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const frame = new Frame("fit", 1024, 768, lighter, dark);
frame.on("ready", ()=>{ // ES6 Arrow Function - similar to function(){}
zog("ready from ZIM Frame"); // logs in console (F12 - choose console)
// often need below - so consider it part of the template
const stage = frame.stage;
const stageW = frame.width;
const stageH = frame.height;
// REFERENCES for ZIM at https://zimjs.com
// see https://zimjs.com/intro.html for an intro example
// see https://zimjs.com/learn.html for video and code tutorials
// see https://zimjs.com/docs.html for documentation
// see https://codepen.io/topic/zim/ for ZIM on CodePen
// *** NOTE: ZIM Cat defaults to time in seconds
// All previous versions, examples, videos, etc. have time in milliseconds
// This can be set back with TIME = "milliseconds" but we suggest you give it a try!
// There will be a warning in the conslole if your animation is not moving ;-)
// It is unlikely that you will find this app anywhere.
// The reason is it is quite tricky to code - this was coded in a day.
// The reason it can be coded in a day is that we used ZIM.
// The only other framework that might come close is PaperJS
// but that does not drag along a path so they would be stuck there
// In making the app, we identified a couple future methods for Squiggle and Blob
// These are reversing the points and joining points
// To reverse, the order needs to be changed and the Bezier rectangles swapped
// To join the last rectangles of the end point get replaced
// with the last rectangles of the first point of the next path
// and then that first point of the next path is removed
// ** EDIT - here is an example of the work done to ZIM NFT based on this app
// https://zimjs.com/explore/pathediting.html
// We may come back and refactor and add more comments later - need to get on to other things...
// CODE HERE
var top = new Rectangle(stageW, 80, dark).addTo();
new Label("ZIM Tessellator!", null, null, lighter).pos(50,0,LEFT,CENTER,top)
STYLE = {
Circle:{
radius:mobile()?16:8,
color:light,
borderColor:dark,
borderWidth:2
},
Blob:{
borderColor:purple,
borderWidth:8,
interactive:false,
strokeObj:{miterLimit:.8}
}
}
var r = new Rectangle(500,500,orange,purple,8).center();
var s = new Squiggle({
color:purple,
thickness:8,
points:4,
length:500,
move:false
}).center();
const s0 = s.pointControls[0];
const s3 = s.pointControls[3];
const b1 = new Circle()
.loc(s0)
.drag(new Boundary(r.x,r.y,0,r.height));
const b2 = new Circle()
.loc(s3)
.drag(new Boundary(r.x+r.width,r.y,0,r.height));
const pane = new Pane(stageW+100,80,"",yellow);
let part1;
let part2;
let holder = new Container(stageW, stageH).centerReg();
let ticker2;
let track1; // top and bottom squiggles in second part (invisible)
let track2;
let ball1; // follow path of track1, track2
let ball2;
let sV; // vertical squiggle in second part - end points follow ball1, ball2
let blob2; // part1 and part2 combined
let blob3; // part3 and part4 combined
let eye1; // optional circle for eye
let eye2; //
let eyeLabel;
let arrow;
const picker1 = new ColorPicker({colors:[red, orange, yellow, green, blue, pink, grey, white], cols:8, selectedColor:green});
const picker2 = picker1.clone();
picker2.selectedColor = blue;
const pickerText = new Label("Pick colors\nfor tiles").sca(.8).alp(.7).pos(50,220,LEFT,BOTTOM).removeFrom();
picker1.sca(.5).rot(90).pos(50,300,LEFT,BOTTOM).removeFrom();
picker2.sca(.5).rot(90).pos(110,300,LEFT,BOTTOM).removeFrom();
const button = new Button({
label:"CUT",
backgroundColor:purple,
rollBackgroundColor:pink,
corner:10,
width:170
})
.sca(.7)
.pos(0,50,CENTER,BOTTOM)
.tap(() => {
if (s.parent) { // first cut
s.approximateBounds(null,null,-3);
let b = s.boundsToGlobal();
if (b.x < r.x || b.x+b.width>r.x+r.width ||
b.y < r.y || b.y+b.height>r.y+r.height) {
pane.text = "Please keep curve within square";
pane.show();
} else {
makeFirstCut();
}
} else if (button.text == "CUT") { // second cut
sV.approximateBounds(null,null,-3);
let b = sV.boundsToGlobal();
let h = holder.boundsToGlobal();
if (b.x < h.x || b.x+b.width>h.x+h.width ||
b.y < h.y || b.y+b.height>h.y+h.height) {
pane.text = "Please keep curve within shape";
pane.show();
} else {
makeSecondCut();
}
} else if (button.text == "TILE") {
makeTessellation();
} else if (button.text == "SAVE") {
button.removeFrom();
arrow.removeFrom();
new Loader().save(stage, "ZIM_Tessellation");
arrow.addTo();
button.addTo();
stage.update();
}
});
function makeFirstCut() {
Ticker.remove(ticker1);
button.enabled = false;
let points = copy(s.points);
trimEnds(points);
points.push([r.width,r.y-s.y]);
points.push([0,r.y-s.y]);
part1 = new Blob({
color:orange,
points:points
})
.loc(s)
.addTo(holder)
.approximateBounds()
.animate({
wait:.5,
props:{y:String(r.height/2)}
});
let points2 = copy(s.points);
trimEnds(points2);
points2.push([r.width,r.y-s.y+r.height]);
points2.push([0,r.y-s.y+r.height]);
part2 = new Blob({
color:yellow,
points:points2
})
.loc(s)
.addTo(holder)
.approximateBounds()
.animate({
wait:.5,
props:{y:String(-r.height/2)}
})
r.removeFrom();
s.removeFrom();
b1.removeFrom();
b2.removeFrom();
let newHeight = part1.height + part2.height;
let newScale = stageH/newHeight*.7;
let yDiff = (part2.height-newHeight/2)*newScale; // simplified from longer formula
holder.animate({
wait:.5,
props:{scale:newScale, y:String(yDiff)}, // brackets for relative animation
call:() => {
// make two shapes into one
let one = copy(part2.points);
one.pop();
one.pop();
let two = copy(part1.points);
two.pop();
two.pop();
// need to reverse the points
// which mean bezier rectangles need to reverse too
// should make a method for this on Squiggle and Blob
two.reverse();
loop(two, point=>{
point[1] += r.height; // make second curve points relative to first curve origin
[point[6], point[7], point[4], point[5]] = [point[4], point[5], point[6], point[7]];
});
// reset bounds of Rectangle
holder.setBounds(null); // set to adjusting bounds
let b = holder.getBounds();
holder.setBounds(b.x, b.y, b.width, b.height); // set to non-adjusting bounds
blob2 = new Blob({
color:green,
points:one.concat(two)
}).approximateBounds().center(holder);
blob2Original = copy(blob2.points);
// add invisible tracks to run the ends of the new squiggle along
track1 = s.clone().loc(part2.x, part2.y, holder).vis(false);
track2 = s.clone().loc(part1.x, part1.y, holder).vis(false);
track1.interactive = false;
track2.interactive = false;
part1.removeFrom();
part2.removeFrom();
ball1 = new Circle()
.addTo()
.vis(false)
.animate({
props:{path:track1},
drag:true
});
ball1.percentComplete = 50;
ball2 = new Circle()
.addTo()
.vis(false)
.animate({
props:{path:track2},
drag:true
})
ball2.percentComplete = 50;
let h1 = holder.globalToLocal(ball1.x, ball1.y);
let h2 = holder.globalToLocal(ball2.x, ball2.y);
sV = new Squiggle({
thickness:8,
points:[
[h1.x, h1.y, 0,0, 0,0, 0,75, "free"],
[h1.x-100,h1.y+150, 0,0, 0,-75, 0,75],
[h2.x+100,h2.y-150, 0,0, 0,-75, 0,75],
[h2.x, h2.y, 0,0, 0,-75, 0,0, "free"]
],
length:newHeight,
color:purple,
move:false
})
.addTo(holder, 2)
.vis(false);
let p1 = sV.pointControls[0];
let length = sV.pointControls.length;
let p2 = sV.pointControls[length-1];
ticker2 = Ticker.add(() => {
p1.loc(ball1);
p2.loc(ball2);
sV.update();
});
timeout(.1, () => {
ball1.vis(true);
ball2.vis(true);
sV.vis(true);
button.enabled = true;
stage.update();
});
}
});
}
function makeSecondCut() {
Ticker.remove(ticker2);
button.enabled = false;
button.text = "TILE";
track1.addPoint(ball1.percentComplete);
track2.addPoint(ball2.percentComplete);
let b = holder.getBounds();
// SPLIT TOP SQUIGGLE
let points = copy(track1.points);
let leftPoints = []; // start of top track squiggle (first of left blob)
let lastPoints = []; // end of top track squiggle (last of right blob)
let count = 0;
let sPoints = s.points;
let first = true;
loop(points, p=>{
let pp = sPoints[count];
let ppp = copy(p);
let pppPoint = track1.localToLocal(ppp[0], ppp[1], holder);
ppp[0]=pppPoint.x; // due to origin of holder not at corner of bounds
ppp[1]=pppPoint.y;
if (p[0]==pp[0]&&p[1]==pp[1]) {
if (first) leftPoints.push(copy(ppp));
else lastPoints.push(copy(ppp));
count++;
} else {
leftPoints.push(copy(ppp));
trimEnds(leftPoints);
lastPoints.push(copy(ppp));
first = false;
}
});
let sVp = copy(sV.points);
// give the right stick of the common point the squiggle's position
// should make a join function in Squiggle and Blob that does this
leftPoints[leftPoints.length-1][6] = sVp[0][6];
leftPoints[leftPoints.length-1][7] = sVp[0][7];
sVp.shift(); // remove the first point
leftPoints = leftPoints.concat(sVp);
// SPLIT BOTTOM SQUIGGLE
let points2 = copy(track2.points);
let rightPoints = []; // right side backwards of bottom track squiggle
let thirdPoints = []; // left side backwards of bottom track squiggle
count = 0;
let total = sPoints.length;
first = true;
loop(points2, p=>{ // loop through bottom track backwards (note last loop parameter is true)
let pp = sPoints[total-count-1];
let ppp = copy(p);
let pppPoint = track2.localToLocal(ppp[0], ppp[1], holder);
ppp[0]=pppPoint.x; // due to origin of holder not at corner of bounds
ppp[1]=pppPoint.y;
// bezier rectangles need to reverse too
[ppp[6], ppp[7], ppp[4], ppp[5]] = [ppp[4], ppp[5], ppp[6], ppp[7]];
if (p[0]==pp[0]&&p[1]==pp[1]) {
if (first) rightPoints.push(copy(ppp));
else thirdPoints.push(copy(ppp));
count++
} else {
rightPoints.push(copy(ppp));
trimEnds(rightPoints);
thirdPoints.push(copy(ppp));
first = false;
}
}, true);
let sVp2 = copy(sV.points);
sVp2.reverse(); // do sV backwards
loop(sVp2, point=>{
[point[6], point[7], point[4], point[5]] = [point[4], point[5], point[6], point[7]];
});
// give the right stick of the common point the squiggle's position
rightPoints[rightPoints.length-1][6] = sVp2[0][6];
rightPoints[rightPoints.length-1][7] = sVp2[0][7];
sVp2.shift(); // remove the first point
rightPoints = rightPoints.concat(sVp2);
// continue on left side with thirdPoints
// give the right stick of the common point the squiggle's position
leftPoints[leftPoints.length-1][6] = thirdPoints[0][6];
leftPoints[leftPoints.length-1][7] = thirdPoints[0][7];
leftPoints[leftPoints.length-1][8] = "free";
thirdPoints.shift(); // remove the first point
leftPoints = leftPoints.concat(thirdPoints);
trimEnds(leftPoints);
// continue on right side with lastPoints
// give the right stick of the common point the squiggle's position
rightPoints[rightPoints.length-1][6] = lastPoints[0][6];
rightPoints[rightPoints.length-1][7] = lastPoints[0][7];
lastPoints.shift(); // remove the first point
rightPoints = rightPoints.concat(lastPoints);
trimEnds(rightPoints);
blob2.removeFrom();
sV.removeFrom()
track1.removeFrom();
track2.removeFrom();
ball1.removeFrom();
ball2.removeFrom();
let firstY = leftPoints[0][1];
let lastY = rightPoints[rightPoints.length-1][1];
part3 = new Blob({
color:green,
points:leftPoints
})
.approximateBounds()
.addTo(holder)
.animate({
wait:.5,
props:{x:String(r.width/2), y:String((lastY-firstY)/2)}
});
part4 = new Blob({
color:yellow,
points:rightPoints
})
.approximateBounds()
.addTo(holder)
.animate({
wait:.5,
props:{x:String(-r.width/2), y:String((firstY-lastY)/2)}
});
// want to animate to final scales and positions
// but was really hard to figure out what those were
// so just record current properties
// use scaleTo() and center() which do the hard calculations
// figure out the final properties
// reset the properties and animate to the final properties
// record current
part3.oX = part3.x;
part3.oY = part3.y;
part4.oX = part4.x;
part4.oY = part4.y;
holder.oX = holder.x;
holder.oY = holder.y;
holder.oS = holder.scale;
// set to parts to new places
part3.x += r.width/2;
part3.y += (lastY-firstY)/2;
part4.x += -r.width/2;
part4.y += (firstY-lastY)/2;
// reset bounds of Rectangle
holder.setBounds(null); // set to adjusting bounds
b = holder.getBounds();
holder.setBounds(b.x, b.y, b.width, b.height); // set to non-adjusting bounds
// set new scale and position
holder.scaleTo(stage, 90, 70).center();
// record values
let nX = holder.x
let nY = holder.y
let nS = holder.scale;
// set back
holder.sca(holder.oS);
holder.loc(holder.oX, holder.oY);
part3.x = part3.oX;
part3.y = part3.oY;
part4.x = part4.oX;
part4.y = part4.oY;
holder.animate({
wait:.5,
props:{scale:nS, x:nX, y:nY}, // brackets for relative animation
call:() => {
// make final Blob
// make two shapes into one
let three = copy(part3.points);
loop(three, point=>{
let nP = part3.localToLocal(point[0], point[1], holder);
point[0]=nP.x;
point[1]=nP.y;
});
let four = copy(part4.points);
loop(four, point=>{
let nP = part4.localToLocal(point[0], point[1], holder);
point[0]=nP.x;
point[1]=nP.y;
});
// give the last stick of the common point next point's last stick and delete next point
three[three.length-1][6] = four[0][6];
three[three.length-1][7] = four[0][7];
four.shift(); // remove four's first point
// give the first stick of the first point the first stick of the last point and delete last point
three[0][4] = four[four.length-1][4];
three[0][5] = four[four.length-1][5];
four.pop(); // remove four's last point
blob3 = new Blob({
color:orange,
points:three.concat(four)
}).approximateBounds().center(holder);
part3.removeFrom();
part4.removeFrom();
STYLE = {};
eye1 = new Circle(25, purple)
.pos(100,100,LEFT,BOTTOM)
.addTo(holder)
.drag()
.alp(0)
.animate({alpha:1});
eye2 = new Circle(25, purple)
.pos(200,100,LEFT,BOTTOM)
.addTo(holder)
.drag()
.alp(0)
.animate({alpha:1});
eyeLabel = new Label("add optional eye(s)")
.alp(0)
.pos(50,50,LEFT,BOTTOM)
.addTo(holder)
.animate({alpha:.5});
button.enabled = true;
picker1.addTo().animate({
wait:1,
from:true,
props:{x:-200},
ease:"backOut",
time:.5
});
picker2.addTo().animate({
wait:.9,
from:true,
props:{x:-200},
ease:"backOut",
time:.5
});
pickerText.addTo().animate({
wait:1.2,
from:true,
props:{x:-200},
ease:"backOut",
time:.5
});
}
});
stage.update();
}
let e1;
let e2;
let tile;
let colors;
function makeTessellation() {
colors = series(picker1.selectedColor,picker2.selectedColor);
button.text = "SAVE";
if (blob3.hitTestCircle(eye1)) e1 = eye1.localToLocal(0,0,blob3);
else e1 = null;
if (blob3.hitTestCircle(eye2)) e2 = eye2.localToLocal(0,0,blob3);
else e2 = null;
let tr = track1.points;
let dt = tr[tr.length-1][1]-tr[0][1];
tile = new Tile({
obj:clonePattern,
cols:17,
rows:16,
colSize:r.width,
rowSize:r.height,
clone:false
}).sca(.3);
loop(tile.items2DCols, (col,i)=>{
loop(col, pattern=>{
pattern.mov(0,dt*i);
});
});
tile.setBounds(null);
tile.center();
button.top();
STYLE = {
Triangle:{
borderColor:white,
borderWidth:2
}
}
arrow = new Arrow(purple, pink).sha(black.toAlpha(.1),5,5,10).rot(180).sca(1.3).pos(50,40,LEFT,BOTTOM).tap(() => {
button.text = "TILE";
tile.removeFrom();
arrow.dispose();
stage.update();
});
STYLE = {};
stage.update();
}
function clonePattern() {
let pattern = blob3.clone();
pattern.color = colors();
if (e1) eye1.clone().loc(e1, null, pattern);
if (e2) eye2.clone().loc(e2, null, pattern);
return pattern;
}
function trimEnds(points) {
points[0][4] = 0; // x
points[0][5] = 0; // y
points[0][8] = "free";
points[points.length-1][6] = 0; // x
points[points.length-1][7] = 0; // y
points[points.length-1][8] = "free";
}
const ticker1 = Ticker.add(() => {
if (s.parent) {
s0.loc(b1);
s3.loc(b2);
s.update();
}
});
// DOCS FOR ITEMS USED
// https://zimjs.com/docs.html?item=Frame
// https://zimjs.com/docs.html?item=Container
// https://zimjs.com/docs.html?item=Circle
// https://zimjs.com/docs.html?item=Rectangle
// https://zimjs.com/docs.html?item=Squiggle
// https://zimjs.com/docs.html?item=Blob
// https://zimjs.com/docs.html?item=Label
// https://zimjs.com/docs.html?item=Button
// https://zimjs.com/docs.html?item=Pane
// https://zimjs.com/docs.html?item=ColorPicker
// https://zimjs.com/docs.html?item=Loader
// https://zimjs.com/docs.html?item=tap
// https://zimjs.com/docs.html?item=drag
// https://zimjs.com/docs.html?item=hitTestCircle
// https://zimjs.com/docs.html?item=boundsToGlobal
// https://zimjs.com/docs.html?item=animate
// https://zimjs.com/docs.html?item=loop
// https://zimjs.com/docs.html?item=sha
// https://zimjs.com/docs.html?item=pos
// https://zimjs.com/docs.html?item=loc
// https://zimjs.com/docs.html?item=mov
// https://zimjs.com/docs.html?item=top
// https://zimjs.com/docs.html?item=alp
// https://zimjs.com/docs.html?item=rot
// https://zimjs.com/docs.html?item=sca
// https://zimjs.com/docs.html?item=scaleTo
// https://zimjs.com/docs.html?item=addTo
// https://zimjs.com/docs.html?item=removeFrom
// https://zimjs.com/docs.html?item=centerReg
// https://zimjs.com/docs.html?item=center
// https://zimjs.com/docs.html?item=Arrow
// https://zimjs.com/docs.html?item=Tile
// https://zimjs.com/docs.html?item=timeout
// https://zimjs.com/docs.html?item=copy
// https://zimjs.com/docs.html?item=Boundary
// https://zimjs.com/docs.html?item=series
// https://zimjs.com/docs.html?item=toAlpha
// https://zimjs.com/docs.html?item=zog
// https://zimjs.com/docs.html?item=STYLE
// https://zimjs.com/docs.html?item=Ticker
// FOOTER
// call remote script to make ZIM icon - you will not need this
createIcon();
createGreet();
}); // end of ready
Also see: Tab Triggers