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box.js
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box.js
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class Box {
constructor(x, y, img) {
this.pos = createVector(x, y);
this.img = img;
this.size = createVector(this.img.width, this.img.height);
this.hitCount = 0;
this.maxSpeed = bearSpeed || 4;
this.minMaxOffset = 0.3;
this.maxSpeedDiff = 2;
this.randJitter = 1;
this.bounceOffsetRange = 2;
this.tint = 127;
this.flashCounter = flashTime || 8000;
this.blinkCounter = 45000;
// starting direction should be random
this.vel = createVector(
random(1) >= 0.5
? random(-this.maxSpeed * -1, this.maxSpeed) + random(-0.01, 0.01)
: -random(-this.maxSpeed * -1, this.maxSpeed) + random(-0.01, 0.01),
random(1) >= 0.5
? random(-this.maxSpeed * -1, this.maxSpeed) + random(-0.01, 0.01)
: -random(-this.maxSpeed * -1, this.maxSpeed) + random(-0.01, 0.01)
);
this.flashing = false;
this.detecting = true;
this.reverseImage;
this.corner = [false, false, false, false]; // LU, RU, LD, RD
}
move() {
// clamp the values in a donut shape so its never too slow or too fast
let xClamp = this.clamp(
Math.abs(this.vel.x),
this.maxSpeed - this.maxSpeed * this.minMaxOffset,
this.maxSpeed + this.maxSpeed * this.minMaxOffset
);
this.vel.x < 0 ? (this.vel.x = xClamp * -1) : (this.vel.x = xClamp);
let yClamp = this.clamp(
Math.abs(this.vel.y),
this.maxSpeed - this.maxSpeed * this.minMaxOffset,
this.maxSpeed + this.maxSpeed * this.minMaxOffset
);
this.vel.y < 0 ? (this.vel.y = yClamp * -1) : (this.vel.y = xClamp);
let xDeltaAdj = this.clamp(
Math.abs(this.vel.x),
Math.abs(this.vel.y) - this.maxSpeedDiff,
Math.abs(this.vel.y) + this.maxSpeedDiff
);
this.vel.x < 0 ? (this.vel.x = xDeltaAdj * -1) : (this.vel.x = xDeltaAdj);
// do the move
this.pos = p5.Vector.add(this.pos, this.vel);
}
hit() {
let hitL = this.pos.x - this.size.x < 0 - this.size.x;
let hitR = this.pos.x + this.size.x > width;
let hitU = this.pos.y - this.size.y < 0 - this.size.y;
let hitD = this.pos.y + this.size.y > height;
// check X bounds
if (hitL || hitR) {
this.vel.x *= -1;
this.vel.x += random(-this.randJitter, this.randJitter);
this.vel.y += random(-this.randJitter, this.randJitter);
this.pos.x = this.pos.x <= 0 + this.size.x ? 1 : width - this.size.x - 1;
}
// check Y bounds
if (hitU || hitD) {
this.vel.y *= -1;
this.vel.x += random(-this.randJitter, this.randJitter);
this.vel.y += random(-this.randJitter, this.randJitter);
this.pos.y = this.pos.y - this.size.y < 0 ? 1 : height - this.size.y - 1;
}
// we hit a corner! special surprise :)
if (this.detecting && ((hitL && hitU) || (hitL && hitD) || (hitR && hitU) || (hitR && hitD))) {
this.hitCount++;
this.flashing = true;
this.detecting = false;
this.corner[0] = hitL && hitU;
this.corner[1] = hitR && hitU;
this.corner[2] = hitL && hitD;
this.corner[3] = hitR && hitD;
if (this.corner[0]) {
spawnAtLocation(createVector(1, 1));
}
if (this.corner[1]) {
spawnAtLocation(createVector(width - 1, 1));
}
if (this.corner[2]) {
spawnAtLocation(createVector(1, height - 1));
}
if (this.corner[3]) {
spawnAtLocation(createVector(width - 1, height - 1));
}
}
}
update() {
this.reverseImage = this.vel.x < 0;
this.hit();
this.move();
// flash counter is up
if (this.flashCounter <= 0) {
this.flashCounter = 6000;
this.flashing = false;
this.detecting = true;
}
}
show() {
// flashing reward for corner hit!
if (this.flashing) {
colorMode(HSB);
tint(this.tint, 200, 255);
this.tint = this.tint <= 1 ? (this.tint = 255) : (this.tint -= 10);
this.flashCounter -= 60;
}
// flashing is done
else {
noTint();
this.corner = [false, false, false, false];
}
push();
imageMode(CENTER);
translate(this.pos.x + this.img.width / 2, this.pos.y + this.img.height / 2);
scale(this.reverseImage ? -1 : 1, 1);
image(this.img, 0, 0, this.size.x, this.size.y);
pop();
}
clamp(value, min, max) {
return Math.min(Math.max(value, min), max);
}
}