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Make a translateTriangle function and centre the cube with the translateTriangle function.
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'var p1 = project(triangle[0], triangle[1], triangle[2]);' Line Number: 144
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In the projectTriangle function, use perspective project on the 3 points array in the triangle parameter, and return a 2 point array to draw.
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Code edit (5 edits merged)
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make an arg for wireframes on the drawTri function, default false.
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In the drawTri function, fill in the triangles using the scanline rendering algorithm.
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Fill in the triangles using the scanline rendering algorithm.
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Create a class "Cube" and store the triangles for now.
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optimise the code for speed
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Draw a 1000 random lines in a loop in between the start valuable and the console log
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Please fix the bug: 'toString is not a function' in or related to this line: 'console.log("Time: " + toString(Date.now() - start));' Line Number: 82
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Draw the triangles in the tris.forEach function
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Make a line drawing function using the putPixel function
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Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(self, {' Line Number: 36 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0
});
/****
* Game Code
****/
//[x1, y1, x2, y2, x3, y3]
var tris = [[0, 0, 8, 0, 0, 8], [0, 8, 8, 0, 8, 8]];
// Game constants for the grid
var GRID_SIZE = 64;
var PIXEL_SIZE = 2048 / GRID_SIZE;
// Create the grid of pixels
function putPixel(x, y, color) {
if (x >= 0 && x < GRID_SIZE && y >= 0 && y < GRID_SIZE) {
// Cache children array reference for speed
var children = game.children;
children[x + y * GRID_SIZE].tint = color;
}
}
// Line drawing function using Bresenham's line algorithm
function drawLine(x0, y0, x1, y1, color) {
var dx = x1 - x0;
var dy = y1 - y0;
var adx = dx < 0 ? -dx : dx;
var ady = dy < 0 ? -dy : dy;
var sx = dx < 0 ? -1 : 1;
var sy = dy < 0 ? -1 : 1;
var err = adx - ady;
var x = x0;
var y = y0;
while (true) {
putPixel(x, y, color);
if (x === x1 && y === y1) {
break;
}
var e2 = 2 * err;
if (e2 > -ady) {
err -= ady;
x += sx;
}
if (e2 < adx) {
err += adx;
y += sy;
}
}
}
var colorIndex = 0;
// Precompute offset once for all pixels
var offset = 2732 / 2 - GRID_SIZE * PIXEL_SIZE / 2;
for (var y = 0; y < GRID_SIZE; y++) {
for (var x = 0; x < GRID_SIZE; x++) {
// Get an instance of our pixel asset
var pixel = LK.getAsset('pixel', {
x: x * PIXEL_SIZE,
y: y * PIXEL_SIZE + offset,
tint: 0
});
game.addChild(pixel);
}
}
//Start of the 3d renderer
var start = Date.now();
tris.forEach(function (tri, i) {
// Extract triangle vertices
var x1 = tri[0];
var y1 = tri[1];
var x2 = tri[2];
var y2 = tri[3];
var x3 = tri[4];
var y3 = tri[5];
// Draw the three sides of the triangle
drawLine(x1, y1, x2, y2, 0xffffff); // Side 1-2
drawLine(x2, y2, x3, y3, 0xffffff); // Side 2-3
drawLine(x3, y3, x1, y1, 0xffffff); // Side 3-1
});
console.log("Time: " + String(Date.now() - start)); ===================================================================
--- original.js
+++ change.js
@@ -15,41 +15,45 @@
var PIXEL_SIZE = 2048 / GRID_SIZE;
// Create the grid of pixels
function putPixel(x, y, color) {
if (x >= 0 && x < GRID_SIZE && y >= 0 && y < GRID_SIZE) {
- game.children[x + y * GRID_SIZE].tint = color;
+ // Cache children array reference for speed
+ var children = game.children;
+ children[x + y * GRID_SIZE].tint = color;
}
}
// Line drawing function using Bresenham's line algorithm
function drawLine(x0, y0, x1, y1, color) {
- var dx = Math.abs(x1 - x0);
- var dy = Math.abs(y1 - y0);
- var sx = x0 < x1 ? 1 : -1;
- var sy = y0 < y1 ? 1 : -1;
- var err = dx - dy;
+ var dx = x1 - x0;
+ var dy = y1 - y0;
+ var adx = dx < 0 ? -dx : dx;
+ var ady = dy < 0 ? -dy : dy;
+ var sx = dx < 0 ? -1 : 1;
+ var sy = dy < 0 ? -1 : 1;
+ var err = adx - ady;
var x = x0;
var y = y0;
while (true) {
putPixel(x, y, color);
if (x === x1 && y === y1) {
break;
}
var e2 = 2 * err;
- if (e2 > -dy) {
- err -= dy;
+ if (e2 > -ady) {
+ err -= ady;
x += sx;
}
- if (e2 < dx) {
- err += dx;
+ if (e2 < adx) {
+ err += adx;
y += sy;
}
}
}
var colorIndex = 0;
+// Precompute offset once for all pixels
+var offset = 2732 / 2 - GRID_SIZE * PIXEL_SIZE / 2;
for (var y = 0; y < GRID_SIZE; y++) {
for (var x = 0; x < GRID_SIZE; x++) {
- // Center the virtual screen
- var offset = 2732 / 2 - GRID_SIZE * PIXEL_SIZE / 2;
// Get an instance of our pixel asset
var pixel = LK.getAsset('pixel', {
x: x * PIXEL_SIZE,
y: y * PIXEL_SIZE + offset,
@@ -59,31 +63,18 @@
}
}
//Start of the 3d renderer
var start = Date.now();
-// tris.forEach(function (tri, i) {
-// // Extract triangle vertices
-// var x1 = tri[0];
-// var y1 = tri[1];
-// var x2 = tri[2];
-// var y2 = tri[3];
-// var x3 = tri[4];
-// var y3 = tri[5];
-// // Draw the three sides of the triangle
-// drawLine(x1, y1, x2, y2, 0xffffff); // Side 1-2
-// drawLine(x2, y2, x3, y3, 0xffffff); // Side 2-3
-// drawLine(x3, y3, x1, y1, 0xffffff); // Side 3-1
-// });
-// Draw 1000 random lines
-for (var i = 0; i < 100000; i++) {
- // Generate random coordinates within the grid
- var x1 = Math.floor(Math.random() * GRID_SIZE);
- var y1 = Math.floor(Math.random() * GRID_SIZE);
- var x2 = Math.floor(Math.random() * GRID_SIZE);
- var y2 = Math.floor(Math.random() * GRID_SIZE);
- // Generate random color
- var color = Math.floor(Math.random() * 0xFFFFFF);
- // Draw the line
- drawLine(x1, y1, x2, y2, color);
-}
-console.log("Time: " + String(Date.now() - start));
-;
\ No newline at end of file
+tris.forEach(function (tri, i) {
+ // Extract triangle vertices
+ var x1 = tri[0];
+ var y1 = tri[1];
+ var x2 = tri[2];
+ var y2 = tri[3];
+ var x3 = tri[4];
+ var y3 = tri[5];
+ // Draw the three sides of the triangle
+ drawLine(x1, y1, x2, y2, 0xffffff); // Side 1-2
+ drawLine(x2, y2, x3, y3, 0xffffff); // Side 2-3
+ drawLine(x3, y3, x1, y1, 0xffffff); // Side 3-1
+});
+console.log("Time: " + String(Date.now() - start));
\ No newline at end of file