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high-noon.js
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high-noon.js
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let shooterPositions = [];
let shootingIndex = [];
let moveIndex = -1;
let numberOfShooters = 7;
let alive;
let dead;
const container = 'high-noon-container';
function setup() {
let canvas = createCanvas(1200, 756);
canvas.parent(container);
for (let i = 0; i < numberOfShooters; i++) {
shooterPositions[i] = new p5.Vector(random(width), random(height));
}
calcShooting();
let incrementButton = createButton('+1');
incrementButton.position(-60, 0);
incrementButton.size(50, 50);
incrementButton.style('font-weight', 'bold');
incrementButton.parent(container);
incrementButton.mousePressed(incrementNumberOfShooters);
let decrementButton = createButton('-1');
decrementButton.position(-60, 75);
decrementButton.size(50, 50);
decrementButton.style('font-weight', 'bold');
decrementButton.parent(container);
decrementButton.mousePressed(decrementNumberOfShooters);
noLoop();
}
function draw() {
background(255);
// draw arrows
stroke(0, 0, 0, 150);
fill(0);
for (let i = 0; i < numberOfShooters; i++) {
let shooterPosition = shooterPositions[i];
let targetPosition = shooterPositions[shootingIndex[i]];
let shootDirection = p5.Vector.sub(targetPosition, shooterPosition);
push();
translate(shooterPosition.x, shooterPosition.y);
// draw arrow
line(0, 0, shootDirection.x, shootDirection.y);
arrowHead(createVector(0, 0), shootDirection);
pop();
}
// draw points
stroke(0);
fill(175);
for (let i = 0; i < numberOfShooters; i++) {
let shooterPosition = shooterPositions[i];
circle(shooterPosition.x, shooterPosition.y, 15);
}
// draw crosses
for (let i = 0; i < numberOfShooters; i++) {
let targetPosition = shooterPositions[shootingIndex[i]];
push();
translate(targetPosition.x, targetPosition.y);
line(-5, -5, 5, 5);
line(-5, 5, 5, -5);
pop();
}
// draw text
stroke(255);
fill(0);
text("total: " + numberOfShooters, 50, 15);
text("alive: " + alive, 200, 15);
text("dead: " + dead, 350, 15);
}
// credit: https://editor.p5js.org/kevinhb92/sketches/zLDDLrg_
function arrowHead(start, vector) {
push();
let norm = createVector(vector.x, vector.y);
norm.normalize();
applyMatrix(norm.x, norm.y, -norm.y, norm.x, vector.x - start.x, vector.y - start.y);
triangle(-16, 8, -8, 0, -16, -8);
pop();
}
function incrementNumberOfShooters() {
if (numberOfShooters >= 100) {
return;
}
numberOfShooters++;
shooterPositions.push(new p5.Vector(random(width), random(height)));
shootingIndex.push(-1);
calcShooting();
redraw();
}
function decrementNumberOfShooters() {
if (numberOfShooters <= 2) {
return;
}
numberOfShooters--;
shooterPositions.pop();
shootingIndex.pop();
calcShooting();
redraw();
}
function calcShooting() {
for (let i = 0; i < numberOfShooters; i++) {
let minDistance = width + height;
let index = -1;
for (let j = 0; j < numberOfShooters; j++) {
if (i == j) {
continue;
}
let distance = shooterPositions[i].dist(shooterPositions[j]);
if (distance < minDistance) {
minDistance = distance;
index = j;
}
}
shootingIndex[i] = index;
}
dead = [... new Set(shootingIndex)].length;
alive = numberOfShooters - dead;
}
function mousePressed() {
let mouseVec = createVector(mouseX, mouseY);
for (let i = 0; i < numberOfShooters; i++) {
if (shooterPositions[i].dist(mouseVec) < 15) {
moveIndex = i;
return;
}
}
}
function mouseDragged() {
if (moveIndex == -1) {
return;
}
shooterPositions[moveIndex].x = constrain(mouseX, 0, width);
shooterPositions[moveIndex].y = constrain(mouseY, 0, height);
calcShooting();
redraw();
}
function mouseReleased() {
moveIndex = -1;
}