Sierpinski’s Gasket Triangle in JavaScript











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I wrote the Sierpinski’s Gasket Triangle in JavaScript, but I feel the code can be better, especially from L32 to L47. Could you make it more organized?






    var canvas = document.getElementById('chaos');
var ctx = canvas.getContext('2d');

const GenerateRand = () => Math.floor(Math.random() * 7);
const updateDot = (x, y, point) => {
let X = Math.min(x,point.x)+(Math.max(x,point.x)-Math.min(x,point.x))/2;
let Y = Math.min(y,point.y)+(Math.max(y,point.y)-Math.min(y,point.y))/2;
return {x: X, y: Y};
}
const createDot = (obj) => {
ctx.beginPath();
ctx.arc(obj.x, obj.y, 1, 0, 2 * Math.PI, false);
ctx.lineWidth = 1;
ctx.strokeStyle = '#fc3';
ctx.stroke();
}

const pA = {x: canvas.width/2, y: 5};
const pB = {x: 5, y: canvas.height-5}
const pC = {x: canvas.width-5, y: canvas.height-5}

createDot(pA);
createDot(pB);
createDot(pC);

const begin = (iterations) => {
let x = canvas.width/4;
let y = canvas.height/2;
for(let i=0;i<iterations;i++) {
createDot({x, y});
let randN = GenerateRand();
if(randN == 1 || randN == 2) {
const currentDot = updateDot(x, y, pA);
x = currentDot.x;
y = currentDot.y;
}
else if(randN == 3 || randN == 4) {
const currentDot = updateDot(x, y, pB);
x = currentDot.x;
y = currentDot.y;
}
else if(randN == 5 || randN == 6){
const currentDot = updateDot(x, y, pC);
x = currentDot.x;
y = currentDot.y;
}
}
}

let time=0;
let timer = setInterval(() => {
if(time >= 500) return clearInterval(timer)
begin(500);
time++;
}, 200);

<div>
<canvas id="chaos" width="500" height="500"></canvas>
</div>












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    up vote
    0
    down vote

    favorite












    I wrote the Sierpinski’s Gasket Triangle in JavaScript, but I feel the code can be better, especially from L32 to L47. Could you make it more organized?






        var canvas = document.getElementById('chaos');
    var ctx = canvas.getContext('2d');

    const GenerateRand = () => Math.floor(Math.random() * 7);
    const updateDot = (x, y, point) => {
    let X = Math.min(x,point.x)+(Math.max(x,point.x)-Math.min(x,point.x))/2;
    let Y = Math.min(y,point.y)+(Math.max(y,point.y)-Math.min(y,point.y))/2;
    return {x: X, y: Y};
    }
    const createDot = (obj) => {
    ctx.beginPath();
    ctx.arc(obj.x, obj.y, 1, 0, 2 * Math.PI, false);
    ctx.lineWidth = 1;
    ctx.strokeStyle = '#fc3';
    ctx.stroke();
    }

    const pA = {x: canvas.width/2, y: 5};
    const pB = {x: 5, y: canvas.height-5}
    const pC = {x: canvas.width-5, y: canvas.height-5}

    createDot(pA);
    createDot(pB);
    createDot(pC);

    const begin = (iterations) => {
    let x = canvas.width/4;
    let y = canvas.height/2;
    for(let i=0;i<iterations;i++) {
    createDot({x, y});
    let randN = GenerateRand();
    if(randN == 1 || randN == 2) {
    const currentDot = updateDot(x, y, pA);
    x = currentDot.x;
    y = currentDot.y;
    }
    else if(randN == 3 || randN == 4) {
    const currentDot = updateDot(x, y, pB);
    x = currentDot.x;
    y = currentDot.y;
    }
    else if(randN == 5 || randN == 6){
    const currentDot = updateDot(x, y, pC);
    x = currentDot.x;
    y = currentDot.y;
    }
    }
    }

    let time=0;
    let timer = setInterval(() => {
    if(time >= 500) return clearInterval(timer)
    begin(500);
    time++;
    }, 200);

    <div>
    <canvas id="chaos" width="500" height="500"></canvas>
    </div>












    share|improve this question


























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      I wrote the Sierpinski’s Gasket Triangle in JavaScript, but I feel the code can be better, especially from L32 to L47. Could you make it more organized?






          var canvas = document.getElementById('chaos');
      var ctx = canvas.getContext('2d');

      const GenerateRand = () => Math.floor(Math.random() * 7);
      const updateDot = (x, y, point) => {
      let X = Math.min(x,point.x)+(Math.max(x,point.x)-Math.min(x,point.x))/2;
      let Y = Math.min(y,point.y)+(Math.max(y,point.y)-Math.min(y,point.y))/2;
      return {x: X, y: Y};
      }
      const createDot = (obj) => {
      ctx.beginPath();
      ctx.arc(obj.x, obj.y, 1, 0, 2 * Math.PI, false);
      ctx.lineWidth = 1;
      ctx.strokeStyle = '#fc3';
      ctx.stroke();
      }

      const pA = {x: canvas.width/2, y: 5};
      const pB = {x: 5, y: canvas.height-5}
      const pC = {x: canvas.width-5, y: canvas.height-5}

      createDot(pA);
      createDot(pB);
      createDot(pC);

      const begin = (iterations) => {
      let x = canvas.width/4;
      let y = canvas.height/2;
      for(let i=0;i<iterations;i++) {
      createDot({x, y});
      let randN = GenerateRand();
      if(randN == 1 || randN == 2) {
      const currentDot = updateDot(x, y, pA);
      x = currentDot.x;
      y = currentDot.y;
      }
      else if(randN == 3 || randN == 4) {
      const currentDot = updateDot(x, y, pB);
      x = currentDot.x;
      y = currentDot.y;
      }
      else if(randN == 5 || randN == 6){
      const currentDot = updateDot(x, y, pC);
      x = currentDot.x;
      y = currentDot.y;
      }
      }
      }

      let time=0;
      let timer = setInterval(() => {
      if(time >= 500) return clearInterval(timer)
      begin(500);
      time++;
      }, 200);

      <div>
      <canvas id="chaos" width="500" height="500"></canvas>
      </div>












      share|improve this question















      I wrote the Sierpinski’s Gasket Triangle in JavaScript, but I feel the code can be better, especially from L32 to L47. Could you make it more organized?






          var canvas = document.getElementById('chaos');
      var ctx = canvas.getContext('2d');

      const GenerateRand = () => Math.floor(Math.random() * 7);
      const updateDot = (x, y, point) => {
      let X = Math.min(x,point.x)+(Math.max(x,point.x)-Math.min(x,point.x))/2;
      let Y = Math.min(y,point.y)+(Math.max(y,point.y)-Math.min(y,point.y))/2;
      return {x: X, y: Y};
      }
      const createDot = (obj) => {
      ctx.beginPath();
      ctx.arc(obj.x, obj.y, 1, 0, 2 * Math.PI, false);
      ctx.lineWidth = 1;
      ctx.strokeStyle = '#fc3';
      ctx.stroke();
      }

      const pA = {x: canvas.width/2, y: 5};
      const pB = {x: 5, y: canvas.height-5}
      const pC = {x: canvas.width-5, y: canvas.height-5}

      createDot(pA);
      createDot(pB);
      createDot(pC);

      const begin = (iterations) => {
      let x = canvas.width/4;
      let y = canvas.height/2;
      for(let i=0;i<iterations;i++) {
      createDot({x, y});
      let randN = GenerateRand();
      if(randN == 1 || randN == 2) {
      const currentDot = updateDot(x, y, pA);
      x = currentDot.x;
      y = currentDot.y;
      }
      else if(randN == 3 || randN == 4) {
      const currentDot = updateDot(x, y, pB);
      x = currentDot.x;
      y = currentDot.y;
      }
      else if(randN == 5 || randN == 6){
      const currentDot = updateDot(x, y, pC);
      x = currentDot.x;
      y = currentDot.y;
      }
      }
      }

      let time=0;
      let timer = setInterval(() => {
      if(time >= 500) return clearInterval(timer)
      begin(500);
      time++;
      }, 200);

      <div>
      <canvas id="chaos" width="500" height="500"></canvas>
      </div>








          var canvas = document.getElementById('chaos');
      var ctx = canvas.getContext('2d');

      const GenerateRand = () => Math.floor(Math.random() * 7);
      const updateDot = (x, y, point) => {
      let X = Math.min(x,point.x)+(Math.max(x,point.x)-Math.min(x,point.x))/2;
      let Y = Math.min(y,point.y)+(Math.max(y,point.y)-Math.min(y,point.y))/2;
      return {x: X, y: Y};
      }
      const createDot = (obj) => {
      ctx.beginPath();
      ctx.arc(obj.x, obj.y, 1, 0, 2 * Math.PI, false);
      ctx.lineWidth = 1;
      ctx.strokeStyle = '#fc3';
      ctx.stroke();
      }

      const pA = {x: canvas.width/2, y: 5};
      const pB = {x: 5, y: canvas.height-5}
      const pC = {x: canvas.width-5, y: canvas.height-5}

      createDot(pA);
      createDot(pB);
      createDot(pC);

      const begin = (iterations) => {
      let x = canvas.width/4;
      let y = canvas.height/2;
      for(let i=0;i<iterations;i++) {
      createDot({x, y});
      let randN = GenerateRand();
      if(randN == 1 || randN == 2) {
      const currentDot = updateDot(x, y, pA);
      x = currentDot.x;
      y = currentDot.y;
      }
      else if(randN == 3 || randN == 4) {
      const currentDot = updateDot(x, y, pB);
      x = currentDot.x;
      y = currentDot.y;
      }
      else if(randN == 5 || randN == 6){
      const currentDot = updateDot(x, y, pC);
      x = currentDot.x;
      y = currentDot.y;
      }
      }
      }

      let time=0;
      let timer = setInterval(() => {
      if(time >= 500) return clearInterval(timer)
      begin(500);
      time++;
      }, 200);

      <div>
      <canvas id="chaos" width="500" height="500"></canvas>
      </div>





          var canvas = document.getElementById('chaos');
      var ctx = canvas.getContext('2d');

      const GenerateRand = () => Math.floor(Math.random() * 7);
      const updateDot = (x, y, point) => {
      let X = Math.min(x,point.x)+(Math.max(x,point.x)-Math.min(x,point.x))/2;
      let Y = Math.min(y,point.y)+(Math.max(y,point.y)-Math.min(y,point.y))/2;
      return {x: X, y: Y};
      }
      const createDot = (obj) => {
      ctx.beginPath();
      ctx.arc(obj.x, obj.y, 1, 0, 2 * Math.PI, false);
      ctx.lineWidth = 1;
      ctx.strokeStyle = '#fc3';
      ctx.stroke();
      }

      const pA = {x: canvas.width/2, y: 5};
      const pB = {x: 5, y: canvas.height-5}
      const pC = {x: canvas.width-5, y: canvas.height-5}

      createDot(pA);
      createDot(pB);
      createDot(pC);

      const begin = (iterations) => {
      let x = canvas.width/4;
      let y = canvas.height/2;
      for(let i=0;i<iterations;i++) {
      createDot({x, y});
      let randN = GenerateRand();
      if(randN == 1 || randN == 2) {
      const currentDot = updateDot(x, y, pA);
      x = currentDot.x;
      y = currentDot.y;
      }
      else if(randN == 3 || randN == 4) {
      const currentDot = updateDot(x, y, pB);
      x = currentDot.x;
      y = currentDot.y;
      }
      else if(randN == 5 || randN == 6){
      const currentDot = updateDot(x, y, pC);
      x = currentDot.x;
      y = currentDot.y;
      }
      }
      }

      let time=0;
      let timer = setInterval(() => {
      if(time >= 500) return clearInterval(timer)
      begin(500);
      time++;
      }, 200);

      <div>
      <canvas id="chaos" width="500" height="500"></canvas>
      </div>






      javascript






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      edited 5 mins ago









      Jamal

      30.2k11115226




      30.2k11115226










      asked 14 mins ago









      Zeyad Etman

      1185




      1185



























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