Replaced noise with wave.
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README.md
19
README.md
@ -84,8 +84,27 @@ $ ! ; Clear temporary storage
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# 6 strands
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# 6 strands
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> 600,400 60' 3;> 600,400 120' 3;> 600,400 180' 3;> 600,400 240' 3;> 600,400 300' 3
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> 600,400 60' 3;> 600,400 120' 3;> 600,400 180' 3;> 600,400 240' 3;> 600,400 300' 3
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```
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```
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##Symmetry Brush
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##Symmetry Brush
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```
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```
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# XY
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# XY
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> 600,400 45' 3
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> 600,400 45' 3
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```
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```
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##Angular Brush
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```
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# Light
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> 1,1;> 2,2;> 3,3;> 4,4
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# Hard
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> 2,2;> 4,4;> 6,6;> 8,8
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# Horizontal Noise
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> 0,10 ?1;> 0,5 ?1;> 0,-5 ?1;> 0,-10 ?1
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```
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##Noise Brush
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```
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# Tight
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> 0,0.1 ?5;> 0,-0.1 ?5;> 0.1,0 ?5;> -0.1,0 ?5
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# Glitch
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> ?10;> ?10;> ?10;> ?10;> ?10;> ?10;> ?10;> ?10;
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```
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@ -5,6 +5,7 @@ function Pointer(offset = new Position(), color = new Color('000000'))
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this.noise = null;
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this.noise = null;
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this.position_prev = null;
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this.position_prev = null;
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this.angle = null;
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this.angle = null;
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this.distance = 0;
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this.draw = function()
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this.draw = function()
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{
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{
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@ -13,9 +14,11 @@ function Pointer(offset = new Position(), color = new Color('000000'))
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var position = this.position();
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var position = this.position();
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this.distance += position.distance_to(this.position_prev);
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if(this.noise){
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if(this.noise){
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position.x += (Math.random() * this.noise) - (this.noise/2);
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position.x += (Math.sin(this.distance/100) * this.noise) - (this.noise/2);
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position.y += (Math.random() * this.noise) - (this.noise/2);
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position.y += (Math.sin(this.distance/100) * this.noise) - (this.noise/2);
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}
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}
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ronin.canvas.context().beginPath();
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ronin.canvas.context().beginPath();
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@ -46,7 +46,7 @@ function Command(content)
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this.noise = function()
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this.noise = function()
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{
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{
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for (i = 0; i < this.content.length; i++) {
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for (i = 0; i < this.content.length; i++) {
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if(this.content[i].indexOf("?") >= 0){ return parseInt(this.content[i][1]); }
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if(this.content[i].indexOf("?") >= 0){ return parseInt(this.content[i].replace('?','')); }
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}
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}
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return null;
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return null;
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}
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}
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