
-64, -64, -52, -52,
-44, -44, -36, -36,
-44, -44, -52, -52,
-60, -60, -52, -52,
];
var bottomYs = [
-24, -24, -16, -16,
-8, -8, -0, -0,
-8, -8, -16, -16,
-24, -24, -32, -32,
];
var radius = 64;
var skyPanelCount = topYs.length;
var angle = TAU / skyPanelCount;
var panelWidth = Math.tan( angle/2 ) * radius * 2;
for ( var i=0; i < skyPanelCount; i++ ) {
var nextI = (i + 1) % skyPanelCount;
var topYA = topYs[ i ];
var topYB = topYs[ nextI ];
var bottomYA = bottomYs[ i ];
var bottomYB = bottomYs[ nextI ];
var panelAnchor = new Zdog.Anchor({
addTo: sky,
rotate: { y: angle * i - TAU/4 },
translate: { y: 1 },
});
new Zdog.Shape({
path: [
{ x: -panelWidth/2, y: topYA },
{ bezier: [
{ x: 0, y: topYA },
{ x: 0, y: topYB },
{ x: panelWidth/2, y: topYB },
]},
{ x: panelWidth/2, y: bottomYB },
{ bezier: [
{ x: 0, y: bottomYB },
{ x: 0, y: bottomYA },
{ x: -panelWidth/2, y: bottomYA },
]},
],
addTo: panelAnchor,
translate: { z: -radius },
color: blue,
stroke: 1,
backface: false,
});
}
})();
// -- animate --- //
var t = 0;
var tSpeed = 1/120;
var then = new Date() - 1/60;
function animate() {
update();
render();
requestAnimationFrame( animate );
}
animate();
// -- update -- //
function update() {
var now = new Date();
var delta = now - then;
if ( isSpinning ) {
t += tSpeed * delta/60;
var theta = Zdog.easeInOut( t % 1 ) * TAU;
var rev = 1;
var spin = -theta * rev + TAU/8;
var extraRotation = TAU * rev * Math.floor( ( t % 4 ) );
illo.rotate.y = spin - extraRotation;
var everyOtherCycle = t % 2 < 1;
illo.rotate.x = everyOtherCycle ? 0 : ( Math.cos( theta ) * -0.5 + 0.5 ) * TAU * -1/8;
}
illo.normalizeRotate();
// rotate
illo.updateGraph();
then = now;
}
// -- render -- //
function render() {
var ctx = illo.ctx;
illo.prerenderCanvas();
// render shapes
var isCameraXUp = illo.rotate.x < 0 || illo.rotate.x > TAU/2;
sky.renderGraphCanvas( ctx );
// HACK sort flat earth & town shapes manually
if ( isCameraXUp ) {
flatEarth.renderGraphCanvas( ctx );
}
town.renderGraphCanvas( ctx );
if ( !isCameraXUp ) {
flatEarth.renderGraphCanvas( ctx );
}
illo.postrenderCanvas();
ctx.restore();
}
// ----- inputs ----- //
document.querySelector('.reset-button').onclick = function() {
isSpinning = false;
illo.rotate.set({ x: 0, y: TAU/8 });
};
Also see: Tab Triggers