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>
javascript
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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>
javascript
add a comment |
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>
javascript
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
javascript
edited 5 mins ago
Jamal♦
30.2k11115226
30.2k11115226
asked 14 mins ago
Zeyad Etman
1185
1185
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