var a = 1.7943; var phase = 5; var scale = 1; var W; var H; const enable_interaction = true; var t = 0; const t_rate = .002; const fps = 50; var fpsInterval, startTime, now, then, elapsed; var canvas = document.getElementById('canvas'); var ctx = canvas.getContext('2d'); window.onresize = function(e) { W = canvas.width = window.innerWidth; H = canvas.height = window.innerHeight; } var dwitter_mode = true; if (dwitter_mode) { function S(x){return Math.sin(x)} function C(x){return Math.cos(x)} function T(x){return Math.tan(x)} function R(r,g,b,a){return `rgba(${r},${g},${b},${a})`} var c = canvas; var x = ctx; } function DwitterCode(N,t) { x.beginPath(); for(i=0;i fpsInterval) { then = now - (elapsed % fpsInterval); draw(); } if(enable_interaction) { canvas.onclick=e=>{t=0; a=1+2*Math.random(); console.log(a)}; } }