| 1 | // entities.js - All game entity classes |
| 2 | |
| 3 | class Spider { |
| 4 | constructor(x, y) { |
| 5 | this.pos = createVector(x, y); |
| 6 | this.vel = createVector(0, 0); |
| 7 | this.acc = createVector(0, 0); |
| 8 | this.radius = 8; |
| 9 | this.isAirborne = false; |
| 10 | this.canJump = true; |
| 11 | this.lastAnchorPoint = null; |
| 12 | this.gravity = createVector(0, 0.3); |
| 13 | this.jumpPower = 12; |
| 14 | this.maxSpeed = 15; |
| 15 | this.munchRadius = 20; |
| 16 | this.munchCooldown = 0; |
| 17 | this.attachedObstacle = null; // Track which obstacle spider is on |
| 18 | } |
| 19 | |
| 20 | jump(targetX, targetY) { |
| 21 | if (!this.canJump || this.isAirborne) return; // Don't jump if already airborne |
| 22 | |
| 23 | let direction = createVector(targetX - this.pos.x, targetY - this.pos.y); |
| 24 | let clickDistance = direction.mag(); |
| 25 | direction.normalize(); |
| 26 | |
| 27 | // Scale jump power based on click distance (closer clicks = smaller jumps) |
| 28 | let actualJumpPower = map(clickDistance, 0, 200, 3, this.jumpPower); |
| 29 | actualJumpPower = constrain(actualJumpPower, 3, this.jumpPower); |
| 30 | direction.mult(actualJumpPower); |
| 31 | |
| 32 | this.vel = direction; |
| 33 | this.isAirborne = true; |
| 34 | this.canJump = false; |
| 35 | this.lastAnchorPoint = this.pos.copy(); |
| 36 | // Record jump time for touch debounce |
| 37 | if (typeof window !== 'undefined') { |
| 38 | window.lastJumpTime = millis(); |
| 39 | } |
| 40 | |
| 41 | // Check if we're jumping off a web strand |
| 42 | for (let strand of webStrands) { |
| 43 | if (strand === currentStrand) continue; |
| 44 | |
| 45 | if (this.checkStrandCollision(strand)) { |
| 46 | // Much simpler shimmy detection based on actual jump power used |
| 47 | let isShimmy = actualJumpPower < 6; // If we used less than half power, it's a shimmy |
| 48 | |
| 49 | // Apply appropriate recoil based on movement type |
| 50 | if (isShimmy) { |
| 51 | // Trigger shimmy visual effect |
| 52 | this.shimmyEffect = 20; |
| 53 | |
| 54 | // NO recoil at all for shimmying - just tiny vibration |
| 55 | strand.vibrate(0.3); |
| 56 | |
| 57 | // Tiny yellow particles |
| 58 | let p = new Particle(this.pos.x, this.pos.y); |
| 59 | p.color = color(255, 255, 100, 80); |
| 60 | p.vel = createVector(random(-0.3, 0.3), random(-0.3, 0.3)); |
| 61 | p.size = 2; |
| 62 | particles.push(p); |
| 63 | } else { |
| 64 | // Scale recoil based on actual jump power |
| 65 | let recoilForce = -(actualJumpPower / this.jumpPower) * 0.08; // Scale by power ratio |
| 66 | strand.applyRecoil(recoilForce); |
| 67 | |
| 68 | // Create particles only for real jumps |
| 69 | for (let i = 0; i < 2; i++) { |
| 70 | let p = new Particle(this.pos.x, this.pos.y); |
| 71 | p.color = color(255, 255, 255, 120); |
| 72 | p.vel = createVector(random(-0.8, 0.8), random(1, 2)); |
| 73 | p.size = 3; |
| 74 | particles.push(p); |
| 75 | } |
| 76 | } |
| 77 | |
| 78 | break; |
| 79 | } |
| 80 | } |
| 81 | } |
| 82 | |
| 83 | munch() { |
| 84 | if (this.munchCooldown > 0) return; |
| 85 | |
| 86 | isMunching = true; |
| 87 | this.munchCooldown = 30; |
| 88 | |
| 89 | for (let i = flies.length - 1; i >= 0; i--) { |
| 90 | let fly = flies[i]; |
| 91 | let d = dist(this.pos.x, this.pos.y, fly.pos.x, fly.pos.y); |
| 92 | if (d < this.munchRadius) { |
| 93 | fliesMunched++; |
| 94 | webSilk = min(webSilk + 15, maxWebSilk); |
| 95 | |
| 96 | for (let j = 0; j < 12; j++) { |
| 97 | let p = new Particle(fly.pos.x, fly.pos.y); |
| 98 | p.color = color(255, random(100, 255), 0); |
| 99 | particles.push(p); |
| 100 | } |
| 101 | |
| 102 | flies.splice(i, 1); |
| 103 | break; |
| 104 | } |
| 105 | } |
| 106 | } |
| 107 | |
| 108 | update() { |
| 109 | // If attached to a moving obstacle, move with it |
| 110 | if (this.attachedObstacle && !this.isAirborne) { |
| 111 | // Calculate angle from obstacle center to spider |
| 112 | let angle = atan2(this.pos.y - this.attachedObstacle.y, this.pos.x - this.attachedObstacle.x); |
| 113 | // Keep spider on the surface of the obstacle |
| 114 | this.pos.x = this.attachedObstacle.x + cos(angle) * (this.attachedObstacle.radius + this.radius); |
| 115 | this.pos.y = this.attachedObstacle.y + sin(angle) * (this.attachedObstacle.radius + this.radius); |
| 116 | } |
| 117 | |
| 118 | if (this.isAirborne) { |
| 119 | this.acc.add(this.gravity); |
| 120 | this.attachedObstacle = null; // Clear attachment when jumping |
| 121 | } |
| 122 | |
| 123 | this.vel.add(this.acc); |
| 124 | this.vel.limit(this.maxSpeed); |
| 125 | this.pos.add(this.vel); |
| 126 | this.acc.mult(0); |
| 127 | |
| 128 | if (this.munchCooldown > 0) { |
| 129 | this.munchCooldown--; |
| 130 | if (this.munchCooldown === 0) { |
| 131 | isMunching = false; |
| 132 | } |
| 133 | } |
| 134 | |
| 135 | // Check ground collision |
| 136 | if (this.pos.y >= height - this.radius) { |
| 137 | this.pos.y = height - this.radius; |
| 138 | this.land(); |
| 139 | this.attachedObstacle = null; |
| 140 | } |
| 141 | |
| 142 | // Check wall collisions |
| 143 | if (this.pos.x <= this.radius || this.pos.x >= width - this.radius) { |
| 144 | this.pos.x = constrain(this.pos.x, this.radius, width - this.radius); |
| 145 | this.vel.x *= -0.5; |
| 146 | } |
| 147 | |
| 148 | // Check ceiling |
| 149 | if (this.pos.y <= this.radius) { |
| 150 | this.pos.y = this.radius; |
| 151 | this.vel.y *= -0.5; // Bounce off ceiling, don't land |
| 152 | } |
| 153 | |
| 154 | // Check home branch collision (one-way platform) |
| 155 | if (window.homeBranch && this.isAirborne && this.vel.y > 0.1) { |
| 156 | // Only when actually falling |
| 157 | let branch = window.homeBranch; |
| 158 | |
| 159 | // Check if spider is within branch X range |
| 160 | let branchStart = Math.min(branch.startX, branch.endX); |
| 161 | let branchEnd = Math.max(branch.startX, branch.endX); |
| 162 | |
| 163 | // Since the branch angle is very small (0.05 radians ≈ 3 degrees), |
| 164 | // we can use a simpler approximation |
| 165 | if (this.pos.x >= branchStart - 10 && this.pos.x <= branchEnd + 10) { |
| 166 | // Calculate position along branch (0 to 1) |
| 167 | let t = (this.pos.x - branchStart) / (branchEnd - branchStart); |
| 168 | t = constrain(t, 0, 1); |
| 169 | |
| 170 | // Branch visual thickness tapers from full at start to 35% at end |
| 171 | // This matches exactly how it's drawn in the bezier curves |
| 172 | let branchTopThickness = lerp( |
| 173 | branch.thickness * 0.9, |
| 174 | branch.thickness * 0.35, |
| 175 | t |
| 176 | ); |
| 177 | |
| 178 | // The branch is drawn centered at branch.y |
| 179 | // With small angle approximation: the top of the branch is at |
| 180 | let branchSurfaceY = branch.y - branchTopThickness; |
| 181 | |
| 182 | // Add slight angle correction (for small angles, tan ≈ sin ≈ angle in radians) |
| 183 | let angleCorrection = (this.pos.x - branchStart) * branch.angle; |
| 184 | branchSurfaceY += angleCorrection; |
| 185 | |
| 186 | // Check if spider is crossing the branch from above |
| 187 | let prevY = this.pos.y - this.vel.y; |
| 188 | |
| 189 | if ( |
| 190 | prevY <= branchSurfaceY && // Was above |
| 191 | this.pos.y + this.radius >= branchSurfaceY && // Now at or below |
| 192 | this.pos.y < branch.y + branch.thickness |
| 193 | ) { |
| 194 | // Not too far below |
| 195 | |
| 196 | // Place spider on the branch surface |
| 197 | this.pos.y = branchSurfaceY - this.radius; |
| 198 | this.land(); |
| 199 | this.attachedObstacle = null; |
| 200 | } |
| 201 | } |
| 202 | } |
| 203 | |
| 204 | // Check obstacle collisions |
| 205 | for (let obstacle of obstacles) { |
| 206 | if (this.checkObstacleCollision(obstacle)) { |
| 207 | this.landOnObstacle(obstacle); |
| 208 | } |
| 209 | } |
| 210 | |
| 211 | // Check web strand collisions |
| 212 | for (let strand of webStrands) { |
| 213 | if (strand === currentStrand) continue; |
| 214 | |
| 215 | if (this.isAirborne && this.checkStrandCollision(strand)) { |
| 216 | this.landOnStrand(strand); |
| 217 | } |
| 218 | } |
| 219 | |
| 220 | // Check food box collisions |
| 221 | for (let i = foodBoxes.length - 1; i >= 0; i--) { |
| 222 | let box = foodBoxes[i]; |
| 223 | if ( |
| 224 | dist(this.pos.x, this.pos.y, box.pos.x, box.pos.y) < |
| 225 | this.radius + box.radius |
| 226 | ) { |
| 227 | box.collect(); |
| 228 | foodBoxes.splice(i, 1); |
| 229 | } |
| 230 | } |
| 231 | } |
| 232 | |
| 233 | checkObstacleCollision(obstacle) { |
| 234 | let d = dist(this.pos.x, this.pos.y, obstacle.x, obstacle.y); |
| 235 | return d < this.radius + obstacle.radius; |
| 236 | } |
| 237 | |
| 238 | checkStrandCollision(strand) { |
| 239 | if (!strand || !strand.start || !strand.end) return false; |
| 240 | let d = this.pointToLineDistance(this.pos, strand.start, strand.end); |
| 241 | return d < this.radius + 2; |
| 242 | } |
| 243 | |
| 244 | pointToLineDistance(point, lineStart, lineEnd) { |
| 245 | // Guard nulls |
| 246 | if (!lineStart || !lineEnd) { |
| 247 | return Infinity; |
| 248 | } |
| 249 | let line = p5.Vector.sub(lineEnd, lineStart); |
| 250 | let lineLength = line.mag(); |
| 251 | // If start and end coincide, distance is to the single point |
| 252 | if (lineLength === 0) { |
| 253 | return p5.Vector.dist(point, lineStart); |
| 254 | } |
| 255 | line.normalize(); |
| 256 | let pointToStart = p5.Vector.sub(point, lineStart); |
| 257 | let projLength = constrain(pointToStart.dot(line), 0, lineLength); |
| 258 | let closestPoint = p5.Vector.add(lineStart, p5.Vector.mult(line, projLength)); |
| 259 | return p5.Vector.dist(point, closestPoint); |
| 260 | } |
| 261 | |
| 262 | landOnObstacle(obstacle) { |
| 263 | // Only land if we're actually airborne |
| 264 | if (!this.isAirborne) return; |
| 265 | |
| 266 | let angle = atan2(this.pos.y - obstacle.y, this.pos.x - obstacle.x); |
| 267 | this.pos.x = obstacle.x + cos(angle) * (obstacle.radius + this.radius); |
| 268 | this.pos.y = obstacle.y + sin(angle) * (obstacle.radius + this.radius); |
| 269 | this.attachedObstacle = obstacle; // Track which obstacle we're on |
| 270 | this.land(); |
| 271 | } |
| 272 | |
| 273 | landOnStrand(strand) { |
| 274 | // Only land if we're actually airborne |
| 275 | if (!this.isAirborne) return; |
| 276 | if (!strand || !strand.start || !strand.end) return; |
| 277 | let line = p5.Vector.sub(strand.end, strand.start); |
| 278 | let lineLength = line.mag(); |
| 279 | if (lineLength === 0) { |
| 280 | // Degenerate strand; snap to start |
| 281 | this.pos = strand.start.copy ? strand.start.copy() : createVector(strand.start.x, strand.start.y); |
| 282 | } else { |
| 283 | line.normalize(); |
| 284 | let pointToStart = p5.Vector.sub(this.pos, strand.start); |
| 285 | let projLength = constrain(pointToStart.dot(line), 0, lineLength); |
| 286 | let closestPoint = p5.Vector.add(strand.start, p5.Vector.mult(line, projLength)); |
| 287 | this.pos = closestPoint; |
| 288 | } |
| 289 | this.attachedObstacle = null; // Not on an obstacle |
| 290 | this.land(); |
| 291 | } |
| 292 | |
| 293 | land() { |
| 294 | this.vel.mult(0); |
| 295 | this.isAirborne = false; |
| 296 | this.canJump = true; |
| 297 | |
| 298 | if (currentStrand && isDeployingWeb && (spacePressed || touchHolding)) { |
| 299 | // Ensure the strand has a valid end and a final node on landing |
| 300 | currentStrand.end = this.pos.copy(); |
| 301 | if (!currentStrand.path || currentStrand.path.length === 0) { |
| 302 | currentStrand.path = [this.pos.copy()]; |
| 303 | } else { |
| 304 | currentStrand.path.push(this.pos.copy()); |
| 305 | } |
| 306 | webNodes.push(new WebNode(this.pos.x, this.pos.y)); |
| 307 | } |
| 308 | |
| 309 | currentStrand = null; |
| 310 | isDeployingWeb = false; |
| 311 | } |
| 312 | |
| 313 | display() { |
| 314 | push(); |
| 315 | translate(this.pos.x, this.pos.y); |
| 316 | |
| 317 | if (isMunching && this.munchCooldown > 15) { |
| 318 | push(); |
| 319 | fill(255, 100, 100, 150); |
| 320 | noStroke(); |
| 321 | let munchSize = 15 + sin(frameCount * 0.5) * 5; |
| 322 | arc(0, 0, munchSize, munchSize, 0, PI + HALF_PI, PIE); |
| 323 | pop(); |
| 324 | } |
| 325 | |
| 326 | fill(20); |
| 327 | stroke(0); |
| 328 | strokeWeight(1); |
| 329 | ellipse(0, 0, this.radius * 2); |
| 330 | |
| 331 | fill(40); |
| 332 | noStroke(); |
| 333 | ellipse(0, -2, this.radius * 1.2, this.radius * 1.5); |
| 334 | |
| 335 | if (gamePhase === 'NIGHT') { |
| 336 | fill(255, 100, 100); |
| 337 | } else { |
| 338 | fill(255, 0, 0); |
| 339 | } |
| 340 | ellipse(-3, -3, 3); |
| 341 | ellipse(3, -3, 3); |
| 342 | |
| 343 | stroke(0); |
| 344 | strokeWeight(1.5); |
| 345 | for (let i = 0; i < 4; i++) { |
| 346 | let angle = PI / 6 + (i * PI) / 8; |
| 347 | line(0, 0, cos(angle) * 12, sin(angle) * 8); |
| 348 | line(0, 0, -cos(angle) * 12, sin(angle) * 8); |
| 349 | } |
| 350 | |
| 351 | if (webSilk < 20) { |
| 352 | fill(255, 100, 100, 150 + sin(frameCount * 0.2) * 50); |
| 353 | noStroke(); |
| 354 | ellipse(0, -15, 8); |
| 355 | } |
| 356 | |
| 357 | pop(); |
| 358 | } |
| 359 | } |
| 360 | |
| 361 | class Fly { |
| 362 | constructor() { |
| 363 | if (random() < 0.5) { |
| 364 | this.pos = createVector( |
| 365 | random() < 0.5 ? -20 : width + 20, |
| 366 | random(50, height - 100) |
| 367 | ); |
| 368 | } else { |
| 369 | this.pos = createVector(random(width), random() < 0.5 ? -20 : height + 20); |
| 370 | } |
| 371 | |
| 372 | this.vel = createVector(random(-2, 2), random(-1, 1)); |
| 373 | this.acc = createVector(0, 0); |
| 374 | this.radius = 4; |
| 375 | this.caught = false; |
| 376 | this.stuck = false; |
| 377 | this.wingPhase = random(TWO_PI); |
| 378 | this.wanderAngle = random(TWO_PI); |
| 379 | this.glowIntensity = random(150, 255); |
| 380 | this.touchedStrands = new Set(); |
| 381 | this.slowedBy = new Set(); // Track which strands are slowing us |
| 382 | this.baseSpeed = 3; |
| 383 | this.currentSpeed = this.baseSpeed; |
| 384 | } |
| 385 | |
| 386 | update() { |
| 387 | if (this.stuck) { |
| 388 | // If stuck, check if we need to move with a drifting web |
| 389 | this.updatePositionOnWeb(); |
| 390 | return; |
| 391 | } |
| 392 | |
| 393 | if (this.caught) { |
| 394 | this.vel.mult(0.95); |
| 395 | if (this.vel.mag() < 0.1) { |
| 396 | this.stuck = true; |
| 397 | fliesCaught++; |
| 398 | webSilk = min(webSilk + 5, maxWebSilk); |
| 399 | } |
| 400 | // While caught but not yet stuck, also follow the web |
| 401 | this.updatePositionOnWeb(); |
| 402 | return; |
| 403 | } |
| 404 | |
| 405 | this.wanderAngle += random(-0.3, 0.3); |
| 406 | let wanderForce = createVector(cos(this.wanderAngle), sin(this.wanderAngle)); |
| 407 | wanderForce.mult(0.1); |
| 408 | this.acc.add(wanderForce); |
| 409 | |
| 410 | // Apply current speed (which may be slowed) |
| 411 | this.vel.add(this.acc); |
| 412 | this.vel.limit(this.currentSpeed); |
| 413 | this.pos.add(this.vel); |
| 414 | this.acc.mult(0); |
| 415 | |
| 416 | if (this.pos.x < -30) this.pos.x = width + 30; |
| 417 | if (this.pos.x > width + 30) this.pos.x = -30; |
| 418 | if (this.pos.y < -30) this.pos.y = height + 30; |
| 419 | if (this.pos.y > height + 30) this.pos.y = -30; |
| 420 | |
| 421 | // Check web collisions |
| 422 | this.checkWebCollisions(); |
| 423 | } |
| 424 | |
| 425 | updatePositionOnWeb() { |
| 426 | // Find the web strand(s) this fly is attached to |
| 427 | for (let strand of webStrands) { |
| 428 | if (strand.broken) continue; |
| 429 | |
| 430 | // Check if fly is on this strand |
| 431 | let closestPoint = null; |
| 432 | let closestDistance = Infinity; |
| 433 | |
| 434 | if (strand.path && strand.path.length > 1) { |
| 435 | for (let i = 0; i < strand.path.length - 1; i++) { |
| 436 | let p1 = strand.path[i]; |
| 437 | let p2 = strand.path[i + 1]; |
| 438 | |
| 439 | // Find closest point on this segment |
| 440 | let line = p5.Vector.sub(p2, p1); |
| 441 | let lineLength = line.mag(); |
| 442 | if (lineLength === 0) continue; |
| 443 | line.normalize(); |
| 444 | |
| 445 | let pointToStart = p5.Vector.sub(this.pos, p1); |
| 446 | let projLength = constrain(pointToStart.dot(line), 0, lineLength); |
| 447 | |
| 448 | let projPoint = p5.Vector.add(p1, p5.Vector.mult(line, projLength)); |
| 449 | let d = p5.Vector.dist(this.pos, projPoint); |
| 450 | |
| 451 | if (d < closestDistance && d < this.radius + 5) { |
| 452 | closestDistance = d; |
| 453 | closestPoint = projPoint; |
| 454 | } |
| 455 | } |
| 456 | } |
| 457 | |
| 458 | // If we found a close point on this strand, stick to it |
| 459 | if (closestPoint) { |
| 460 | // Move fly to follow the strand's movement |
| 461 | this.pos.x = closestPoint.x; |
| 462 | this.pos.y = closestPoint.y; |
| 463 | |
| 464 | // Add small vibration when on a moving web |
| 465 | if (strand.vibration > 0) { |
| 466 | this.pos.x += random(-1, 1) * strand.vibration * 0.1; |
| 467 | this.pos.y += random(-1, 1) * strand.vibration * 0.1; |
| 468 | } |
| 469 | } |
| 470 | } |
| 471 | } |
| 472 | |
| 473 | checkWebCollisions() { |
| 474 | let currentlyTouching = new Set(); |
| 475 | |
| 476 | for (let strand of webStrands) { |
| 477 | let touching = false; |
| 478 | |
| 479 | // Check collision with strand path |
| 480 | if (strand.path && strand.path.length > 1) { |
| 481 | for (let i = 0; i < strand.path.length - 1; i++) { |
| 482 | let p1 = strand.path[i]; |
| 483 | let p2 = strand.path[i + 1]; |
| 484 | let d = this.pointToLineDistance(this.pos, p1, p2); |
| 485 | if (d < this.radius + 3) { |
| 486 | touching = true; |
| 487 | break; |
| 488 | } |
| 489 | } |
| 490 | } else if (strand.start && strand.end) { |
| 491 | // Fallback for strands without path |
| 492 | let d = this.pointToLineDistance(this.pos, strand.start, strand.end); |
| 493 | if (d < this.radius + 3) { |
| 494 | touching = true; |
| 495 | } |
| 496 | } |
| 497 | |
| 498 | if (touching) { |
| 499 | currentlyTouching.add(strand); |
| 500 | |
| 501 | // If this is a new strand we're touching |
| 502 | if (!this.touchedStrands.has(strand)) { |
| 503 | this.touchedStrands.add(strand); |
| 504 | |
| 505 | // Vibrate the web when first touching |
| 506 | strand.vibrate(3); |
| 507 | |
| 508 | // First strand slows us down |
| 509 | if (this.touchedStrands.size === 1) { |
| 510 | this.currentSpeed = this.baseSpeed * 0.4; // Slow to 40% speed |
| 511 | this.slowedBy.add(strand); |
| 512 | |
| 513 | // Visual feedback - yellow particles for slowing |
| 514 | for (let j = 0; j < 3; j++) { |
| 515 | let p = new Particle(this.pos.x, this.pos.y); |
| 516 | p.color = color(255, 255, 0, 150); |
| 517 | p.vel = createVector(random(-1, 1), random(-1, 1)); |
| 518 | p.size = 3; |
| 519 | particles.push(p); |
| 520 | } |
| 521 | } |
| 522 | // Second strand catches us |
| 523 | else if (this.touchedStrands.size >= 2 && !this.caught) { |
| 524 | this.caught = true; |
| 525 | this.currentSpeed = 0; |
| 526 | |
| 527 | // Stronger vibration when caught |
| 528 | strand.vibrate(8); |
| 529 | |
| 530 | // Also vibrate nearby strands |
| 531 | for (let otherStrand of webStrands) { |
| 532 | if (otherStrand !== strand) { |
| 533 | for (let touchedStrand of this.touchedStrands) { |
| 534 | let d1 = dist( |
| 535 | otherStrand.start.x, |
| 536 | otherStrand.start.y, |
| 537 | touchedStrand.start.x, |
| 538 | touchedStrand.start.y |
| 539 | ); |
| 540 | let d2 = dist( |
| 541 | otherStrand.start.x, |
| 542 | otherStrand.start.y, |
| 543 | touchedStrand.end.x, |
| 544 | touchedStrand.end.y |
| 545 | ); |
| 546 | let d3 = dist( |
| 547 | otherStrand.end.x, |
| 548 | otherStrand.end.y, |
| 549 | touchedStrand.start.x, |
| 550 | touchedStrand.start.y |
| 551 | ); |
| 552 | let d4 = dist( |
| 553 | otherStrand.end.x, |
| 554 | otherStrand.end.y, |
| 555 | touchedStrand.end.x, |
| 556 | touchedStrand.end.y |
| 557 | ); |
| 558 | if (min(d1, d2, d3, d4) < 50) { |
| 559 | otherStrand.vibrate(2); |
| 560 | break; |
| 561 | } |
| 562 | } |
| 563 | } |
| 564 | } |
| 565 | |
| 566 | // Create caught particles |
| 567 | for (let j = 0; j < 6; j++) { |
| 568 | let p = new Particle(this.pos.x, this.pos.y); |
| 569 | p.color = color(255, 200, 0, 200); |
| 570 | p.vel = createVector(random(-2, 2), random(-2, 2)); |
| 571 | particles.push(p); |
| 572 | } |
| 573 | } |
| 574 | } |
| 575 | } |
| 576 | } |
| 577 | |
| 578 | // If we're no longer touching strands we were slowed by, speed back up |
| 579 | if (this.slowedBy.size > 0 && currentlyTouching.size === 0) { |
| 580 | this.currentSpeed = this.baseSpeed; |
| 581 | this.slowedBy.clear(); |
| 582 | } |
| 583 | } |
| 584 | |
| 585 | pointToLineDistance(point, lineStart, lineEnd) { |
| 586 | let line = p5.Vector.sub(lineEnd, lineStart); |
| 587 | let lineLength = line.mag(); |
| 588 | line.normalize(); |
| 589 | |
| 590 | let pointToStart = p5.Vector.sub(point, lineStart); |
| 591 | let projLength = constrain(pointToStart.dot(line), 0, lineLength); |
| 592 | |
| 593 | let closestPoint = p5.Vector.add( |
| 594 | lineStart, |
| 595 | p5.Vector.mult(line, projLength) |
| 596 | ); |
| 597 | return p5.Vector.dist(point, closestPoint); |
| 598 | } |
| 599 | |
| 600 | display() { |
| 601 | push(); |
| 602 | translate(this.pos.x, this.pos.y); |
| 603 | |
| 604 | // Show slowdown effect |
| 605 | if (this.slowedBy.size > 0 && !this.caught) { |
| 606 | stroke(255, 255, 0, 100); |
| 607 | strokeWeight(1); |
| 608 | noFill(); |
| 609 | ellipse(0, 0, 20); |
| 610 | } |
| 611 | |
| 612 | if (gamePhase === 'NIGHT') { |
| 613 | noStroke(); |
| 614 | fill(255, 255, 150, this.glowIntensity * 0.3); |
| 615 | ellipse(0, 0, 30); |
| 616 | fill(255, 255, 100, this.glowIntensity * 0.5); |
| 617 | ellipse(0, 0, 20); |
| 618 | } |
| 619 | |
| 620 | fill(30); |
| 621 | stroke(0); |
| 622 | strokeWeight(0.5); |
| 623 | ellipse(0, 0, this.radius * 2); |
| 624 | |
| 625 | if (!this.stuck) { |
| 626 | // Wing animation slows down when slowed |
| 627 | let wingSpeed = this.slowedBy.size > 0 ? 0.25 : 0.5; |
| 628 | this.wingPhase += wingSpeed; |
| 629 | let wingSpread = sin(this.wingPhase) * 5; |
| 630 | |
| 631 | fill(255, 255, 255, 150); |
| 632 | noStroke(); |
| 633 | ellipse(-wingSpread, 0, 6, 4); |
| 634 | ellipse(wingSpread, 0, 6, 4); |
| 635 | } |
| 636 | |
| 637 | if (gamePhase === 'NIGHT') { |
| 638 | fill(255, 255, 100, this.glowIntensity); |
| 639 | noStroke(); |
| 640 | ellipse(0, 2, 3); |
| 641 | } |
| 642 | |
| 643 | pop(); |
| 644 | } |
| 645 | } |
| 646 | |
| 647 | class Obstacle { |
| 648 | constructor(x, y, radius, type) { |
| 649 | // Store original position for drift tracking |
| 650 | this.originalX = x; |
| 651 | this.originalY = y; |
| 652 | this.x = x; |
| 653 | this.y = y; |
| 654 | this.radius = radius; |
| 655 | this.type = type || 'leaf'; |
| 656 | this.rotation = random(TWO_PI); |
| 657 | this.leafPoints = []; |
| 658 | |
| 659 | // Movement properties for all types |
| 660 | this.bobOffset = random(TWO_PI); |
| 661 | this.bobSpeed = random(0.02, 0.04); |
| 662 | this.bobAmount = 0; |
| 663 | |
| 664 | // Type-specific initialization |
| 665 | if (this.type === 'balloon') { |
| 666 | this.bobAmount = 8; // Balloons bob more |
| 667 | this.balloonColors = [ |
| 668 | color(255, 100, 100), // Red |
| 669 | color(100, 200, 255), // Blue |
| 670 | color(255, 200, 100) // Yellow |
| 671 | ]; |
| 672 | this.balloonColor = random(this.balloonColors); |
| 673 | this.stringWave = 0; |
| 674 | this.antLegPhase = random(TWO_PI); |
| 675 | |
| 676 | } else if (this.type === 'beetle') { |
| 677 | this.bobAmount = 4; |
| 678 | this.driftSpeed = random(0.15, 0.35); |
| 679 | this.driftAngle = random(TWO_PI); |
| 680 | this.driftChangeRate = random(0.005, 0.015); |
| 681 | this.wingPhase = random(TWO_PI); |
| 682 | this.beetleColor = random() < 0.5 ? |
| 683 | color(20, 60, 20) : // Dark green |
| 684 | color(40, 20, 60); // Purple |
| 685 | this.driftDistance = 0; // Track total drift |
| 686 | |
| 687 | } else if (this.type === 'leaf') { |
| 688 | this.bobAmount = 2; // Leaves bob slightly |
| 689 | let numPoints = 8; |
| 690 | for (let i = 0; i < numPoints; i++) { |
| 691 | let angle = (TWO_PI / numPoints) * i; |
| 692 | let r = radius * random(0.7, 1.2); |
| 693 | if (i === 0 || i === numPoints / 2) r = radius * 1.3; |
| 694 | this.leafPoints.push({ angle: angle, radius: r }); |
| 695 | } |
| 696 | } else if (this.type === 'branch') { |
| 697 | // Keep for backwards compatibility |
| 698 | this.bobAmount = 0; |
| 699 | } |
| 700 | } |
| 701 | |
| 702 | update() { |
| 703 | // Bobbing motion for all types |
| 704 | let bob = sin(frameCount * this.bobSpeed + this.bobOffset) * this.bobAmount; |
| 705 | this.y = this.originalY + bob; |
| 706 | |
| 707 | // Beetle-specific drift |
| 708 | if (this.type === 'beetle') { |
| 709 | // Store initial position if not set |
| 710 | if (!this.initialX) { |
| 711 | this.initialX = this.x; |
| 712 | this.initialY = this.y; |
| 713 | } |
| 714 | |
| 715 | // Slowly change drift direction using Perlin noise |
| 716 | this.driftAngle += (noise(frameCount * this.driftChangeRate, this.originalX * 0.01) - 0.5) * 0.1; |
| 717 | |
| 718 | // Apply drift to original position |
| 719 | this.originalX += cos(this.driftAngle) * this.driftSpeed; |
| 720 | this.originalY += sin(this.driftAngle) * this.driftSpeed * 0.5; |
| 721 | |
| 722 | // Calculate total drift distance from initial position |
| 723 | this.driftDistance = dist(this.originalX, this.originalY, this.initialX, this.initialY); |
| 724 | |
| 725 | // Keep beetles on screen with soft boundaries |
| 726 | if (this.originalX < 80) { |
| 727 | this.driftAngle = random(-PI/4, PI/4); |
| 728 | this.originalX = 80; |
| 729 | } |
| 730 | if (this.originalX > width - 80) { |
| 731 | this.driftAngle = random(3*PI/4, 5*PI/4); |
| 732 | this.originalX = width - 80; |
| 733 | } |
| 734 | if (this.originalY < 80) { |
| 735 | this.driftAngle = random(-3*PI/4, -PI/4); |
| 736 | this.originalY = 80; |
| 737 | } |
| 738 | if (this.originalY > height - 150) { |
| 739 | this.driftAngle = random(PI/4, 3*PI/4); |
| 740 | this.originalY = height - 150; |
| 741 | } |
| 742 | |
| 743 | // Update actual position (with bob already applied to y) |
| 744 | this.x = this.originalX; |
| 745 | |
| 746 | // Check if beetle has drifted too far and break attached strands |
| 747 | if (this.driftDistance > 100) { |
| 748 | this.breakAttachedStrands(); |
| 749 | } |
| 750 | } |
| 751 | |
| 752 | // Update animation phases |
| 753 | if (this.type === 'balloon') { |
| 754 | this.stringWave = sin(frameCount * 0.05 + this.bobOffset) * 0.1; |
| 755 | this.antLegPhase += 0.1; |
| 756 | } else if (this.type === 'beetle') { |
| 757 | this.wingPhase += 0.15; |
| 758 | } |
| 759 | |
| 760 | // For all moving obstacles, update any attached web strands |
| 761 | if (this.bobAmount > 0 || this.type === 'beetle') { |
| 762 | this.updateAttachedStrands(); |
| 763 | } |
| 764 | } |
| 765 | |
| 766 | updateAttachedStrands() { |
| 767 | // Update web strands that are connected to this obstacle |
| 768 | for (let strand of webStrands) { |
| 769 | // Check if strand starts at this obstacle |
| 770 | if (dist(strand.start.x, strand.start.y, this.x, this.y) < this.radius + 10) { |
| 771 | strand.start.x = this.x; |
| 772 | strand.start.y = this.y; |
| 773 | if (strand.path && strand.path.length > 0) { |
| 774 | strand.path[0].x = this.x; |
| 775 | strand.path[0].y = this.y; |
| 776 | } |
| 777 | } |
| 778 | |
| 779 | // Check if strand ends at this obstacle |
| 780 | if (strand.end && dist(strand.end.x, strand.end.y, this.x, this.y) < this.radius + 10) { |
| 781 | strand.end.x = this.x; |
| 782 | strand.end.y = this.y; |
| 783 | if (strand.path && strand.path.length > 0) { |
| 784 | strand.path[strand.path.length - 1].x = this.x; |
| 785 | strand.path[strand.path.length - 1].y = this.y; |
| 786 | } |
| 787 | } |
| 788 | } |
| 789 | } |
| 790 | |
| 791 | breakAttachedStrands() { |
| 792 | // Break any strands attached to this beetle that has drifted too far |
| 793 | for (let strand of webStrands) { |
| 794 | let attachedToStart = dist(strand.start.x, strand.start.y, this.x, this.y) < this.radius + 10; |
| 795 | let attachedToEnd = strand.end && dist(strand.end.x, strand.end.y, this.x, this.y) < this.radius + 10; |
| 796 | |
| 797 | if (attachedToStart || attachedToEnd) { |
| 798 | // Mark strand as broken |
| 799 | strand.broken = true; |
| 800 | |
| 801 | // Release any flies stuck to this strand |
| 802 | for (let fly of flies) { |
| 803 | if (fly.stuck || fly.caught) { |
| 804 | // Check if fly is touching this breaking strand |
| 805 | let touchingStrand = false; |
| 806 | if (strand.path && strand.path.length > 1) { |
| 807 | for (let k = 0; k < strand.path.length - 1; k++) { |
| 808 | let p1 = strand.path[k]; |
| 809 | let p2 = strand.path[k + 1]; |
| 810 | let d = fly.pointToLineDistance(fly.pos, p1, p2); |
| 811 | if (d < fly.radius + 5) { |
| 812 | touchingStrand = true; |
| 813 | break; |
| 814 | } |
| 815 | } |
| 816 | } |
| 817 | |
| 818 | // If fly was on this strand, release it |
| 819 | if (touchingStrand) { |
| 820 | fly.stuck = false; |
| 821 | fly.caught = false; |
| 822 | fly.currentSpeed = fly.baseSpeed; |
| 823 | fly.touchedStrands.clear(); |
| 824 | fly.slowedBy.clear(); |
| 825 | // Give it a little downward velocity to start falling |
| 826 | fly.vel = createVector(random(-0.5, 0.5), 2); |
| 827 | |
| 828 | // Create release particles |
| 829 | for (let j = 0; j < 3; j++) { |
| 830 | let p = new Particle(fly.pos.x, fly.pos.y); |
| 831 | p.color = color(255, 255, 100, 150); |
| 832 | p.vel = createVector(random(-1, 1), random(0, 2)); |
| 833 | p.size = 2; |
| 834 | particles.push(p); |
| 835 | } |
| 836 | } |
| 837 | } |
| 838 | } |
| 839 | |
| 840 | // Create dramatic snap particles |
| 841 | let snapX = attachedToStart ? strand.start.x : strand.end.x; |
| 842 | let snapY = attachedToStart ? strand.start.y : strand.end.y; |
| 843 | |
| 844 | // Red/pink particles for the snap |
| 845 | for (let i = 0; i < 8; i++) { |
| 846 | let p = new Particle(snapX, snapY); |
| 847 | p.color = color(255, random(100, 200), random(100, 150)); |
| 848 | p.vel = createVector(random(-5, 5), random(-5, 2)); |
| 849 | p.size = random(4, 8); |
| 850 | particles.push(p); |
| 851 | } |
| 852 | |
| 853 | // White strand particles |
| 854 | for (let i = 0; i < 4; i++) { |
| 855 | let p = new Particle(snapX, snapY); |
| 856 | p.color = color(255, 255, 255); |
| 857 | p.vel = createVector(random(-3, 3), random(-3, 0)); |
| 858 | p.size = 3; |
| 859 | particles.push(p); |
| 860 | } |
| 861 | |
| 862 | // Reset beetle drift after breaking strands |
| 863 | this.initialX = this.x; |
| 864 | this.initialY = this.y; |
| 865 | this.driftDistance = 0; |
| 866 | } |
| 867 | } |
| 868 | } |
| 869 | |
| 870 | display() { |
| 871 | push(); |
| 872 | translate(this.x, this.y); |
| 873 | |
| 874 | if (this.type === 'balloon') { |
| 875 | // Hot air balloon with canvas texture! |
| 876 | push(); |
| 877 | |
| 878 | // String/rope first (behind balloon) |
| 879 | stroke(80, 60, 40); |
| 880 | strokeWeight(1.5); |
| 881 | noFill(); |
| 882 | beginShape(); |
| 883 | for (let i = 0; i <= 10; i++) { |
| 884 | let t = i / 10; |
| 885 | let stringX = sin(t * PI * 2 + this.stringWave) * 3; |
| 886 | let stringY = t * 40 + this.radius; |
| 887 | curveVertex(stringX, stringY); |
| 888 | } |
| 889 | endShape(); |
| 890 | |
| 891 | // Balloon shadow |
| 892 | noStroke(); |
| 893 | fill(0, 0, 0, 30); |
| 894 | ellipse(5, 5, this.radius * 2.2, this.radius * 2.5); |
| 895 | |
| 896 | // Main balloon with canvas panels |
| 897 | push(); |
| 898 | // Draw vertical panels for that classic hot air balloon look |
| 899 | let numPanels = 8; |
| 900 | for (let i = 0; i < numPanels; i++) { |
| 901 | let angle1 = (TWO_PI / numPanels) * i; |
| 902 | let angle2 = (TWO_PI / numPanels) * (i + 1); |
| 903 | |
| 904 | // Alternate panel colors for striped effect |
| 905 | if (i % 2 === 0) { |
| 906 | fill(red(this.balloonColor), green(this.balloonColor), blue(this.balloonColor), 200); |
| 907 | } else { |
| 908 | fill( |
| 909 | red(this.balloonColor) - 30, |
| 910 | green(this.balloonColor) - 30, |
| 911 | blue(this.balloonColor) - 30, |
| 912 | 200 |
| 913 | ); |
| 914 | } |
| 915 | |
| 916 | // Draw tapered panel (wider at middle, narrow at top/bottom) |
| 917 | beginShape(); |
| 918 | // Top point |
| 919 | vertex(0, -this.radius * 1.2); |
| 920 | // Upper curve |
| 921 | bezierVertex( |
| 922 | cos(angle1) * this.radius * 0.3, -this.radius * 0.9, |
| 923 | cos(angle1) * this.radius * 0.8, -this.radius * 0.3, |
| 924 | cos(angle1) * this.radius * 1.1, 0 |
| 925 | ); |
| 926 | // Lower curve to bottom |
| 927 | bezierVertex( |
| 928 | cos(angle1) * this.radius * 0.9, this.radius * 0.5, |
| 929 | cos(angle1) * this.radius * 0.4, this.radius * 0.9, |
| 930 | 0, this.radius * 1.1 |
| 931 | ); |
| 932 | // Back up the other side |
| 933 | bezierVertex( |
| 934 | cos(angle2) * this.radius * 0.4, this.radius * 0.9, |
| 935 | cos(angle2) * this.radius * 0.9, this.radius * 0.5, |
| 936 | cos(angle2) * this.radius * 1.1, 0 |
| 937 | ); |
| 938 | bezierVertex( |
| 939 | cos(angle2) * this.radius * 0.8, -this.radius * 0.3, |
| 940 | cos(angle2) * this.radius * 0.3, -this.radius * 0.9, |
| 941 | 0, -this.radius * 1.2 |
| 942 | ); |
| 943 | endShape(CLOSE); |
| 944 | } |
| 945 | |
| 946 | // Panel seams/ropes |
| 947 | stroke(60, 40, 20, 100); |
| 948 | strokeWeight(0.5); |
| 949 | for (let i = 0; i < numPanels; i++) { |
| 950 | let angle = (TWO_PI / numPanels) * i; |
| 951 | // Vertical seam lines |
| 952 | beginShape(); |
| 953 | noFill(); |
| 954 | vertex(0, -this.radius * 1.2); |
| 955 | bezierVertex( |
| 956 | cos(angle) * this.radius * 0.3, -this.radius * 0.9, |
| 957 | cos(angle) * this.radius * 0.8, -this.radius * 0.3, |
| 958 | cos(angle) * this.radius * 1.1, 0 |
| 959 | ); |
| 960 | bezierVertex( |
| 961 | cos(angle) * this.radius * 0.9, this.radius * 0.5, |
| 962 | cos(angle) * this.radius * 0.4, this.radius * 0.9, |
| 963 | 0, this.radius * 1.1 |
| 964 | ); |
| 965 | endShape(); |
| 966 | } |
| 967 | |
| 968 | // Highlight on balloon |
| 969 | noStroke(); |
| 970 | fill(255, 255, 255, 80); |
| 971 | ellipse(-this.radius * 0.3, -this.radius * 0.5, this.radius * 0.6, this.radius * 0.7); |
| 972 | pop(); |
| 973 | |
| 974 | // FLAME EFFECT! |
| 975 | push(); |
| 976 | translate(0, this.radius - 5); |
| 977 | // Flame glow |
| 978 | noStroke(); |
| 979 | fill(255, 200, 0, 40 + sin(frameCount * 0.3) * 20); |
| 980 | ellipse(0, 0, 25, 25); |
| 981 | fill(255, 150, 0, 60 + sin(frameCount * 0.4) * 30); |
| 982 | ellipse(0, 0, 15, 18); |
| 983 | // Flame itself |
| 984 | fill(255, 200, 0); |
| 985 | push(); |
| 986 | let flameHeight = 8 + sin(frameCount * 0.5) * 3; |
| 987 | translate(0, -2); |
| 988 | beginShape(); |
| 989 | vertex(-3, 0); |
| 990 | bezierVertex(-3, -flameHeight * 0.7, -1, -flameHeight, 0, -flameHeight * 1.2); |
| 991 | bezierVertex(1, -flameHeight, 3, -flameHeight * 0.7, 3, 0); |
| 992 | endShape(CLOSE); |
| 993 | fill(255, 255, 200); |
| 994 | ellipse(0, -flameHeight * 0.5, 3, 4); |
| 995 | pop(); |
| 996 | pop(); |
| 997 | |
| 998 | // Basket |
| 999 | push(); |
| 1000 | translate(0, this.radius + 10); |
| 1001 | fill(101, 67, 33); |
| 1002 | stroke(80, 50, 20); |
| 1003 | strokeWeight(1); |
| 1004 | // Woven basket shape |
| 1005 | beginShape(); |
| 1006 | vertex(-8, 0); |
| 1007 | vertex(8, 0); |
| 1008 | vertex(6, 10); |
| 1009 | vertex(-6, 10); |
| 1010 | endShape(CLOSE); |
| 1011 | // Basket weave pattern |
| 1012 | stroke(80, 50, 20, 150); |
| 1013 | for (let i = -6; i < 6; i += 2) { |
| 1014 | line(i, 1, i, 9); |
| 1015 | } |
| 1016 | for (let i = 2; i < 9; i += 2) { |
| 1017 | line(-6, i, 6, i); |
| 1018 | } |
| 1019 | // Basket rim |
| 1020 | stroke(60, 40, 20); |
| 1021 | strokeWeight(1.5); |
| 1022 | line(-8, 0, 8, 0); |
| 1023 | pop(); |
| 1024 | |
| 1025 | // Ant in basket (peeking over edge) |
| 1026 | push(); |
| 1027 | translate(0, this.radius + 12); |
| 1028 | fill(20); |
| 1029 | noStroke(); |
| 1030 | // Just ant head and antennae visible |
| 1031 | ellipse(0, -2, 6, 4); // Head peeking up |
| 1032 | // Antennae |
| 1033 | stroke(20); |
| 1034 | strokeWeight(0.5); |
| 1035 | line(-1, -3, -3, -6); |
| 1036 | line(1, -3, 3, -6); |
| 1037 | // Tiny ant arms gripping basket edge |
| 1038 | strokeWeight(1); |
| 1039 | line(-3, 0, -4, 2); |
| 1040 | line(3, 0, 4, 2); |
| 1041 | pop(); |
| 1042 | |
| 1043 | pop(); |
| 1044 | |
| 1045 | } else if (this.type === 'beetle') { |
| 1046 | // Big floating beetle! |
| 1047 | push(); |
| 1048 | rotate(this.rotation); |
| 1049 | |
| 1050 | // Shadow |
| 1051 | noStroke(); |
| 1052 | fill(0, 0, 0, 40); |
| 1053 | ellipse(3, 3, this.radius * 1.8, this.radius * 2.2); |
| 1054 | |
| 1055 | // Wings - always visible and flapping since they're floating |
| 1056 | push(); |
| 1057 | // Wing flap animation |
| 1058 | let wingAngle = sin(this.wingPhase) * 0.3; |
| 1059 | let wingSpread = 15 + sin(this.wingPhase) * 10; |
| 1060 | |
| 1061 | // Left wing |
| 1062 | push(); |
| 1063 | translate(-this.radius * 0.4, 0); |
| 1064 | rotate(-wingAngle); |
| 1065 | fill(255, 255, 255, 120); |
| 1066 | stroke(0, 0, 0, 100); |
| 1067 | strokeWeight(0.5); |
| 1068 | ellipse(-wingSpread * 0.7, 0, wingSpread * 1.2, 15); |
| 1069 | // Wing details |
| 1070 | noStroke(); |
| 1071 | fill(200, 200, 200, 80); |
| 1072 | ellipse(-wingSpread * 0.6, 0, wingSpread * 0.8, 10); |
| 1073 | pop(); |
| 1074 | |
| 1075 | // Right wing |
| 1076 | push(); |
| 1077 | translate(this.radius * 0.4, 0); |
| 1078 | rotate(wingAngle); |
| 1079 | fill(255, 255, 255, 120); |
| 1080 | stroke(0, 0, 0, 100); |
| 1081 | strokeWeight(0.5); |
| 1082 | ellipse(wingSpread * 0.7, 0, wingSpread * 1.2, 15); |
| 1083 | // Wing details |
| 1084 | noStroke(); |
| 1085 | fill(200, 200, 200, 80); |
| 1086 | ellipse(wingSpread * 0.6, 0, wingSpread * 0.8, 10); |
| 1087 | pop(); |
| 1088 | |
| 1089 | // Extra glow at night |
| 1090 | if (gamePhase === 'NIGHT') { |
| 1091 | noStroke(); |
| 1092 | fill(255, 255, 200, 30 + sin(this.wingPhase * 2) * 20); |
| 1093 | ellipse(0, 0, this.radius * 3, this.radius * 2); |
| 1094 | } |
| 1095 | pop(); |
| 1096 | |
| 1097 | // Main beetle body (on top of wings) |
| 1098 | fill(red(this.beetleColor), green(this.beetleColor), blue(this.beetleColor)); |
| 1099 | stroke(0); |
| 1100 | strokeWeight(2); |
| 1101 | ellipse(0, 0, this.radius * 1.6, this.radius * 2); |
| 1102 | |
| 1103 | // Shell split line |
| 1104 | stroke(0); |
| 1105 | strokeWeight(1); |
| 1106 | line(0, -this.radius, 0, this.radius); |
| 1107 | |
| 1108 | // Head |
| 1109 | fill(10); |
| 1110 | ellipse(0, -this.radius * 0.8, this.radius * 0.8, this.radius * 0.6); |
| 1111 | |
| 1112 | // Spots/pattern |
| 1113 | noStroke(); |
| 1114 | fill(0, 0, 0, 80); |
| 1115 | ellipse(-this.radius * 0.3, 0, this.radius * 0.4); |
| 1116 | ellipse(this.radius * 0.3, -this.radius * 0.2, this.radius * 0.3); |
| 1117 | ellipse(this.radius * 0.2, this.radius * 0.4, this.radius * 0.35); |
| 1118 | ellipse(-this.radius * 0.25, this.radius * 0.3, this.radius * 0.25); |
| 1119 | |
| 1120 | // No legs - they're flying! |
| 1121 | // Just small leg stubs tucked under the body |
| 1122 | stroke(0); |
| 1123 | strokeWeight(1); |
| 1124 | // Tiny tucked legs |
| 1125 | line(-this.radius * 0.5, -this.radius * 0.2, -this.radius * 0.6, -this.radius * 0.1); |
| 1126 | line(this.radius * 0.5, -this.radius * 0.2, this.radius * 0.6, -this.radius * 0.1); |
| 1127 | line(-this.radius * 0.5, this.radius * 0.2, -this.radius * 0.6, this.radius * 0.1); |
| 1128 | line(this.radius * 0.5, this.radius * 0.2, this.radius * 0.6, this.radius * 0.1); |
| 1129 | |
| 1130 | // Antennae |
| 1131 | strokeWeight(1); |
| 1132 | line(-3, -this.radius * 1.1, -8, -this.radius * 1.4); |
| 1133 | line(3, -this.radius * 1.1, 8, -this.radius * 1.4); |
| 1134 | |
| 1135 | // Eyes (bigger and more prominent) |
| 1136 | fill(255, 0, 0); |
| 1137 | noStroke(); |
| 1138 | ellipse(-5, -this.radius * 0.7, 5); |
| 1139 | ellipse(5, -this.radius * 0.7, 5); |
| 1140 | // Eye shine |
| 1141 | fill(255, 150, 150); |
| 1142 | ellipse(-4, -this.radius * 0.72, 2); |
| 1143 | ellipse(6, -this.radius * 0.72, 2); |
| 1144 | |
| 1145 | pop(); |
| 1146 | |
| 1147 | } else if (this.type === 'leaf') { |
| 1148 | // Original leaf code |
| 1149 | rotate(this.rotation); |
| 1150 | |
| 1151 | if (gamePhase === 'NIGHT') { |
| 1152 | fill(20, 40, 20); |
| 1153 | stroke(10, 20, 10); |
| 1154 | } else { |
| 1155 | fill(34, 139, 34); |
| 1156 | stroke(25, 100, 25); |
| 1157 | } |
| 1158 | strokeWeight(2); |
| 1159 | |
| 1160 | beginShape(); |
| 1161 | for (let point of this.leafPoints) { |
| 1162 | let x = cos(point.angle) * point.radius; |
| 1163 | let y = sin(point.angle) * point.radius; |
| 1164 | curveVertex(x, y); |
| 1165 | } |
| 1166 | let firstPoint = this.leafPoints[0]; |
| 1167 | curveVertex( |
| 1168 | cos(firstPoint.angle) * firstPoint.radius, |
| 1169 | sin(firstPoint.angle) * firstPoint.radius |
| 1170 | ); |
| 1171 | let secondPoint = this.leafPoints[1]; |
| 1172 | curveVertex( |
| 1173 | cos(secondPoint.angle) * secondPoint.radius, |
| 1174 | sin(secondPoint.angle) * secondPoint.radius |
| 1175 | ); |
| 1176 | endShape(); |
| 1177 | |
| 1178 | stroke(25, 100, 25, 100); |
| 1179 | strokeWeight(1); |
| 1180 | line(0, -this.radius, 0, this.radius); |
| 1181 | line(0, 0, -this.radius / 2, -this.radius / 2); |
| 1182 | line(0, 0, this.radius / 2, -this.radius / 2); |
| 1183 | line(0, 0, -this.radius / 2, this.radius / 2); |
| 1184 | line(0, 0, this.radius / 2, this.radius / 2); |
| 1185 | |
| 1186 | } else if (this.type === 'branch') { |
| 1187 | // Keep old branch code for backwards compatibility |
| 1188 | rotate(this.rotation); |
| 1189 | |
| 1190 | if (gamePhase === 'NIGHT') { |
| 1191 | stroke(40, 20, 0); |
| 1192 | fill(50, 25, 5); |
| 1193 | } else { |
| 1194 | stroke(101, 67, 33); |
| 1195 | fill(139, 90, 43); |
| 1196 | } |
| 1197 | strokeWeight(3); |
| 1198 | |
| 1199 | push(); |
| 1200 | strokeWeight(this.radius / 3); |
| 1201 | line(-this.radius, 0, this.radius, 0); |
| 1202 | |
| 1203 | strokeWeight(2); |
| 1204 | line(-this.radius / 2, 0, -this.radius / 2 - 10, -10); |
| 1205 | line(this.radius / 3, 0, this.radius / 3 + 8, -8); |
| 1206 | line(0, 0, 5, -15); |
| 1207 | |
| 1208 | stroke(80, 50, 20, 100); |
| 1209 | strokeWeight(1); |
| 1210 | for (let i = -this.radius; i < this.radius; i += 5) { |
| 1211 | line(i, -2, i + 2, 2); |
| 1212 | } |
| 1213 | pop(); |
| 1214 | |
| 1215 | noStroke(); |
| 1216 | fill(255, 255, 255, 30); |
| 1217 | ellipse(0, 0, this.radius * 2); |
| 1218 | } |
| 1219 | |
| 1220 | pop(); |
| 1221 | } |
| 1222 | } |
| 1223 | |
| 1224 | class FoodBox { |
| 1225 | constructor(x, y) { |
| 1226 | this.pos = createVector(x, y); |
| 1227 | this.radius = 10; |
| 1228 | this.collected = false; |
| 1229 | this.floatOffset = random(TWO_PI); |
| 1230 | this.silkValue = random(20, 35); |
| 1231 | this.glowPhase = random(TWO_PI); |
| 1232 | } |
| 1233 | |
| 1234 | collect() { |
| 1235 | webSilk = min(webSilk + this.silkValue, maxWebSilk); |
| 1236 | |
| 1237 | for (let i = 0; i < 8; i++) { |
| 1238 | particles.push(new Particle(this.pos.x, this.pos.y)); |
| 1239 | } |
| 1240 | } |
| 1241 | |
| 1242 | display() { |
| 1243 | push(); |
| 1244 | let floatY = sin(frameCount * 0.05 + this.floatOffset) * 3; |
| 1245 | translate(this.pos.x, this.pos.y + floatY); |
| 1246 | |
| 1247 | let glowIntensity = 100 + sin(frameCount * 0.1 + this.glowPhase) * 50; |
| 1248 | noStroke(); |
| 1249 | fill(255, 200, 100, glowIntensity * 0.3); |
| 1250 | ellipse(0, 0, 40); |
| 1251 | fill(255, 220, 150, glowIntensity * 0.5); |
| 1252 | ellipse(0, 0, 25); |
| 1253 | |
| 1254 | rectMode(CENTER); |
| 1255 | |
| 1256 | fill(0, 0, 0, 50); |
| 1257 | rect(2, 2, this.radius * 2, this.radius * 1.8, 3); |
| 1258 | |
| 1259 | fill(139, 69, 19); |
| 1260 | stroke(100, 50, 0); |
| 1261 | strokeWeight(1); |
| 1262 | rect(0, 0, this.radius * 2, this.radius * 1.8, 3); |
| 1263 | |
| 1264 | stroke(100, 50, 0); |
| 1265 | strokeWeight(1); |
| 1266 | line(-this.radius, 0, this.radius, 0); |
| 1267 | line(0, -this.radius * 0.9, 0, this.radius * 0.9); |
| 1268 | |
| 1269 | noStroke(); |
| 1270 | fill(255, 200, 100); |
| 1271 | ellipse(-5, -4, 4); |
| 1272 | ellipse(5, -4, 3); |
| 1273 | ellipse(-4, 5, 3); |
| 1274 | ellipse(4, 4, 4); |
| 1275 | |
| 1276 | pop(); |
| 1277 | } |
| 1278 | } |
| 1279 | |
| 1280 | class Bird { |
| 1281 | constructor(pattern, isThief = false) { |
| 1282 | this.pattern = pattern; // 'dive', 'swoop', 'glide', 'circle' |
| 1283 | this.isThief = isThief; |
| 1284 | this.active = false; |
| 1285 | this.attacking = false; |
| 1286 | this.attackDelay = 120; // Frames before first attack |
| 1287 | |
| 1288 | // Position and movement |
| 1289 | this.x = random(width); |
| 1290 | this.y = -50; // Start above screen |
| 1291 | this.vx = 0; |
| 1292 | this.vy = 0; |
| 1293 | this.targetX = 0; |
| 1294 | this.targetY = 0; |
| 1295 | this.speed = 3; |
| 1296 | this.angle = 0; |
| 1297 | this.wingPhase = random(TWO_PI); |
| 1298 | |
| 1299 | // Visual properties |
| 1300 | this.size = isThief ? 25 : 20; |
| 1301 | this.color = isThief ? color(100, 50, 150) : color(50, 50, 50); |
| 1302 | |
| 1303 | // Pattern-specific properties |
| 1304 | if (pattern === 'circle') { |
| 1305 | this.circleRadius = 150; |
| 1306 | this.circleAngle = 0; |
| 1307 | this.circleCenter = createVector(width/2, height/2); |
| 1308 | } |
| 1309 | |
| 1310 | // Attack properties |
| 1311 | this.diveSpeed = 8; |
| 1312 | this.retreatSpeed = 4; |
| 1313 | this.state = 'waiting'; // 'waiting', 'approaching', 'attacking', 'retreating' |
| 1314 | } |
| 1315 | |
| 1316 | update() { |
| 1317 | // Update wing animation |
| 1318 | this.wingPhase += 0.2; |
| 1319 | |
| 1320 | // Countdown to attack |
| 1321 | if (this.attackDelay > 0) { |
| 1322 | this.attackDelay--; |
| 1323 | // Hover while waiting |
| 1324 | this.y = -30 + sin(frameCount * 0.05) * 10; |
| 1325 | this.x += sin(frameCount * 0.03) * 2; |
| 1326 | return; |
| 1327 | } |
| 1328 | |
| 1329 | // Activate after delay |
| 1330 | if (!this.active) { |
| 1331 | this.active = true; |
| 1332 | this.state = 'approaching'; |
| 1333 | // Set initial target |
| 1334 | if (this.isThief) { |
| 1335 | // Target caught flies |
| 1336 | let caughtFlies = flies.filter(f => f.stuck || f.caught); |
| 1337 | if (caughtFlies.length > 0) { |
| 1338 | let target = random(caughtFlies); |
| 1339 | this.targetX = target.pos.x; |
| 1340 | this.targetY = target.pos.y; |
| 1341 | } else { |
| 1342 | this.active = false; // No targets, deactivate |
| 1343 | return; |
| 1344 | } |
| 1345 | } else { |
| 1346 | // Target spider or web strands |
| 1347 | if (random() < 0.7) { |
| 1348 | // Target spider |
| 1349 | this.targetX = spider.pos.x; |
| 1350 | this.targetY = spider.pos.y; |
| 1351 | } else { |
| 1352 | // Target a web strand |
| 1353 | if (webStrands.length > 0) { |
| 1354 | let strand = random(webStrands.filter(s => !s.broken)); |
| 1355 | if (strand && strand.path && strand.path.length > 0) { |
| 1356 | let point = random(strand.path); |
| 1357 | this.targetX = point.x; |
| 1358 | this.targetY = point.y; |
| 1359 | } |
| 1360 | } |
| 1361 | } |
| 1362 | } |
| 1363 | } |
| 1364 | |
| 1365 | // Execute movement pattern |
| 1366 | switch(this.pattern) { |
| 1367 | case 'dive': |
| 1368 | this.executeDivePattern(); |
| 1369 | break; |
| 1370 | case 'swoop': |
| 1371 | this.executeSwoopPattern(); |
| 1372 | break; |
| 1373 | case 'glide': |
| 1374 | this.executeGlidePattern(); |
| 1375 | break; |
| 1376 | case 'circle': |
| 1377 | this.executeCirclePattern(); |
| 1378 | break; |
| 1379 | } |
| 1380 | |
| 1381 | // Check collisions |
| 1382 | this.checkCollisions(); |
| 1383 | |
| 1384 | // Keep on screen during approach |
| 1385 | if (this.state === 'approaching') { |
| 1386 | this.x = constrain(this.x, 20, width - 20); |
| 1387 | } |
| 1388 | } |
| 1389 | |
| 1390 | executeDivePattern() { |
| 1391 | if (this.state === 'approaching') { |
| 1392 | // Move into position above target |
| 1393 | let dx = this.targetX - this.x; |
| 1394 | let dy = 100 - this.y; // Position above screen |
| 1395 | |
| 1396 | this.x += dx * 0.05; |
| 1397 | this.y += dy * 0.05; |
| 1398 | |
| 1399 | // When in position, start diving |
| 1400 | if (abs(dx) < 30 && abs(dy) < 20) { |
| 1401 | this.state = 'attacking'; |
| 1402 | this.attacking = true; |
| 1403 | } |
| 1404 | } else if (this.state === 'attacking') { |
| 1405 | // Dive straight down |
| 1406 | this.vy = this.diveSpeed; |
| 1407 | this.y += this.vy; |
| 1408 | |
| 1409 | // Hit ground or target |
| 1410 | if (this.y > height - 50) { |
| 1411 | this.state = 'retreating'; |
| 1412 | this.attacking = false; |
| 1413 | } |
| 1414 | } else if (this.state === 'retreating') { |
| 1415 | // Fly back up |
| 1416 | this.vy = -this.retreatSpeed; |
| 1417 | this.y += this.vy; |
| 1418 | |
| 1419 | // Reset when off screen |
| 1420 | if (this.y < -50) { |
| 1421 | this.state = 'approaching'; |
| 1422 | this.attackDelay = random(180, 300); |
| 1423 | this.x = random(width); |
| 1424 | } |
| 1425 | } |
| 1426 | } |
| 1427 | |
| 1428 | executeSwoopPattern() { |
| 1429 | if (this.state === 'approaching') { |
| 1430 | // Come from the side |
| 1431 | if (this.x < 0) { |
| 1432 | this.x += 5; |
| 1433 | this.y = height * 0.3 + sin(this.x * 0.02) * 50; |
| 1434 | } else { |
| 1435 | this.state = 'attacking'; |
| 1436 | this.attacking = true; |
| 1437 | } |
| 1438 | } else if (this.state === 'attacking') { |
| 1439 | // Swoop across screen following sine wave |
| 1440 | this.x += 6; |
| 1441 | this.y = height * 0.3 + sin(this.x * 0.02) * 100; |
| 1442 | |
| 1443 | // Check if passed target |
| 1444 | if (abs(this.x - this.targetX) < 50) { |
| 1445 | // Attempt to grab/hit |
| 1446 | let swoopY = height * 0.3 + sin(this.targetX * 0.02) * 100; |
| 1447 | this.y = lerp(this.y, swoopY, 0.3); |
| 1448 | } |
| 1449 | |
| 1450 | // Exit screen |
| 1451 | if (this.x > width + 50) { |
| 1452 | this.state = 'retreating'; |
| 1453 | this.attacking = false; |
| 1454 | } |
| 1455 | } else if (this.state === 'retreating') { |
| 1456 | // Reset |
| 1457 | this.state = 'approaching'; |
| 1458 | this.attackDelay = random(240, 360); |
| 1459 | this.x = -50; |
| 1460 | } |
| 1461 | } |
| 1462 | |
| 1463 | executeGlidePattern() { |
| 1464 | if (this.state === 'approaching') { |
| 1465 | // Glide in from top corner |
| 1466 | this.x += 3; |
| 1467 | this.y += 1.5; |
| 1468 | |
| 1469 | if (this.y > height * 0.2) { |
| 1470 | this.state = 'attacking'; |
| 1471 | this.attacking = true; |
| 1472 | } |
| 1473 | } else if (this.state === 'attacking') { |
| 1474 | // Glide toward target |
| 1475 | let dx = this.targetX - this.x; |
| 1476 | let dy = this.targetY - this.y; |
| 1477 | let dist = sqrt(dx * dx + dy * dy); |
| 1478 | |
| 1479 | if (dist > 10) { |
| 1480 | this.x += (dx / dist) * 4; |
| 1481 | this.y += (dy / dist) * 4; |
| 1482 | } |
| 1483 | |
| 1484 | // Pass through and continue |
| 1485 | if (this.y > height - 100 || this.x < -50 || this.x > width + 50) { |
| 1486 | this.state = 'retreating'; |
| 1487 | this.attacking = false; |
| 1488 | } |
| 1489 | } else if (this.state === 'retreating') { |
| 1490 | // Continue off screen |
| 1491 | this.x += this.vx; |
| 1492 | this.y += this.vy; |
| 1493 | |
| 1494 | // Reset |
| 1495 | if (this.y > height + 50 || this.x < -100 || this.x > width + 100) { |
| 1496 | this.state = 'approaching'; |
| 1497 | this.attackDelay = random(300, 420); |
| 1498 | this.x = random() < 0.5 ? -50 : width + 50; |
| 1499 | this.y = random(50, 150); |
| 1500 | this.vx = this.x < width/2 ? 3 : -3; |
| 1501 | this.vy = 1.5; |
| 1502 | } |
| 1503 | } |
| 1504 | } |
| 1505 | |
| 1506 | executeCirclePattern() { |
| 1507 | if (this.state === 'approaching') { |
| 1508 | // Move to circle start position |
| 1509 | let startX = this.circleCenter.x + cos(0) * this.circleRadius; |
| 1510 | let startY = this.circleCenter.y + sin(0) * this.circleRadius; |
| 1511 | |
| 1512 | let dx = startX - this.x; |
| 1513 | let dy = startY - this.y; |
| 1514 | |
| 1515 | this.x += dx * 0.05; |
| 1516 | this.y += dy * 0.05; |
| 1517 | |
| 1518 | if (abs(dx) < 20 && abs(dy) < 20) { |
| 1519 | this.state = 'attacking'; |
| 1520 | this.attacking = true; |
| 1521 | this.circleAngle = 0; |
| 1522 | } |
| 1523 | } else if (this.state === 'attacking') { |
| 1524 | // Circle around center |
| 1525 | this.circleAngle += 0.05; |
| 1526 | this.x = this.circleCenter.x + cos(this.circleAngle) * this.circleRadius; |
| 1527 | this.y = this.circleCenter.y + sin(this.circleAngle) * this.circleRadius; |
| 1528 | |
| 1529 | // Occasionally dive toward center |
| 1530 | if (frameCount % 120 === 0) { |
| 1531 | this.circleRadius = max(50, this.circleRadius - 30); |
| 1532 | } else { |
| 1533 | this.circleRadius = min(150, this.circleRadius + 1); |
| 1534 | } |
| 1535 | |
| 1536 | // Complete circle |
| 1537 | if (this.circleAngle > TWO_PI * 2) { |
| 1538 | this.state = 'retreating'; |
| 1539 | this.attacking = false; |
| 1540 | } |
| 1541 | } else if (this.state === 'retreating') { |
| 1542 | // Fly away |
| 1543 | this.y -= 5; |
| 1544 | |
| 1545 | if (this.y < -50) { |
| 1546 | this.state = 'approaching'; |
| 1547 | this.attackDelay = random(300, 480); |
| 1548 | this.x = random(width); |
| 1549 | } |
| 1550 | } |
| 1551 | } |
| 1552 | |
| 1553 | checkCollisions() { |
| 1554 | // Check collision with spider |
| 1555 | if (this.attacking && dist(this.x, this.y, spider.pos.x, spider.pos.y) < this.size + spider.radius) { |
| 1556 | // Hit spider! |
| 1557 | if (gamePhase === 'DAWN') { |
| 1558 | // During dawn, hitting spider costs stamina |
| 1559 | jumpStamina = max(0, jumpStamina - 15); |
| 1560 | stats.birdHitsTaken++; |
| 1561 | |
| 1562 | // Knockback |
| 1563 | spider.vel.x = (spider.pos.x - this.x) * 0.3; |
| 1564 | spider.vel.y = -3; |
| 1565 | |
| 1566 | // Particles |
| 1567 | for (let i = 0; i < 8; i++) { |
| 1568 | let p = new Particle(spider.pos.x, spider.pos.y); |
| 1569 | p.color = color(255, 100, 100); |
| 1570 | p.vel = createVector(random(-3, 3), random(-3, 1)); |
| 1571 | particles.push(p); |
| 1572 | } |
| 1573 | } |
| 1574 | |
| 1575 | // Bird bounces off |
| 1576 | this.state = 'retreating'; |
| 1577 | this.attacking = false; |
| 1578 | } |
| 1579 | |
| 1580 | // Check collision with web strands |
| 1581 | if (this.attacking) { |
| 1582 | for (let strand of webStrands) { |
| 1583 | if (!strand.broken && strand.path) { |
| 1584 | for (let point of strand.path) { |
| 1585 | if (dist(this.x, this.y, point.x, point.y) < this.size) { |
| 1586 | // Bird breaks the strand! |
| 1587 | strand.broken = true; |
| 1588 | stats.strandsLostInNight++; |
| 1589 | |
| 1590 | // Particles |
| 1591 | for (let i = 0; i < 5; i++) { |
| 1592 | let p = new Particle(point.x, point.y); |
| 1593 | p.color = color(255, 255, 255); |
| 1594 | p.vel = createVector(random(-2, 2), random(-2, 2)); |
| 1595 | particles.push(p); |
| 1596 | } |
| 1597 | break; |
| 1598 | } |
| 1599 | } |
| 1600 | } |
| 1601 | } |
| 1602 | } |
| 1603 | |
| 1604 | // Thief bird steals flies |
| 1605 | if (this.isThief && this.attacking) { |
| 1606 | for (let i = flies.length - 1; i >= 0; i--) { |
| 1607 | let fly = flies[i]; |
| 1608 | if ((fly.stuck || fly.caught) && dist(this.x, this.y, fly.pos.x, fly.pos.y) < this.size + 10) { |
| 1609 | // Steal the fly! |
| 1610 | flies.splice(i, 1); |
| 1611 | |
| 1612 | // Purple particles for theft |
| 1613 | for (let j = 0; j < 6; j++) { |
| 1614 | let p = new Particle(fly.pos.x, fly.pos.y); |
| 1615 | p.color = color(200, 100, 255); |
| 1616 | p.vel = createVector(random(-2, 2), random(-2, 2)); |
| 1617 | particles.push(p); |
| 1618 | } |
| 1619 | |
| 1620 | // Thief escapes after stealing |
| 1621 | this.state = 'retreating'; |
| 1622 | this.attacking = false; |
| 1623 | this.active = false; // Deactivate thief after successful theft |
| 1624 | break; |
| 1625 | } |
| 1626 | } |
| 1627 | } |
| 1628 | } |
| 1629 | |
| 1630 | display() { |
| 1631 | push(); |
| 1632 | translate(this.x, this.y); |
| 1633 | |
| 1634 | // Rotate based on movement |
| 1635 | if (this.state === 'attacking' && this.pattern === 'dive') { |
| 1636 | rotate(PI/2); // Point down when diving |
| 1637 | } else if (this.vx !== 0) { |
| 1638 | rotate(atan2(this.vy, this.vx)); |
| 1639 | } |
| 1640 | |
| 1641 | // Shadow |
| 1642 | push(); |
| 1643 | noStroke(); |
| 1644 | fill(0, 0, 0, 30); |
| 1645 | ellipse(5, 5, this.size * 2); |
| 1646 | pop(); |
| 1647 | |
| 1648 | // Wings |
| 1649 | let wingSpread = sin(this.wingPhase) * this.size * 0.8; |
| 1650 | |
| 1651 | // Wing shadows |
| 1652 | noStroke(); |
| 1653 | fill(0, 0, 0, 40); |
| 1654 | ellipse(-wingSpread + 2, 2, this.size * 1.5, this.size * 0.5); |
| 1655 | ellipse(wingSpread + 2, 2, this.size * 1.5, this.size * 0.5); |
| 1656 | |
| 1657 | // Wings |
| 1658 | fill(this.isThief ? color(120, 70, 180) : color(80, 80, 80)); |
| 1659 | ellipse(-wingSpread, 0, this.size * 1.5, this.size * 0.5); |
| 1660 | ellipse(wingSpread, 0, this.size * 1.5, this.size * 0.5); |
| 1661 | |
| 1662 | // Body |
| 1663 | fill(this.isThief ? color(100, 50, 150) : color(50, 50, 50)); |
| 1664 | ellipse(0, 0, this.size * 0.8, this.size); |
| 1665 | |
| 1666 | // Head |
| 1667 | fill(this.isThief ? color(80, 40, 120) : color(30, 30, 30)); |
| 1668 | ellipse(0, -this.size * 0.4, this.size * 0.5); |
| 1669 | |
| 1670 | // Eye |
| 1671 | fill(this.isThief ? color(255, 100, 255) : color(255, 100, 100)); |
| 1672 | noStroke(); |
| 1673 | ellipse(3, -this.size * 0.4, 4); |
| 1674 | |
| 1675 | // Beak |
| 1676 | fill(this.isThief ? color(200, 150, 50) : color(200, 150, 0)); |
| 1677 | triangle( |
| 1678 | this.size * 0.25, -this.size * 0.4, |
| 1679 | this.size * 0.45, -this.size * 0.35, |
| 1680 | this.size * 0.25, -this.size * 0.3 |
| 1681 | ); |
| 1682 | |
| 1683 | // Tail feathers |
| 1684 | fill(this.isThief ? color(120, 70, 180) : color(80, 80, 80)); |
| 1685 | for (let i = -1; i <= 1; i++) { |
| 1686 | push(); |
| 1687 | translate(-this.size * 0.3, this.size * 0.3); |
| 1688 | rotate(i * 0.2); |
| 1689 | ellipse(0, 0, this.size * 0.3, this.size * 0.8); |
| 1690 | pop(); |
| 1691 | } |
| 1692 | |
| 1693 | // Warning indicator if attacking |
| 1694 | if (this.attacking && frameCount % 20 < 10) { |
| 1695 | noFill(); |
| 1696 | stroke(255, 100, 100, 150); |
| 1697 | strokeWeight(2); |
| 1698 | ellipse(0, 0, this.size * 2.5); |
| 1699 | } |
| 1700 | |
| 1701 | pop(); |
| 1702 | } |
| 1703 | } |
| 1704 | |
| 1705 | class Particle { |
| 1706 | constructor(x, y) { |
| 1707 | this.pos = createVector(x, y); |
| 1708 | this.vel = createVector(random(-3, 3), random(-5, -2)); |
| 1709 | this.lifetime = 255; |
| 1710 | this.color = color(255, random(200, 255), random(100, 200)); |
| 1711 | this.size = 6; // Default size |
| 1712 | } |
| 1713 | |
| 1714 | update() { |
| 1715 | this.vel.y += 0.2; |
| 1716 | this.pos.add(this.vel); |
| 1717 | this.lifetime -= 8; |
| 1718 | } |
| 1719 | |
| 1720 | display() { |
| 1721 | push(); |
| 1722 | noStroke(); |
| 1723 | fill(red(this.color), green(this.color), blue(this.color), this.lifetime); |
| 1724 | ellipse(this.pos.x, this.pos.y, this.size); |
| 1725 | pop(); |
| 1726 | } |
| 1727 | |
| 1728 | isDead() { |
| 1729 | return this.lifetime <= 0; |
| 1730 | } |
| 1731 | } |