GarrettRauck-project-11 (Click to add turtles)

sketch

//Garrett Rauck
//Section C
//grauck@andrew.cmu.edu
//Assignment-07a-Bar Chart

/////////////////////////////////
// INIT VARIABLES
/////////////////////////////////
//canvas vars
var canvasWidth, canvasHeight;

//INPUT IMAGE
//option 1:
//var imgUrl = "http://i.imgur.com/b24JQcX.jpg?1"; // url for the input image
//option 2:
var imgUrl = "http://i.imgur.com/koPvfoe.jpg"; // url for the input image

var img; //the input image object

//2d list of booleans tracking which pixels have been visited
//visited = true; not visited = false
var visitedPixels = [];

//
var turtles = []; //store all turtle instances in list
var newTurtles = []; //store turtles to add on next frame
var deadTurtles = []; //store turtles to remove on next frame
var colorTurtle, colorBackground;

//
var darknessThreshold, brightnessThreshold;
var maxNumberOfTurtles;

/////////////////////////////////
// RUN!
/////////////////////////////////
function preload() {
	img = loadImage(imgUrl);
}

function setup() {
	// INIT VARS
	//set canvas size based on imput image
	canvasWidth = 800;
	canvasHeight = 800;
	//set control variables
	darknessThreshold = 50;
	brightnessThreshold = 70;
	maxNumberOfTurtles = 25;
	//set colors
	colorTurtle = color(255);
	colorBackground = color(0);

	//populate visited pixels list such that it is a 2d list of booleans
	//representing each pixel in the canvas. false means that the pixel
	//has not been visited by turtles yet.
	for (var y = 0; y < canvasHeight; y++) {
		//create list to store row of values
		var row = [];
		//populate row list with all falses for n columns
		for (var x = 0; x < canvasWidth; x++) {
			row.push(false);
		}
		//add row list to 2d visitedPixels array
		visitedPixels.push(row);
	}

	// CANVAS SETUP
    createCanvas(canvasWidth, canvasHeight);
    background(colorBackground);
}

function draw() {
	//if program termination condition hasn't been met...
	if (fin() != true) {
		//for each turtle in list of active turtles...
		for (var i=0; i<turtles.length; i++) {
			//get turtle object
			var turtle = turtles[i];
			//walk
			walkTurtle(turtle);
		}
	}
	//add new turtles to list of all turtles for next generation
	updateTurtlesList();
}

/////////////////////////////////
// HELPER FNS
/////////////////////////////////
function walkTurtle(turtle) {
	//start drawing
	turtle.penDown();
	//move forward 1 pixel
	turtle.forward(1);
	//check if pixel visited already, continue if unvisited
	if (isValidStep(turtle)) {
		var x = int(turtle.x); //sometimes these values become floats...
		var y = int(turtle.y); //so use int() to ensure integer value
		//determine turtle's fate based on pixel brightness:
		var pix = img.get(x,y);

		//if pixel too dark, turtle dies
		if (brightness(pix) > darknessThreshold) {
			// println("Turtle die!");
			killTurtle(turtle);
		}
		//else if pixel bright enough, spawn children turtles at location
		else if (brightness(pix) > brightnessThreshold) {
			println("Spawn!")
			spawnTurtle(x, y, 90); //spawn turtle to left
			spawnTurtle(x, y, -90); //spawn turtle to right
		}
		else {
		}
	}
	//else, if pixel is visited already, erase. Then, respawn elsewhere
	else {
		// println("Respanw!");
		//move backward 1 pixel
		turtle.back(1);
		//respawn somewhere else
		respawnTurtle(turtle);
	}
}

function isValidStep(turtle) {
	//get x and y pixel position of turtle
	var x = int(turtle.x); //sometimes these values become floats...
	var y = int(turtle.y); //so use int() to ensure integer value
	//if turtle off of canvas
	if ((x <= 0) || (x >= canvasWidth) || (y <= 0) || (y >= canvasHeight)) {
		return false;
	}
	//if pixel already visited, step is not valid. return false
	else if (visitedPixels[x][y] == true) {return false;}
	//if pixel not visited, step is valid. return true
	else {
		//update visited pixels
		visitedPixels[x][y] = true;
		return true;
	}
}

function spawnTurtle(x,y,dir) {
	if (turtles.length < maxNumberOfTurtles) {
		//create new turtle instance
		var turtle = makeTurtle(x,y);
		//rotate turtle based on input dir
		turtle.left(dir);
		//set turtle color
		turtle.color = colorTurtle;
		//store turtle in list of turtles to be added to master list
		newTurtles.push(turtle);
	}
}

function respawnTurtle(turtle) {
	//get random x and y pixel coordinates
	var x = int(random(canvasWidth));
	var y = int(random(canvasHeight));
	var theta = 90*(int(random(4)));
	//move turtle to new pixel
	turtle.penUp();
	turtle.goto(x,y);
	turtle.penDown();
	//turn turtle
	turtle.left(theta);
	//if move is to a cell that hasn't been visit, continue
	if (isValidStep(turtle)) {
		//update visited pixels
		visitedPixels[x][y] = true;
		//exit function
		return;
	}
	//if move is to cell that has already been visited, try again
	else {respawnTurtle(turtle);}
}

//function to remove turtle from list of active turtles
function killTurtle(turtle) {
	deadTurtles.push(turtle);
	// //new list to store all active turtles
	// var newTurtlesList = [];
	// //get index of turtle to remove from list of turtles
	// var indexOfTurtleToRemove = turtles.indexOf(turtle);
	// println(indexOfTurtleToRemove ==
	// //loop over list of turtles, build new list, excluding newly dead turtle
	// for (var i=0; i<turtles.length; i++) {
	// 	//if turtle is not the one we are killing, add it to the list
	// 	if (i != indexOfTurtleToRemove) {newTurtlesList.push(turtles[i]);}
	// }
	// //update turtles list
	// turtles = newTurtlesList;
}

//function for adding newly spawned turned to list of active turtles
function updateTurtlesList(){
	var newTurtlesList = [];
	for (var i=0; i<turtles.length; i++) {
		if ((deadTurtles.indexOf(turtles[i])) == -1) {
			newTurtlesList.push(turtles[i]);
		}
	}
	//for each new turtle spawned in past generation...
	for (var j=0; j<newTurtles.length; j++) {
		//add new turtle to list of active turtles
		newTurtlesList.push(newTurtles[j]);
	}
	turtles = newTurtlesList;
}

// function for ending the program if all cells have been visited
function fin() {
	//check if cells have been visited or not
	for (var x=0; x<visitedPixels.length; x++) {
		for (var y=0; y<visitedPixels[0].length; y++) {
			//if any cell is found unvisited, return false to continue program
			if (visitedPixels[x][y] == false) {
				return false;
			}
		}
	}
	//if get through all cells and all have been visited, finish
	return true;
}

/////////////////////////////////
// EVENTS
/////////////////////////////////
function mousePressed() {
	//spawn new turtle at mouse x and y with random N/S/E/W direction
	spawnTurtle(int(mouseX),int(mouseY),90*(int(random(4))));
}

/////////////////////////////////
// TURTLE CLASS
/////////////////////////////////
function turtleLeft(d){this.angle-=d;}function turtleRight(d){this.angle+=d;}
function turtleForward(p){var rad=radians(this.angle);var newx=this.x+cos(rad)*p;
var newy=this.y+sin(rad)*p;this.goto(newx,newy);}function turtleBack(p){
this.forward(-p);}function turtlePenDown(){this.penIsDown=true;}
function turtlePenUp(){this.penIsDown = false;}function turtleGoTo(x,y){
if(this.penIsDown){stroke(this.color);strokeWeight(this.weight);
line(this.x,this.y,x,y);}this.x = x;this.y = y;}function turtleDistTo(x,y){
return sqrt(sq(this.x-x)+sq(this.y-y));}function turtleAngleTo(x,y){
var absAngle=degrees(atan2(y-this.y,x-this.x));
var angle=((absAngle-this.angle)+360)%360.0;return angle;}
function turtleTurnToward(x,y,d){var angle = this.angleTo(x,y);if(angle< 180){
this.angle+=d;}else{this.angle-=d;}}function turtleSetColor(c){this.color=c;}
function turtleSetWeight(w){this.weight=w;}function turtleFace(angle){
this.angle = angle;}function makeTurtle(tx,ty){var turtle={x:tx,y:ty,
angle:0.0,penIsDown:true,color:color(128),weight:1,left:turtleLeft,
right:turtleRight,forward:turtleForward, back:turtleBack,penDown:turtlePenDown,
penUp:turtlePenUp,goto:turtleGoTo, angleto:turtleAngleTo,
turnToward:turtleTurnToward,distanceTo:turtleDistTo, angleTo:turtleAngleTo,
setColor:turtleSetColor, setWeight:turtleSetWeight,face:turtleFace};
return turtle;}

In this sketch, I was trying to have a series of turtles walk about an image and respond based on the brightness of the pixels. The rules I was attempting to employ:

  1. When a turtle reaches a pixel that is brighter than a certain value, spawn two child turtles to the left and to the right.
  2. When a turtle reaches a pixel that is darker than a certain value, that turtle “dies”.
  3. If a turtle reaches a pixel that has already been visited by another turtle, or if the turtle runs off the canvas, that turtle respawns to another random location.

What I was able to achieve creates an interesting composition; however, I don’t think it is reacting to the image as I intended.

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