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class Vehicle {
constructor(x, y) {
this.pos = createVector(x, y);
this.vel = createVector(0, 0);
this.acc = createVector(0, 0);
this.maxSpeed = 10;
this.maxForce = 0.25;
this.r = 16;
}
evade(vehicle) {
let pursuit = this.pursue(vehicle);
pursuit.mult(-1);
return pursuit;
}
pursue(vehicle) {
let target = vehicle.pos.copy();
let prediction = vehicle.vel.copy();
prediction.mult(20);
target.add(prediction);
fill(0,255,0);
circle(target.x, target.y, 16);
return this.seek(target);
}
flee(target) {
return this.seek(target).mult(-1);
}
seek(target) {
let force = p5.Vector.sub(target, this.pos);
force.setMag(this.maxSpeed);
force.sub(this.vel);
force.limit(this.maxForce);
return force;
}
applyForce(force) {
this.acc.add(force);
}
update() {
this.vel.add(this.acc);
this.vel.limit(this.maxSpeed);
this.pos.add(this.vel);
this.acc.set(0, 0);
}
show() {
stroke(255);
strokeWeight(2);
fill(255);
push();
translate(this.pos.x, this.pos.y);
rotate(this.vel.heading());
triangle(-this.r, -this.r / 2, -this.r, this.r / 2, this.r, 0);
pop();
}
edges() {
if (this.pos.x > width + this.r) {
this.pos.x = -this.r;
} else if (this.pos.x < -this.r) {
this.pos.x = width + this.r;
}
if (this.pos.y > height + this.r) {
this.pos.y = -this.r;
} else if (this.pos.y < -this.r) {
this.pos.y = height + this.r;
}
}
}
class Target extends Vehicle {
constructor(x, y) {
super(x, y);
this.vel = p5.Vector.random2D();
this.vel.mult(5);
}
show() {
stroke(255);
strokeWeight(2);
fill('#F063A4');
push();
translate(this.pos.x, this.pos.y);
circle(0,0,this.r*2);
pop();
}
}