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The Pirate Puzzle in D3.js
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<!doctype html> | |
<html> | |
<head> | |
<title>The Pirate Puzzle></title> | |
<style> | |
.island { | |
stroke: blue; | |
stroke-width: 3; | |
fill: transparent; | |
} | |
.tree { | |
stroke: green; | |
fill: green; | |
} | |
.grave { | |
stroke: black; | |
fill: black; | |
} | |
.flag { | |
stroke: red; | |
fill: red; | |
} | |
.treasure { | |
stroke: yellow; | |
fill: yellow; | |
} | |
.flag-path { | |
stroke: black; | |
fill: none; | |
} | |
</style> | |
</head> | |
<body> | |
<script src="http://d3js.org/d3.v3.min.js" charset="utf-8"></script> | |
<script type="text/javascript"> | |
(function (){ | |
var width = 960, | |
height = 600, | |
// our svg container | |
svg = d3.select('body').append('svg') | |
.attr('width', width) | |
.attr('height', height), | |
// a group within our container that will hold our map features | |
features = svg.append('g'), | |
// a group within our features group that will hold some paths to explain the geometries | |
geometries = features.append('g'), | |
islandRadius = 300, | |
featureLength = 30, | |
treeOffset = 210, | |
trees = [ | |
{ | |
x: treeOffset, | |
y: treeOffset | |
}, | |
{ | |
x: islandRadius*2 - treeOffset, | |
y: treeOffset | |
}], | |
grave = {x: islandRadius, y: islandRadius}, | |
// helper function for generating path values for lines | |
line = d3.svg.line() | |
.x(function(d) { return d.x; }) | |
.y(function(d) { return d.y; }); | |
// create a mask to keep features from displaying off of the island | |
svg.append('g') | |
.append('clipPath') | |
.attr('id','island-mask') | |
.append('circle') | |
.attr('r', islandRadius) | |
.attr('cx', islandRadius) | |
.attr('cy', islandRadius); | |
// apply it to the features group | |
features.attr('clip-path', 'url(#island-mask)'); | |
// create the island on top of everything. If we draw our features "over top" | |
// of the island then they will interfere with our event handling | |
svg.append('circle') | |
.attr('r', islandRadius) | |
.attr('cx', islandRadius) | |
.attr('cy', islandRadius) | |
.classed('island', true); | |
// create the trees - these are static so only draw them once | |
features.selectAll('.tree') | |
.data(trees) | |
.enter().append('image') | |
.attr('xlink:href', 'tree.svg') | |
.attr('width', featureLength) | |
.attr('height', featureLength) | |
.attr('x', getX) | |
.attr('y', getY) | |
.classed('tree', true); | |
// dynamic draw function for things that react to moving the grave position | |
function draw() { | |
// calculate positions | |
var flags = getFlagPositions(trees, grave), | |
treasure = getTreasurePosition(flags), | |
paths = getPathPoints(trees, flags, grave); | |
// draw the grave | |
features.selectAll('.grave') | |
.data([grave]) | |
.attr('x', getX) | |
.attr('y', getY) | |
.enter().append('image') | |
.attr('xlink:href', 'grave.svg') | |
.classed('grave', true) | |
.attr('height', featureLength) | |
.attr('width', featureLength) | |
.attr('x', getX) | |
.attr('y', getY); | |
// draw the flags | |
features.selectAll('.flag') | |
.data(flags) | |
.attr('x', getX) | |
.attr('y', getY) | |
.enter().append('image') | |
.attr('xlink:href', 'flag.svg') | |
.classed('flag', true) | |
.attr('height', featureLength) | |
.attr('width', featureLength) | |
.attr('x', getX) | |
.attr('y', getY); | |
// draw the treasure location | |
features.selectAll('.treasure') | |
.data([treasure]) | |
.attr('x', getX) | |
.attr('y', getY) | |
.enter().append('image') | |
.attr('xlink:href', 'treasure_chest.svg') | |
.classed('treasure', true) | |
.attr('height', featureLength) | |
.attr('width', featureLength) | |
.attr('x', getX) | |
.attr('y', getY); | |
// draw triangles showing the flag calculations | |
// these are in the geometries group so they appear underneath the other features | |
geometries.selectAll('.flag-path') | |
.data(paths) | |
.attr('d', line) | |
.enter().append('path') | |
.classed('flag-path', true) | |
.attr('d', line); | |
} | |
// move grave location to wherever the mouse is | |
svg.select('.island') | |
.on('mousemove', function() { | |
// 15 is a magic number to make things look nice, on my screen at least. | |
var mousePosition = d3.mouse(this); | |
grave.x = mousePosition[0] - 5; | |
grave.y = mousePosition[1] - 5; | |
draw(); | |
}); | |
// calculate the positions of the flags | |
function getFlagPositions(treePositions, gravePosition) { | |
var leftTree, rightTree, rise, run, leftFlag, rightFlag, | |
flagPositions, leftTreeIdx, rightTreeIdx; | |
// XXX assume grave position is either above or below both, | |
// i.e. y positions are equal for both trees | |
// this code determines which tree is "left" and which is "right" based | |
// on the location of the grave | |
if ( | |
(treePositions[0].x < treePositions[1].x && treePositions[0].y < grave.y) || | |
(treePositions[0].x > treePositions[1].x && treePositions[0].y > grave.y) | |
) { | |
leftTreeIdx = 0; | |
rightTreeIdx = 1; | |
} else { | |
leftTreeIdx = 1; | |
rightTreeIdx = 0; | |
} | |
leftTree = treePositions[leftTreeIdx]; | |
rightTree = treePositions[rightTreeIdx]; | |
// get left flag position | |
rise = gravePosition.y - leftTree.y; | |
run = gravePosition.x - leftTree.x; | |
// turn 90 to the left | |
leftFlag = { | |
x: leftTree.x - rise, | |
y: leftTree.y + run | |
}; | |
// get right flag position | |
rise = gravePosition.y - rightTree.y; | |
run = gravePosition.x - rightTree.x; | |
// turn 90 to the right | |
rightFlag = { | |
x: rightTree.x + rise, | |
y: rightTree.y - run | |
}; | |
flagPositions = []; | |
// use these indexes to keep the order of our flags consistent with the order | |
// of our trees in the trees array | |
flagPositions[leftTreeIdx] = leftFlag; | |
flagPositions[rightTreeIdx] = rightFlag; | |
return flagPositions; | |
} | |
function getTreasurePosition(flagPositions) { | |
// averages the x and y values of the two flag positions | |
return { | |
x: (flagPositions[0].x + flagPositions[1].x) / 2, | |
y: (flagPositions[0].y + flagPositions[1].y) / 2 | |
} | |
} | |
function getPathPoints(treePositions, flagPositions, grave) { | |
// create two lines, grave -> tree -> flag -> grave for each tree | |
return [ | |
[ | |
grave, | |
treePositions[0], | |
flagPositions[0], | |
grave | |
], | |
[ | |
grave, | |
treePositions[1], | |
flagPositions[1], | |
grave | |
] | |
] | |
} | |
// helper functions for positioning | |
function getX(d) { | |
return d.x - featureLength/2; | |
} | |
function getY(d) { | |
return d.y - featureLength/2; | |
} | |
})(); | |
</script> | |
</body> | |
</html> |
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<!-- http://thenounproject.com/noun/chest/#icon-No7173 Victor N. Escorsin da silva from The Noun Project --> | |
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<g> | |
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<path style="fill: yellow; stroke: yellow;" fill-rule="evenodd" clip-rule="evenodd" d="M8.297,48.493c3.664,2.063,7.323,4.126,10.983,6.186 c4.197,2.362,8.393,4.729,12.598,7.076c0.215,0.12,0.531,0.175,0.777,0.134c5.492-0.91,10.979-1.839,16.468-2.762 c6.508-1.096,13.013-2.186,19.521-3.283c5.967-1.004,11.931-2.018,17.896-3.022c2.884-0.486,5.767-0.969,8.676-1.541 c-10.389-3.275-20.781-6.55-31.221-9.84c3.271-9.43,6.533-22.854,9.82-32.333c-0.864,0.046-1.67,0.084-2.472,0.133 c-3.146,0.192-6.29,0.391-9.435,0.585c-3.599,0.222-7.195,0.442-10.794,0.664c-3.051,0.187-6.103,0.374-9.152,0.561 c-3.583,0.219-7.166,0.442-10.748,0.661c-3.114,0.19-6.228,0.377-9.341,0.566c-1.47,0.089-2.939,0.191-4.412,0.258 c-0.329,0.016-0.381,0.186-0.438,0.401c-0.57,2.075-1.137,4.149-1.708,6.223c-2.277,8.281-4.555,20.584-6.835,28.864 C8.441,48.172,8.369,48.315,8.297,48.493z"/> | |
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</svg> | |
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Actually, without the grave you don't know which tree is the left tree and which is the right, so there are actually two places to look, the one you find and another symmetrically places with respect to the line between the trees.