From 82dff02ba39af9e280e099590f0884b5a56053a3 Mon Sep 17 00:00:00 2001 From: gavinspytek <118202559+gavinspytek@users.noreply.github.com> Date: Mon, 13 Feb 2023 14:30:09 -0600 Subject: [PATCH 1/5] Add files via upload --- gradbot-main/LICENSE | 674 ++++++++ gradbot-main/Parts-Sketch.fig | 33 + gradbot-main/README.md | 15 + gradbot-main/codeflask.min.js | 1 + gradbot-main/commands.html | 33 + gradbot-main/dark-mode.css | 4 + gradbot-main/gradbot.js | 3067 +++++++++++++++++++++++++++++++++ gradbot-main/index.css | 191 ++ gradbot-main/index.html | 217 +++ gradbot-main/light-mode.css | 4 + gradbot-main/userbot.js | 257 +++ 11 files changed, 4496 insertions(+) create mode 100644 gradbot-main/LICENSE create mode 100644 gradbot-main/Parts-Sketch.fig create mode 100644 gradbot-main/README.md create mode 100644 gradbot-main/codeflask.min.js create mode 100644 gradbot-main/commands.html create mode 100644 gradbot-main/dark-mode.css create mode 100644 gradbot-main/gradbot.js create mode 100644 gradbot-main/index.css create mode 100644 gradbot-main/index.html create mode 100644 gradbot-main/light-mode.css create mode 100644 gradbot-main/userbot.js diff --git a/gradbot-main/LICENSE b/gradbot-main/LICENSE new file mode 100644 index 0000000..b27ad83 --- /dev/null +++ b/gradbot-main/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/gradbot-main/Parts-Sketch.fig b/gradbot-main/Parts-Sketch.fig new file mode 100644 index 0000000..55a6d40 --- /dev/null +++ b/gradbot-main/Parts-Sketch.fig @@ -0,0 +1,33 @@ +#FIG 3.2 Produced by xfig version 3.2.7a +Landscape +Center +Metric +A4 +100.00 +Single +-2 +1200 2 +6 4275 4815 4365 4905 +2 1 0 1 0 7 50 -1 -1 0.000 0 0 -1 0 0 2 + 4320 4815 4320 4905 +2 1 0 1 0 7 50 -1 -1 0.000 0 0 -1 0 0 2 + 4275 4860 4365 4860 +-6 +6 4905 5445 4995 5535 +2 1 0 1 0 7 50 -1 -1 0.000 0 0 -1 0 0 2 + 4950 5445 4950 5535 +2 1 0 1 0 7 50 -1 -1 0.000 0 0 -1 0 0 2 + 4905 5490 4995 5490 +-6 +6 4275 6075 4365 6165 +2 1 0 1 0 7 50 -1 -1 0.000 0 0 -1 0 0 2 + 4320 6075 4320 6165 +2 1 0 1 0 7 50 -1 -1 0.000 0 0 -1 0 0 2 + 4275 6120 4365 6120 +-6 +2 2 0 1 0 7 50 -1 -1 0.000 0 0 -1 0 0 5 + 4050 4950 5850 4950 5850 6030 4050 6030 4050 4950 +2 2 0 1 0 7 50 -1 -1 0.000 0 0 -1 0 0 5 + 4050 6030 4590 6030 4590 6210 4050 6210 4050 6030 +2 2 0 1 0 7 50 -1 -1 0.000 0 0 -1 0 0 5 + 4050 4950 4590 4950 4590 4770 4050 4770 4050 4950 diff --git a/gradbot-main/README.md b/gradbot-main/README.md new file mode 100644 index 0000000..738e983 --- /dev/null +++ b/gradbot-main/README.md @@ -0,0 +1,15 @@ +# Gradbot # +--- +## Table of Contents +1. Run Gradbot +2. Gradbot Features +3. Extra Information +--- +### Run Gradbot +--- +### Gradbot Features +The Gradbot software is a way for students to learn beginning programming techniques in a fun and stable enviornment. Gradbot makes this easy with some of the following features. + +--- +### Extra Information +--- diff --git a/gradbot-main/codeflask.min.js b/gradbot-main/codeflask.min.js new file mode 100644 index 0000000..d186f85 --- /dev/null +++ b/gradbot-main/codeflask.min.js @@ -0,0 +1 @@ +!function(e,t){"object"==typeof exports&&"undefined"!=typeof module?module.exports=t():"function"==typeof define&&define.amd?define(t):e.CodeFlask=t()}(this,function(){"use strict";var e,t,n,a='"SFMono-Regular", Consolas, "Liberation Mono", Menlo, Courier, monospace',s="\n .codeflask {\n position: absolute;\n width: 100%;\n height: 100%;\n overflow: hidden;\n }\n\n .codeflask, .codeflask * {\n box-sizing: border-box;\n }\n\n .codeflask__pre {\n pointer-events: none;\n z-index: 3;\n overflow: hidden;\n }\n\n .codeflask__textarea {\n background: none;\n border: none;\n color: "+(e="caret-color",t="#000",("undefined"!=typeof CSS?CSS.supports(e,t):"undefined"!=typeof document&&(n=(n=e).split("-").filter(function(e){return!!e}).map(function(e){return e[0].toUpperCase()+e.substr(1)}).join(""))[0].toLowerCase()+n.substr(1)in document.body.style)?"#fff":"#ccc")+";\n z-index: 1;\n resize: none;\n font-family: "+a+";\n -webkit-appearance: pre;\n caret-color: #111;\n z-index: 2;\n width: 100%;\n height: 100%;\n }\n\n .codeflask--has-line-numbers .codeflask__textarea {\n width: calc(100% - 40px);\n }\n\n .codeflask__code {\n display: block;\n font-family: "+a+";\n overflow: hidden;\n }\n\n .codeflask__flatten {\n padding: 10px;\n font-size: 13px;\n line-height: 20px;\n white-space: pre;\n position: absolute;\n top: 0;\n left: 0;\n overflow: auto;\n margin: 0 !important;\n outline: none;\n text-align: left;\n }\n\n .codeflask--has-line-numbers .codeflask__flatten {\n width: calc(100% - 40px);\n left: 40px;\n }\n\n .codeflask__line-highlight {\n position: absolute;\n top: 10px;\n left: 0;\n width: 100%;\n height: 20px;\n background: rgba(0,0,0,0.1);\n z-index: 1;\n }\n\n .codeflask__lines {\n padding: 10px 4px;\n font-size: 12px;\n line-height: 20px;\n font-family: 'Cousine', monospace;\n position: absolute;\n left: 0;\n top: 0;\n width: 40px;\n height: 100%;\n text-align: right;\n color: #999;\n z-index: 2;\n }\n\n .codeflask__lines__line {\n display: block;\n }\n\n .codeflask.codeflask--has-line-numbers {\n padding-left: 40px;\n }\n\n .codeflask.codeflask--has-line-numbers:before {\n content: '';\n position: absolute;\n left: 0;\n top: 0;\n width: 40px;\n height: 100%;\n background: #eee;\n z-index: 1;\n }\n";function i(e,t,n){var a=t||"codeflask-style",s=n||document.head;if(!e)return!1;if(document.getElementById(a))return!0;var i=document.createElement("style");return i.innerHTML=e,i.id=a,s.appendChild(i),!0}var r={"&":"&","<":"<",">":">",'"':""","'":"'","/":"/","`":"`","=":"="};function o(e){return String(e).replace(/[&<>"'`=/]/g,function(e){return r[e]})}var l="undefined"!=typeof globalThis?globalThis:"undefined"!=typeof window?window:"undefined"!=typeof global?global:"undefined"!=typeof self?self:{};var c,u=(function(e){var t=function(e){var t=/\blang(?:uage)?-([\w-]+)\b/i,n=0,a={manual:e.Prism&&e.Prism.manual,disableWorkerMessageHandler:e.Prism&&e.Prism.disableWorkerMessageHandler,util:{encode:function(e){return e instanceof s?new s(e.type,a.util.encode(e.content),e.alias):Array.isArray(e)?e.map(a.util.encode):e.replace(/&/g,"&").replace(/e.length)return;if(!(v instanceof s)){if(f&&k!=t.length-1){if(p.lastIndex=x,!(S=p.exec(e)))break;for(var w=S.index+(g?S[1].length:0),F=S.index+S[0].length,A=k,C=x,T=t.length;A=(C+=t[A].length)&&(++k,x=C);if(t[k]instanceof s)continue;_=A-k,v=e.slice(x,C),S.index-=x}else{p.lastIndex=0;var S=p.exec(v),_=1}if(S){g&&(b=S[1]?S[1].length:0);F=(w=S.index+b)+(S=S[0].slice(b)).length;var L=v.slice(0,w),E=v.slice(F),N=[k,_];L&&(++k,x+=L.length,N.push(L));var j=new s(c,h?a.tokenize(S,h):S,m,S,f);if(N.push(j),E&&N.push(E),Array.prototype.splice.apply(t,N),1!=_&&a.matchGrammar(e,t,n,k,x,!0,c),o)break}else if(o)break}}}}},tokenize:function(e,t){var n=[e],s=t.rest;if(s){for(var i in s)t[i]=s[i];delete t.rest}return a.matchGrammar(e,n,t,0,0,!1),n},hooks:{all:{},add:function(e,t){var n=a.hooks.all;n[e]=n[e]||[],n[e].push(t)},run:function(e,t){var n=a.hooks.all[e];if(n&&n.length)for(var s,i=0;s=n[i++];)s(t)}},Token:s};function s(e,t,n,a,s){this.type=e,this.content=t,this.alias=n,this.length=0|(a||"").length,this.greedy=!!s}if(e.Prism=a,s.stringify=function(e,t,n){if("string"==typeof e)return e;if(Array.isArray(e))return e.map(function(n){return s.stringify(n,t,e)}).join("");var i={type:e.type,content:s.stringify(e.content,t,n),tag:"span",classes:["token",e.type],attributes:{},language:t,parent:n};if(e.alias){var r=Array.isArray(e.alias)?e.alias:[e.alias];Array.prototype.push.apply(i.classes,r)}a.hooks.run("wrap",i);var o=Object.keys(i.attributes).map(function(e){return e+'="'+(i.attributes[e]||"").replace(/"/g,""")+'"'}).join(" ");return"<"+i.tag+' class="'+i.classes.join(" ")+'"'+(o?" 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u=a-r.split("\n").pop().length,d=c.length,p=c.length;if(e.shiftKey)i.substr(u,c.length)===c?(d=-d,u>a?(o=o.substring(0,u)+o.substring(u+c.length),p=0):u===a?(d=0,p=0,o=o.substring(c.length)):(p=-p,r=r.substring(0,u)+r.substring(u+c.length))):(d=0,p=0),o=o.replace(new RegExp("\n"+c.split("").join("\\"),"g"),"\n");else r=r.substr(0,u)+c+r.substring(u,a),o=o.replace(/\n/g,"\n"+c);t.value=r+o+l,t.selectionStart=a+d,t.selectionEnd=a+o.length+p,t.selectionDirection=n}else t.value=r+c+l,t.selectionStart=a+c.length,t.selectionEnd=a+c.length;var h=t.value;this.updateCode(h),this.elTextarea.selectionEnd=s+this.opts.tabSize}},d.prototype.handleSelfClosingCharacters=function(e){if(this.opts.handleSelfClosingCharacters){var t=e.key;if(["(","[","{","<","'",'"'].includes(t)||[")","]","}",">","'",'"'].includes(t))switch(t){case"(":case")":this.closeCharacter(t);break;case"[":case"]":this.closeCharacter(t);break;case"{":case"}":this.closeCharacter(t);break;case"<":case">":case"'":case'"':this.closeCharacter(t)}}},d.prototype.setLineNumber=function(){this.lineNumber=this.code.split("\n").length,this.opts.lineNumbers&&this.updateLineNumbersCount()},d.prototype.handleNewLineIndentation=function(e){if(this.opts.handleNewLineIndentation&&13===e.keyCode){e.preventDefault();var t=this.elTextarea,n=t.selectionStart,a=t.selectionEnd,s=t.value,i=s.substr(0,n),r=s.substring(a),o=s.lastIndexOf("\n",n-1),l=o+s.slice(o+1).search(/[^ ]|$/),c=l>o?l-o:0,u=i+"\n"+" ".repeat(c)+r;t.value=u,t.selectionStart=n+c+1,t.selectionEnd=n+c+1,this.updateCode(t.value)}},d.prototype.closeCharacter=function(e){var t=this.elTextarea.selectionStart,n=this.elTextarea.selectionEnd;if(this.skipCloseChar(e)){var a=this.code.substr(n,1)===e,s=a?n+1:n,i=!a&&["'",'"'].includes(e)?e:"",r=""+this.code.substring(0,t)+i+this.code.substring(s);this.updateCode(r),this.elTextarea.selectionEnd=++this.elTextarea.selectionStart}else{var o=e;switch(e){case"(":o=String.fromCharCode(e.charCodeAt()+1);break;case"<":case"{":case"[":o=String.fromCharCode(e.charCodeAt()+2)}var l=this.code.substring(t,n),c=""+this.code.substring(0,t)+l+o+this.code.substring(n);this.updateCode(c)}this.elTextarea.selectionEnd=t},d.prototype.skipCloseChar=function(e){var t=this.elTextarea.selectionStart,n=this.elTextarea.selectionEnd,a=Math.abs(n-t)>0;return[")","}","]",">"].includes(e)||["'",'"'].includes(e)&&!a},d.prototype.updateCode=function(e){this.code=e,this.elTextarea.value=e,this.elCode.innerHTML=o(e),this.highlight(),this.setLineNumber(),setTimeout(this.runUpdate.bind(this),1)},d.prototype.updateLanguage=function(e){var t=this.opts.language;this.elCode.classList.remove("language-"+t),this.elCode.classList.add("language-"+e),this.opts.language=e,this.highlight()},d.prototype.addLanguage=function(e,t){u.languages[e]=t},d.prototype.populateDefault=function(){this.updateCode(this.code)},d.prototype.highlight=function(){u.highlightElement(this.elCode,!1)},d.prototype.onUpdate=function(e){if(e&&"[object Function]"!=={}.toString.call(e))throw Error("CodeFlask expects callback of type Function");this.updateCallBack=e},d.prototype.getCode=function(){return this.code},d.prototype.runUpdate=function(){this.updateCallBack&&this.updateCallBack(this.code)},d.prototype.enableReadonlyMode=function(){this.elTextarea.setAttribute("readonly",!0)},d.prototype.disableReadonlyMode=function(){this.elTextarea.removeAttribute("readonly")},d}); diff --git a/gradbot-main/commands.html b/gradbot-main/commands.html new file mode 100644 index 0000000..c193ef6 --- /dev/null +++ b/gradbot-main/commands.html @@ -0,0 +1,33 @@ + + + + Coding Your Robot +
Coding Your Robot
+ + +
+
+
+
+ 'side.setPower(level);'
+ Sets the power level of
+ the motor on the specified
+ side of the robot.
+ Side can be left or right.
+ Level can range from
+ 0 to 100.
+
+ 'await delay(number);'
+ Waits to move on to the
+ next command. Number is
+ the number of milliseconds
+ you would like the robot
+ to wait.
+
+ 'laser.fire;'
+ Fires the specified laser
+ one time. Use part name to
+ specify which laser to fire from.
+ +
+ \ No newline at end of file diff --git a/gradbot-main/dark-mode.css b/gradbot-main/dark-mode.css new file mode 100644 index 0000000..a9300be --- /dev/null +++ b/gradbot-main/dark-mode.css @@ -0,0 +1,4 @@ +/* body { + color: #eee; + background: #121212; + } */ \ No newline at end of file diff --git a/gradbot-main/gradbot.js b/gradbot-main/gradbot.js new file mode 100644 index 0000000..3c57e2a --- /dev/null +++ b/gradbot-main/gradbot.js @@ -0,0 +1,3067 @@ +/* + This program is a simulator for building robots. + Copyright (C) 2021 Robert Lowe + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + */ +/** + * @file gradbot.js + * @copyright Robert Lowe 2021 + * @license GPL 3.0 + */ + + +/****************************************** + * Utility Functions and Objects + ******************************************/ + + +/** + * This function takes an angle in radians and reduces it so its range + * is always within [0, 2*PI] + * @param {number} a - The angle to reduce + * @returns The reduced angle. + */ +function reduceAngle(a) { + var tau = 2 * Math.PI; + + a %= tau; + if(a<0) { + a+= tau; + } + + return a; +} + + +/** + * Compute the minimum distance from point e to the line segment + * ab. Each point is expected to be an object with fields x, y + * for the coordinates. This function also computes the angle to + * that closest point. + * @param {object} a - Endpoint a + * @param {object} b - Endpoint b + * @param {object} e - Endpoint e + * @returns {object} - an object {distance:, angle:} + */ +function minLineDist(a, b, e) { + //vectors + var ab = {x: b.x - a.x, y: b.y - a.y}; + var be = {x: e.x - b.x, y: e.y - b.y}; + var ae = {x: e.x - a.x, y: e.y - a.y}; + + //dot products + ab_be = ab.x * be.x + ab.y * be.y; + ab_ae = ab.x * ae.x + ab.y * ae.y; + + //Minimum distance from e to the line segment + var result = {distance: Infinity, angle: 0}; + + if(ab_be > 0) { + // Case 1 - Point b is the closest + var y = b.y - e.y; + var x = b.x - e.x; + result.distance = Math.sqrt(x * x + y * y); + result.angle = Math.atan2(y, x); + } else if(ab_ae < 0) { + // Case 2 - Point a is the closest + var y = b.y - e.y; + var x = b.x - e.x; + result.distance = Math.sqrt(x * x + y * y); + result.angle = Math.atan2(y, x); + } else { + // Case 3 - Perpendicular distance + var x1 = ab.x; + var y1 = ab.y; + var x2 = ae.x; + var y2 = ae.y; + var mod = Math.sqrt(x1 * x1 + y1 * y1); + result.distance = Math.abs(x1 * y2 - y1 * x2) / mod; + result.angle = Math.atan2(ab.y, ab.x) + Math.PI/2; + } + + return result; +} + + + +/** + * Find the minimum distance between point p and polygon poly. + * It also computes the angle to the nearest point. + * @param {object} p - The point as an x, y object. + * @param {object} poly - A list of points in the polygon + * @returns {object} - an object {distance:, angle:} + */ +function minPolyDist(p, poly) { + var result = {distance: Infinity, angle: 0}; + var dist; + + //handle single point polygons + if(poly.length == 1) { + var dx = poly[0].x - p.x; + var dy = poly[0].y - p.y; + result.distance = Math.sqrt(dx*dx + dy*dy); + result.angle = Math.atan2(dy, dx); + return result; + } + + //close the path + poly = poly.concat([poly[0]]); + + // check all the line segments + for(var i=0; i= view2.minx && + view1.miny <= view2.maxy && + view1.maxy >= view2.miny; +} + + + +/** + * This is a prototype for a positionable object. It handles all the + * intricacies of moving an object around. + * @param {number} x - x coordinate + * @param {number} y - y coordinate + * @param {number} heading - the direction in which the object is facing + */ +function Positionable(x, y, heading) { + this.x = x != undefined ? x : 0; + this.y = y != undefined ? y : 0; + this.heading = heading != undefined ? heading : 0; + this.heading = reduceAngle(this.heading); + + /** + * Rotate the positionable. + * @param {number} a - The angle to rotate by (in radians) + */ + this.rotate = function(a) { + this.heading = reduceAngle(this.heading + a); + }; + + + /** + * Turn the positionable to face along the given heading. + * @param {number} a - The new heading to face along + */ + this.face = function(a) { + this.heading = reduceAngle(a); + } + + + /** + * Move the positionable to (x,y) + * @param {*} x + * @param {*} y + */ + this.moveTo = function(x, y) { + this.x = x; + this.y = y; + } +} + + + +/****************************************** + * Simulation Objects + ******************************************/ + +/** + * A document for a part. + * Functions are an array of dictionaries: + * { name: name of the function + * doc: explanation of the function + * params: Array( { + * name : name of parameter + * doc : document of parameter + * } + * } + * Vars are an array of dictionaries: + * { name: name of var, doc: document of var } + * @param {*} name - name of the part + */ +function PartDoc() { + this.functions = Array(); + this.vars = Array(); + this.showName = true; + + this.display = function(parent, name) { + var ul = document.createElement("ul"); + parent.appendChild(ul); + + // process the functions + for(var i=0; i" + p.name + " - " + p.doc; + parameterList.appendChild(pli); + + } + + code.innerHTML += ")"; + li.appendChild(code); + li.appendChild(document.createElement("br")); + li.appendChild(funDoc); + li.appendChild(parameterList); + ul.appendChild(li); + } + + // process the vars + for(var i=0; i 100) { + //power = 100; + //} else if(power < -100) { + //power = -100; + //} + this.power = power; + }; + + + /** + * Update the part's state. + */ + this.update = function() { }; + + + /** + * Serialize + */ + this.toJSON = function () { + result = {}; + for (var attr in this) { + //skip parents and functions + if (attr == "parent" || typeof this[attr] == "function" || attr == "doc") { + continue; + } + result[attr] = this[attr]; + } + return result; + }; + + + /** + * Return a sendable (postable to a worker) version of this object. + */ + this.sendable = function() { + //by default, just use the toJSON function + return this.toJSON(); + }; + + + /** + * Receive a message from the user thread + * @param {*} message + */ + this.receiveUser = function(message) { + //by default, just ignore the message! + } +} + + + + +function Motor(parent, x, y, heading, name) +{ + //construct the part + Part.call(this, parent, x, y, heading, name); + this.type = "Motor"; + + //document the motor + this.doc.functions = Array( + { name: 'setPower', + doc: 'Set the power of the motor from -100 to 100', + params: Array( { name: 'p', doc: 'power setting'}) + } + ); + this.doc.vars = Array( + {name: 'power', doc: 'The current power setting of the motor'} + ); + + + // handle speed of the motor + this.speed = 0; // motor speed in radians per second + this.update = function() { + //we are basing this on the sparkfun hobby motors which spin at 65 RPM (max) + //This maximum speed is roughly 6.81 radians per second + this.speed = 6.81 * this.power / 100; + } + + + /** + * Receive a message from the user thread + * @param {*} message + */ + this.receiveUser = function(message) { + //copy the power setting from the user model + this.setPower(message.power); + } + + +} + + +function Marker(parent, x, y, name) { + //construct the part + Part.call(this, parent, x, y, 0, name); + this.type = "Marker"; + + // document the part + this.doc.functions = Array( + { name: 'penDown', doc: 'Begin drawing.', params: Array()}, + { name: 'penUp', doc: 'Stop drawing.', params: Array()}, + { name: 'setColor', doc: 'Change drawing color.', params: Array( + {name: 'c', doc: 'color'} + )} + ); + this.doc.vars = Array( + { name: 'color', doc: 'The current color of the marker' }, + { name: 'penDrawing', doc: 'True if the pen is drawing.'} + ); + + //by default we are coloring black + this.color = "black"; + + //by default the pen is up + this.penDrawing = false; + + //set the marker color + this.setColor = function(color) { + this.color = color; + } + + //lower the pen + this.penDown = function() { + this.penDrawing = true; + } + + //raise the pen + this.penUp = function() { + this.penDrawing = false; + } + + + /** + * Receive a message from the user thread + * @param {*} message + */ + this.receiveUser = function(message) { + this.color = message.color; + this.penDrawing = message.penDrawing; + } +} + + +function Chassis(x, y, heading, name) +{ + Part.call(this, null, x, y, heading, name); + this.type = "Chassis"; + + //no thread at first + this.thread = null; + + //handle the subparts of the chassis + this.parts = Array(); + this.addPart = function(p) { + this.parts.push(p); + }; + + // create the left and right motors + this.left = new Motor(this, -7, -7, 0, "left"); + this.right = new Motor(this, -7, 7, Math.PI, "right"); + + + //we start unexploded and healthy! + this.hp = 3; + this.blowedUp = false; + this.explosionVelocities = []; + + // create the robot code + this.code = ""; + + // set up the laser battery + this.laserBattery = 50; + + // deal with explosions + this.explode = function() { + //terminate the robot thread + if(this.thread){ + this.thread.terminate(); + } + this.blowedUp = true; + this.explosionVelocities = []; + + //put all the parts in the world with new velocities + this.parts = this.parts.concat([this.left, this.right, this]); + var speed = 10; + for(var i=0; i= wxmax) { + this.x -= wxmax; + } + if(this.y >= wymax) { + this.y -= wymax; + } + }; + + + /** + * Return a sendable (postable to a worker) version of this object. + */ + this.sendable = function() { + var result = {}; + result.name = this.name; + result.type = this.type; + result.code = this.code; + result.parts = []; + + //push the motors onto the parts list + result.parts.push(this.left.sendable()); + result.parts.push(this.right.sendable()); + + //push all the parts + for(var i=0; i 0.52 && angle < 5.76) { + continue; + } + + //check for being the closest + if(dist.distance < closest) { + closest = dist.distance; + } + } + + //calculate the distance + this.distance = closest / 60; + if(isNaN(this.distance) || this.distance > 5) { + this.distance = Infinity; + } + + + //pass the update into the web worker + if(this.parent.thread) { + this.parent.thread.postMessage({type: "update", update: {name: this.name, distance: this.distance}}); + } + }; + + + this.update = function() { + //populate the last update (if needed) + if(this.lastUpdate == undefined) { + this.lastUpdate = Date.now(); + } + + //compute elapsed time + var cur = Date.now(); + var elapsed = (cur - this.lastUpdate) / 1000; + + // trigger the sensor + if(elapsed >= 1 / this.freq) { + this.updateSensor(); + this.lastUpdate = cur; + } + }; +} + + + +/** + * A sensor which determines the intensity of a light source. + * It can also be filtered, which makes it only see one color of light. + * @param {*} parent + * @param {*} x + * @param {*} y + */ +function LightSensor(parent, x, y) { + Part.call(this, parent, x, y); + this.type = "LightSensor" + this.worldx = 0; + this.worldy = 0; + this.intensity = 0; + this.freq = 10; //frequency in hertz + + this.doc.vars = Array( + {name: 'intensity', doc: 'intensity of the sensed light'} + ); + + this.getRobotLights = function(r) { + var lights = []; + + for(var i=0; i 0.52 && angle < 5.76) { + continue; + } + + //calculate the square distance + var dist = dx*dx + dy*dy; + if(dist < closest) { + closest = dist; + } + } + + //calculate the intensity + closest = closest / 400; // 20px per meter => 400px per meter^2 + + // 100% intensity at 1 m so... + this.intensity = 100 / closest; + if(isNaN(this.intensity)) { + this.intensity = 0; + } + if(this.intensity > 100) { + this.intensity=100; + } + + //pass the update into the web worker + if(this.parent.thread) { + this.parent.thread.postMessage({type: "update", update: {name: this.name, intensity: this.intensity}}); + } + }; + + + this.update = function() { + //populate the last update (if needed) + if(this.lastUpdate == undefined) { + this.lastUpdate = Date.now(); + } + + //compute elapsed time + var cur = Date.now(); + var elapsed = (cur - this.lastUpdate) / 1000; + + // trigger the sensor + if(elapsed >= 1 / this.freq) { + this.updateSensor(); + this.lastUpdate = cur; + } + }; + +} + + + +/** + * A blast, from a laser. What else would it be? + */ +function LaserBlast(x, y, heading, firedBy) { + Part.call(this, null, x, y, heading); + this.type = "LaserBlast"; + + this.outline="red"; + this.fill="red"; + + var speed = 30; + + this.dx = speed * Math.cos(heading); + this.dy = speed * Math.sin(heading); + this.firedBy = firedBy; + + this.vanish = function() { + //take ourselves out of the world objects + var toRemove = -1; + for(var i = 0; i< simState.worldObjects.length; i++) { + if(simState.worldObjects[i].part === this) { + toRemove = i; + break; + } + } + if(i >= 0) { + simState.worldObjects.splice(toRemove, 1); + } + } + + + this.update = function() { + this.x += this.dx; + this.y += this.dy; + + //TODO, dont' hardcode the sizes + if(this.x < 0 || this.x > 800 || this.y < 0 || this.y > 600) { + this.vanish(); + } + } +} + + +/** + * A frickin' laser beam. + */ +function Laser(parent, x, y, heading) { + Part.call(this, parent, x, y, heading); + this.type = "Laser"; + this.charged = true; + this.lastUpdate = undefined; + this.chargeTime = 500; + + this.doc.functions = Array( + {name: 'fire', doc: 'Fire the laser beam.', params: Array()} + ); + + //fire the laser beam + this.fire = function() { + // no charge, no pew + if(!this.charged) { return; } + + // check that we have ample battery power + if(this.parent.laserBattery <= 0) { + return; + } + + //no more power. + this.charged = false; + this.lastUpdate = Date.now(); + + //fire! + this.parent.depleteLaserBattery(1); + var lb = new LaserBlast(this.worldx, this.worldy, this.parent.heading, this.parent); + simState.worldObjects.push(constructView(lb)); + } + + //update the laser (charge it) + this.update = function() { + //already charged? + if(this.charged) { + return; + } + + var elapsed = Date.now() - this.lastUpdate; + if(elapsed > this.chargeTime) { + this.charged = true; + this.lastUpdate = undefined; + } + } + + + //fire the laser when we receive a message + this.receiveUser = function(obj) { + this.fire(); + } +} + + +/** + * Document the system functions. + */ +function SystemFunctions() { + this.doc = new PartDoc(); + this.doc.showName = false; + this.name = 'System Functions'; + this.type = ''; + + this.doc.functions = Array( + { name: 'await delay', + doc: 'Wait for a period of time to pass', + params: Array({name: 'ms', doc: 'delay in milliseconds'})} + ); +} + + + +/****************************************** + * Utility Functions and Objects + ******************************************/ + + +function VectorView(x, y, heading, scale, points) { + // set up the fields + Positionable.call(this, x, y, heading); + this.scale = scale != undefined ? scale : 1; + this.points = points != undefined ? points : {}; + this.outline = undefined; + this.fill = undefined; + this.polygon = []; + + + /** + * Reset the minx, miny, maxx, and maxy to Infinity and -Infinity + */ + this.resetExtents = function() { + //extents of the vector view + this.minx = Infinity; + this.miny = Infinity; + this.maxx = -Infinity; + this.maxy = -Infinity; + }; + this.resetExtents(); + + + // draw the shape + this.draw = function(canvas, context) { + var x; + var y; + var started = false; + this.polygon = []; + + //reset the extents + this.resetExtents(); + + // skip the blank shapes + if(this.points.length == 0) { + return; + } + + //compute rotation coeffecients + var sin_th = Math.sin(this.heading); + var cos_th = Math.cos(this.heading); + + context.beginPath(); + for(var i in points) { + var p = points[i]; + + // get the raw point and scale + x = p.x * this.scale; + y = p.y * this.scale; + + // rotate + var rx, ry; + rx = x * cos_th - y * sin_th; + ry = x * sin_th + y * cos_th; + x = rx; + y = ry; + + // translate + x += this.x; + y += this.y; + + // add to the polygon + this.polygon.push({x: x, y: y}); + + //add the line or start the shape + if(started) { + context.lineTo(x, y); + } else { + context.moveTo(x, y); + started = true; + } + + //track extents + if(x < this.minx) { this.minx = x; } + if(x > this.maxx) { this.maxx = x; } + if(y < this.miny) { this.miny = y; } + if(y > this.maxy) { this.maxy = y; } + } + context.closePath(); + + // set the colors, if needed + if(this.outline) { + context.strokeStyle = this.outline; + } + if(this.fill) { + context.fillStyle = this.fill; + } + + //draw the path + context.fill(); + context.stroke(); + }; + + + /** + * Determines if the point (x,y) is within the extents of the view. + * @param {*} x - x coordinate + * @param {*} y - y coordinate + * @returns true if (x,y) is inside this view, false otherwise. + */ + this.encloses = function(x, y) { + return x >= this.minx && x <= this.maxx && + y >= this.miny && y <= this.maxy; + } +} + + +/** + * Construct a view for the given part. It works by calling the correct + * constructor for the part. + * @param {*} part + * @returns The newly constructed part. Returns undefined for parts with no known view. + */ +function constructView(part) { + if(part.type == "Chassis") { + return new ChassisView(part); + } else if(part.type == "Motor") { + return new MotorView(part); + } else if(part.type == "Marker") { + return new MarkerView(part); + } else if(part.type == "Light") { + return new LightView(part); + } else if(part.type == "LightSensor") { + return new LightSensorView(part); + } else if(part.type == "RangeSensor") { + return new RangeSensorView(part); + } else if(part.type == "Wall") { + return new WallView(part); + } else if(part.type == "LaserBlast") { + return new LaserBlastView(part); + } else if(part.type == "Laser") { + return new LaserView(part); + } + // we don't know how to show this part. + return undefined; +} + + +function PartView(part) { + // Construct the positionable parts of ourselves + Positionable.call(this, part.x, part.y, part.heading); + + // Every PartView has a vector view + this.view = null; + + // Scale the view + this.scale = 1; + + // We also need a list of sub views + this.subviews = []; + this.addSubview = function(view) { + view.reOrigin(); + this.subviews.push(view); + } + + // remember the part we are viewing! + this.part = part; + + /** + * Draw the part along with all of its subparts. + * @param {*} canvas - The canvas to draw on. + * @param {*} context - The context to draw on. + */ + this.draw = function(canvas, context) { + // unparented parts are in the world (but not necessarily of + // it!) + if(!this.part.parent) { + this.x = this.part.x; + this.y = this.part.y; + this.heading = this.part.heading; + } + + // set the color + this.view.outline = this.part.outline; + this.view.fill = this.part.fill; + + // draw the base view (if it exists) + if(this.view) { + this.view.x = this.x; + this.view.y = this.y; + this.view.heading = this.heading; + this.view.scale = this.scale; + this.view.draw(canvas, context); + part.worldx = (this.view.minx + this.view.maxx)/2; + part.worldy = (this.view.miny + this.view.maxy)/2; + } + + // draw each subviews offset to this view's pose + for(var i = 0; i < this.subviews.length; i++) { + var v = this.subviews[i]; + v.x = this.x; + v.y = this.y; + v.face(this.heading); + v.scale = this.scale; + v.draw(canvas, context); + } + }; + + + /** + * Shift the part's origin to its x,y and set its position to 0,0. + */ + this.reOrigin = function() { + //compute rotation coeffecients + var sin_th = Math.sin(this.heading); + var cos_th = Math.cos(this.heading); + + for(var i=0; i < this.view.points.length; i++) { + var p = this.view.points[i]; + var rx, ry; + rx = p.x * cos_th - p.y * sin_th; + ry = p.x * sin_th + p.y * cos_th; + p.x = rx + this.x; + p.y = ry + this.y; + } + + this.heading = 0; + this.view.heading = 0; + this.view.x = 0; + this.view.y = 0; + this.x = 0; + this.y = 0; + }; + + + /** + * Move the part to x, y (in part coordinates) + * @param {*} x + * @param {*} y + */ + this.moveTo = function(x, y) { + var dx = x - this.part.x; + var dy = y - this.part.y; + + // Move all the points in the view + for(var i=0; i < this.view.points.length; i++) { + var p = this.view.points[i]; + p.x += dx; + p.y += dy; + } + + // move the part position + this.part.x = x; + this.part.y = y; + } + + + /** + * Convert a global coordinate to a part view coordinate. + * @param {*} x + * @param {*} y + * @returns Location object {x:, y:} + */ + this.globalToPartLoc = function(x, y) { + var sin_th = Math.sin(-this.heading); + var cos_th = Math.cos(-this.heading); + var result = {}; + + x /= this.scale; + y /= this.scale; + x -= this.x / this.scale; + y -= this.y / this.scale; + + result.x = x * cos_th - y * sin_th; + result.y = x * sin_th + y * cos_th; + + return result; + }; +} + + +/** + * Constructor for the chassis view object. This visualizes an entire + * robot. + * @param {*} part - The chassis part + */ +function ChassisView(part) { + // initialize the partview + PartView.call(this, part); + + // add the motors to the subview list. + this.addSubview(constructView(part.left)); + this.addSubview(constructView(part.right)); + + //add the other parts to the view + for(var i=0; i" + part.type + ""; + li.onclick = function() {displayPartDoc(part); }; + partList.appendChild(li); +} + + +/** + * Display part documentation. + * @param {*} part + */ +function displayPartDoc(part) { + var doc = document.getElementById('codePartDoc'); + doc.innerHTML = ''; + var e = document.createElement('div'); + e.classList.add('toolboxHead'); + e.innerHTML = part.name; + doc.appendChild(e); + part.doc.display(doc, part.name); +} + + +/** + * Draw the simulator canvas. + */ +function drawSim() { + var canvas = document.getElementById('simfg'); + var context = canvas.getContext("2d"); + + //scale the view + simView.scale=2; + + // clear the frame + context.clearRect(0, 0, canvas.width, canvas.height); + + //draw the world objects + for(i in simState.worldObjects) { + simState.worldObjects[i].scale = 2; + simState.worldObjects[i].draw(canvas, context); + } + + //draw the robot + simView.draw(canvas, context); + + //draw the opponent (if there is one) + if(opponent) { + opponentView.scale=2; + opponentView.draw(canvas, context); + } +} + + +/** + * Draws the build canvas. + */ +function drawBuild() { + var canvas = document.getElementById("buildCanvas"); + var context = canvas.getContext("2d"); + + //draw the build window + graphPaperFill("buildCanvas"); + buildView.draw(canvas, context); +} + + +/** + * Fill the canvas with the given ID with a graph paper like pattern. + * @param {*} - id + */ +function graphPaperFill(id) { + var back = document.getElementById(id); + var context = back.getContext("2d"); + context.fillStyle = "white"; + context.fillRect(0, 0, back.width, back.height); + + context.beginPath(); + for (var lx = 0; lx < back.width; lx += 20) { + context.moveTo(lx, 0); + context.lineTo(lx, back.height); + } + for (var ly = 0; ly < back.height; ly += 20) { + context.moveTo(0, ly); + context.lineTo(back.width, ly); + } + context.strokeStyle = "lightblue"; + context.stroke(); + + context.strokeRect(0, 0, back.width, back.height); +} + + +/* + * Simulation Events + */ + +/** + * Handler for mouse down events on the sim canvas. + */ +function simMouseDown(event) { + + // get the target of the click + simState.dragTarget = null; + if(simView.view.encloses(event.offsetX, event.offsetY)) { + simState.dragTarget = simView; + } else { + for(i in simState.worldObjects) { + var obj = simState.worldObjects[i]; + if(obj.view.encloses(event.offsetX, event.offsetY)) { + simState.dragTarget = obj; + break; + } + } + } + + if(!simState.dragTarget) { + return false; + } + + //record this position + simState.lastX = event.offsetX; + simState.lastY = event.offsetY; + + //get the mode + if(document.getElementById('dragRotate').checked) { + simState.dragMode = DRAG_ROTATE; + } else if(document.getElementById('dragMove').checked) { + simState.dragMode = DRAG_MOVE; + simState.dragTarget.part.moveTo(event.offsetX, event.offsetY); + } else if(document.getElementById('dragResize').checked) { + simState.dragMode = DRAG_RESIZE; + } else { + simState.dragMode = DRAG_NONE; + } + + //refresh the canvas + drawSim(); + + return true; +} + + +/** + * Handler for mouse up events on the sim canvas. + */ +function simMouseUp(event) { + // one last move (if that is what we are up to!) + if(simState.dragMode == DRAG_MOVE) { + simState.dragTarget.part.moveTo(event.offsetX, event.offsetY); + } else if (simState.dragMode == DRAG_RESIZE && simState.dragTarget.part.type == 'Wall'){ + if (simState.dragTarget.part.resizeFactor < 5){ + simState.dragTarget.part.resizeFactor = simState.dragTarget.part.resizeFactor + 1; + }else{ + simState.dragTarget.part.resizeFactor = 1; + } + for (var i=0; simState.worldObjects.length; i++){ + if (simState.worldObjects[i].part.name == simState.dragTarget.part.name){ + simState.worldObjects.splice(i, 1); + break; + }; + } + simState.worldObjects.push(new WallView(simState.dragTarget.part)); + } + + // end the drag mode + simState.dragMode = DRAG_NONE; + + //if this is not the robot, select it + if(simState.dragTarget && simState.dragTarget.part.type != "Chassis") { + selectPart(simState.dragTarget, simState); + } + + //refresh the canvas + drawSim(); + return true; +} + + +/** + * Handler for mouse move events on the sim canvas. + */ +function simMouseMove(event) { + // if we have no drag mode, do nothing + if(simState.dragMode == DRAG_NONE) { + return false; + } + + // process movement + if(simState.dragMode == DRAG_MOVE) { + simState.dragTarget.part.moveTo(event.offsetX, event.offsetY); + } + + //process rotation + if(simState.dragMode == DRAG_ROTATE) { + simState.dragTarget.part.rotate((event.offsetY-simState.lastY) * 0.1); + } + + //record this position + simState.lastX = event.offsetX; + simState.lastY = event.offsetY; + + // refresh the canvas + drawSim(); + + return true; +} + + +/** + * Add a light to the simulator. + * @param {*} event + */ +function simAddLight(event) { + var canvas = document.getElementById("simfg"); + var light = new Light(null, canvas.width/2, canvas.height/2); + + simState.worldObjects.push(constructView(light)); + drawSim(); +} + + +/** + * Add a wall to the simulator. + * @param {*} event + */ +function simAddWall(event) { + var canvas = document.getElementById("simfg"); + var wall = new Wall(null, canvas.width/2, canvas.height/2); + + simState.worldObjects.push(constructView(wall)); + drawSim(); +} + + + +/* + * Build Events + */ + +/** + * Show the editor for the part specified by "view". + * @param {*} view + */ +function showPartEditor(view, state) { + //populate the type and name + document.getElementById(state.prefix +"PartType").innerHTML = view.part.type; + document.getElementById(state.prefix +"PartName").value = view.part.name; + + //get the colors populated + document.getElementById(state.prefix + "PartOutlineColor").value = view.part.outline; + document.getElementById(state.prefix + "PartFillColor").value = view.part.fill; + + + //show the editor pane + document.getElementById(state.prefix + "PartEditor").style.display="block"; +} + + +/** + * Hide the part editor. + */ +function hidePartEditor(state) { + //hide the editor pane + document.getElementById(state.prefix + "PartEditor").style.display="none"; +} + + +/** + * Select the partview in the editor. + * @param {*} view + */ +function selectPart(view, state) { + // deselect (if needed) + if(state.editTarget != null) { + deselectPart(state); + } + + // grab the original color + state.editOriginalOutline = view.part.outline; + + // set up the target + state.editTarget = view; + + //show the editor + showPartEditor(view, state); + + // color it coral + view.part.outline = "coral"; + + + // redraw the canvas + if(state.prefix == "build") { + drawBuild(); + } else if(state.prefix == "sim") { + drawSim(); + } +} + + +/** + * Deselect the selected partview (if there is one) + */ +function deselectPart(state) { + // do nothing if there is no selected part + if(state.editTarget == null) { + return; + } + + // retore the original color + state.editTarget.part.outline = state.editOriginalOutline; + + // remove the selection + state.editTarget = null; + hidePartEditor(state); + + // redraw the canvas + if(state.prefix == "build") { + drawBuild(); + } else if(state.prefix == "sim") { + drawSim(); + } +} + + +/** + * Apply the editor to the given state. + */ +function applyEditor(state) { + //get the color from the editor + var fill = document.getElementById(state.prefix + "PartFillColor").value; + var outline = document.getElementById(state.prefix + "PartOutlineColor").value; + + //get the part name + var name = document.getElementById(state.prefix + "PartName").value; + + //get the part we are editing + var part = state.editTarget.part; + + //deselect the part + deselectPart(state); + + //set the fields + part.fill = fill; + part.outline = outline; + part.name = name; + + // redraw the canvas + if(state.prefix == "build") { + drawBuild(); + } else if(state.prefix == "sim") { + drawSim(); + } +} + + +/** + * Handle build canvas mouse down + * @param {*} event + */ +function buildMouseDown(event) { + var x = event.offsetX; + var y = event.offsetY; + + // assume we have found nothing + buildState.dragTarget = null; + buildState.dragMode = DRAG_NONE; + + // check for clicking on a robot subpart + for(var i=0; i < buildView.subviews.length; i++) { + var partView = buildView.subviews[i]; + if(partView.view.encloses(x, y)) { + buildState.dragTarget = partView; + if(buildState.dragTarget.part.type != "Motor") { + buildState.dragMode = DRAG_MOVE; + } + break; + } + } + + // if no subpart is selected, see if we have selected the chassis body. + if(buildState.dragTarget == null && buildView.view.encloses(x,y)) { + buildState.dragTarget = buildView; + } + + // if we still lack a subpart, return + if(!buildState.dragTarget) { + return; + } + + //record last x and last y + buildState.lastX = x; + buildState.lastY = y; +} + + +/** + * Handle build canvas mouse move + * @param {*} event + */ +function buildMouseMove(event) { + //if there is no return target, stop! + if(!buildState.dragTarget) { return; } + + var x = event.offsetX; + var y = event.offsetY; + + //move the part (if that is our mode) + if(buildState.dragMode == DRAG_MOVE) { + if(buildView.view.encloses(x, y)) { + var p = buildState.dragTarget.globalToPartLoc(x, y); + buildState.dragTarget.moveTo(p.x, p.y); + drawBuild(); + } + } + + //record last x and last y + buildState.lastX = x; + buildState.lastY = y; +} + + +/** + * Handle build canvas mouse up + * @param {*} event + */ +function buildMouseUp(event) { + // if there was a drag target, it is now the selected object + if(buildState.dragTarget) { + selectPart(buildState.dragTarget, buildState); + } + + // clear the drag target + buildState.dragTarget = null; + buildState.dragMode = DRAG_NONE; +} + + +/** + * Handle the apply button for the build part editor. + * @param {*} event + */ +function buildApply(event) { + applyEditor(buildState); +} + + +/** + * Handle the apply button for the sim part editor. + * @param {*} event + */ +function simApply(event) { + applyEditor(simState); +} + + +/** + * Handle the build cancel button + * @param {*} event + */ +function buildCancel(event) { + deselectPart(buildState); +} + + +/** + * Handle the sim cancel button + * @param {*} event + */ +function simCancel(event) { + deselectPart(simState); +} + + + +/** + * Handle the build delete button. + * @param {*} event + */ +function buildDeletePart(event) { + var part = buildState.editTarget.part; + + if(part.type == "Motor" || part.type == "Chassis") { + alert("You cannot remove this part."); + return; + } + + if(!confirm("Are you sure you want to remove " + part.name + "?")) { + return; + } + + deselectPart(buildState); + + // remove it from the robot parts list + robot.parts.splice(robot.parts.indexOf(part), 1); + + // rebuild the robot + buildView = new ChassisBuildView(robot); + drawBuild(); +} + + +/** + * Handle the sim delete button. + * @param {*} event + */ +function simDeletePart(event) { + var part = simState.editTarget.part; + + if(part.type == "Motor" || part.type == "Chassis") { + alert("You cannot remove this part."); + return; + } + + if(!confirm("Are you sure you want to remove " + part.name + "?")) { + return; + } + + deselectPart(simState); + + var partArray = []; + for(var i=0; i + + + Gradbot Simulator + + + + + + + + + +
+ +
+
+ + + +
+ +
+
+ + +
+
+
+
+ Drag Mode +
+
+ + +
+
+ + +
+
+ + +
+
+
+ Simulation Controls +
+ + + +
+ +
+ Object Editor +
+
+ Type:
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+ + +
+ + +
+ + +
+ +
+
+
+ +
+ Add Object +
+ + +
+ +
+ Manage Oponent +
+ + + +
+ *Note: refresh page after running simulation with opponent* +
+ +
+ Sample Opponents +
+ + + + +
+ Simulation Speed +
+ + + + +
+ +
+
+
+
+
+ +
+
+ +
+
+
+
+ Part Editor +
+
+ Type:
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+ Add Part +
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+
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+ Part List +
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+
+ + +
+
+
+
+ Source Code On + GitHub +
+ + + + + + diff --git a/gradbot-main/light-mode.css b/gradbot-main/light-mode.css new file mode 100644 index 0000000..8479811 --- /dev/null +++ b/gradbot-main/light-mode.css @@ -0,0 +1,4 @@ +/* body { + color: #222; + background: #fff; + } */ diff --git a/gradbot-main/userbot.js b/gradbot-main/userbot.js new file mode 100644 index 0000000..44d71c2 --- /dev/null +++ b/gradbot-main/userbot.js @@ -0,0 +1,257 @@ +/* + This program is a simulator for building robots. + Copyright (C) 2021 Robert Lowe + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + */ +/** + * @file userbot.js + * @copyright Robert Lowe 2021 + * @license GPL 3.0 + */ + +/****************************************** + * User Model of Robot Parts + ******************************************/ + +/** + * Create a local model of a part from the given source. + * @param {*} source + */ +function Part(source) { + this.name = source.name; + this.type = source.type; + + this.toJSON = function () { + result = {}; + for (var attr in this) { + //skip parents and functions + if (attr == "parent" || typeof this[attr] == "function") { + continue; + } + result[attr] = this[attr]; + } + return result; + }; + + /** + * Return a sendable (postable to a worker) version of this object. + */ + this.sendable = function() { + //by default, just use the toJSON function + return this.toJSON(); + }; +} + + +/** + * Local model of a motor. + * @param source{*} The source object. + */ +function Motor(source) { + Part.call(this, source); + this.power = source.power; + + this.setPower = function(power) { + this.power = power; + postMessage(this.sendable()); + } +} + +function Marker(source) { + //construct the part + Part.call(this, source); + this.color = source.color; + this.penDrawing = source.penDrawing; + + //set the marker color + this.setColor = function(color) { + this.color = color; + postMessage(this.sendable()); + } + + //lower the pen + this.penDown = function() { + this.penDrawing = true; + postMessage(this.sendable()); + } + + //raise the pen + this.penUp = function() { + this.penDrawing = false; + postMessage(this.sendable()); + } + + + /** + * Receive a message from the user thread + * @param {*} message + */ + this.receiveUser = function(message) { + this.color = message.color; + this.penDrawing = message.penDrawing; + } +} + + +function Chassis(source) { + Part.call(this, source); + this.parts = []; + this.code = source.code; + + //capture the parts + for(var i = 0; i < source.parts.length; i++) { + this.parts.push(constructPart(source.parts[i])); + } +} + + +function Light(source) { + Part.call(this, source); + this.fill = source.fill; + + this.setColor = function(color) { + this.fill = color; + postMessage(this.sendable()); + } +} + + +function LightSensor(source) { + Part.call(this, source); + this.intensity = source.intensity; +} + + +function RangeSensor(source) { + Part.call(this, source); + this.distance = source.distance; +} + + +function Laser(source) { + Part.call(this, source); + + this.command = null; + + this.fire = function() { + this.command = "fire"; + postMessage(this.sendable()); + } +} + + +/** + * Construct a local model object from the source. + * This selects the appropriate constructor and invokes it. + * @param {*} source + * @returns The user model object + */ +function constructPart(source) { + if(source.type == "Chassis") { + return new Chassis(source); + } else if(source.type == "Motor") { + return new Motor(source); + } else if(source.type == "Marker") { + return new Marker(source); + } else if(source.type == "Light") { + return new Light(source); + } else if(source.type == "LightSensor") { + return new LightSensor(source); + } else if(source.type == "RangeSensor") { + return new RangeSensor(source); + } else if(source.type == "Laser") { + return new Laser(source); + } + + // this is an unknown part! + return undefined; +} + + +/****************************************** + * Message Handler + ******************************************/ +onmessage = function(message) { + // handle the type of the message + if(message.data.type == "start") { + runRobot(message.data.robot); + } else if(message.data.type == "update") { + updateRobot(message.data.update); + } +} + + +/****************************************** + * Robot Running + ******************************************/ +var robot; +var robotFun; + +/** + * Run the user robot's code. + * @param {*} source + */ +function runRobot(source) { + robot = new Chassis(source); + robotFun = getRobotFunction(robot); + + robotFun(robot); +} + + +/** + * Get the robot's code function. + */ +function getRobotFunction(robot) { + var preamble = ""; + + //reference all the robot variables + for(var i=0; i setTimeout(resolve, ms)); +} From 468abf11a6631002180da21a8cea9cb49e5e76e1 Mon Sep 17 00:00:00 2001 From: gavinspytek <118202559+gavinspytek@users.noreply.github.com> Date: Fri, 17 Feb 2023 11:20:10 -0600 Subject: [PATCH 2/5] Add files via upload --- gradbot-main/gradbot.js | 56 ++++++++++++++++++++++++++++------------- gradbot-main/index.html | 3 +++ 2 files changed, 41 insertions(+), 18 deletions(-) diff --git a/gradbot-main/gradbot.js b/gradbot-main/gradbot.js index 3c57e2a..2e732a1 100644 --- a/gradbot-main/gradbot.js +++ b/gradbot-main/gradbot.js @@ -335,11 +335,11 @@ function Part(parent, x, y, heading, name) */ this.setPower = function(power) { //limit the power setting's range - //if(power > 100) { - //power = 100; - //} else if(power < -100) { - //power = -100; - //} + if(power > 100) { + power = 100; + } else if(power < -100) { + power = -100; + } this.power = power; }; @@ -404,14 +404,18 @@ function Motor(parent, x, y, heading, name) {name: 'power', doc: 'The current power setting of the motor'} ); - + //GAVIN added multiplier // handle speed of the motor this.speed = 0; // motor speed in radians per second + + //GAVIN'S UPDATED CODE STARTS HERE this.update = function() { + var multi = getSpeedMult(); //we are basing this on the sparkfun hobby motors which spin at 65 RPM (max) //This maximum speed is roughly 6.81 radians per second - this.speed = 6.81 * this.power / 100; + this.speed = (6.18 * this.power / 100) * multi; //Actual 6.18 } + //GAVIN'S UPDATED CODE ENDS HERE /** @@ -565,7 +569,6 @@ function Chassis(x, y, heading, name) return; } - //update all the sub parts for(var i in this.parts) { var p = this.parts[i]; @@ -2587,7 +2590,7 @@ function gradbotInit() { document.getElementById("simUpload").click(); }; document.getElementById("simRemoveOpponent").onclick = function() { - opponent = null; + opponent = null;SimRover if(simView.opponentThread) { simView.opponentThread.terminate(); } @@ -2614,10 +2617,10 @@ function gradbotInit() { window.onerror = gradbotError; //Set up Speed Multipliers - document.getElementById("x1").onclick = setSpeedMult(1); - document.getElementById("x5").onclick = setSpeedMult(5); - document.getElementById("x10").onclick = setSpeedMult(10); - document.getElementById("x25").onclick = setSpeedMult(25); + document.getElementById("x1").onclick = setSpeedMult1; + document.getElementById("x5").onclick = setSpeedMult5; + document.getElementById("x10").onclick = setSpeedMult10; + document.getElementById("x25").onclick = setSpeedMult25; //load world handlers under simulation tabs // @@ -3036,12 +3039,29 @@ function newRobot() { drawBuild(); } -function setSpeedMult(multi){ - robot.left.setPower(multi * robot.left.power); - robot.right.setPower(multi * robot.right.power); - simState.worldObjects. - drawSim(); + +//GAVIN'S UPDATED CODE STARTS HERE +var multiplyer = 1; + +function setSpeedMult1(){ + multiplyer = 1; +} + +function setSpeedMult5(){ + multiplyer = 5; +} + +function setSpeedMult10(){ + multiplyer = 10; +} + +function setSpeedMult25(){ + multiplyer = 25; +} +function getSpeedMult(){ + return multiplyer; } +//GAVIN'S UPDATED CODE ENDS HERE //Dark mode // document.querySelector('[data-switch-dark]').addEventListener('click', function() { diff --git a/gradbot-main/index.html b/gradbot-main/index.html index 831d5e3..dd05484 100644 --- a/gradbot-main/index.html +++ b/gradbot-main/index.html @@ -103,6 +103,8 @@ + +
Simulation Speed
@@ -111,6 +113,7 @@
+ +
+ Simulation Speed +
+ + + + +
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t=e.key;if(["(","[","{","<","'",'"'].includes(t)||[")","]","}",">","'",'"'].includes(t))switch(t){case"(":case")":this.closeCharacter(t);break;case"[":case"]":this.closeCharacter(t);break;case"{":case"}":this.closeCharacter(t);break;case"<":case">":case"'":case'"':this.closeCharacter(t)}}},d.prototype.setLineNumber=function(){this.lineNumber=this.code.split("\n").length,this.opts.lineNumbers&&this.updateLineNumbersCount()},d.prototype.handleNewLineIndentation=function(e){if(this.opts.handleNewLineIndentation&&13===e.keyCode){e.preventDefault();var t=this.elTextarea,n=t.selectionStart,a=t.selectionEnd,s=t.value,i=s.substr(0,n),r=s.substring(a),o=s.lastIndexOf("\n",n-1),l=o+s.slice(o+1).search(/[^ ]|$/),c=l>o?l-o:0,u=i+"\n"+" ".repeat(c)+r;t.value=u,t.selectionStart=n+c+1,t.selectionEnd=n+c+1,this.updateCode(t.value)}},d.prototype.closeCharacter=function(e){var t=this.elTextarea.selectionStart,n=this.elTextarea.selectionEnd;if(this.skipCloseChar(e)){var a=this.code.substr(n,1)===e,s=a?n+1:n,i=!a&&["'",'"'].includes(e)?e:"",r=""+this.code.substring(0,t)+i+this.code.substring(s);this.updateCode(r),this.elTextarea.selectionEnd=++this.elTextarea.selectionStart}else{var o=e;switch(e){case"(":o=String.fromCharCode(e.charCodeAt()+1);break;case"<":case"{":case"[":o=String.fromCharCode(e.charCodeAt()+2)}var l=this.code.substring(t,n),c=""+this.code.substring(0,t)+l+o+this.code.substring(n);this.updateCode(c)}this.elTextarea.selectionEnd=t},d.prototype.skipCloseChar=function(e){var t=this.elTextarea.selectionStart,n=this.elTextarea.selectionEnd,a=Math.abs(n-t)>0;return[")","}","]",">"].includes(e)||["'",'"'].includes(e)&&!a},d.prototype.updateCode=function(e){this.code=e,this.elTextarea.value=e,this.elCode.innerHTML=o(e),this.highlight(),this.setLineNumber(),setTimeout(this.runUpdate.bind(this),1)},d.prototype.updateLanguage=function(e){var 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n=e.languages.markup;n&&(n.tag.addInlined("style","css"),e.languages.insertBefore("inside","attr-value",{"style-attr":{pattern:/\s*style=("|')(?:\\[\s\S]|(?!\1)[^\\])*\1/i,inside:{"attr-name":{pattern:/^\s*style/i,inside:n.tag.inside},punctuation:/^\s*=\s*['"]|['"]\s*$/,"attr-value":{pattern:/.+/i,inside:e.languages.css}},alias:"language-css"}},n.tag))}(t),t.languages.clike={comment:[{pattern:/(^|[^\\])\/\*[\s\S]*?(?:\*\/|$)/,lookbehind:!0},{pattern:/(^|[^\\:])\/\/.*/,lookbehind:!0,greedy:!0}],string:{pattern:/(["'])(?:\\(?:\r\n|[\s\S])|(?!\1)[^\\\r\n])*\1/,greedy:!0},"class-name":{pattern:/((?:\b(?:class|interface|extends|implements|trait|instanceof|new)\s+)|(?:catch\s+\())[\w.\\]+/i,lookbehind:!0,inside:{punctuation:/[.\\]/}},keyword:/\b(?:if|else|while|do|for|return|in|instanceof|function|new|try|throw|catch|finally|null|break|continue)\b/,boolean:/\b(?:true|false)\b/,function:/\w+(?=\()/,number:/\b0x[\da-f]+\b|(?:\b\d+\.?\d*|\B\.\d+)(?:e[+-]?\d+)?/i,operator:/--?|\+\+?|!=?=?|<=?|>=?|==?=?|&&?|\|\|?|\?|\*|\/|~|\^|%/,punctuation:/[{}[\];(),.:]/},t.languages.javascript=t.languages.extend("clike",{"class-name":[t.languages.clike["class-name"],{pattern:/(^|[^$\w\xA0-\uFFFF])[_$A-Z\xA0-\uFFFF][$\w\xA0-\uFFFF]*(?=\.(?:prototype|constructor))/,lookbehind:!0}],keyword:[{pattern:/((?:^|})\s*)(?:catch|finally)\b/,lookbehind:!0},{pattern:/(^|[^.])\b(?:as|async(?=\s*(?:function\b|\(|[$\w\xA0-\uFFFF]|$))|await|break|case|class|const|continue|debugger|default|delete|do|else|enum|export|extends|for|from|function|get|if|implements|import|in|instanceof|interface|let|new|null|of|package|private|protected|public|return|set|static|super|switch|this|throw|try|typeof|undefined|var|void|while|with|yield)\b/,lookbehind:!0}],number:/\b(?:(?:0[xX][\dA-Fa-f]+|0[bB][01]+|0[oO][0-7]+)n?|\d+n|NaN|Infinity)\b|(?:\b\d+\.?\d*|\B\.\d+)(?:[Ee][+-]?\d+)?/,function:/[_$a-zA-Z\xA0-\uFFFF][$\w\xA0-\uFFFF]*(?=\s*(?:\.\s*(?:apply|bind|call)\s*)?\()/,operator:/-[-=]?|\+[+=]?|!=?=?|<>?>?=?|=(?:==?|>)?|&[&=]?|\|[|=]?|\*\*?=?|\/=?|~|\^=?|%=?|\?|\.{3}/}),t.languages.javascript["class-name"][0].pattern=/(\b(?:class|interface|extends|implements|instanceof|new)\s+)[\w.\\]+/,t.languages.insertBefore("javascript","keyword",{regex:{pattern:/((?:^|[^$\w\xA0-\uFFFF."'\])\s])\s*)\/(\[(?:[^\]\\\r\n]|\\.)*]|\\.|[^/\\\[\r\n])+\/[gimyu]{0,5}(?=\s*($|[\r\n,.;})\]]))/,lookbehind:!0,greedy:!0},"function-variable":{pattern:/[_$a-zA-Z\xA0-\uFFFF][$\w\xA0-\uFFFF]*(?=\s*[=:]\s*(?:async\s*)?(?:\bfunction\b|(?:\((?:[^()]|\([^()]*\))*\)|[_$a-zA-Z\xA0-\uFFFF][$\w\xA0-\uFFFF]*)\s*=>))/,alias:"function"},parameter:[{pattern:/(function(?:\s+[_$A-Za-z\xA0-\uFFFF][$\w\xA0-\uFFFF]*)?\s*\(\s*)(?!\s)(?:[^()]|\([^()]*\))+?(?=\s*\))/,lookbehind:!0,inside:t.languages.javascript},{pattern:/[_$a-z\xA0-\uFFFF][$\w\xA0-\uFFFF]*(?=\s*=>)/i,inside:t.languages.javascript},{pattern:/(\(\s*)(?!\s)(?:[^()]|\([^()]*\))+?(?=\s*\)\s*=>)/,lookbehind:!0,inside:t.languages.javascript},{pattern:/((?:\b|\s|^)(?!(?:as|async|await|break|case|catch|class|const|continue|debugger|default|delete|do|else|enum|export|extends|finally|for|from|function|get|if|implements|import|in|instanceof|interface|let|new|null|of|package|private|protected|public|return|set|static|super|switch|this|throw|try|typeof|undefined|var|void|while|with|yield)(?![$\w\xA0-\uFFFF]))(?:[_$A-Za-z\xA0-\uFFFF][$\w\xA0-\uFFFF]*\s*)\(\s*)(?!\s)(?:[^()]|\([^()]*\))+?(?=\s*\)\s*\{)/,lookbehind:!0,inside:t.languages.javascript}],constant:/\b[A-Z](?:[A-Z_]|\dx?)*\b/}),t.languages.insertBefore("javascript","string",{"template-string":{pattern:/`(?:\\[\s\S]|\${[^}]+}|[^\\`])*`/,greedy:!0,inside:{interpolation:{pattern:/\${[^}]+}/,inside:{"interpolation-punctuation":{pattern:/^\${|}$/,alias:"punctuation"},rest:t.languages.javascript}},string:/[\s\S]+/}}}),t.languages.markup&&t.languages.markup.tag.addInlined("script","javascript"),t.languages.js=t.languages.javascript,"undefined"!=typeof self&&self.Prism&&self.document&&document.querySelector&&(self.Prism.fileHighlight=function(e){e=e||document;var n={js:"javascript",py:"python",rb:"ruby",ps1:"powershell",psm1:"powershell",sh:"bash",bat:"batch",h:"c",tex:"latex"};Array.prototype.slice.call(e.querySelectorAll("pre[data-src]")).forEach(function(e){if(!e.hasAttribute("data-src-loaded")){for(var a,s=e.getAttribute("data-src"),i=e,r=/\blang(?:uage)?-([\w-]+)\b/i;i&&!r.test(i.className);)i=i.parentNode;if(i&&(a=(e.className.match(r)||[,""])[1]),!a){var o=(s.match(/\.(\w+)$/)||[,""])[1];a=n[o]||o}var l=document.createElement("code");l.className="language-"+a,e.textContent="",l.textContent="Loading…",e.appendChild(l);var c=new XMLHttpRequest;c.open("GET",s,!0),c.onreadystatechange=function(){4==c.readyState&&(c.status<400&&c.responseText?(l.textContent=c.responseText,t.highlightElement(l),e.setAttribute("data-src-loaded","")):c.status>=400?l.textContent="✖ Error "+c.status+" while fetching file: "+c.statusText:l.textContent="✖ Error: File does not exist or is empty")},c.send(null)}}),t.plugins.toolbar&&t.plugins.toolbar.registerButton("download-file",function(e){var t=e.element.parentNode;if(t&&/pre/i.test(t.nodeName)&&t.hasAttribute("data-src")&&t.hasAttribute("data-download-link")){var n=t.getAttribute("data-src"),a=document.createElement("a");return a.textContent=t.getAttribute("data-download-link-label")||"Download",a.setAttribute("download",""),a.href=n,a}})},document.addEventListener("DOMContentLoaded",function(){self.Prism.fileHighlight()}))}(c={exports:{}},c.exports),c.exports),d=function(e,t){if(!e)throw Error("CodeFlask expects a parameter which is Element or a String selector");if(!t)throw Error("CodeFlask expects an object containing options as second parameter");if(e.nodeType)this.editorRoot=e;else{var n=document.querySelector(e);n&&(this.editorRoot=n)}this.opts=t,this.startEditor()};return d.prototype.startEditor=function(){if(!i(s,null,this.opts.styleParent))throw Error("Failed to inject CodeFlask CSS.");this.createWrapper(),this.createTextarea(),this.createPre(),this.createCode(),this.runOptions(),this.listenTextarea(),this.populateDefault(),this.updateCode(this.code)},d.prototype.createWrapper=function(){this.code=this.editorRoot.innerHTML,this.editorRoot.innerHTML="",this.elWrapper=this.createElement("div",this.editorRoot),this.elWrapper.classList.add("codeflask")},d.prototype.createTextarea=function(){this.elTextarea=this.createElement("textarea",this.elWrapper),this.elTextarea.classList.add("codeflask__textarea","codeflask__flatten")},d.prototype.createPre=function(){this.elPre=this.createElement("pre",this.elWrapper),this.elPre.classList.add("codeflask__pre","codeflask__flatten")},d.prototype.createCode=function(){this.elCode=this.createElement("code",this.elPre),this.elCode.classList.add("codeflask__code","language-"+(this.opts.language||"html"))},d.prototype.createLineNumbers=function(){this.elLineNumbers=this.createElement("div",this.elWrapper),this.elLineNumbers.classList.add("codeflask__lines"),this.setLineNumber()},d.prototype.createElement=function(e,t){var n=document.createElement(e);return t.appendChild(n),n},d.prototype.runOptions=function(){this.opts.rtl=this.opts.rtl||!1,this.opts.tabSize=this.opts.tabSize||2,this.opts.enableAutocorrect=this.opts.enableAutocorrect||!1,this.opts.lineNumbers=this.opts.lineNumbers||!1,this.opts.defaultTheme=!1!==this.opts.defaultTheme,this.opts.areaId=this.opts.areaId||null,this.opts.ariaLabelledby=this.opts.ariaLabelledby||null,this.opts.readonly=this.opts.readonly||null,"boolean"!=typeof this.opts.handleTabs&&(this.opts.handleTabs=!0),"boolean"!=typeof 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this.code},d.prototype.runUpdate=function(){this.updateCallBack&&this.updateCallBack(this.code)},d.prototype.enableReadonlyMode=function(){this.elTextarea.setAttribute("readonly",!0)},d.prototype.disableReadonlyMode=function(){this.elTextarea.removeAttribute("readonly")},d}); diff --git a/gradbot.js b/gradbot.js index 2e732a1..074ea5c 100644 --- a/gradbot.js +++ b/gradbot.js @@ -1,3087 +1,3096 @@ -/* - This program is a simulator for building robots. - Copyright (C) 2021 Robert Lowe - - This program is free software: you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation, either version 3 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program. If not, see . - */ -/** - * @file gradbot.js - * @copyright Robert Lowe 2021 - * @license GPL 3.0 - */ - - -/****************************************** - * Utility Functions and Objects - ******************************************/ - - -/** - * This function takes an angle in radians and reduces it so its range - * is always within [0, 2*PI] - * @param {number} a - The angle to reduce - * @returns The reduced angle. - */ -function reduceAngle(a) { - var tau = 2 * Math.PI; - - a %= tau; - if(a<0) { - a+= tau; - } - - return a; -} - - -/** - * Compute the minimum distance from point e to the line segment - * ab. Each point is expected to be an object with fields x, y - * for the coordinates. This function also computes the angle to - * that closest point. - * @param {object} a - Endpoint a - * @param {object} b - Endpoint b - * @param {object} e - Endpoint e - * @returns {object} - an object {distance:, angle:} - */ -function minLineDist(a, b, e) { - //vectors - var ab = {x: b.x - a.x, y: b.y - a.y}; - var be = {x: e.x - b.x, y: e.y - b.y}; - var ae = {x: e.x - a.x, y: e.y - a.y}; - - //dot products - ab_be = ab.x * be.x + ab.y * be.y; - ab_ae = ab.x * ae.x + ab.y * ae.y; - - //Minimum distance from e to the line segment - var result = {distance: Infinity, angle: 0}; - - if(ab_be > 0) { - // Case 1 - Point b is the closest - var y = b.y - e.y; - var x = b.x - e.x; - result.distance = Math.sqrt(x * x + y * y); - result.angle = Math.atan2(y, x); - } else if(ab_ae < 0) { - // Case 2 - Point a is the closest - var y = b.y - e.y; - var x = b.x - e.x; - result.distance = Math.sqrt(x * x + y * y); - result.angle = Math.atan2(y, x); - } else { - // Case 3 - Perpendicular distance - var x1 = ab.x; - var y1 = ab.y; - var x2 = ae.x; - var y2 = ae.y; - var mod = Math.sqrt(x1 * x1 + y1 * y1); - result.distance = Math.abs(x1 * y2 - y1 * x2) / mod; - result.angle = Math.atan2(ab.y, ab.x) + Math.PI/2; - } - - return result; -} - - - -/** - * Find the minimum distance between point p and polygon poly. - * It also computes the angle to the nearest point. - * @param {object} p - The point as an x, y object. - * @param {object} poly - A list of points in the polygon - * @returns {object} - an object {distance:, angle:} - */ -function minPolyDist(p, poly) { - var result = {distance: Infinity, angle: 0}; - var dist; - - //handle single point polygons - if(poly.length == 1) { - var dx = poly[0].x - p.x; - var dy = poly[0].y - p.y; - result.distance = Math.sqrt(dx*dx + dy*dy); - result.angle = Math.atan2(dy, dx); - return result; - } - - //close the path - poly = poly.concat([poly[0]]); - - // check all the line segments - for(var i=0; i= view2.minx && - view1.miny <= view2.maxy && - view1.maxy >= view2.miny; -} - - - -/** - * This is a prototype for a positionable object. It handles all the - * intricacies of moving an object around. - * @param {number} x - x coordinate - * @param {number} y - y coordinate - * @param {number} heading - the direction in which the object is facing - */ -function Positionable(x, y, heading) { - this.x = x != undefined ? x : 0; - this.y = y != undefined ? y : 0; - this.heading = heading != undefined ? heading : 0; - this.heading = reduceAngle(this.heading); - - /** - * Rotate the positionable. - * @param {number} a - The angle to rotate by (in radians) - */ - this.rotate = function(a) { - this.heading = reduceAngle(this.heading + a); - }; - - - /** - * Turn the positionable to face along the given heading. - * @param {number} a - The new heading to face along - */ - this.face = function(a) { - this.heading = reduceAngle(a); - } - - - /** - * Move the positionable to (x,y) - * @param {*} x - * @param {*} y - */ - this.moveTo = function(x, y) { - this.x = x; - this.y = y; - } -} - - - -/****************************************** - * Simulation Objects - ******************************************/ - -/** - * A document for a part. - * Functions are an array of dictionaries: - * { name: name of the function - * doc: explanation of the function - * params: Array( { - * name : name of parameter - * doc : document of parameter - * } - * } - * Vars are an array of dictionaries: - * { name: name of var, doc: document of var } - * @param {*} name - name of the part - */ -function PartDoc() { - this.functions = Array(); - this.vars = Array(); - this.showName = true; - - this.display = function(parent, name) { - var ul = document.createElement("ul"); - parent.appendChild(ul); - - // process the functions - for(var i=0; i" + p.name + " - " + p.doc; - parameterList.appendChild(pli); - - } - - code.innerHTML += ")"; - li.appendChild(code); - li.appendChild(document.createElement("br")); - li.appendChild(funDoc); - li.appendChild(parameterList); - ul.appendChild(li); - } - - // process the vars - for(var i=0; i 100) { - power = 100; - } else if(power < -100) { - power = -100; - } - this.power = power; - }; - - - /** - * Update the part's state. - */ - this.update = function() { }; - - - /** - * Serialize - */ - this.toJSON = function () { - result = {}; - for (var attr in this) { - //skip parents and functions - if (attr == "parent" || typeof this[attr] == "function" || attr == "doc") { - continue; - } - result[attr] = this[attr]; - } - return result; - }; - - - /** - * Return a sendable (postable to a worker) version of this object. - */ - this.sendable = function() { - //by default, just use the toJSON function - return this.toJSON(); - }; - - - /** - * Receive a message from the user thread - * @param {*} message - */ - this.receiveUser = function(message) { - //by default, just ignore the message! - } -} - - - - -function Motor(parent, x, y, heading, name) -{ - //construct the part - Part.call(this, parent, x, y, heading, name); - this.type = "Motor"; - - //document the motor - this.doc.functions = Array( - { name: 'setPower', - doc: 'Set the power of the motor from -100 to 100', - params: Array( { name: 'p', doc: 'power setting'}) - } - ); - this.doc.vars = Array( - {name: 'power', doc: 'The current power setting of the motor'} - ); - - //GAVIN added multiplier - // handle speed of the motor - this.speed = 0; // motor speed in radians per second - - //GAVIN'S UPDATED CODE STARTS HERE - this.update = function() { - var multi = getSpeedMult(); - //we are basing this on the sparkfun hobby motors which spin at 65 RPM (max) - //This maximum speed is roughly 6.81 radians per second - this.speed = (6.18 * this.power / 100) * multi; //Actual 6.18 - } - //GAVIN'S UPDATED CODE ENDS HERE - - - /** - * Receive a message from the user thread - * @param {*} message - */ - this.receiveUser = function(message) { - //copy the power setting from the user model - this.setPower(message.power); - } - - -} - - -function Marker(parent, x, y, name) { - //construct the part - Part.call(this, parent, x, y, 0, name); - this.type = "Marker"; - - // document the part - this.doc.functions = Array( - { name: 'penDown', doc: 'Begin drawing.', params: Array()}, - { name: 'penUp', doc: 'Stop drawing.', params: Array()}, - { name: 'setColor', doc: 'Change drawing color.', params: Array( - {name: 'c', doc: 'color'} - )} - ); - this.doc.vars = Array( - { name: 'color', doc: 'The current color of the marker' }, - { name: 'penDrawing', doc: 'True if the pen is drawing.'} - ); - - //by default we are coloring black - this.color = "black"; - - //by default the pen is up - this.penDrawing = false; - - //set the marker color - this.setColor = function(color) { - this.color = color; - } - - //lower the pen - this.penDown = function() { - this.penDrawing = true; - } - - //raise the pen - this.penUp = function() { - this.penDrawing = false; - } - - - /** - * Receive a message from the user thread - * @param {*} message - */ - this.receiveUser = function(message) { - this.color = message.color; - this.penDrawing = message.penDrawing; - } -} - - -function Chassis(x, y, heading, name) -{ - Part.call(this, null, x, y, heading, name); - this.type = "Chassis"; - - //no thread at first - this.thread = null; - - //handle the subparts of the chassis - this.parts = Array(); - this.addPart = function(p) { - this.parts.push(p); - }; - - // create the left and right motors - this.left = new Motor(this, -7, -7, 0, "left"); - this.right = new Motor(this, -7, 7, Math.PI, "right"); - - - //we start unexploded and healthy! - this.hp = 3; - this.blowedUp = false; - this.explosionVelocities = []; - - // create the robot code - this.code = ""; - - // set up the laser battery - this.laserBattery = 50; - - // deal with explosions - this.explode = function() { - //terminate the robot thread - if(this.thread){ - this.thread.terminate(); - } - this.blowedUp = true; - this.explosionVelocities = []; - - //put all the parts in the world with new velocities - this.parts = this.parts.concat([this.left, this.right, this]); - var speed = 10; - for(var i=0; i= wxmax) { - this.x -= wxmax; - } - if(this.y >= wymax) { - this.y -= wymax; - } - }; - - - /** - * Return a sendable (postable to a worker) version of this object. - */ - this.sendable = function() { - var result = {}; - result.name = this.name; - result.type = this.type; - result.code = this.code; - result.parts = []; - - //push the motors onto the parts list - result.parts.push(this.left.sendable()); - result.parts.push(this.right.sendable()); - - //push all the parts - for(var i=0; i 0.52 && angle < 5.76) { - continue; - } - - //check for being the closest - if(dist.distance < closest) { - closest = dist.distance; - } - } - - //calculate the distance - this.distance = closest / 60; - if(isNaN(this.distance) || this.distance > 5) { - this.distance = Infinity; - } - - - //pass the update into the web worker - if(this.parent.thread) { - this.parent.thread.postMessage({type: "update", update: {name: this.name, distance: this.distance}}); - } - }; - - - this.update = function() { - //populate the last update (if needed) - if(this.lastUpdate == undefined) { - this.lastUpdate = Date.now(); - } - - //compute elapsed time - var cur = Date.now(); - var elapsed = (cur - this.lastUpdate) / 1000; - - // trigger the sensor - if(elapsed >= 1 / this.freq) { - this.updateSensor(); - this.lastUpdate = cur; - } - }; -} - - - -/** - * A sensor which determines the intensity of a light source. - * It can also be filtered, which makes it only see one color of light. - * @param {*} parent - * @param {*} x - * @param {*} y - */ -function LightSensor(parent, x, y) { - Part.call(this, parent, x, y); - this.type = "LightSensor" - this.worldx = 0; - this.worldy = 0; - this.intensity = 0; - this.freq = 10; //frequency in hertz - - this.doc.vars = Array( - {name: 'intensity', doc: 'intensity of the sensed light'} - ); - - this.getRobotLights = function(r) { - var lights = []; - - for(var i=0; i 0.52 && angle < 5.76) { - continue; - } - - //calculate the square distance - var dist = dx*dx + dy*dy; - if(dist < closest) { - closest = dist; - } - } - - //calculate the intensity - closest = closest / 400; // 20px per meter => 400px per meter^2 - - // 100% intensity at 1 m so... - this.intensity = 100 / closest; - if(isNaN(this.intensity)) { - this.intensity = 0; - } - if(this.intensity > 100) { - this.intensity=100; - } - - //pass the update into the web worker - if(this.parent.thread) { - this.parent.thread.postMessage({type: "update", update: {name: this.name, intensity: this.intensity}}); - } - }; - - - this.update = function() { - //populate the last update (if needed) - if(this.lastUpdate == undefined) { - this.lastUpdate = Date.now(); - } - - //compute elapsed time - var cur = Date.now(); - var elapsed = (cur - this.lastUpdate) / 1000; - - // trigger the sensor - if(elapsed >= 1 / this.freq) { - this.updateSensor(); - this.lastUpdate = cur; - } - }; - -} - - - -/** - * A blast, from a laser. What else would it be? - */ -function LaserBlast(x, y, heading, firedBy) { - Part.call(this, null, x, y, heading); - this.type = "LaserBlast"; - - this.outline="red"; - this.fill="red"; - - var speed = 30; - - this.dx = speed * Math.cos(heading); - this.dy = speed * Math.sin(heading); - this.firedBy = firedBy; - - this.vanish = function() { - //take ourselves out of the world objects - var toRemove = -1; - for(var i = 0; i< simState.worldObjects.length; i++) { - if(simState.worldObjects[i].part === this) { - toRemove = i; - break; - } - } - if(i >= 0) { - simState.worldObjects.splice(toRemove, 1); - } - } - - - this.update = function() { - this.x += this.dx; - this.y += this.dy; - - //TODO, dont' hardcode the sizes - if(this.x < 0 || this.x > 800 || this.y < 0 || this.y > 600) { - this.vanish(); - } - } -} - - -/** - * A frickin' laser beam. - */ -function Laser(parent, x, y, heading) { - Part.call(this, parent, x, y, heading); - this.type = "Laser"; - this.charged = true; - this.lastUpdate = undefined; - this.chargeTime = 500; - - this.doc.functions = Array( - {name: 'fire', doc: 'Fire the laser beam.', params: Array()} - ); - - //fire the laser beam - this.fire = function() { - // no charge, no pew - if(!this.charged) { return; } - - // check that we have ample battery power - if(this.parent.laserBattery <= 0) { - return; - } - - //no more power. - this.charged = false; - this.lastUpdate = Date.now(); - - //fire! - this.parent.depleteLaserBattery(1); - var lb = new LaserBlast(this.worldx, this.worldy, this.parent.heading, this.parent); - simState.worldObjects.push(constructView(lb)); - } - - //update the laser (charge it) - this.update = function() { - //already charged? - if(this.charged) { - return; - } - - var elapsed = Date.now() - this.lastUpdate; - if(elapsed > this.chargeTime) { - this.charged = true; - this.lastUpdate = undefined; - } - } - - - //fire the laser when we receive a message - this.receiveUser = function(obj) { - this.fire(); - } -} - - -/** - * Document the system functions. - */ -function SystemFunctions() { - this.doc = new PartDoc(); - this.doc.showName = false; - this.name = 'System Functions'; - this.type = ''; - - this.doc.functions = Array( - { name: 'await delay', - doc: 'Wait for a period of time to pass', - params: Array({name: 'ms', doc: 'delay in milliseconds'})} - ); -} - - - -/****************************************** - * Utility Functions and Objects - ******************************************/ - - -function VectorView(x, y, heading, scale, points) { - // set up the fields - Positionable.call(this, x, y, heading); - this.scale = scale != undefined ? scale : 1; - this.points = points != undefined ? points : {}; - this.outline = undefined; - this.fill = undefined; - this.polygon = []; - - - /** - * Reset the minx, miny, maxx, and maxy to Infinity and -Infinity - */ - this.resetExtents = function() { - //extents of the vector view - this.minx = Infinity; - this.miny = Infinity; - this.maxx = -Infinity; - this.maxy = -Infinity; - }; - this.resetExtents(); - - - // draw the shape - this.draw = function(canvas, context) { - var x; - var y; - var started = false; - this.polygon = []; - - //reset the extents - this.resetExtents(); - - // skip the blank shapes - if(this.points.length == 0) { - return; - } - - //compute rotation coeffecients - var sin_th = Math.sin(this.heading); - var cos_th = Math.cos(this.heading); - - context.beginPath(); - for(var i in points) { - var p = points[i]; - - // get the raw point and scale - x = p.x * this.scale; - y = p.y * this.scale; - - // rotate - var rx, ry; - rx = x * cos_th - y * sin_th; - ry = x * sin_th + y * cos_th; - x = rx; - y = ry; - - // translate - x += this.x; - y += this.y; - - // add to the polygon - this.polygon.push({x: x, y: y}); - - //add the line or start the shape - if(started) { - context.lineTo(x, y); - } else { - context.moveTo(x, y); - started = true; - } - - //track extents - if(x < this.minx) { this.minx = x; } - if(x > this.maxx) { this.maxx = x; } - if(y < this.miny) { this.miny = y; } - if(y > this.maxy) { this.maxy = y; } - } - context.closePath(); - - // set the colors, if needed - if(this.outline) { - context.strokeStyle = this.outline; - } - if(this.fill) { - context.fillStyle = this.fill; - } - - //draw the path - context.fill(); - context.stroke(); - }; - - - /** - * Determines if the point (x,y) is within the extents of the view. - * @param {*} x - x coordinate - * @param {*} y - y coordinate - * @returns true if (x,y) is inside this view, false otherwise. - */ - this.encloses = function(x, y) { - return x >= this.minx && x <= this.maxx && - y >= this.miny && y <= this.maxy; - } -} - - -/** - * Construct a view for the given part. It works by calling the correct - * constructor for the part. - * @param {*} part - * @returns The newly constructed part. Returns undefined for parts with no known view. - */ -function constructView(part) { - if(part.type == "Chassis") { - return new ChassisView(part); - } else if(part.type == "Motor") { - return new MotorView(part); - } else if(part.type == "Marker") { - return new MarkerView(part); - } else if(part.type == "Light") { - return new LightView(part); - } else if(part.type == "LightSensor") { - return new LightSensorView(part); - } else if(part.type == "RangeSensor") { - return new RangeSensorView(part); - } else if(part.type == "Wall") { - return new WallView(part); - } else if(part.type == "LaserBlast") { - return new LaserBlastView(part); - } else if(part.type == "Laser") { - return new LaserView(part); - } - // we don't know how to show this part. - return undefined; -} - - -function PartView(part) { - // Construct the positionable parts of ourselves - Positionable.call(this, part.x, part.y, part.heading); - - // Every PartView has a vector view - this.view = null; - - // Scale the view - this.scale = 1; - - // We also need a list of sub views - this.subviews = []; - this.addSubview = function(view) { - view.reOrigin(); - this.subviews.push(view); - } - - // remember the part we are viewing! - this.part = part; - - /** - * Draw the part along with all of its subparts. - * @param {*} canvas - The canvas to draw on. - * @param {*} context - The context to draw on. - */ - this.draw = function(canvas, context) { - // unparented parts are in the world (but not necessarily of - // it!) - if(!this.part.parent) { - this.x = this.part.x; - this.y = this.part.y; - this.heading = this.part.heading; - } - - // set the color - this.view.outline = this.part.outline; - this.view.fill = this.part.fill; - - // draw the base view (if it exists) - if(this.view) { - this.view.x = this.x; - this.view.y = this.y; - this.view.heading = this.heading; - this.view.scale = this.scale; - this.view.draw(canvas, context); - part.worldx = (this.view.minx + this.view.maxx)/2; - part.worldy = (this.view.miny + this.view.maxy)/2; - } - - // draw each subviews offset to this view's pose - for(var i = 0; i < this.subviews.length; i++) { - var v = this.subviews[i]; - v.x = this.x; - v.y = this.y; - v.face(this.heading); - v.scale = this.scale; - v.draw(canvas, context); - } - }; - - - /** - * Shift the part's origin to its x,y and set its position to 0,0. - */ - this.reOrigin = function() { - //compute rotation coeffecients - var sin_th = Math.sin(this.heading); - var cos_th = Math.cos(this.heading); - - for(var i=0; i < this.view.points.length; i++) { - var p = this.view.points[i]; - var rx, ry; - rx = p.x * cos_th - p.y * sin_th; - ry = p.x * sin_th + p.y * cos_th; - p.x = rx + this.x; - p.y = ry + this.y; - } - - this.heading = 0; - this.view.heading = 0; - this.view.x = 0; - this.view.y = 0; - this.x = 0; - this.y = 0; - }; - - - /** - * Move the part to x, y (in part coordinates) - * @param {*} x - * @param {*} y - */ - this.moveTo = function(x, y) { - var dx = x - this.part.x; - var dy = y - this.part.y; - - // Move all the points in the view - for(var i=0; i < this.view.points.length; i++) { - var p = this.view.points[i]; - p.x += dx; - p.y += dy; - } - - // move the part position - this.part.x = x; - this.part.y = y; - } - - - /** - * Convert a global coordinate to a part view coordinate. - * @param {*} x - * @param {*} y - * @returns Location object {x:, y:} - */ - this.globalToPartLoc = function(x, y) { - var sin_th = Math.sin(-this.heading); - var cos_th = Math.cos(-this.heading); - var result = {}; - - x /= this.scale; - y /= this.scale; - x -= this.x / this.scale; - y -= this.y / this.scale; - - result.x = x * cos_th - y * sin_th; - result.y = x * sin_th + y * cos_th; - - return result; - }; -} - - -/** - * Constructor for the chassis view object. This visualizes an entire - * robot. - * @param {*} part - The chassis part - */ -function ChassisView(part) { - // initialize the partview - PartView.call(this, part); - - // add the motors to the subview list. - this.addSubview(constructView(part.left)); - this.addSubview(constructView(part.right)); - - //add the other parts to the view - for(var i=0; i" + part.type + ""; - li.onclick = function() {displayPartDoc(part); }; - partList.appendChild(li); -} - - -/** - * Display part documentation. - * @param {*} part - */ -function displayPartDoc(part) { - var doc = document.getElementById('codePartDoc'); - doc.innerHTML = ''; - var e = document.createElement('div'); - e.classList.add('toolboxHead'); - e.innerHTML = part.name; - doc.appendChild(e); - part.doc.display(doc, part.name); -} - - -/** - * Draw the simulator canvas. - */ -function drawSim() { - var canvas = document.getElementById('simfg'); - var context = canvas.getContext("2d"); - - //scale the view - simView.scale=2; - - // clear the frame - context.clearRect(0, 0, canvas.width, canvas.height); - - //draw the world objects - for(i in simState.worldObjects) { - simState.worldObjects[i].scale = 2; - simState.worldObjects[i].draw(canvas, context); - } - - //draw the robot - simView.draw(canvas, context); - - //draw the opponent (if there is one) - if(opponent) { - opponentView.scale=2; - opponentView.draw(canvas, context); - } -} - - -/** - * Draws the build canvas. - */ -function drawBuild() { - var canvas = document.getElementById("buildCanvas"); - var context = canvas.getContext("2d"); - - //draw the build window - graphPaperFill("buildCanvas"); - buildView.draw(canvas, context); -} - - -/** - * Fill the canvas with the given ID with a graph paper like pattern. - * @param {*} - id - */ -function graphPaperFill(id) { - var back = document.getElementById(id); - var context = back.getContext("2d"); - context.fillStyle = "white"; - context.fillRect(0, 0, back.width, back.height); - - context.beginPath(); - for (var lx = 0; lx < back.width; lx += 20) { - context.moveTo(lx, 0); - context.lineTo(lx, back.height); - } - for (var ly = 0; ly < back.height; ly += 20) { - context.moveTo(0, ly); - context.lineTo(back.width, ly); - } - context.strokeStyle = "lightblue"; - context.stroke(); - - context.strokeRect(0, 0, back.width, back.height); -} - - -/* - * Simulation Events - */ - -/** - * Handler for mouse down events on the sim canvas. - */ -function simMouseDown(event) { - - // get the target of the click - simState.dragTarget = null; - if(simView.view.encloses(event.offsetX, event.offsetY)) { - simState.dragTarget = simView; - } else { - for(i in simState.worldObjects) { - var obj = simState.worldObjects[i]; - if(obj.view.encloses(event.offsetX, event.offsetY)) { - simState.dragTarget = obj; - break; - } - } - } - - if(!simState.dragTarget) { - return false; - } - - //record this position - simState.lastX = event.offsetX; - simState.lastY = event.offsetY; - - //get the mode - if(document.getElementById('dragRotate').checked) { - simState.dragMode = DRAG_ROTATE; - } else if(document.getElementById('dragMove').checked) { - simState.dragMode = DRAG_MOVE; - simState.dragTarget.part.moveTo(event.offsetX, event.offsetY); - } else if(document.getElementById('dragResize').checked) { - simState.dragMode = DRAG_RESIZE; - } else { - simState.dragMode = DRAG_NONE; - } - - //refresh the canvas - drawSim(); - - return true; -} - - -/** - * Handler for mouse up events on the sim canvas. - */ -function simMouseUp(event) { - // one last move (if that is what we are up to!) - if(simState.dragMode == DRAG_MOVE) { - simState.dragTarget.part.moveTo(event.offsetX, event.offsetY); - } else if (simState.dragMode == DRAG_RESIZE && simState.dragTarget.part.type == 'Wall'){ - if (simState.dragTarget.part.resizeFactor < 5){ - simState.dragTarget.part.resizeFactor = simState.dragTarget.part.resizeFactor + 1; - }else{ - simState.dragTarget.part.resizeFactor = 1; - } - for (var i=0; simState.worldObjects.length; i++){ - if (simState.worldObjects[i].part.name == simState.dragTarget.part.name){ - simState.worldObjects.splice(i, 1); - break; - }; - } - simState.worldObjects.push(new WallView(simState.dragTarget.part)); - } - - // end the drag mode - simState.dragMode = DRAG_NONE; - - //if this is not the robot, select it - if(simState.dragTarget && simState.dragTarget.part.type != "Chassis") { - selectPart(simState.dragTarget, simState); - } - - //refresh the canvas - drawSim(); - return true; -} - - -/** - * Handler for mouse move events on the sim canvas. - */ -function simMouseMove(event) { - // if we have no drag mode, do nothing - if(simState.dragMode == DRAG_NONE) { - return false; - } - - // process movement - if(simState.dragMode == DRAG_MOVE) { - simState.dragTarget.part.moveTo(event.offsetX, event.offsetY); - } - - //process rotation - if(simState.dragMode == DRAG_ROTATE) { - simState.dragTarget.part.rotate((event.offsetY-simState.lastY) * 0.1); - } - - //record this position - simState.lastX = event.offsetX; - simState.lastY = event.offsetY; - - // refresh the canvas - drawSim(); - - return true; -} - - -/** - * Add a light to the simulator. - * @param {*} event - */ -function simAddLight(event) { - var canvas = document.getElementById("simfg"); - var light = new Light(null, canvas.width/2, canvas.height/2); - - simState.worldObjects.push(constructView(light)); - drawSim(); -} - - -/** - * Add a wall to the simulator. - * @param {*} event - */ -function simAddWall(event) { - var canvas = document.getElementById("simfg"); - var wall = new Wall(null, canvas.width/2, canvas.height/2); - - simState.worldObjects.push(constructView(wall)); - drawSim(); -} - - - -/* - * Build Events - */ - -/** - * Show the editor for the part specified by "view". - * @param {*} view - */ -function showPartEditor(view, state) { - //populate the type and name - document.getElementById(state.prefix +"PartType").innerHTML = view.part.type; - document.getElementById(state.prefix +"PartName").value = view.part.name; - - //get the colors populated - document.getElementById(state.prefix + "PartOutlineColor").value = view.part.outline; - document.getElementById(state.prefix + "PartFillColor").value = view.part.fill; - - - //show the editor pane - document.getElementById(state.prefix + "PartEditor").style.display="block"; -} - - -/** - * Hide the part editor. - */ -function hidePartEditor(state) { - //hide the editor pane - document.getElementById(state.prefix + "PartEditor").style.display="none"; -} - - -/** - * Select the partview in the editor. - * @param {*} view - */ -function selectPart(view, state) { - // deselect (if needed) - if(state.editTarget != null) { - deselectPart(state); - } - - // grab the original color - state.editOriginalOutline = view.part.outline; - - // set up the target - state.editTarget = view; - - //show the editor - showPartEditor(view, state); - - // color it coral - view.part.outline = "coral"; - - - // redraw the canvas - if(state.prefix == "build") { - drawBuild(); - } else if(state.prefix == "sim") { - drawSim(); - } -} - - -/** - * Deselect the selected partview (if there is one) - */ -function deselectPart(state) { - // do nothing if there is no selected part - if(state.editTarget == null) { - return; - } - - // retore the original color - state.editTarget.part.outline = state.editOriginalOutline; - - // remove the selection - state.editTarget = null; - hidePartEditor(state); - - // redraw the canvas - if(state.prefix == "build") { - drawBuild(); - } else if(state.prefix == "sim") { - drawSim(); - } -} - - -/** - * Apply the editor to the given state. - */ -function applyEditor(state) { - //get the color from the editor - var fill = document.getElementById(state.prefix + "PartFillColor").value; - var outline = document.getElementById(state.prefix + "PartOutlineColor").value; - - //get the part name - var name = document.getElementById(state.prefix + "PartName").value; - - //get the part we are editing - var part = state.editTarget.part; - - //deselect the part - deselectPart(state); - - //set the fields - part.fill = fill; - part.outline = outline; - part.name = name; - - // redraw the canvas - if(state.prefix == "build") { - drawBuild(); - } else if(state.prefix == "sim") { - drawSim(); - } -} - - -/** - * Handle build canvas mouse down - * @param {*} event - */ -function buildMouseDown(event) { - var x = event.offsetX; - var y = event.offsetY; - - // assume we have found nothing - buildState.dragTarget = null; - buildState.dragMode = DRAG_NONE; - - // check for clicking on a robot subpart - for(var i=0; i < buildView.subviews.length; i++) { - var partView = buildView.subviews[i]; - if(partView.view.encloses(x, y)) { - buildState.dragTarget = partView; - if(buildState.dragTarget.part.type != "Motor") { - buildState.dragMode = DRAG_MOVE; - } - break; - } - } - - // if no subpart is selected, see if we have selected the chassis body. - if(buildState.dragTarget == null && buildView.view.encloses(x,y)) { - buildState.dragTarget = buildView; - } - - // if we still lack a subpart, return - if(!buildState.dragTarget) { - return; - } - - //record last x and last y - buildState.lastX = x; - buildState.lastY = y; -} - - -/** - * Handle build canvas mouse move - * @param {*} event - */ -function buildMouseMove(event) { - //if there is no return target, stop! - if(!buildState.dragTarget) { return; } - - var x = event.offsetX; - var y = event.offsetY; - - //move the part (if that is our mode) - if(buildState.dragMode == DRAG_MOVE) { - if(buildView.view.encloses(x, y)) { - var p = buildState.dragTarget.globalToPartLoc(x, y); - buildState.dragTarget.moveTo(p.x, p.y); - drawBuild(); - } - } - - //record last x and last y - buildState.lastX = x; - buildState.lastY = y; -} - - -/** - * Handle build canvas mouse up - * @param {*} event - */ -function buildMouseUp(event) { - // if there was a drag target, it is now the selected object - if(buildState.dragTarget) { - selectPart(buildState.dragTarget, buildState); - } - - // clear the drag target - buildState.dragTarget = null; - buildState.dragMode = DRAG_NONE; -} - - -/** - * Handle the apply button for the build part editor. - * @param {*} event - */ -function buildApply(event) { - applyEditor(buildState); -} - - -/** - * Handle the apply button for the sim part editor. - * @param {*} event - */ -function simApply(event) { - applyEditor(simState); -} - - -/** - * Handle the build cancel button - * @param {*} event - */ -function buildCancel(event) { - deselectPart(buildState); -} - - -/** - * Handle the sim cancel button - * @param {*} event - */ -function simCancel(event) { - deselectPart(simState); -} - - - -/** - * Handle the build delete button. - * @param {*} event - */ -function buildDeletePart(event) { - var part = buildState.editTarget.part; - - if(part.type == "Motor" || part.type == "Chassis") { - alert("You cannot remove this part."); - return; - } - - if(!confirm("Are you sure you want to remove " + part.name + "?")) { - return; - } - - deselectPart(buildState); - - // remove it from the robot parts list - robot.parts.splice(robot.parts.indexOf(part), 1); - - // rebuild the robot - buildView = new ChassisBuildView(robot); - drawBuild(); -} - - -/** - * Handle the sim delete button. - * @param {*} event - */ -function simDeletePart(event) { - var part = simState.editTarget.part; - - if(part.type == "Motor" || part.type == "Chassis") { - alert("You cannot remove this part."); - return; - } - - if(!confirm("Are you sure you want to remove " + part.name + "?")) { - return; - } - - deselectPart(simState); - - var partArray = []; - for(var i=0; i + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + */ +/** + * @file gradbot.js + * @copyright Robert Lowe 2021 + * @license GPL 3.0 + */ + + +/****************************************** + * Utility Functions and Objects + ******************************************/ + + +/** + * This function takes an angle in radians and reduces it so its range + * is always within [0, 2*PI] + * @param {number} a - The angle to reduce + * @returns The reduced angle. + */ +function reduceAngle(a) { + var tau = 2 * Math.PI; + + a %= tau; + if(a<0) { + a+= tau; + } + + return a; +} + + +/** + * Compute the minimum distance from point e to the line segment + * ab. Each point is expected to be an object with fields x, y + * for the coordinates. This function also computes the angle to + * that closest point. + * @param {object} a - Endpoint a + * @param {object} b - Endpoint b + * @param {object} e - Endpoint e + * @returns {object} - an object {distance:, angle:} + */ +function minLineDist(a, b, e) { + //vectors + var ab = {x: b.x - a.x, y: b.y - a.y}; + var be = {x: e.x - b.x, y: e.y - b.y}; + var ae = {x: e.x - a.x, y: e.y - a.y}; + + //dot products + ab_be = ab.x * be.x + ab.y * be.y; + ab_ae = ab.x * ae.x + ab.y * ae.y; + + //Minimum distance from e to the line segment + var result = {distance: Infinity, angle: 0}; + + if(ab_be > 0) { + // Case 1 - Point b is the closest + var y = b.y - e.y; + var x = b.x - e.x; + result.distance = Math.sqrt(x * x + y * y); + result.angle = Math.atan2(y, x); + } else if(ab_ae < 0) { + // Case 2 - Point a is the closest + var y = b.y - e.y; + var x = b.x - e.x; + result.distance = Math.sqrt(x * x + y * y); + result.angle = Math.atan2(y, x); + } else { + // Case 3 - Perpendicular distance + var x1 = ab.x; + var y1 = ab.y; + var x2 = ae.x; + var y2 = ae.y; + var mod = Math.sqrt(x1 * x1 + y1 * y1); + result.distance = Math.abs(x1 * y2 - y1 * x2) / mod; + result.angle = Math.atan2(ab.y, ab.x) + Math.PI/2; + } + + return result; +} + + + +/** + * Find the minimum distance between point p and polygon poly. + * It also computes the angle to the nearest point. + * @param {object} p - The point as an x, y object. + * @param {object} poly - A list of points in the polygon + * @returns {object} - an object {distance:, angle:} + */ +function minPolyDist(p, poly) { + var result = {distance: Infinity, angle: 0}; + var dist; + + //handle single point polygons + if(poly.length == 1) { + var dx = poly[0].x - p.x; + var dy = poly[0].y - p.y; + result.distance = Math.sqrt(dx*dx + dy*dy); + result.angle = Math.atan2(dy, dx); + return result; + } + + //close the path + poly = poly.concat([poly[0]]); + + // check all the line segments + for(var i=0; i= view2.minx && + view1.miny <= view2.maxy && + view1.maxy >= view2.miny; +} + + + +/** + * This is a prototype for a positionable object. It handles all the + * intricacies of moving an object around. + * @param {number} x - x coordinate + * @param {number} y - y coordinate + * @param {number} heading - the direction in which the object is facing + */ +function Positionable(x, y, heading) { + this.x = x != undefined ? x : 0; + this.y = y != undefined ? y : 0; + this.heading = heading != undefined ? heading : 0; + this.heading = reduceAngle(this.heading); + + /** + * Rotate the positionable. + * @param {number} a - The angle to rotate by (in radians) + */ + this.rotate = function(a) { + this.heading = reduceAngle(this.heading + a); + }; + + + /** + * Turn the positionable to face along the given heading. + * @param {number} a - The new heading to face along + */ + this.face = function(a) { + this.heading = reduceAngle(a); + } + + + /** + * Move the positionable to (x,y) + * @param {*} x + * @param {*} y + */ + this.moveTo = function(x, y) { + this.x = x; + this.y = y; + } +} + + + +/****************************************** + * Simulation Objects + ******************************************/ + +/** + * A document for a part. + * Functions are an array of dictionaries: + * { name: name of the function + * doc: explanation of the function + * params: Array( { + * name : name of parameter + * doc : document of parameter + * } + * } + * Vars are an array of dictionaries: + * { name: name of var, doc: document of var } + * @param {*} name - name of the part + */ +function PartDoc() { + this.functions = Array(); + this.vars = Array(); + this.showName = true; + + this.display = function(parent, name) { + var ul = document.createElement("ul"); + parent.appendChild(ul); + + // process the functions + for(var i=0; i" + p.name + " - " + p.doc; + parameterList.appendChild(pli); + + } + + code.innerHTML += ")"; + li.appendChild(code); + li.appendChild(document.createElement("br")); + li.appendChild(funDoc); + li.appendChild(parameterList); + ul.appendChild(li); + } + + // process the vars + for(var i=0; i 100) { + power = 100; + } else if(power < -100) { + power = -100; + } + this.power = power; + }; + + + /** + * Update the part's state. + */ + this.update = function() { }; + + + /** + * Serialize + */ + this.toJSON = function () { + result = {}; + for (var attr in this) { + //skip parents and functions + if (attr == "parent" || typeof this[attr] == "function" || attr == "doc") { + continue; + } + result[attr] = this[attr]; + } + return result; + }; + + + /** + * Return a sendable (postable to a worker) version of this object. + */ + this.sendable = function() { + //by default, just use the toJSON function + return this.toJSON(); + }; + + + /** + * Receive a message from the user thread + * @param {*} message + */ + this.receiveUser = function(message) { + //by default, just ignore the message! + } +} + + + + +function Motor(parent, x, y, heading, name) +{ + //construct the part + Part.call(this, parent, x, y, heading, name); + this.type = "Motor"; + + //document the motor + this.doc.functions = Array( + { name: 'setPower', + doc: 'Set the power of the motor from -100 to 100', + params: Array( { name: 'p', doc: 'power setting'}) + } + ); + this.doc.vars = Array( + {name: 'power', doc: 'The current power setting of the motor'} + ); + + + // handle speed of the motor + this.speed = 0; // motor speed in radians per second + + //GAVIN'S UPDATED CODE STARTS HERE + this.update = function() { + var multi = getSpeedMult(); + console.log(multi); + //we are basing this on the sparkfun hobby motors which spin at 65 RPM (max) + //This maximum speed is roughly 6.81 radians per second + this.speed = (6.18 * this.power / 100) * multi; //Actual 6.18 + } + //GAVIN'S UPDATED CODE ENDS HERE + + /** + * Receive a message from the user thread + * @param {*} message + */ + this.receiveUser = function(message) { + //copy the power setting from the user model + this.setPower(message.power); + } +} + + +function Marker(parent, x, y, name) { + //construct the part + Part.call(this, parent, x, y, 0, name); + this.type = "Marker"; + + // document the part + this.doc.functions = Array( + { name: 'penDown', doc: 'Begin drawing.', params: Array()}, + { name: 'penUp', doc: 'Stop drawing.', params: Array()}, + { name: 'setColor', doc: 'Change drawing color.', params: Array( + {name: 'c', doc: 'color'} + )} + ); + this.doc.vars = Array( + { name: 'color', doc: 'The current color of the marker' }, + { name: 'penDrawing', doc: 'True if the pen is drawing.'} + ); + + //by default we are coloring black + this.color = "black"; + + //by default the pen is up + this.penDrawing = false; + + //set the marker color + this.setColor = function(color) { + this.color = color; + } + + //lower the pen + this.penDown = function() { + this.penDrawing = true; + } + + //raise the pen + this.penUp = function() { + this.penDrawing = false; + } + + + /** + * Receive a message from the user thread + * @param {*} message + */ + this.receiveUser = function(message) { + this.color = message.color; + this.penDrawing = message.penDrawing; + } +} + + +function Chassis(x, y, heading, name) +{ + Part.call(this, null, x, y, heading, name); + this.type = "Chassis"; + + //no thread at first + this.thread = null; + + //handle the subparts of the chassis + this.parts = Array(); + this.addPart = function(p) { + this.parts.push(p); + }; + + // create the left and right motors + this.left = new Motor(this, -7, -7, 0, "left"); + this.right = new Motor(this, -7, 7, Math.PI, "right"); + + + //we start unexploded and healthy! + this.hp = 3; + this.blowedUp = false; + this.explosionVelocities = []; + + // create the robot code + this.code = ""; + + // set up the laser battery + this.laserBattery = 50; + + // deal with explosions + this.explode = function() { + //terminate the robot thread + if(this.thread){ + this.thread.terminate(); + } + this.blowedUp = true; + this.explosionVelocities = []; + + //put all the parts in the world with new velocities + this.parts = this.parts.concat([this.left, this.right, this]); + var speed = 10; + for(var i=0; i= wxmax) { + this.x -= wxmax; + } + if(this.y >= wymax) { + this.y -= wymax; + } + }; + + + /** + * Return a sendable (postable to a worker) version of this object. + */ + this.sendable = function() { + var result = {}; + result.name = this.name; + result.type = this.type; + result.code = this.code; + result.parts = []; + + //push the motors onto the parts list + result.parts.push(this.left.sendable()); + result.parts.push(this.right.sendable()); + + //push all the parts + for(var i=0; i 0.52 && angle < 5.76) { + continue; + } + + //check for being the closest + if(dist.distance < closest) { + closest = dist.distance; + } + } + + //calculate the distance + this.distance = closest / 60; + if(isNaN(this.distance) || this.distance > 5) { + this.distance = Infinity; + } + + + //pass the update into the web worker + if(this.parent.thread) { + this.parent.thread.postMessage({type: "update", update: {name: this.name, distance: this.distance}}); + } + }; + + + this.update = function() { + //populate the last update (if needed) + if(this.lastUpdate == undefined) { + this.lastUpdate = Date.now(); + } + + //compute elapsed time + var cur = Date.now(); + var elapsed = (cur - this.lastUpdate) / 1000; + + // trigger the sensor + if(elapsed >= 1 / this.freq) { + this.updateSensor(); + this.lastUpdate = cur; + } + }; +} + + + +/** + * A sensor which determines the intensity of a light source. + * It can also be filtered, which makes it only see one color of light. + * @param {*} parent + * @param {*} x + * @param {*} y + */ +function LightSensor(parent, x, y) { + Part.call(this, parent, x, y); + this.type = "LightSensor" + this.worldx = 0; + this.worldy = 0; + this.intensity = 0; + this.freq = 10; //frequency in hertz + + this.doc.vars = Array( + {name: 'intensity', doc: 'intensity of the sensed light'} + ); + + this.getRobotLights = function(r) { + var lights = []; + + for(var i=0; i 0.52 && angle < 5.76) { + continue; + } + + //calculate the square distance + var dist = dx*dx + dy*dy; + if(dist < closest) { + closest = dist; + } + } + + //calculate the intensity + closest = closest / 400; // 20px per meter => 400px per meter^2 + + // 100% intensity at 1 m so... + this.intensity = 100 / closest; + if(isNaN(this.intensity)) { + this.intensity = 0; + } + if(this.intensity > 100) { + this.intensity=100; + } + + //pass the update into the web worker + if(this.parent.thread) { + this.parent.thread.postMessage({type: "update", update: {name: this.name, intensity: this.intensity}}); + } + }; + + + this.update = function() { + //populate the last update (if needed) + if(this.lastUpdate == undefined) { + this.lastUpdate = Date.now(); + } + + //compute elapsed time + var cur = Date.now(); + var elapsed = (cur - this.lastUpdate) / 1000; + + // trigger the sensor + if(elapsed >= 1 / this.freq) { + this.updateSensor(); + this.lastUpdate = cur; + } + }; + +} + + + +/** + * A blast, from a laser. What else would it be? + */ +function LaserBlast(x, y, heading, firedBy) { + Part.call(this, null, x, y, heading); + this.type = "LaserBlast"; + + this.outline="red"; + this.fill="red"; + + var speed = 30; + + this.dx = speed * Math.cos(heading); + this.dy = speed * Math.sin(heading); + this.firedBy = firedBy; + + this.vanish = function() { + //take ourselves out of the world objects + var toRemove = -1; + for(var i = 0; i< simState.worldObjects.length; i++) { + if(simState.worldObjects[i].part === this) { + toRemove = i; + break; + } + } + if(i >= 0) { + simState.worldObjects.splice(toRemove, 1); + } + } + + + this.update = function() { + this.x += this.dx; + this.y += this.dy; + + //TODO, dont' hardcode the sizes + if(this.x < 0 || this.x > 800 || this.y < 0 || this.y > 600) { + this.vanish(); + } + } +} + + +/** + * A frickin' laser beam. + */ +function Laser(parent, x, y, heading) { + Part.call(this, parent, x, y, heading); + this.type = "Laser"; + this.charged = true; + this.lastUpdate = undefined; + this.chargeTime = 500; + + this.doc.functions = Array( + {name: 'fire', doc: 'Fire the laser beam.', params: Array()} + ); + + //fire the laser beam + this.fire = function() { + // no charge, no pew + if(!this.charged) { return; } + + // check that we have ample battery power + if(this.parent.laserBattery <= 0) { + return; + } + + //no more power. + this.charged = false; + this.lastUpdate = Date.now(); + + //fire! + this.parent.depleteLaserBattery(1); + var lb = new LaserBlast(this.worldx, this.worldy, this.parent.heading, this.parent); + simState.worldObjects.push(constructView(lb)); + } + + //update the laser (charge it) + this.update = function() { + //already charged? + if(this.charged) { + return; + } + + var elapsed = Date.now() - this.lastUpdate; + if(elapsed > this.chargeTime) { + this.charged = true; + this.lastUpdate = undefined; + } + } + + + //fire the laser when we receive a message + this.receiveUser = function(obj) { + this.fire(); + } +} + + +/** + * Document the system functions. + */ +function SystemFunctions() { + this.doc = new PartDoc(); + this.doc.showName = false; + this.name = 'System Functions'; + this.type = ''; + + this.doc.functions = Array( + { name: 'await delay', + doc: 'Wait for a period of time to pass', + params: Array({name: 'ms', doc: 'delay in milliseconds'})} + ); +} + + + +/****************************************** + * Utility Functions and Objects + ******************************************/ + + +function VectorView(x, y, heading, scale, points) { + // set up the fields + Positionable.call(this, x, y, heading); + this.scale = scale != undefined ? scale : 1; + this.points = points != undefined ? points : {}; + this.outline = undefined; + this.fill = undefined; + this.polygon = []; + + + /** + * Reset the minx, miny, maxx, and maxy to Infinity and -Infinity + */ + this.resetExtents = function() { + //extents of the vector view + this.minx = Infinity; + this.miny = Infinity; + this.maxx = -Infinity; + this.maxy = -Infinity; + }; + this.resetExtents(); + + + // draw the shape + this.draw = function(canvas, context) { + var x; + var y; + var started = false; + this.polygon = []; + + //reset the extents + this.resetExtents(); + + // skip the blank shapes + if(this.points.length == 0) { + return; + } + + //compute rotation coeffecients + var sin_th = Math.sin(this.heading); + var cos_th = Math.cos(this.heading); + + context.beginPath(); + for(var i in points) { + var p = points[i]; + + // get the raw point and scale + x = p.x * this.scale; + y = p.y * this.scale; + + // rotate + var rx, ry; + rx = x * cos_th - y * sin_th; + ry = x * sin_th + y * cos_th; + x = rx; + y = ry; + + // translate + x += this.x; + y += this.y; + + // add to the polygon + this.polygon.push({x: x, y: y}); + + //add the line or start the shape + if(started) { + context.lineTo(x, y); + } else { + context.moveTo(x, y); + started = true; + } + + //track extents + if(x < this.minx) { this.minx = x; } + if(x > this.maxx) { this.maxx = x; } + if(y < this.miny) { this.miny = y; } + if(y > this.maxy) { this.maxy = y; } + } + context.closePath(); + + // set the colors, if needed + if(this.outline) { + context.strokeStyle = this.outline; + } + if(this.fill) { + context.fillStyle = this.fill; + } + + //draw the path + context.fill(); + context.stroke(); + }; + + + /** + * Determines if the point (x,y) is within the extents of the view. + * @param {*} x - x coordinate + * @param {*} y - y coordinate + * @returns true if (x,y) is inside this view, false otherwise. + */ + this.encloses = function(x, y) { + return x >= this.minx && x <= this.maxx && + y >= this.miny && y <= this.maxy; + } +} + + +/** + * Construct a view for the given part. It works by calling the correct + * constructor for the part. + * @param {*} part + * @returns The newly constructed part. Returns undefined for parts with no known view. + */ +function constructView(part) { + if(part.type == "Chassis") { + return new ChassisView(part); + } else if(part.type == "Motor") { + return new MotorView(part); + } else if(part.type == "Marker") { + return new MarkerView(part); + } else if(part.type == "Light") { + return new LightView(part); + } else if(part.type == "LightSensor") { + return new LightSensorView(part); + } else if(part.type == "RangeSensor") { + return new RangeSensorView(part); + } else if(part.type == "Wall") { + return new WallView(part); + } else if(part.type == "LaserBlast") { + return new LaserBlastView(part); + } else if(part.type == "Laser") { + return new LaserView(part); + } + // we don't know how to show this part. + return undefined; +} + + +function PartView(part) { + // Construct the positionable parts of ourselves + Positionable.call(this, part.x, part.y, part.heading); + + // Every PartView has a vector view + this.view = null; + + // Scale the view + this.scale = 1; + + // We also need a list of sub views + this.subviews = []; + this.addSubview = function(view) { + view.reOrigin(); + this.subviews.push(view); + } + + // remember the part we are viewing! + this.part = part; + + /** + * Draw the part along with all of its subparts. + * @param {*} canvas - The canvas to draw on. + * @param {*} context - The context to draw on. + */ + this.draw = function(canvas, context) { + // unparented parts are in the world (but not necessarily of + // it!) + if(!this.part.parent) { + this.x = this.part.x; + this.y = this.part.y; + this.heading = this.part.heading; + } + + // set the color + this.view.outline = this.part.outline; + this.view.fill = this.part.fill; + + // draw the base view (if it exists) + if(this.view) { + this.view.x = this.x; + this.view.y = this.y; + this.view.heading = this.heading; + this.view.scale = this.scale; + this.view.draw(canvas, context); + part.worldx = (this.view.minx + this.view.maxx)/2; + part.worldy = (this.view.miny + this.view.maxy)/2; + } + + // draw each subviews offset to this view's pose + for(var i = 0; i < this.subviews.length; i++) { + var v = this.subviews[i]; + v.x = this.x; + v.y = this.y; + v.face(this.heading); + v.scale = this.scale; + v.draw(canvas, context); + } + }; + + + /** + * Shift the part's origin to its x,y and set its position to 0,0. + */ + this.reOrigin = function() { + //compute rotation coeffecients + var sin_th = Math.sin(this.heading); + var cos_th = Math.cos(this.heading); + + for(var i=0; i < this.view.points.length; i++) { + var p = this.view.points[i]; + var rx, ry; + rx = p.x * cos_th - p.y * sin_th; + ry = p.x * sin_th + p.y * cos_th; + p.x = rx + this.x; + p.y = ry + this.y; + } + + this.heading = 0; + this.view.heading = 0; + this.view.x = 0; + this.view.y = 0; + this.x = 0; + this.y = 0; + }; + + + /** + * Move the part to x, y (in part coordinates) + * @param {*} x + * @param {*} y + */ + this.moveTo = function(x, y) { + var dx = x - this.part.x; + var dy = y - this.part.y; + + // Move all the points in the view + for(var i=0; i < this.view.points.length; i++) { + var p = this.view.points[i]; + p.x += dx; + p.y += dy; + } + + // move the part position + this.part.x = x; + this.part.y = y; + } + + + /** + * Convert a global coordinate to a part view coordinate. + * @param {*} x + * @param {*} y + * @returns Location object {x:, y:} + */ + this.globalToPartLoc = function(x, y) { + var sin_th = Math.sin(-this.heading); + var cos_th = Math.cos(-this.heading); + var result = {}; + + x /= this.scale; + y /= this.scale; + x -= this.x / this.scale; + y -= this.y / this.scale; + + result.x = x * cos_th - y * sin_th; + result.y = x * sin_th + y * cos_th; + + return result; + }; +} + + +/** + * Constructor for the chassis view object. This visualizes an entire + * robot. + * @param {*} part - The chassis part + */ +function ChassisView(part) { + // initialize the partview + PartView.call(this, part); + + // add the motors to the subview list. + this.addSubview(constructView(part.left)); + this.addSubview(constructView(part.right)); + + //add the other parts to the view + for(var i=0; i" + part.type + ""; + li.onclick = function() {displayPartDoc(part); }; + partList.appendChild(li); +} + + +/** + * Display part documentation. + * @param {*} part + */ +function displayPartDoc(part) { + var doc = document.getElementById('codePartDoc'); + doc.innerHTML = ''; + var e = document.createElement('div'); + e.classList.add('toolboxHead'); + e.innerHTML = part.name; + doc.appendChild(e); + part.doc.display(doc, part.name); +} + + +/** + * Draw the simulator canvas. + */ +function drawSim() { + var canvas = document.getElementById('simfg'); + var context = canvas.getContext("2d"); + + //scale the view + simView.scale=2; + + // clear the frame + context.clearRect(0, 0, canvas.width, canvas.height); + + //draw the world objects + for(i in simState.worldObjects) { + simState.worldObjects[i].scale = 2; + simState.worldObjects[i].draw(canvas, context); + } + + //draw the robot + simView.draw(canvas, context); + + //draw the opponent (if there is one) + if(opponent) { + opponentView.scale=2; + opponentView.draw(canvas, context); + } +} + + +/** + * Draws the build canvas. + */ +function drawBuild() { + var canvas = document.getElementById("buildCanvas"); + var context = canvas.getContext("2d"); + + //draw the build window + graphPaperFill("buildCanvas"); + buildView.draw(canvas, context); +} + + +/** + * Fill the canvas with the given ID with a graph paper like pattern. + * @param {*} - id + */ +function graphPaperFill(id) { + var back = document.getElementById(id); + var context = back.getContext("2d"); + context.fillStyle = "white"; + context.fillRect(0, 0, back.width, back.height); + + context.beginPath(); + for (var lx = 0; lx < back.width; lx += 20) { + context.moveTo(lx, 0); + context.lineTo(lx, back.height); + } + for (var ly = 0; ly < back.height; ly += 20) { + context.moveTo(0, ly); + context.lineTo(back.width, ly); + } + context.strokeStyle = "lightblue"; + context.stroke(); + + context.strokeRect(0, 0, back.width, back.height); +} + + +/* + * Simulation Events + */ + +/** + * Handler for mouse down events on the sim canvas. + */ +function simMouseDown(event) { + + // get the target of the click + simState.dragTarget = null; + if(simView.view.encloses(event.offsetX, event.offsetY)) { + simState.dragTarget = simView; + } else { + for(i in simState.worldObjects) { + var obj = simState.worldObjects[i]; + if(obj.view.encloses(event.offsetX, event.offsetY)) { + simState.dragTarget = obj; + break; + } + } + } + + if(!simState.dragTarget) { + return false; + } + + //record this position + simState.lastX = event.offsetX; + simState.lastY = event.offsetY; + + //get the mode + if(document.getElementById('dragRotate').checked) { + simState.dragMode = DRAG_ROTATE; + } else if(document.getElementById('dragMove').checked) { + simState.dragMode = DRAG_MOVE; + simState.dragTarget.part.moveTo(event.offsetX, event.offsetY); + } else if(document.getElementById('dragResize').checked) { + simState.dragMode = DRAG_RESIZE; + } else { + simState.dragMode = DRAG_NONE; + } + + //refresh the canvas + drawSim(); + + return true; +} + + +/** + * Handler for mouse up events on the sim canvas. + */ +function simMouseUp(event) { + // one last move (if that is what we are up to!) + if(simState.dragMode == DRAG_MOVE) { + simState.dragTarget.part.moveTo(event.offsetX, event.offsetY); + } else if (simState.dragMode == DRAG_RESIZE && simState.dragTarget.part.type == 'Wall'){ + if (simState.dragTarget.part.resizeFactor < 5){ + simState.dragTarget.part.resizeFactor = simState.dragTarget.part.resizeFactor + 1; + }else{ + simState.dragTarget.part.resizeFactor = 1; + } + for (var i=0; simState.worldObjects.length; i++){ + if (simState.worldObjects[i].part.name == simState.dragTarget.part.name){ + simState.worldObjects.splice(i, 1); + break; + }; + } + simState.worldObjects.push(new WallView(simState.dragTarget.part)); + } + + // end the drag mode + simState.dragMode = DRAG_NONE; + + //if this is not the robot, select it + if(simState.dragTarget && simState.dragTarget.part.type != "Chassis") { + selectPart(simState.dragTarget, simState); + } + + //refresh the canvas + drawSim(); + return true; +} + + +/** + * Handler for mouse move events on the sim canvas. + */ +function simMouseMove(event) { + // if we have no drag mode, do nothing + if(simState.dragMode == DRAG_NONE) { + return false; + } + + // process movement + if(simState.dragMode == DRAG_MOVE) { + simState.dragTarget.part.moveTo(event.offsetX, event.offsetY); + } + + //process rotation + if(simState.dragMode == DRAG_ROTATE) { + simState.dragTarget.part.rotate((event.offsetY-simState.lastY) * 0.1); + } + + //record this position + simState.lastX = event.offsetX; + simState.lastY = event.offsetY; + + // refresh the canvas + drawSim(); + + return true; +} + + +/** + * Add a light to the simulator. + * @param {*} event + */ +function simAddLight(event) { + var canvas = document.getElementById("simfg"); + var light = new Light(null, canvas.width/2, canvas.height/2); + + simState.worldObjects.push(constructView(light)); + drawSim(); +} + + +/** + * Add a wall to the simulator. + * @param {*} event + */ +function simAddWall(event) { + var canvas = document.getElementById("simfg"); + var wall = new Wall(null, canvas.width/2, canvas.height/2); + + simState.worldObjects.push(constructView(wall)); + drawSim(); +} + + + +/* + * Build Events + */ + +/** + * Show the editor for the part specified by "view". + * @param {*} view + */ +function showPartEditor(view, state) { + //populate the type and name + document.getElementById(state.prefix +"PartType").innerHTML = view.part.type; + document.getElementById(state.prefix +"PartName").value = view.part.name; + + //get the colors populated + document.getElementById(state.prefix + "PartOutlineColor").value = view.part.outline; + document.getElementById(state.prefix + "PartFillColor").value = view.part.fill; + + + //show the editor pane + document.getElementById(state.prefix + "PartEditor").style.display="block"; +} + + +/** + * Hide the part editor. + */ +function hidePartEditor(state) { + //hide the editor pane + document.getElementById(state.prefix + "PartEditor").style.display="none"; +} + + +/** + * Select the partview in the editor. + * @param {*} view + */ +function selectPart(view, state) { + // deselect (if needed) + if(state.editTarget != null) { + deselectPart(state); + } + + // grab the original color + state.editOriginalOutline = view.part.outline; + + // set up the target + state.editTarget = view; + + //show the editor + showPartEditor(view, state); + + // color it coral + view.part.outline = "coral"; + + + // redraw the canvas + if(state.prefix == "build") { + drawBuild(); + } else if(state.prefix == "sim") { + drawSim(); + } +} + + +/** + * Deselect the selected partview (if there is one) + */ +function deselectPart(state) { + // do nothing if there is no selected part + if(state.editTarget == null) { + return; + } + + // retore the original color + state.editTarget.part.outline = state.editOriginalOutline; + + // remove the selection + state.editTarget = null; + hidePartEditor(state); + + // redraw the canvas + if(state.prefix == "build") { + drawBuild(); + } else if(state.prefix == "sim") { + drawSim(); + } +} + + +/** + * Apply the editor to the given state. + */ +function applyEditor(state) { + //get the color from the editor + var fill = document.getElementById(state.prefix + "PartFillColor").value; + var outline = document.getElementById(state.prefix + "PartOutlineColor").value; + + //get the part name + var name = document.getElementById(state.prefix + "PartName").value; + + //get the part we are editing + var part = state.editTarget.part; + + //deselect the part + deselectPart(state); + + //set the fields + part.fill = fill; + part.outline = outline; + part.name = name; + + // redraw the canvas + if(state.prefix == "build") { + drawBuild(); + } else if(state.prefix == "sim") { + drawSim(); + } +} + + +/** + * Handle build canvas mouse down + * @param {*} event + */ +function buildMouseDown(event) { + var x = event.offsetX; + var y = event.offsetY; + + // assume we have found nothing + buildState.dragTarget = null; + buildState.dragMode = DRAG_NONE; + + // check for clicking on a robot subpart + for(var i=0; i < buildView.subviews.length; i++) { + var partView = buildView.subviews[i]; + if(partView.view.encloses(x, y)) { + buildState.dragTarget = partView; + if(buildState.dragTarget.part.type != "Motor") { + buildState.dragMode = DRAG_MOVE; + } + break; + } + } + + // if no subpart is selected, see if we have selected the chassis body. + if(buildState.dragTarget == null && buildView.view.encloses(x,y)) { + buildState.dragTarget = buildView; + } + + // if we still lack a subpart, return + if(!buildState.dragTarget) { + return; + } + + //record last x and last y + buildState.lastX = x; + buildState.lastY = y; +} + + +/** + * Handle build canvas mouse move + * @param {*} event + */ +function buildMouseMove(event) { + //if there is no return target, stop! + if(!buildState.dragTarget) { return; } + + var x = event.offsetX; + var y = event.offsetY; + + //move the part (if that is our mode) + if(buildState.dragMode == DRAG_MOVE) { + if(buildView.view.encloses(x, y)) { + var p = buildState.dragTarget.globalToPartLoc(x, y); + buildState.dragTarget.moveTo(p.x, p.y); + drawBuild(); + } + } + + //record last x and last y + buildState.lastX = x; + buildState.lastY = y; +} + + +/** + * Handle build canvas mouse up + * @param {*} event + */ +function buildMouseUp(event) { + // if there was a drag target, it is now the selected object + if(buildState.dragTarget) { + selectPart(buildState.dragTarget, buildState); + } + + // clear the drag target + buildState.dragTarget = null; + buildState.dragMode = DRAG_NONE; +} + + +/** + * Handle the apply button for the build part editor. + * @param {*} event + */ +function buildApply(event) { + applyEditor(buildState); +} + + +/** + * Handle the apply button for the sim part editor. + * @param {*} event + */ +function simApply(event) { + applyEditor(simState); +} + + +/** + * Handle the build cancel button + * @param {*} event + */ +function buildCancel(event) { + deselectPart(buildState); +} + + +/** + * Handle the sim cancel button + * @param {*} event + */ +function simCancel(event) { + deselectPart(simState); +} + + + +/** + * Handle the build delete button. + * @param {*} event + */ +function buildDeletePart(event) { + var part = buildState.editTarget.part; + + if(part.type == "Motor" || part.type == "Chassis") { + alert("You cannot remove this part."); + return; + } + + if(!confirm("Are you sure you want to remove " + part.name + "?")) { + return; + } + + deselectPart(buildState); + + // remove it from the robot parts list + robot.parts.splice(robot.parts.indexOf(part), 1); + + // rebuild the robot + buildView = new ChassisBuildView(robot); + drawBuild(); +} + + +/** + * Handle the sim delete button. + * @param {*} event + */ +function simDeletePart(event) { + var part = simState.editTarget.part; + + if(part.type == "Motor" || part.type == "Chassis") { + alert("You cannot remove this part."); + return; + } + + if(!confirm("Are you sure you want to remove " + part.name + "?")) { + return; + } + + deselectPart(simState); + + var partArray = []; + for(var i=0; i - - - Gradbot Simulator - - - - - - - - - -
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