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boids

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# boids # A lightweight JavaScript implementation of [boids](http://en.wikipedia.org/wiki/Boids). Its "API" is a little limited, but it's reasonably performant - my MacBook ran the demo with 1,000 boids at 60 frames per second. [check out the demo](http://hughsk.github.io/boids) I used an earlier, hastier version for the flocks in [grow.](http://github.com/hughsk/ludum-dare-26) ## Installation ## For use with [browserify](http://browserify.org): ``` bash npm install boids ``` ## Usage ## ``` javascript var boids = require('boids') , raf = require('raf') var flock = boids({ boids: 50, // The amount of boids to use speedLimit: 0, // Max steps to take per tick accelerationLimit: 1, // Max acceleration per tick separationDistance: 60, // Radius at which boids avoid others alignmentDistance: 180, // Radius at which boids align with others choesionDistance: 180, // Radius at which boids approach others separationForce: 0.15, // Speed to avoid at alignmentForce: 0.25, // Speed to align with other boids choesionForce: 0.1, // Speed to move towards other boids attractors: [] }) raf(window).on('data', function() { ctx.fillStyle = 'black' ctx.fillRect(0, 0, canvas.width, canvas.height) ctx.fillStyle = 'white' ctx.save() ctx.translate(-canvas.width/2, -canvas.height/2) flock.tick() flock.boids.forEach(function(boid) { ctx.fillRect(boid[0], boid[1], 1, 1) }) ctx.restore() }) ``` **flock = boids([options])** **flock.tick()** Moves the boid simulation forward one tick - if you're running an animation, you should be calling this on each frame. **flock.boids** All of your boids are stored as an array of arrays, with each array containing the following variables for a single boid: ``` javascript [xPosition, yPosition, xSpeed, ySpeed, xAcceleration, yAcceleration] ``` Because the flock is just an array, it should be entirely safe for you to add and remove elements without any unintended side effects, provided all of the arrays are at least 6 elements long and contain numerical values. For example, you can add a new boid moving at a random speed to the origin like so: ``` javascript flock.boids.push([0, 0, Math.random()*10-5, Math.random()*10-5, 0, 0]) ``` **flock.attractors** You can use attractors to control the flow of the boids - essentially, providing them with goals and obstacles. Each attractor contains: ``` javascript [xPosition, yPosition, radius, force] ``` Note that you can use a negative value for `force` to repel boids instead of attracting them. Again, it should be safe to modify, add and remove these arrays without any surprises. ## Benchmark ## Running `benchmark.js` yielded the following results in Node: ``` 50 boids: 34013 ticks/sec 100 boids: 10000 ticks/sec 150 boids: 4537 ticks/sec 200 boids: 2583 ticks/sec 250 boids: 1653 ticks/sec 300 boids: 1159 ticks/sec 350 boids: 835 ticks/sec 400 boids: 654 ticks/sec 450 boids: 518 ticks/sec 500 boids: 419 ticks/sec 550 boids: 347 ticks/sec 600 boids: 292 ticks/sec 650 boids: 249 ticks/sec 700 boids: 215 ticks/sec 750 boids: 187 ticks/sec 800 boids: 160 ticks/sec 850 boids: 130 ticks/sec 900 boids: 119 ticks/sec 950 boids: 107 ticks/sec 1000 boids: 95 ticks/sec ``` I'm very much open to pull requests that can help improve performance :)