JSFiddle - React, Tailwind, and code Playground
HTML
<button onclick="Logo.forward(10)">Move forward 10</button>
<button onclick="Logo.forward(50)">Move forward 50</button>
<button onclick="Logo.rotate(15)">Rotate Right (15 deg)</button>
<button onclick="Logo.rotate(-15)">Rotate Left (-15 deg)</button>
<button onclick="Logo.rotate(90)">Turn Right (90 deg)</button>
<button onclick="Logo.rotate(-90)">Turn Left (-90 deg)</button>
<button onclick="Logo.changeColor('red')">Color Red</button>
<button onclick="Logo.changeColor('blue')">Color Blue</button>
<button onclick="Logo.changeColor('white')">Color White</button>
<button onclick="DrawImg()">Draw Image!</button>
<button onclick="Nyan()">NYAN!</button>
<button onclick="Nyan(true)">Benchmark NYAN!</button>
<button onclick="Logo.reset()">Reset</button>
<div>
<canvas width="500" height="500" id="drawSurface"></canvas>
<canvas width="500" height="500" id="cursor"></canvas>
</div>
<img id="cat" style="display: none;" src=...
CSS
#drawSurface {
margin: 10px 10px -500px 10px;
box-shadow: 0 0 5px;
border: 1px solid black;
}
#cursor {
margin: 0 10px;
position: relative;
top: -6px;
border: 1px solid black;
}
JavaScript
window.Logo = (function(fps, canvasId, cursorId, catId) {
var catImg = document.getElementById(catId),
canvas = document.getElementById(canvasId),
cursor = document.getElementById(cursorId),
ctx = canvas.getContext('2d'),
curCtx = cursor.getContext('2d'),
delay = 1000 / fps,
completeFns = [],
queue = []
;
var init = function () {
ctx.strokeStyle = "white";
ctx.fillColor = "black";
ctx.lineWidth = 4;
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.translate((canvas.width/2), (canvas.height/2));
curCtx.translate((canvas.width/2), (canvas.height/2));
curCtx.moveTo(0, 0);
ctx.beginPath();
ctx.moveTo(0, 0);
draw(); //begin draw loop
};
var draw = function () {
var i, next;
curCtx.clearRect(-50,-50,100,100);
if(queue.length > 0) { //pop next step from queue
next = queue.splice(0, 1)[0];
drawFns[next.type](next.val);
}
curCtx.drawImage(catImg, 0, -9); //draw Nayncat.
if(queue.length === 0 && completeFns.length > 0) {
for(i=0; i<completeFns.length; i++) {
completeFns[i]();
}
completeFns = [];
}
setTimeout(draw, delay);
};
var forward = function (dist, speed) {
speed = speed || 1;
var i, dir = (dist >= 0) ? speed : -speed;
for(i=0; i<Math.abs(dist); i+=speed) {
queue.push({
type: "forward",
val: dir
});
}
};
var drawFns = {
rotate: (function(val) {
ctx.rotate(val, 0);
curCtx.rotate(val, 0);
}),
forward: (function(val) {
ctx.lineTo(val, 0);
ctx.stroke();
ctx.translate(val, 0);
...