Team:WHU-China/Team/Gallary

From 2011.igem.org

(Difference between revisions)
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#b{ position: absolute; }  
#b{ position: absolute; }  
</style>
</style>
-
<script type="text/javascript">
 
-
// ======================================================================
 
-
// script by Gerard Ferrandez | February, 2010
 
-
// --------------------------------------------------------------------
 
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// http://www.dhteumeuleu.com | http://www.twitter.com/ge1doot
 
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// Javascript code licensed under CC-BY-NC - Do not remove this notice
 
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// ======================================================================
 
-
 
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var res = function () {
 
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// ---- private vars ----
 
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var scr, a0, a1,
 
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divs  = new Array(),
 
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moves  = new Array(),
 
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idle = false,
 
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nw, nh, wu, hu,
 
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mx = [1,0,-1,0,2,0,-2,0,3,0,-3,0,4,0,-4,0],
 
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my = [0,1,0,-1,0,2,0,-2,0,3,0,-3,0,4,0,-4],
 
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bw = 10;
 
-
 
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////////////////////////////////////////////////////////////////////////////
 
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// ============== grid class =============
 
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var grid = {
 
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// ===== calculate grid =====
 
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calc : function () {
 
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// ---- empty grid ----
 
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this.grid = new Array(24);
 
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for (var i = 0; i < 24; i++)
 
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this.grid[i] = 0;
 
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// ---- load grid ----
 
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var i = 0, o;
 
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while ( o = divs[i++] )
 
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this.add(o);
 
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},
 
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// ===== return cell value =====
 
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cell : function (x, y) {
 
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return this.grid[x * 4 + y];
 
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},
 
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// ===== area weight =====
 
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weight : function (x, y, w, h) {
 
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var gw = 0;
 
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for(var i = 0; i < w; i++)
 
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for(var j = 0; j < h; j++)
 
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gw += this.cell(i + x, j + y);
 
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return gw;
 
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},
 
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// ===== add div =====
 
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add : function (o) {
 
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for(var i = 0; i < o.w; i++)
 
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for(var j = 0; j < o.h; j++)
 
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this.grid[(i + o.x) * 4 + (j + o.y)] += o.f ? 20 : 1;
 
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}
 
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}
 
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////////////////////////////////////////////////////////////////////////////
 
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// ============== tween class =============
 
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var tween = {
 
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// ===== tween stack =====
 
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divs : new Array(),
 
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// ===== create tween object =====
 
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tween : function (o, x, y, w, h) {
 
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return {
 
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div : o,
 
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x : x,
 
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y : y,
 
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w : w,
 
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h : h
 
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};
 
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},
 
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// ===== add new tween =====
 
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add : function (o, x, y, w, h) {
 
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if (o == true) return false;
 
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// ---- consolidate with last move ----
 
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var t = this.divs.length - 1;
 
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if (t >= 0 && this.divs[t].div == o)
 
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this.divs[t] = this.tween(o, x, y, w, h);
 
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else {
 
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// ---- push tween ----
 
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this.divs.push(
 
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this.tween(o, x, y, w, h)
 
-
);
 
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}
 
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},
 
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// ======== start next tween =========
 
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next : function () {
 
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if (this.divs.length) {
 
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var t = this.divs[0];
 
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var o = t.div;
 
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o.dx = t.x - o.xc;
 
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o.dy = t.y - o.yc;
 
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o.dw = t.w - o.wc;
 
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o.dh = t.h - o.hc;
 
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o.s = 1;
 
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o.p = 0;
 
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return o;
 
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} else return false;
 
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}
 
-
}
 
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////////////////////////////////////////////////////////////////////////////
 
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// =============== Div constructor ===============
 
-
var Frame = function (i, div) {
 
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// ---- random position ----
 
-
do {
 
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this.x = this.x0 = Math.floor(Math.random() * 6);
 
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this.y = this.y0 = Math.floor(Math.random() * 4);
 
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} while (moves[this.x * 4 + this.y]);
 
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moves[this.x * 4 + this.y] = true;
 
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// ---- dimensions ----
 
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var img = div.getElementsByTagName("img")[0];
 
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var wh = img.alt.split(",");
 
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img.alt = "";
 
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this.w = 1;
 
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this.h = 1;
 
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this.xc = this.x + .5;
 
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this.yc = this.y + .5;
 
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this.wc = 0;
 
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this.hc = 0;
 
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this.w1 = wh[0] * 1;
 
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this.h1 = wh[1] * 1;
 
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this.i = i;
 
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this.s = 0;
 
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div.parent = this;
 
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div.onclick = function () { this.parent.click(); }
 
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this.css = div.style;
 
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// ---- push tween ----
 
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tween.add(this, this.x, this.y, 1, 1);
 
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}
 
-
 
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// ========== calculate moving cost ===========
 
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Frame.prototype.costMove = function (m) {
 
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// ---- what direction ----
 
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var sx = mx[m] > 0 ? 1 : mx[m] < 0 ? -1 : 0,
 
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    sy = my[m] > 0 ? 1 : my[m] < 0 ? -1 : 0,
 
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    cm = 0;
 
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// ---- horizontal ----
 
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if (sx != 0) {
 
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for (var i = this.x; i != this.x + mx[m]; i += sx)
 
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cm += grid.weight(i, this.y, this.w, this.h);
 
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// ---- vertical ----
 
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} else if (sy != 0) {
 
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for (var i = this.y; i != this.y + my[m]; i += sy)
 
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cm += grid.weight(this.x, i, this.w, this.h);
 
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}
 
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// ---- return cost ----
 
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return cm;
 
-
}
 
-
 
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// ============ determine moving direction =============
 
-
Frame.prototype.findMove = function () {
 
-
var d = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
 
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    mx = 1000,
 
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    cm, m;
 
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// =========== loop distance ============
 
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for (var p = 0; p < 4 && mx >= 20; p++) {
 
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// ======== vertical neighbors weights ========
 
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for (var i = 0; i < this.w; i++) {
 
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// ---- up ----
 
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if (this.y - p > 0)
 
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d[3 + p * 4] += grid.cell(this.x + i, this.y - (p + 1));
 
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else
 
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// ---- border ----
 
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d[3 + p * 4] = 100;
 
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// ---- bottom ----
 
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if (this.y + p + this.h < 4)
 
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d[1 + p * 4] += grid.cell(this.x + i, this.y + this.h + p);
 
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else
 
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// ---- border ----
 
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d[1 + p * 4] = 100;
 
-
}
 
-
// ======== horizontal neighbors weights ========
 
-
for (var j = 0; j < this.h; j++) {
 
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// ---- left ----
 
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if (this.x - p > 0)
 
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d[2 + p * 4] += grid.cell(this.x - (p + 1), this.y + j);
 
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else
 
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// ---- border ----
 
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d[2 + p * 4] = 100;
 
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// ---- right ----
 
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if (this.x + this.w + p < 6)
 
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d[0 + p * 4] += grid.cell(this.x + this.w + p, this.y + j);
 
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else
 
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// ---- border ----
 
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d[0 + p * 4] = 100;
 
-
}
 
-
// =============== find direction to the weakest neighbor ================
 
-
mx = 1000;
 
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for (var i = 0; i < 4 * (p + 1); i++) {
 
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if ( d[i] < mx) {
 
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// ---- store min values ----
 
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mx = d[i];
 
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m = i;
 
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cm = this.costMove(i);
 
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// ---- equality case ----
 
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} else if ( d[i] == mx) {
 
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// ---- less costly move ----
 
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var cmm = this.costMove(i);
 
-
if (cmm < cm) {
 
-
cm = cmm;
 
-
m = i;
 
-
mx = d[i];
 
-
}
 
-
}
 
-
}
 
-
}
 
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// ====== return direction [0 = right, 1 = bottom, 2 = left, 3 = up] ======
 
-
return m;
 
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}
 
-
 
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// ============ HTML rendering =============
 
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Frame.prototype.paint = function () {
 
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this.css.left  = Math.round(bw + this.xc * wu) + "px";
 
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this.css.top    = Math.round(bw + this.yc * hu) + "px";
 
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this.css.width  = Math.round(Math.max(0, this.wc * wu - bw)) + "px";
 
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this.css.height = Math.round(Math.max(0, this.hc * hu - bw)) + "px";
 
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}
 
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// ========== easing function ==============
 
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Frame.prototype.tween = function () {
 
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if (this.s != 0) {
 
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// ---- easing ----
 
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this.p += this.s;
 
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this.xc += this.dx * this.p * .01;
 
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this.yc += this.dy * this.p * .01;
 
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this.wc += this.dw * this.p * .01;
 
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this.hc += this.dh * this.p * .01;
 
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// ---- HTML rendering ----
 
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this.paint();
 
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// ---- percentage steps [1+2+3+4+5+6+7+8+9+10+9+8+7+6+5+4+3+2+1=100] ----
 
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if (this.p == 10)
 
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// ---- reverse acceleration
 
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this.s = -1;
 
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else if (this.p == 0)
 
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// ---- moving end
 
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this.s = false;
 
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}
 
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return this.s;
 
-
}
 
-
 
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// ============= Main IA function for moving divs ===============
 
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Frame.prototype.click = function () {
 
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if (moves.length) {
 
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var i = 0, o;
 
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while ( o = moves[i++] ) {
 
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o.f = false;
 
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// ---- zoom out ----
 
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if (o.w != 1 || o.h != 1) {
 
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o.w = 1;
 
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o.h = 1;
 
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tween.add(o, o.x, o.y, o.w, o.h);
 
-
}
 
-
}
 
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}
 
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// ---- stop here if same div ----
 
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if (moves[0] == this)
 
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moves = new Array();
 
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else {
 
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// ---- init grid weights ----
 
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moves = new Array();
 
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grid.calc();
 
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// =========== find the best place for the zoomed div ===========
 
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var mvx = 0,
 
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    mvy = 0;
 
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// ---- right border limit ----
 
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if (this.y + this.h1 > 3)
 
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this.y -= this.y + this.h1 - 4;
 
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else {
 
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// ---- vertical backward move ----
 
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for (var i = this.y - 1; i > this.y - this.h - 1; i--)
 
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if (i >= 0 && grid.weight(this.x, i, this.w1, 1) == 0)
 
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mvy++;
 
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}
 
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// ---- bottom border limit ----
 
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if (this.x + this.w1 > 5)
 
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this.x -= this.x + this.w1 - 6;
 
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else if (!mvy) {
 
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// ---- horizontal backward move ----
 
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for (var i = this.x - 1; i > this.x - this.w - 1; i--)
 
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if (i >= 0 && grid.weight(i, this.y, 1, this.h1) == 0)
 
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mvx++;
 
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}
 
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// ============ move zoomed div =============
 
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this.x -= mvx;
 
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this.y -= mvy;
 
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this.w = this.w1;
 
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this.h = this.h1;
 
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this.f = true;
 
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this.findMove();
 
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grid.add(this);
 
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moves.push(this);
 
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// ========= cascading child moves ==========
 
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var k = 0, o;
 
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// ---- loop through all divs ----
 
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while ( o = divs[k++] ) {
 
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// ---- skip frozen div ----
 
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if (o.f != true) {
 
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// ---- loop through all cells ----
 
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for (var i = 0; i < o.w; i++) {
 
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for (var j = 0; j < o.h; j++) {
 
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// ---- collision (non empty cell) ----
 
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if (grid.cell(i + o.x, j + o.y) > 1) {
 
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// ---- move to a better place ----
 
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var m = o.findMove();
 
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o.x += mx[m];
 
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o.y += my[m];
 
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// ---- not inside another one ? ----
 
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if (grid.weight(o.x, o.y, o.w, o.h) < 20) {
 
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// ---- freeze div and push move ----
 
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o.f = true;
 
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grid.add(o);
 
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moves.push(o);
 
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// ---- reset main loop and exit ----
 
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k = 0;
 
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break;
 
-
}
 
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}
 
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}
 
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if (o.f) break;
 
-
}
 
-
}
 
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}
 
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// ========= push moves in reverse order =========
 
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var i = moves.length, o;
 
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while ( o = moves[--i] )
 
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tween.add(o, o.x, o.y, o.w, o.h);
 
-
}
 
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// ---- start tweens engine ----
 
-
a0 = tween.next();
 
-
if (idle) {
 
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idle = false;
 
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run();
 
-
}
 
-
}
 
-
 
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// ============== main loop ================
 
-
var run = function () {
 
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// ---- first tween ----
 
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if (a0) {
 
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a0.tween();
 
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if (a0.p == 10) {
 
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// ---- next ----
 
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a1 = a0;
 
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tween.divs.splice(0,1);
 
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a0 = tween.next();
 
-
}
 
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}
 
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// ---- second tween ----
 
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if (a1) {
 
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a1.tween();
 
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// ---- end anim ----
 
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if (a1.s === false)
 
-
a1 = false;
 
-
}
 
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// ---- loop ----
 
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if (a0 || a1) setTimeout(run, 32);
 
-
else idle = true;
 
-
}
 
-
// ============== init script ==============
 
-
var init = function () {
 
-
// ---- init container ----
 
-
scr = document.getElementById('screen');
 
-
// ---- load divs ----
 
-
var k = 0, o;
 
-
while ( o = scr.getElementsByTagName("div")[k++] )
 
-
divs.push(
 
-
new Frame(k, o)
 
-
);
 
-
// ---- ajust dimensions ----
 
-
nw = scr.offsetWidth - bw;
 
-
nh = scr.offsetHeight - bw;
 
-
wu = nw / 6;
 
-
hu = nh / 4;
 
-
// ---- start animation -----
 
-
a0 = tween.next();
 
-
run();
 
-
}
 
-
return {
 
-
// ==== public bloc ====
 
-
init : init
 
-
}
 
-
}();
 
-
 
-
</script>
 
</head>
</head>
<body>
<body>

Revision as of 16:00, 1 October 2011

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> Weakening neighbors - interactive DHTML

3,3
3,3
3,3
2,4
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2,4
3,3
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3,3