Pen Settings

HTML

CSS

CSS Base

Vendor Prefixing

Add External Stylesheets/Pens

Any URLs added here will be added as <link>s in order, and before the CSS in the editor. You can use the CSS from another Pen by using its URL and the proper URL extension.

+ add another resource

JavaScript

Babel includes JSX processing.

Add External Scripts/Pens

Any URL's added here will be added as <script>s in order, and run before the JavaScript in the editor. You can use the URL of any other Pen and it will include the JavaScript from that Pen.

+ add another resource

Packages

Add Packages

Search for and use JavaScript packages from npm here. By selecting a package, an import statement will be added to the top of the JavaScript editor for this package.

Behavior

Auto Save

If active, Pens will autosave every 30 seconds after being saved once.

Auto-Updating Preview

If enabled, the preview panel updates automatically as you code. If disabled, use the "Run" button to update.

Format on Save

If enabled, your code will be formatted when you actively save your Pen. Note: your code becomes un-folded during formatting.

Editor Settings

Code Indentation

Want to change your Syntax Highlighting theme, Fonts and more?

Visit your global Editor Settings.

HTML

              
                <html>

<head>
</head>

<body>
</body>

</html>
              
            
!

CSS

              
                body {
    padding: 0;
    margin: 0;
    display: -webkit-box;
    display: -ms-flexbox;
    display: flex;
    -webkit-box-pack: center;
    -ms-flex-pack: center;
    justify-content: center;
    -webkit-box-align: center;
    -ms-flex-align: center;
    align-items: center;
    background: black;
}

canvas {
    position: fixed;
    top: 50%;
    left: 50%;
    -webkit-transform: translate(-50%, -50%);
    transform: translate(-50%, -50%);
}

              
            
!

JS

              
                console.clear();

class Point {
    constructor(id) {
        this.pos = createVector(random(width), random(height));
        this.id = id;
        this.color = "rgba(255, 255, 255, 0.5)";
    }

    show() {
        fill(this.color);
        noStroke();
        circle(this.pos.x, this.pos.y, 20);
        const idText = this.id.toString();
        fill(0);
        text(
            idText,
            this.pos.x - textWidth(idText) / 2,
            this.pos.y + textSize() / 2
        );
    }

    constrain() {
        if (this.pos.x < 60) {
            this.pos.x = 60;
        }
        if (this.pos.x > width - 60) {
            this.pos.x = width - 60;
        }
        if (this.pos.y < 60) {
            this.pos.y = 60;
        }
        if (this.pos.y > height - 60) {
            this.pos.y = height - 60;
        }
    }
}

function myBezierPoint(a, b, c, d, t) {
    const t3 = t * t * t,
        t2 = t * t,
        f1 = -0.5 * t3 + t2 - 0.5 * t,
        f2 = 1.5 * t3 - 2.5 * t2 + 1.0,
        f3 = -1.5 * t3 + 2.0 * t2 + 0.5 * t,
        f4 = 0.5 * t3 - 0.5 * t2;
    return a * f1 + b * f2 + c * f3 + d * f4;
}

function indexMod(i, l) {
    if (i < 0) {
        return indexMod(l + i, l);
    }
    if (i >= l) {
        return indexMod(i - l, l);
    }
    return i;
}

function threePointsAngle(center, A, B) {
    const base = A.pos.copy().sub(center.pos);
    const target = B.pos.copy().sub(center.pos);
    const angle = base.angleBetween(target);
    return angle;
}

function collideLineLine(A, B, C, D) {
    const { x: x1, y: y1 } = A.pos;
    const { x: x2, y: y2 } = B.pos;
    const { x: x3, y: y3 } = C.pos;
    const { x: x4, y: y4 } = D.pos;

    // Avoid considering collision if one point is in common
    if (A.id === C.id || A.id === D.id || B.id === C.id || B.id === D.id) {
        return false;
    }

    // calculate the distance to intersection point
    const uA =
        ((x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3)) /
        ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));
    const uB =
        ((x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3)) /
        ((y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1));

    // if uA and uB are between 0-1, lines are colliding
    if (uA >= 0 && uA <= 1 && uB >= 0 && uB <= 1) {
        return true;
    }

    return false;
}

class Terrain {
    constructor() {
        this.nbOfPoints = 9;
        this.maxPush = 10;
        this.pushCounter = 0;
        this.reset();
    }

    reset() {
        this.points = [];
        for (let i = 0; i < this.nbOfPoints; i++) {
            this.points.push(new Point(i));
            this.points[i].constrain();
        }
    }
    pushPoints() {
        if (this.pushCounter > this.maxPush) {
            this.pushCounter = 0;
            return true;
        }
        this.pushCounter++;
        let stable = true;
        for (let i = 0; i < this.points.length; i++) {
            for (let j = 0; j < this.points.length; j++) {
                if (i === j) {
                    continue;
                }
                const a = this.points[i];
                const b = this.points[j];

                const distance = a.pos.copy().sub(b.pos);
                if (distance.mag() < 150) {
                    a.pos.add(distance.copy().setMag(100).rotate(radians(15)));
                    a.pos.add(createVector(random(20), random(20)));

                    b.pos.sub(distance.copy().setMag(100).rotate(radians(15)));
                    a.pos.add(createVector(random(20), random(20)));
                    a.constrain();
                    b.constrain();
                    stable = false;
                }
            }
        }
        if (stable) {
            this.pushCounter = 0;
        }

        // Just by safety is some point are too close remove one of them
        let toBeRemoved = [];
        for (let i = 0; i < this.points.length; i++) {
            for (let j = 0; j < this.points.length; j++) {
                const A = this.points[i];
                const B = this.points[j];
                if (A.id !== B.id && A.pos.dist(B.pos) < 40) {
                    toBeRemoved.push(A.id);
                }
            }
        }
        this.points = this.points.filter((p) => !toBeRemoved.includes(p.id));
        return stable;
    }

    getLeftMostPoint() {
        let leftMostPoint = this.points[0];
        for (const point of this.points) {
            if (point.pos.x < leftMostPoint.pos.x) {
                leftMostPoint = point;
            }
        }
        return leftMostPoint;
    }
    getDownMostPoint() {
        let downMostPoint = this.points[0];
        for (const point of this.points) {
            if (point.pos.y > downMostPoint.pos.y) {
                downMostPoint = point;
            }
        }
        return downMostPoint;
    }

    getKNearest(point, points, k) {
        const sortedByDistance = [...points]
            .filter((p) => p.id !== point.id)
            .sort((a, b) => {
                return a.pos.dist(point.pos) - b.pos.dist(point.pos);
            });
        return sortedByDistance.splice(0, k);
    }

    getConcaveHull() {
        // Largely inspired by https://repositorium.sdum.uminho.pt/bitstream/1822/6429/1/ConcaveHull_ACM_MYS.pdf
        const downMostPoint = this.getDownMostPoint();
        downMostPoint.color = "rgba(188, 198, 35, 0.5)";

        const hull = [downMostPoint];
        let remainingPoints = [...this.points].filter(
            (p) => p.id !== downMostPoint.id
        );

        let guard = 0;
        let K = 3;
        let k = K;
        //while (remainingPoints.length && guard < 10) {
        while (
            (hull.length < 2 || hull[0].id !== hull[hull.length - 1].id) &&
            guard < 40
        ) {
            guard++;
            const current = hull[hull.length - 1];
            if (hull.length === 4) {
                remainingPoints.push(hull[0]);
            }

            // find the k nearest
            const nearest = this.getKNearest(current, remainingPoints, k);
            // sort the nearest neighbords by angle
            nearest.sort((a, b) => {
                const directionA = a.pos.copy().sub(current.pos).rotate(PI);
                const directionB = b.pos.copy().sub(current.pos).rotate(PI);
                return directionA.heading() - directionB.heading();
            });

            let placed = false;
            let guard1 = 0;
            let selected;
            while (!placed && nearest.length && guard1 < 10) {
                guard1++;
                selected = nearest.pop();
                if (hull.length < 2) {
                    placed = true;
                    continue;
                }
                let createCollision = false;
                for (let i = 0; i < hull.length - 1; i++) {
                    const A = selected;
                    const B = hull[hull.length - 1];
                    const C = hull[i];
                    const D = hull[i + 1];
                    if (collideLineLine(A, B, C, D)) {
                        createCollision = true;
                    }
                }
                if (!createCollision) {
                    placed = true;
                }
            }
            if (!selected) {
                k++;
                continue;
            }
            hull.push(selected);
            remainingPoints = remainingPoints.filter(
                (p) => p.id !== selected.id
            );
        }

        this.concaveHull = hull;
    }

    getHull() {
        // // S is the set of points
        // // P will be the set of points which form the convex hull. Final set size is i.
        // pointOnHull = leftmost point in S // which is guaranteed to be part of the CH(S)
        // i := 0
        // repeat
        //     P[i] := pointOnHull
        //     endpoint := S[0]      // initial endpoint for a candidate edge on the hull
        //     for j from 0 to |S| do
        //         // endpoint == pointOnHull is a rare case and can happen only when j == 1 and a better endpoint has not yet been set for the loop
        //         if (endpoint == pointOnHull) or (S[j] is on left of line from P[i] to endpoint) then
        //             endpoint := S[j]   // found greater left turn, update endpoint
        //     i := i + 1
        //     pointOnHull = endpoint
        // until endpoint = P[0]      // wrapped around to first hull point

        const leftMostPoint = this.getLeftMostPoint();
        leftMostPoint.color = "rgba(198, 35, 188, 0.5)";

        const S = this.points;
        const P = [];
        let pointOnHull = leftMostPoint;
        let i = 0;
        let endpoint;
        do {
            P[i] = pointOnHull;
            endpoint = S[0];

            for (let j = 0; j < S.length; j++) {
                const Sj = S[j];
                const Pi = P[i];
                const angle = threePointsAngle(Pi, endpoint, Sj);
                if (endpoint.id === pointOnHull.id || angle < 0) {
                    endpoint = Sj;
                }
            }
            i++;
            pointOnHull = endpoint;
        } while (endpoint.id !== P[0].id && i < 15);
        P.push(P[0]);
        this.convexHull = P;
    }

    generateBezierCurve(points, step) {
        const curve = [];
        for (let i = 0; i < points.length; i++) {
            const a = points[indexMod(i - 1, points.length)];
            const b = points[indexMod(i, points.length)];
            const c = points[indexMod(i + 1, points.length)];
            const d = points[indexMod(i + 2, points.length)];

            const curvePoint = new Point(points.length);
            (curvePoint.pos.x = myBezierPoint(
                a.pos.x,
                b.pos.x,
                c.pos.x,
                d.pos.x,
                0.5
            )),
                (curvePoint.pos.y = myBezierPoint(
                    a.pos.y,
                    b.pos.y,
                    c.pos.y,
                    d.pos.y,
                    0.5
                ));

            curve.push(points[indexMod(i)]);
            curve.push(curvePoint);
        }
        if (!step || step === 0) {
            curve.push(curve[0]);
            return curve;
        }
        return this.generateBezierCurve(curve, step - 1);
    }

    getBezierConcaveHull() {
        if (!this.concaveHull) {
            throw new Error("can't generate bezier curve wihtout concave hull");
        }
        this.bezierConcaveHull = this.generateBezierCurve(
            [...this.concaveHull].slice(0, -1),
            3
        );
    }

    getBezierConvexHull() {
        if (!this.convexHull) {
            throw new Error("can't generate bezier curve wihtout concave hull");
        }
        this.bezierConvexHull = this.generateBezierCurve(
            [...this.convexHull].slice(0, -1),
            3
        );
    }

    show() {
        for (const p of this.points) {
            p.show();
        }

        /*
        if (this.convexHull) {
            stroke("rgba(198, 35, 188, 0.5)");
            for (let i = 0; i < this.convexHull.length - 1; i++) {
                const A = this.convexHull[i].pos;
                const B = this.convexHull[i + 1].pos;
                line(A.x, A.y, B.x, B.y);
            }
        }
        */

        if (this.bezierConvexHull) {
            stroke("rgba(198, 35, 188, 1)");
            for (let i = 0; i < this.bezierConvexHull.length - 1; i++) {
                const A = this.bezierConvexHull[i].pos;
                const B = this.bezierConvexHull[i + 1].pos;
                line(A.x, A.y, B.x, B.y);
                ellipse(A.x, A.y, 2);
            }
        }

        /*
        if (this.concaveHull) {
            stroke("rgba(188, 198, 35, 0.5)");
            for (let i = 0; i < this.concaveHull.length - 1; i++) {
                const A = this.concaveHull[i].pos;
                const B = this.concaveHull[i + 1].pos;
                line(A.x, A.y, B.x, B.y);
            }
        }
        */

        if (this.bezierConcaveHull) {
            stroke("rgba(188, 198, 35, 1)");
            for (let i = 0; i < this.bezierConcaveHull.length - 1; i++) {
                const A = this.bezierConcaveHull[i].pos;
                const B = this.bezierConcaveHull[i + 1].pos;
                line(A.x, A.y, B.x, B.y);
                ellipse(A.x, A.y, 2);
            }
        }
    }
}

class Track {
    constructor(points, trackWidth) {
        this.minAngle = radians(90);
        const lefts = [];
        const rights = [];
        for (let i = 0; i < points.length - 1; i++) {
            const anchor = points[i].pos;
            const mover = points[i + 1].pos;
            const left = mover
                .copy()
                .sub(anchor)
                .rotate(PI / 2)
                .setMag(20)
                .add(anchor);
            const right = mover
                .copy()
                .sub(anchor)
                .rotate(-PI / 2)
                .setMag(20)
                .add(anchor);

            //track.push(points[i].pos);
            rights.push(right);
            lefts.push(left);
        }
        this.right = [...rights, rights[0]];
        this.left = [...lefts, lefts[0]];
        this.track = [...points.map((p) => p.pos)];
    }

    smoothSide(list) {
        let toRemove;
        let currentMinAngle = radians(180);
        for (let i = 1; i < list.length - 2; i++) {
            const A = list[i - 1];
            const center = list[i];
            const B = list[i + 1];
            const angle = Math.abs(
                threePointsAngle({ pos: center }, { pos: A }, { pos: B })
            );
            if (angle < currentMinAngle) {
                currentMinAngle = angle;
                toRemove = i;
            }
        }
        console.log(
            currentMinAngle,
            degrees(currentMinAngle),
            "min",
            this.minAngle,
            degrees(this.minAngle)
        );
        if (currentMinAngle < this.minAngle) {
            list.splice(toRemove, 1);
            return false;
        }

        return true;
    }
    smoothTrack() {
        let toRemove;
        let currentMinAngle = radians(180);
        for (let i = 1; i < this.track.length - 2; i++) {
            const A = this.track[i - 1];
            const center = this.track[i];
            const B = this.track[i + 1];
            const angle = Math.abs(
                threePointsAngle({ pos: center }, { pos: A }, { pos: B })
            );
            if (angle < currentMinAngle) {
                currentMinAngle = angle;
                toRemove = i;
            }
        }
        console.log(
            currentMinAngle,
            degrees(currentMinAngle),
            "min",
            this.minAngle,
            degrees(this.minAngle)
        );
        //if (currentMinAngle < this.minAngle) {
        if (currentMinAngle < radians(100)) {
            this.left.splice(toRemove, 1);
            this.track.splice(toRemove, 1);
            this.right.splice(toRemove, 1);
            return false;
        }

        return true;
    }
    smooth() {
        const doneTrack = this.smoothTrack();
        if (!doneTrack) {
            return false;
        }
        const doneRight = this.smoothSide(this.left);
        const doneLeft = this.smoothSide(this.right);
        return doneRight && doneLeft;
    }

    show() {
        stroke("rgba(19, 58, 216, 1)");
        for (let i = 0; i < this.track.length - 1; i++) {
            const A = this.track[i];
            const B = this.track[i + 1];
            line(A.x, A.y, B.x, B.y);
            ellipse(A.x, A.y, 2);
        }
        stroke("green");
        for (let i = 0; i < this.right.length - 1; i++) {
            const A = this.right[i];
            const B = this.right[i + 1];
            line(A.x, A.y, B.x, B.y);
            ellipse(A.x, A.y, 2);
        }
        stroke("red");
        for (let i = 0; i < this.left.length - 1; i++) {
            const A = this.left[i];
            const B = this.left[i + 1];
            line(A.x, A.y, B.x, B.y);
            ellipse(A.x, A.y, 2);
        }
    }
}

function pushOrReset() {
    const stable = terrain.pushPoints();
    if (!stable) {
        pushOrReset();
    } else {
        setTimeout(() => {
            if (generate === EASY) {
                terrain.getHull();
                terrain.getBezierConvexHull();
                track = new Track(terrain.bezierConvexHull, 10);
            } else {
                terrain.getConcaveHull();
                terrain.getBezierConcaveHull();
                track = new Track(terrain.bezierConcaveHull, 10);
            }

            const isSmooth = track.smooth();

            const smoothLoop = setInterval(() => {
                console.log("smooth again");
                const isSmooth = track.smooth();
                console.log("result isSmooth", isSmooth);
                if (isSmooth) {
                    clearInterval(smoothLoop);
                    setTimeout(() => {
                        terrain.reset();
                        pushOrReset();
                    }, 5000);
                }
            }, 100);
        }, 1000);
    }
}
let terrain;
let track;
let select;
const HARD = "HARD";
const EASY = "EASY";
let generate = "HARD";
function setup() {
    createCanvas(800, 800);
    select = createSelect();
    select.position(10, 10);
    select.option(HARD);
    select.option(EASY);

    select.changed(() => {
        generate = select.value();
    });
    terrain = new Terrain();
    pushOrReset();
}

function draw() {
    background(10);
    //terrain.show();
    if (track) {
        track.show();
    }
}

function keyPressed() {
    if (keyCode === UP_ARROW) {
        terrain.pushPoints();
    }
    if (keyCode === DOWN_ARROW) {
        terrain.reset();
        pushOrReset();
    }
}

              
            
!
999px

Console