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Triangle.html
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80 lines (67 loc) · 1.46 KB
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<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="600" height="600" style="border:1px solid #c3c3c3;"></canvas><br>
<script>
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
let myarray = [];
var triangleTopX = 500;
var triangleTopY = 900;
var triangleLeftX = 100;
var triangleLeftY = 100;
var triangleRightX = 900;
var triangleRightY = 100;
var triangleNewX = 500;
var triangleNewY = 500;
var triangleOldX = triangleTopX;
var triangleOldY = triangleTopY;
function drawPixel(x,y)
{
ctx.beginPath();
ctx.lineTo(((canvas.width/1000)*x), ((canvas.height/1000)*(1000-y)));
ctx.lineTo(((canvas.width/1000)*x-1), ((canvas.height/1000)*(1000-y))-1);
ctx.strokeStyle = 'blue';
ctx.stroke();
}
function getRandomInt(max)
{
return Math.floor(Math.random() * max);
}
function getPoints(index)
{
X = 0;
Y = 0;
if(index == 1)
{
X = triangleTopX;
Y = triangleTopY;
}
else if(index == 2)
{
X = triangleLeftX;
Y = triangleLeftY;
}
else
{
X = triangleRightX;
Y = triangleRightY;
}
return {X,Y};
}
function timedInterval()
{
used = getPoints(getRandomInt(3));
triangleNewX = (used.X+triangleOldX)/2;
triangleNewY = (used.Y+triangleOldY)/2;
drawPixel(triangleNewX,triangleNewY);
triangleOldX = triangleNewX;
triangleOldY = triangleNewY;
}
drawPixel(triangleTopX,triangleTopY);
drawPixel(triangleLeftX,triangleLeftY);
drawPixel(triangleRightX,triangleRightY);
myVar = setInterval(timedInterval, 1);
</script>
</body>
</html>