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  • §

    Star factory

    A factory for generating star shape-based entitys

  • §

    Imports

    import { constructors } from '../core/library.js';
    
    import { addStrings, doCreate, mergeOver, Ωempty } from '../helper/utilities.js';
    
    import { releaseVector, requestVector } from '../untracked-factory/vector.js';
    
    import baseMix from '../mixin/base.js';
    import shapeMix from '../mixin/shape-basic.js';
  • §

    Shared constants

    import { ENTITY, ZERO_PATH, ZERO_STR } from '../helper/shared-vars.js';
  • §

    Local constants

    const STAR = 'star',
        T_STAR = 'Star';
  • §

    Star constructor

    const Star = function (items = Ωempty) {
    
        this.shapeInit(items);
        return this;
    };
  • §

    Star prototype

    const P = Star.prototype = doCreate();
    P.type = T_STAR;
    P.lib = ENTITY;
    P.isArtefact = true;
    P.isAsset = false;
  • §

    Mixins

    baseMix(P);
    shapeMix(P);
  • §

    Star attributes

    const defaultAttributes = {
    
        radius1: 0,
        radius2: 0,
        points: 0,
        twist: 0,
    };
    P.defs = mergeOver(P.defs, defaultAttributes);
  • §

    Packet management

    No additional packet functionality required

  • §

    Clone management

    No additional clone functionality required

  • §

    Kill management

    No additional kill functionality required

  • §

    Get, Set, deltaSet

    const S = P.setters,
        D = P.deltaSetters;
  • §

    radius1, radius2

    S.radius1 = function (item) {
    
        this.radius1 = item;
        this.updateDirty();
    };
    D.radius1 = function (item) {
    
        this.radius1 = addStrings(this.radius1, item);
        this.updateDirty();
    };
    S.radius2 = function (item) {
    
        this.radius2 = item;
        this.updateDirty();
    };
    D.radius2 = function (item) {
    
        this.radius2 = addStrings(this.radius2, item);
        this.updateDirty();
    };
  • §

    points

    S.points = function (item) {
    
        this.points = item;
        this.updateDirty();
    };
    D.points = function (item) {
    
        this.points += item;
        this.updateDirty();
    };
  • §

    twist

    S.twist = function (item) {
    
        this.twist = item;
        this.updateDirty();
    };
    D.twist = function (item) {
    
        this.twist += item;
        this.updateDirty();
    };
  • §

    Prototype functions

  • §

    cleanSpecies - internal helper function - called by prepareStamp

    P.cleanSpecies = function () {
    
        this.dirtySpecies = false;
        this.pathDefinition = this.makeStarPath();
    };
  • §

    makeStarPath - internal helper function - called by cleanSpecies

    P.makeStarPath = function () {
    
        const points = this.points,
            twist = this.twist,
            turn = 360 / points;
    
        let radius1 = this.radius1,
            radius2 = this.radius2;
    
        let currentX, currentY, x, y,
            myPath = ZERO_STR;
    
        if (radius1.substring || radius2.substring) {
    
            const host = this.getHost();
    
            if (host) {
    
                const hW = host.currentDimensions[0];
    
                radius1 = (radius1.substring) ? (parseFloat(radius1) / 100) * hW : radius1;
                radius2 = (radius2.substring) ? (parseFloat(radius2) / 100) * hW : radius2;
            }
        }
    
        const v1 = requestVector({x: 0, y: -radius1}),
            v2 = requestVector({x: 0, y: -radius2});
    
        currentX = v1.x;
        currentY = v1.y;
    
        v2.rotate(-turn/2);
        v2.rotate(twist);
    
        for (let i = 0; i < points; i++) {
    
            v2.rotate(turn);
    
            x = parseFloat((v2.x - currentX).toFixed(1));
            currentX += x;
    
            y = parseFloat((v2.y - currentY).toFixed(1));
            currentY += y;
    
            myPath += `${x},${y} `;
    
            v1.rotate(turn);
    
            x = parseFloat((v1.x - currentX).toFixed(1));
            currentX += x;
    
            y = parseFloat((v1.y - currentY).toFixed(1));
            currentY += y;
    
            myPath += `${x},${y} `;
    
        }
    
        releaseVector(v1, v2);
    
        return `${ZERO_PATH}l${myPath}z`;
    };
    
    P.calculateLocalPathAdditionalActions = function () {
    
        let scale = this.scale;
    
        if (scale < 0.001) scale = 0.001;
    
        const [x, y] = this.localBox;
    
        this.pathDefinition = this.pathDefinition.replace(ZERO_PATH, `m${-x / scale},${-y / scale}`);
    
        this.pathCalculatedOnce = false;
  • §

    ALWAYS, when invoking calculateLocalPath from calculateLocalPathAdditionalActions, include the second argument, set to true! Failure to do this leads to an infinite loop which will make your machine weep.

    • We need to recalculate the local path to take into account the offset required to put the Rectangle entity’s start coordinates at the top-left of the local box, and to recalculate the data used by other artefacts to place themselves on, or move along, its path.
        this.calculateLocalPath(this.pathDefinition, true);
    };
  • §

    Factories

  • §
    makeStar

    Accepts argument with attributes:

    • radius1 (required) - the outer radius representing the distance between the center of the Shape and the tips of its (acute angle) points.
    • radius2 (required) - the inner radius representing the distance between the center of the Shape and the obtuse angle at the valley between the tips of its (acute angle) points.
    • … where these radius values are supplied as %Strings, they are calculated as relative to the canvas/cell width value.
    • points (required) - a positive integer Number representing the number of points the star will have.
    • twist - a float Number representing the degrees by which the star’s second radius will be rotated out of line from its first radius; the default value 0 will produce a star with all of its sides of equal length and the star’s valleys falling midway between its connecting points.
    • Note that the use of inner and outer above is purely descriptive: radius2 can be larger than radius1
    scrawl.makeStar({
    
        name: '5star',
    
        startX: 20,
        startY: 100,
    
        radius1: 80,
        radius2: 50,
    
        points: 5,
    
        fillStyle: 'linen',
        method: 'fillAndDraw',
    });
    
    export const makeStar = function (items) {
    
        if (!items) return false;
        items.species = STAR;
        return new Star(items);
    };
    
    constructors.Star = Star;