Back in the days when I was into Imba 1, I wrote a lot of toy Imba 1 apps. It's a good time to rewrite them in Imba 2.
There are some difficulties with porting:
- there's no automated way to convert Imba 1 to Imba 2 code, it's a different dialect of CoffeeScript, and it's not just syntactic
- the component model is not the same, Imba 2 is based on web components
- as Imba 2 is based on web components, an overall questionable decision - one huge problem with it is that they just plain won't work with SVG, and I used a lot of SVG in my apps; I don't know if there are any workaround for that Imba could do
- my mini apps all used SCSS, and Imba 2 has its own Tailwind-like CSS system instead
I did one such port before - Imba 1 eyes, Imba 2 eyes - which you can see in action here.
By the way Imba 2 forced tabs make Imba 2 code look like total ass on github, as it uses 8 spaces for tab indentation, and OMG, it is ugly. By comparison 2-spaced Imba 1 code looks neat.
I know you can set your editor to display tabs as 2 spaces, but this setting won't apply everywhere (like GitHub for example, or blog posts). I think it's an absolutely terrible choice, and Imba should just switch to standard 2 spaces every other frontend tech uses, instead of trying to be different.
Imba 1 eyes code
tag Eye < svg:g
prop mx
prop my
def render
let max_eye_movement = 0.3 * data:sz
let rx = data:x
let ry = data:y
if mx != null && my != null
let dx = mx - data:x
let dy = my - data:y
let dl = Math.sqrt(dx*dx + dy*dy)
if dl > max_eye_movement
dx = max_eye_movement * dx/dl
dy = max_eye_movement * dy/dl
rx += dx
ry += dy
<self>
<svg:circle.eye1 cx=(data:x) cy=(data:y) r=(data:sz)>
<svg:circle.eye2 cx=(rx) cy=(ry) r=(data:sz * 0.5) css:fill=(data:color)>
<svg:circle.eye3 cx=(rx) cy=(ry) r=(data:sz * 0.2)>
tag App
def mount
schedule(raf: true)
def onmousemove(event)
let native_event = event:_event
let svg = document.get-element-by-id("eyes")
let rect = svg.get-bounding-client-rect()
@mx = native_event:pageX - rect:x
@my = native_event:pageY - rect:y
def eye_distance(eye1, eye2)
let dx = eye1:x - eye2:x
let dy = eye1:y - eye2:y
Math.sqrt((dx * dx) + (dy * dy))
def can_place_eye(new_eye)
@eyes.every do |eye|
eye_distance(eye, new_eye) >= eye:sz + new_eye:sz + 5
def random_color
let h = Math.random() * 360
let s = Math.round(50 + Math.random() * 50)
let l = Math.round(30 + Math.random() * 40)
"hsl({h}, {s}%, {l}%)"
def setup
let wh = window:inner-height
let ww = window:inner-width
@mx = Math.random() * ww
@my = Math.random() * wh
@eyes = []
for i in [1..1000]
let sz = 20 + Math.random() * 60
let x = sz + Math.random() * (ww - 2 * sz)
let y = sz + Math.random() * (wh - 2 * sz)
let new_eye = {x: x, y: y, sz: sz, color: random_color}
if can_place_eye(new_eye)
@eyes.push(new_eye)
def render
<self>
<svg:svg#eyes>
for eye in @eyes
<Eye[eye] mx=@mx my=@my>
Imba.mount <App>
Notable design here is that Eye
component inherits from svg:g
.
Imba 1 eyes scss
@import 'normalize-scss';
@include normalize();
body {
overflow: hidden;
}
.App {
width: 100vw;
height: 100vh;
overflow: hidden;
svg {
width: 100vw;
height: 100vh;
display: block;
background-color: #aaa;
.eye1 {
fill: white;
stroke: black;
stroke-width: 3px;
}
.eye2 {
stroke: black;
stroke-width: 1px;
}
.eye3 {
fill: black;
}
}
}
It could have easily be plain CSS, but I just don't like plain CSS. Also using normalize from a package, the relevant parts would be just a few lines.
Imba 2 eyes code
I had to make every eye its own <svg>
instead of just being a <g>
. For this toy app it's fine, but there's a lot of cases where Imba 2's approach just won't do.
# NOTE:
# Can't inherit from svg:g yet in imba2
# so this is a bit awkward
tag spooky-eye
def render
let max_eye_movement = 0.3 * data.sz
let rx = data.x
let ry = data.y
if mx != null && my != null
let dx = mx - data.x
let dy = my - data.y
let dl = Math.sqrt(dx*dx + dy*dy)
if dl > max_eye_movement
dx = max_eye_movement * dx/dl
dy = max_eye_movement * dy/dl
rx += dx
ry += dy
<self>
<svg>
<svg:circle.eye1 cx=(data.x) cy=(data.y) r=(data.sz)>
<svg:circle.eye2 cx=(rx) cy=(ry) r=(data.sz * 0.5) css:fill=(data.color)>
<svg:circle.eye3 cx=(rx) cy=(ry) r=(data.sz * 0.2)>
tag app-root
def eye_distance(eye1, eye2)
let dx = eye1.x - eye2.x
let dy = eye1.y - eye2.y
Math.sqrt((dx * dx) + (dy * dy))
def can_place_eye(new_eye)
eyes.every do |eye|
eye_distance(eye, new_eye) >= eye.sz + new_eye.sz + 5
def random_color()
let h = Math.random() * 360
let s = Math.round(50 + Math.random() * 50)
let l = Math.round(30 + Math.random() * 40)
"hsl({h}, {s}%, {l}%)"
def onmousemove(event)
let element = document.get-element-by-id("eyes")
let rect = element.get-bounding-client-rect()
mx = event.page-x - rect.x
my = event.page-y - rect.y
def constructor
super
let wh = window.inner-height
let ww = window.inner-width
mx = Math.random() * ww
my = Math.random() * wh
eyes = []
for i in [1 .. 1000]
let sz = 20 + Math.random() * 60
let x = sz + Math.random() * (ww - 2 * sz)
let y = sz + Math.random() * (wh - 2 * sz)
let new_eye = {x: x, y: y, sz: sz, color: random_color()}
if can_place_eye(new_eye)
eyes.push(new_eye)
def render
<self#eyes :mousemove.onmousemove>
for eye in eyes
<spooky-eye data=eye mx=mx my=my>
Imba 2 eyes scss
I did not port that to Imba 2's new css system. I believe at the time I was doing the porting it wasn't there yet, so it just reuses the SCSS I had.
@import 'normalize-scss';
@include normalize();
app-root {
display: block;
width: 100vw;
height: 100vh;
overflow: hidden;
background-color: #aaa;
svg {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
pointer-events: none;
.eye1 {
fill: white;
stroke: black;
stroke-width: 3px;
}
.eye2 {
stroke: black;
stroke-width: 1px;
}
.eye3 {
fill: black;
}
}
}
Coming next
In the next few episodes I'll try to port a few more Imba 1 apps to Imba 2, and maybe try some of the new Imba 2's features like its new CSS system.
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