diff --git a/html/images/space.svg b/html/images/space.svg
index 268b0b4..a17deb6 100644
--- a/html/images/space.svg
+++ b/html/images/space.svg
@@ -255,7 +255,7 @@ const Move = (() => {
// const yba = subR(yb, ya);
//
// const det = subR(xba * yca, xca * yba);
- console.log("dett", det, "edge", xa, ya, xb, yb, "position", xc, yc, "aaa");
+ // console.log("dett", det, "edge", xa, ya, xb, yb, "position", xc, yc, "aaa");
// const detEx = (xb*expo - xa*expo) * (yc*expo - ya*expo) - (xc*expo - xa*expo) * (yb*expo - ya*expo);
@@ -286,7 +286,7 @@ const Move = (() => {
}
function isAcute([xa, ya], [xb, yb], [xc, yc]) {
- console.log("isAcute", xa, ya, xb, yb, xc, yc);
+ // console.log("isAcute", xa, ya, xb, yb, xc, yc);
const da = distance(xa, ya, xc, yc);
const db = distance(xb, yb, xc, yc);
const dc = distance(xa, ya, xb, yb);
@@ -318,13 +318,13 @@ const Move = (() => {
// const alpha = Math.acos((db ** 2 + dc ** 2 - da ** 2) / (2 * db * dc));
// const beta = Math.acos((da ** 2 + dc ** 2 - db ** 2) / (2 * da * dc));
- console.log("2 * db * dc", denA, "dett");
- console.log("2 * da * dc", denB, "dett");
- console.log("db ** 2 + dc ** 2 - da ** 2", numAr, "dett");
- console.log("da ** 2 + dc ** 2 - db ** 2", numBr, "dett");
- console.log("(db ** 2 + dc ** 2 - da ** 2) / (2 * db * dc)", thetaA, "dett");
- console.log("(da ** 2 + dc ** 2 - db ** 2) / (2 * da * dc)", thetaB, "dett");
- console.log("alpha", alpha, "beta", beta, "da, db, dc", da, db, dc, "dett");
+ // console.log("2 * db * dc", denA, "dett");
+ // console.log("2 * da * dc", denB, "dett");
+ // console.log("db ** 2 + dc ** 2 - da ** 2", numAr, "dett");
+ // console.log("da ** 2 + dc ** 2 - db ** 2", numBr, "dett");
+ // console.log("(db ** 2 + dc ** 2 - da ** 2) / (2 * db * dc)", thetaA, "dett");
+ // console.log("(da ** 2 + dc ** 2 - db ** 2) / (2 * da * dc)", thetaB, "dett");
+ // console.log("alpha", alpha, "beta", beta, "da, db, dc", da, db, dc, "dett");
return alpha < halfPi && beta < halfPi;
}
@@ -420,8 +420,8 @@ const Move = (() => {
const { xa: x3, ya: y3, xb: x4, yb: y4 } = edge;
- console.log("x1", x1, "y1", y1, "x2", x2, "y2", y2);
- console.log("x3", x3, "y3", y3, "x4", x4, "y4", y4);
+ // console.log("x1", x1, "y1", y1, "x2", x2, "y2", y2);
+ // console.log("x3", x3, "y3", y3, "x4", x4, "y4", y4);
// https://en.wikipedia.org/wiki/Intersection_(geometry)#Two_line_segments
// https://en.wikipedia.org/wiki/Cramer%27s_rule#Explicit_formulas_for_small_systems
@@ -484,8 +484,8 @@ const Move = (() => {
- console.log("s", s, "t", t);
- console.log("sr", sr, "tr", tr);
+ // console.log("s", s, "t", t);
+ // console.log("sr", sr, "tr", tr);
const x1r = Math.round(x1 * 100);
const x2r = Math.round(x2 * 100);
const y1r = Math.round(y1 * 100);
@@ -513,11 +513,11 @@ const Move = (() => {
const xs = x1 + s * (x2 - x1);
const ys = y1 + s * (y2 - y1);
- console.log("xs", xs, "ys", ys);
+ // console.log("xs", xs, "ys", ys);
// Math.round(Math.round(-2.03 * 100) + 0.45000000000000445 * (Math.round(-1.95 * 100) - Math.round(-2.03 * 100))) / 100
- console.log("x1", x1, "x2", x2);
- console.log("y1", y1, "y2", y2);
+ // console.log("x1", x1, "x2", x2);
+ // console.log("y1", y1, "y2", y2);
const xsr = Math.round(x1r + sr * (x2r - x1r)) / 100;
const ysr = Math.round(y1r + sr * (y2r - y1r)) / 100;
@@ -526,7 +526,7 @@ const Move = (() => {
const xtr = Math.round(x3r + tr * (x4r - x3r)) / 100;
const ytr = Math.round(y3r + tr * (y4r - y3r)) / 100;
- console.log("xsr", xsr, "ysr", ysr, " ::: xtr", xtr, "ytr", ytr);
+ // console.log("xsr", xsr, "ysr", ysr, " ::: xtr", xtr, "ytr", ytr);
const lnD = distance(xtr, ytr, edge.xa, edge.ya);
@@ -643,7 +643,7 @@ const Move = (() => {
}
function detectContacts(currentPos, intendedPos, velocity, radius, { edges, corners }, gearDown) {
- console.log("current position passed to detectContacts", currentPos);
+ // console.log("current position passed to detectContacts", currentPos);
const { x: xc, y: yc } = intendedPos;
const [x, y] = currentPos;
@@ -734,7 +734,7 @@ const Move = (() => {
// y: vy > 0 && vy + ay <= 0 ? 0 : vy + ay
// };
- console.log("v", v, "ax", ax, "ay", ay);
+ // console.log("v", v, "ax", ax, "ay", ay);
// v.x = +v.x.toPrecision(13);
// v.y = +v.y.toPrecision(13);
@@ -752,7 +752,7 @@ const Move = (() => {
// y: (py * exp + elapsed * 1000 * v.y / 1000) / exp
};
- console.log("----------elapsed", elapsed)
+ // console.log("----------elapsed", elapsed)
// 0.57 * 1000 * 20 / 1000
// p.x = +p.x.toPrecision(13);
@@ -762,8 +762,8 @@ const Move = (() => {
const contacts = detectContacts([px, py], p, v, s.radius, map, false);
if (contacts.length !== 0) {
- console.log("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
- console.log("CONTACTS", contacts);
+ // console.log("!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!");
+ // console.log("CONTACTS", contacts);
let posP;
const contact = contacts[0];
@@ -807,9 +807,9 @@ const Move = (() => {
};
// (-1.2*100 - -14.8*100)/100
- console.log("vDotn", vDotn);
- console.log("denom", denom);
- console.log("pVect", pVect);
+ // console.log("vDotn", vDotn);
+ // console.log("denom", denom);
+ // console.log("pVect", pVect);
// const aVect = {
// x: aDotn / denom * edgeNrmlVect.x,
@@ -823,8 +823,8 @@ const Move = (() => {
const prVonNx = Math.round(reverseP.x*100 + v.x*100)/100;
const prVonNy = Math.round(reverseP.y*100 + v.y*100)/100;
- console.log("intended velocity", v);
- console.log("counter velocity", prVonNx, prVonNy);
+ // console.log("intended velocity", v);
+ // console.log("counter velocity", prVonNx, prVonNy);
// drawLine(px, py, px + velocityVect.x, py + velocityVect.y, "blue");
// drawLine(px, py, px + edgeNrmlVect.x, py + edgeNrmlVect.y, "black");
@@ -832,16 +832,16 @@ const Move = (() => {
// contact.velocity = { x: prVonNx, y: prVonNy };
Velocity[entity_id] = { x: prVonNx, y: prVonNy };
- console.log("v", v);
- console.log("velocity", Velocity[entity_id]);
+ // console.log("v", v);
+ // console.log("velocity", Velocity[entity_id]);
- console.log("current position", px, py);
+ // console.log("current position", px, py);
drawCircle(px, py, "pink");
- console.log("contact.position", contact.position, "dett");
+ // console.log("contact.position", contact.position, "dett");
drawCircle(contact.position.x, contact.position.y, "limegreen");
- console.log("intended next position", p);
+ // console.log("intended next position", p);
drawCircle(p.x, p.y, "red");
// const newV = {
@@ -855,13 +855,13 @@ const Move = (() => {
x: Math.round((contact.position.x + elapsed * prVonNx * metersPerMillisecond) * 100) / 100,
y: Math.round((contact.position.y + elapsed * prVonNy * metersPerMillisecond) * 100) / 100,
};
- console.log("calculated next position", newP, "dett");
+ // console.log("calculated next position", newP, "dett");
let isC = isClockwise([contact.edge.xa, contact.edge.ya], [contact.edge.xb, contact.edge.yb], [newP.x, newP.y]);
- console.log("is calculated next position clockwise with current contact", isC, "aaa");
+ // console.log("is calculated next position clockwise with current contact", isC, "aaa");
let isA = isAcute([contact.edge.xa, contact.edge.ya], [contact.edge.xb, contact.edge.yb], [newP.x, newP.y]);
- console.log("is calculated next position acute with current contact", isA, "aaa");
+ // console.log("is calculated next position acute with current contact", isA, "aaa");
- console.log("calculated next", newP, "aaa");
+ // console.log("calculated next", newP, "aaa");
const edgeVect = { x: run, y: rise };
// const npVect = { x: newP.x - run, y: newP.y - rise };
@@ -894,7 +894,7 @@ const Move = (() => {
x: 2*d - newP.x,
y: 2*d*m - newP.y + 2*c
};
- console.log("reflection before rounding", refP, "aaa");
+ // console.log("reflection before rounding", refP, "aaa");
// refP.x = Math.round(refP.x * 100) / 100;
// refP.y = Math.round(refP.y * 100) / 100;
@@ -905,16 +905,16 @@ const Move = (() => {
// if (!isC && isA) newP = refP;
if (!isC && isA) newP = projNpOntoEdge;
- console.log("reflection", refP, projNpOntoEdge, "aaa");
+ // console.log("reflection", refP, projNpOntoEdge, "aaa");
isC = isClockwise([contact.edge.xa, contact.edge.ya], [contact.edge.xb, contact.edge.yb], [refP.x, refP.y]);
- console.log("is reflected position clockwise with current contact", isC, "aaa");
+ // console.log("is reflected position clockwise with current contact", isC, "aaa");
isA = isAcute([contact.edge.xa, contact.edge.ya], [contact.edge.xb, contact.edge.yb], [refP.x, refP.y]);
- console.log("is reflected position acute with current contact", isA, "aaa");
+ // console.log("is reflected position acute with current contact", isA, "aaa");
// how close can you come to an edge without being on it?
const inWall = contact.wall.node.isPointInFill(newP);
- console.log("is our calculated next position inside current edge's wall?", inWall, "dett");
+ // console.log("is our calculated next position inside current edge's wall?", inWall, "dett");
// if an edge passes through a point, is that point in the wall's fill? yes
// so touching a wall is technically being in its fill
@@ -1289,7 +1289,7 @@ function fireBullet(position, degrees) {
}
const endTime = performance.now()
- console.log(`Took ${endTime - startTime} milliseconds`)
+ // console.log(`Took ${endTime - startTime} milliseconds`)
// const screenCTM = svg.getScreenCTM();
// const startTime = performance.now()
@@ -1731,7 +1731,7 @@ function firstFrame(timestamp) {
}
function animate(timestamp) {
- console.log("----------animate timestamp", timestamp, "previous", previous);
+ // console.log("----------animate timestamp", timestamp, "previous", previous);
// 2064.26 * 1000 - 2036.26 * 1000
// 28000.000000000233