201 lines
5.9 KiB
JavaScript
201 lines
5.9 KiB
JavaScript
let vehicle1;
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let vehicle2;
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function setup() {
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cursor(CROSS);
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createCanvas(600, 600);
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vehicle1 = new Vehicle(300, 300, "#CCCCCC");
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vehicle2 = new Vehicle(300, 300, "#CC3333");
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vehicle2.velocity = randomVector(5);
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}
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function draw() {
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巡游小车();
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// 追逐鼠标();
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// 逃避鼠标();
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// 小车追逐();
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}
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function 巡游小车() {
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background(64);
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vehicle1.wander();
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vehicle1.move();
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vehicle1.turn();
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vehicle1.drawPath();
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vehicle1.show();
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}
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function 追逐鼠标() {
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background(64);
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vehicle1.seek({ position: createVector(mouseX, mouseY) });
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vehicle1.move();
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vehicle1.turn();
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vehicle1.drawPath();
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vehicle1.show();
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}
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function 逃避鼠标() {
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background(64);
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vehicle1.flee({ position: createVector(mouseX, mouseY) });
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vehicle1.move();
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vehicle1.turn();
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vehicle1.drawPath();
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vehicle1.show();
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}
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function 小车追逐() {
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background(64);
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vehicle1.seek(vehicle2);
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vehicle2.move();
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vehicle1.move();
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vehicle2.turn();
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vehicle1.turn();
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vehicle1.drawPath();
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vehicle2.show();
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vehicle1.show();
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}
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/**
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* 返回可指定大小的随机二维向量
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* @param {number} magnitude 向量大小
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* @return {p5.Vector} vector 随机二维向量
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*/
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function randomVector(magnitude) {
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let vector = p5.Vector.random2D();
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return magnitude ? vector.mult(magnitude) : vector;
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}
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class Vehicle {
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constructor(x, y, color) {
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this.color = color;
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this.position = createVector(x, y);
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this.path = [];
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this.pathes = [];
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this.velocity = createVector(0, 0);
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this.heading = this.velocity.heading();
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this.acceleration = createVector(0, 0);
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this.maxVelocity = 5;
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this.maxAcceleration = 1;
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}
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seek(target, slowdownDistance = 100) {
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const desired = p5.Vector.sub(target.position, this.position);
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const distance = desired.mag();
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const magnitude =
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slowdownDistance > 0 && distance <= slowdownDistance
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? map(distance, 0, slowdownDistance, 0, this.maxVelocity)
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: this.maxVelocity;
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desired.setMag(magnitude);
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const steering = p5.Vector.sub(desired, this.velocity);
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this.acceleration.add(steering);
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}
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flee(target, fleeDistance = 100) {
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const desired = p5.Vector.sub(this.position, target.position);
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const distance = desired.mag();
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const magnitude =
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!fleeDistance || fleeDistance <= 0
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? this.maxVelocity
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: distance <= fleeDistance
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? map(distance, 0, fleeDistance, this.maxVelocity, 0)
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: 0;
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desired.setMag(magnitude);
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const steering = p5.Vector.sub(desired, this.velocity);
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this.acceleration.add(steering);
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}
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wander() {
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const target = this.velocity.copy();
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target.setMag(50).add(this.position);
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// stroke(128);
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// const x1 = target.x + -25 * cos(PI / 2 + this.heading);
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// const y1 = target.y + -25 * sin(PI / 2 + this.heading);
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// const x2 = target.x + 25 * cos(PI / 2 + this.heading);
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// const y2 = target.y + 25 * sin(PI / 2 + this.heading);
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// line(x1, y1, x2, y2);
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const offset = map(noise(Date.now() / 1000), 0, 1, -50, 50);
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const x = offset * cos(PI / 2 + this.heading);
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const y = offset * sin(PI / 2 + this.heading);
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target.add(x, y);
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// noStroke();
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// fill("#F063A4");
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// circle(target.x, target.y, 5);
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const steering = target.sub(this.position);
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this.acceleration.add(steering);
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}
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move() {
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this.acceleration.limit(this.maxAcceleration);
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this.velocity.add(this.acceleration);
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if (this.velocity.mag() > 0) this.heading = this.velocity.heading();
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this.velocity.limit(this.maxVelocity);
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this.position.add(this.velocity);
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this.acceleration.set(0, 0);
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this.path.push(this.position.copy());
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}
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turn() {
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let x = this.position.x;
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let y = this.position.y;
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while (x < 0 || x >= width) x = (x + width) % width;
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while (y < 0 || y >= height) y = (y + height) % height;
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const edgeCrossed = x != this.position.x || y != this.position.y;
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if (edgeCrossed) {
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this.pathes.push(this.path);
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this.path = [];
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}
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this.position.x = x;
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this.position.y = y;
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}
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// bounce() {
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// if (this.position.x <= this.size / 2) {
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// this.position.x = this.size / 2;
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// this.velocity.x *= -1;
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// return true;
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// } else if (this.position.x > canvasWidth - this.size / 2) {
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// this.position.x = canvasWidth - this.size / 2;
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// this.velocity.x *= -1;
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// return true;
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// }
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// if (this.position.y <= this.size / 2) {
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// this.position.y = this.size / 2;
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// this.velocity.y *= -1;
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// return true;
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// } else if (this.position.y >= canvasHeight - this.size / 2) {
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// this.position.y = canvasHeight - this.size / 2;
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// this.velocity.y *= -1;
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// return true;
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// }
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// return false;
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// }
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drawPath() {
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push();
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noFill();
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stroke(50);
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strokeWeight(1);
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// if (this.pathes.length >= 10) this.pathes.shift();
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[...this.pathes, this.path].forEach((path) => {
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beginShape();
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path.forEach((v) => vertex(v.x, v.y));
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endShape();
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});
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pop();
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}
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show() {
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push();
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translate(this.position.x, this.position.y);
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rotate(this.heading);
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stroke(this.color);
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fill(this.color);
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triangle(0, 0, -10, 2.5, -10, -2.5);
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pop();
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}
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}
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