| 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, chargeMultiplier = 1) { |
| 21 | if (!this.canJump || this.isAirborne) return |
| 22 | |
| 23 | // DAWN PHASE: Check and consume stamina |
| 24 | if (gamePhase === 'DAWN') { |
| 25 | // FIX: Only check if we ACTUALLY don't have enough stamina |
| 26 | if (jumpStamina < jumpCost) { |
| 27 | isExhausted = true |
| 28 | // Only show notification if we're truly out |
| 29 | if (jumpStamina < 5 && notifications.length < 3) { |
| 30 | notifications.push( |
| 31 | new Notification('NO STAMINA!', color(255, 50, 50)) |
| 32 | ) |
| 33 | } |
| 34 | return |
| 35 | } |
| 36 | jumpStamina -= jumpCost |
| 37 | // Delay stamina regen after each jump during DAWN |
| 38 | staminaRegenCooldown = 60 // 1s at 60fps |
| 39 | } |
| 40 | |
| 41 | // PHASE 4B: Track wind jumps |
| 42 | if (windActive) { |
| 43 | stats.windJumps++ |
| 44 | achievements.windRider.progress++ |
| 45 | } |
| 46 | |
| 47 | let direction = createVector(targetX - this.pos.x, targetY - this.pos.y) |
| 48 | let clickDistance = direction.mag() |
| 49 | direction.normalize() |
| 50 | |
| 51 | // Apply charge multiplier if provided |
| 52 | let actualJumpPower = map( |
| 53 | clickDistance, |
| 54 | 0, |
| 55 | 200, |
| 56 | 3, |
| 57 | this.jumpPower * chargeMultiplier |
| 58 | ) |
| 59 | actualJumpPower = constrain( |
| 60 | actualJumpPower, |
| 61 | 3, |
| 62 | this.jumpPower * chargeMultiplier |
| 63 | ) |
| 64 | direction.mult(actualJumpPower) |
| 65 | |
| 66 | this.vel = direction |
| 67 | this.isAirborne = true |
| 68 | this.canJump = false |
| 69 | // Count every successful jump (lifetime stat) |
| 70 | if (typeof stats !== 'undefined') { |
| 71 | stats.totalJumps++ |
| 72 | } |
| 73 | |
| 74 | // FIX: Ensure lastAnchorPoint is set to edge, not center |
| 75 | if (!this.lastAnchorPoint) { |
| 76 | // If no anchor point set yet, use current position |
| 77 | this.lastAnchorPoint = this.pos.copy() |
| 78 | } |
| 79 | // Record jump time for touch debounce |
| 80 | if (typeof window !== 'undefined') { |
| 81 | window.lastJumpTime = millis() |
| 82 | } |
| 83 | |
| 84 | // Check if we're jumping off a web strand |
| 85 | for (let strand of webStrands) { |
| 86 | if (strand === currentStrand) continue |
| 87 | |
| 88 | if (this.checkStrandCollision(strand)) { |
| 89 | // Much simpler shimmy detection based on actual jump power used |
| 90 | let isShimmy = actualJumpPower < 6 // If we used less than half power, it's a shimmy |
| 91 | |
| 92 | // Apply appropriate recoil based on movement type |
| 93 | if (isShimmy) { |
| 94 | // Trigger shimmy visual effect |
| 95 | this.shimmyEffect = 20 |
| 96 | |
| 97 | // NO recoil at all for shimmying - just tiny vibration |
| 98 | strand.vibrate(0.3) |
| 99 | |
| 100 | // Tiny yellow particles |
| 101 | let p = new Particle(this.pos.x, this.pos.y) |
| 102 | p.color = color(255, 255, 100, 80) |
| 103 | p.vel = createVector(random(-0.3, 0.3), random(-0.3, 0.3)) |
| 104 | p.size = 2 |
| 105 | particles.push(p) |
| 106 | } else { |
| 107 | // Scale recoil based on actual jump power |
| 108 | let recoilForce = -(actualJumpPower / this.jumpPower) * 0.08 // Scale by power ratio |
| 109 | strand.applyRecoil(recoilForce) |
| 110 | |
| 111 | // Create particles only for real jumps |
| 112 | for (let i = 0; i < 2; i++) { |
| 113 | let p = new Particle(this.pos.x, this.pos.y) |
| 114 | p.color = color(255, 255, 255, 120) |
| 115 | p.vel = createVector(random(-0.8, 0.8), random(1, 2)) |
| 116 | p.size = 3 |
| 117 | particles.push(p) |
| 118 | } |
| 119 | } |
| 120 | |
| 121 | break |
| 122 | } |
| 123 | } |
| 124 | } |
| 125 | |
| 126 | munch () { |
| 127 | if (this.munchCooldown > 0) return |
| 128 | |
| 129 | isMunching = true |
| 130 | this.munchCooldown = this.munchCooldownMax || 30 // Use upgrade value if available |
| 131 | |
| 132 | for (let i = flies.length - 1; i >= 0; i--) { |
| 133 | let fly = flies[i] |
| 134 | let d = dist(this.pos.x, this.pos.y, fly.pos.x, fly.pos.y) |
| 135 | if (d < this.munchRadius) { |
| 136 | fliesMunched++ |
| 137 | stats.fliesMunchedInCurrentNight++ // Track for achievements |
| 138 | |
| 139 | // POINTS: Award points for munching |
| 140 | let munchPoints = 4 // Base points for munch |
| 141 | if (fly.type === 'golden') munchPoints = 8 |
| 142 | if (fly.type === 'queen') munchPoints = 10 |
| 143 | if (fly.type === 'moth') munchPoints = 6 |
| 144 | playerPoints += munchPoints |
| 145 | // totalFliesCaught++ // Add to lifetime counter |
| 146 | |
| 147 | webSilk = min(webSilk + 15, maxWebSilk) |
| 148 | |
| 149 | // PHASE 3: Metabolize upgrade effect |
| 150 | if (upgrades.metabolize && upgrades.metabolize.level > 0) { |
| 151 | // Heal nearby broken strands |
| 152 | for (let strand of webStrands) { |
| 153 | if (strand.broken) { |
| 154 | let distToStrand = Infinity |
| 155 | if (strand.path && strand.path.length > 0) { |
| 156 | for (let point of strand.path) { |
| 157 | let d = dist(this.pos.x, this.pos.y, point.x, point.y) |
| 158 | if (d < distToStrand) distToStrand = d |
| 159 | } |
| 160 | } |
| 161 | |
| 162 | if (distToStrand < 100) { |
| 163 | strand.broken = false |
| 164 | strand.strength = 0.5 // Heal to half strength |
| 165 | |
| 166 | // Green healing particles |
| 167 | for (let j = 0; j < 5; j++) { |
| 168 | let p = new Particle(this.pos.x, this.pos.y) |
| 169 | p.color = color(100, 255, 100) |
| 170 | p.vel = createVector(random(-2, 2), random(-2, 2)) |
| 171 | p.size = 3 |
| 172 | particles.push(p) |
| 173 | } |
| 174 | |
| 175 | break // Only heal one strand per munch |
| 176 | } |
| 177 | } |
| 178 | } |
| 179 | } |
| 180 | |
| 181 | for (let j = 0; j < 12; j++) { |
| 182 | let p = new Particle(fly.pos.x, fly.pos.y) |
| 183 | p.color = color(255, random(100, 255), 0) |
| 184 | particles.push(p) |
| 185 | } |
| 186 | |
| 187 | flies.splice(i, 1) |
| 188 | break |
| 189 | } |
| 190 | } |
| 191 | } |
| 192 | |
| 193 | update () { |
| 194 | // If attached to a moving obstacle, move with it |
| 195 | if (this.attachedObstacle && !this.isAirborne) { |
| 196 | // Calculate angle from obstacle center to spider |
| 197 | let angle = atan2( |
| 198 | this.pos.y - this.attachedObstacle.y, |
| 199 | this.pos.x - this.attachedObstacle.x |
| 200 | ) |
| 201 | // Keep spider on the surface of the obstacle |
| 202 | this.pos.x = |
| 203 | this.attachedObstacle.x + |
| 204 | cos(angle) * (this.attachedObstacle.radius + this.radius) |
| 205 | this.pos.y = |
| 206 | this.attachedObstacle.y + |
| 207 | sin(angle) * (this.attachedObstacle.radius + this.radius) |
| 208 | } |
| 209 | |
| 210 | if (this.isAirborne) { |
| 211 | this.acc.add(this.gravity) |
| 212 | this.attachedObstacle = null // Clear attachment when jumping |
| 213 | } |
| 214 | |
| 215 | this.vel.add(this.acc) |
| 216 | this.vel.limit(this.maxSpeed) |
| 217 | this.pos.add(this.vel) |
| 218 | this.acc.mult(0) |
| 219 | |
| 220 | if (this.munchCooldown > 0) { |
| 221 | this.munchCooldown-- |
| 222 | if (this.munchCooldown === 0) { |
| 223 | isMunching = false |
| 224 | } |
| 225 | } |
| 226 | |
| 227 | // Check ground collision |
| 228 | if (this.pos.y >= height - this.radius) { |
| 229 | this.pos.y = height - this.radius |
| 230 | this.land() |
| 231 | this.attachedObstacle = null |
| 232 | } |
| 233 | |
| 234 | // Check wall collisions |
| 235 | if (this.pos.x <= this.radius || this.pos.x >= width - this.radius) { |
| 236 | this.pos.x = constrain(this.pos.x, this.radius, width - this.radius) |
| 237 | this.vel.x *= -0.5 |
| 238 | } |
| 239 | |
| 240 | // Check ceiling |
| 241 | if (this.pos.y <= this.radius) { |
| 242 | this.pos.y = this.radius |
| 243 | this.vel.y *= -0.5 // Bounce off ceiling, don't land |
| 244 | } |
| 245 | |
| 246 | // Check home branch collision (one-way platform) |
| 247 | if (window.homeBranch && this.isAirborne && this.vel.y > 0.1) { |
| 248 | let branch = window.homeBranch |
| 249 | |
| 250 | // Calculate the actual geometric bounds |
| 251 | let leftX = Math.min(branch.startX, branch.endX) |
| 252 | let rightX = Math.max(branch.startX, branch.endX) |
| 253 | |
| 254 | // IMPORTANT: Extend the check zone beyond the mathematical end |
| 255 | // The branch visually extends past endX due to strokeWeight and bezier curves |
| 256 | let checkPadding = 20 // Add padding for the visual overhang |
| 257 | |
| 258 | if ( |
| 259 | this.pos.x >= leftX - checkPadding && |
| 260 | this.pos.x <= rightX + checkPadding |
| 261 | ) { |
| 262 | // Calculate normalized position along branch |
| 263 | let t |
| 264 | |
| 265 | if (branch.side === 'left') { |
| 266 | // Left branch: startX is base, endX is tip |
| 267 | t = (this.pos.x - branch.startX) / (branch.endX - branch.startX) |
| 268 | } else { |
| 269 | // Right branch: startX is base, endX is tip (but startX > endX) |
| 270 | t = (branch.startX - this.pos.x) / (branch.startX - branch.endX) |
| 271 | } |
| 272 | |
| 273 | // CRITICAL FIX: Allow t to exceed 1 for the tip overhang |
| 274 | // The visual branch extends past the mathematical endpoint |
| 275 | let maxT = 1.15 // Allow 15% overshoot for visual overhang |
| 276 | t = constrain(t, 0, maxT) |
| 277 | |
| 278 | // Calculate thickness |
| 279 | let visualThickness |
| 280 | if (t > 1.0) { |
| 281 | // Past the mathematical end - use minimum tip thickness |
| 282 | visualThickness = branch.thickness * 0.35 |
| 283 | } else { |
| 284 | // Normal taper |
| 285 | visualThickness = lerp(branch.thickness, branch.thickness * 0.35, t) |
| 286 | } |
| 287 | |
| 288 | // The branch is drawn centered at branch.y; compute top/bottom with rotation |
| 289 | let rotationOffset = this.pos.x * branch.angle |
| 290 | let branchTopY = branch.y - visualThickness + rotationOffset |
| 291 | let branchBottomY = branch.y + visualThickness + rotationOffset |
| 292 | |
| 293 | // Check collision |
| 294 | let prevY = this.pos.y - this.vel.y |
| 295 | |
| 296 | // One-way platform collision |
| 297 | if ( |
| 298 | prevY <= branchTopY && // Was above |
| 299 | this.pos.y + this.radius >= branchTopY && // Now at or below |
| 300 | this.pos.y - this.radius < branchBottomY // Not completely below the rotated bottom |
| 301 | ) { |
| 302 | // Not completely below |
| 303 | |
| 304 | // Land on branch |
| 305 | this.pos.y = branchTopY - this.radius |
| 306 | this.land() |
| 307 | this.attachedObstacle = null |
| 308 | } |
| 309 | } |
| 310 | } |
| 311 | |
| 312 | // Check obstacle collisions |
| 313 | for (let obstacle of obstacles) { |
| 314 | if (this.checkObstacleCollision(obstacle)) { |
| 315 | this.landOnObstacle(obstacle) |
| 316 | } |
| 317 | } |
| 318 | |
| 319 | // Check web strand collisions |
| 320 | for (let strand of webStrands) { |
| 321 | if (strand === currentStrand) continue |
| 322 | |
| 323 | if (this.isAirborne && this.checkStrandCollision(strand)) { |
| 324 | this.landOnStrand(strand) |
| 325 | } |
| 326 | } |
| 327 | |
| 328 | // Check food box collisions |
| 329 | for (let i = foodBoxes.length - 1; i >= 0; i--) { |
| 330 | let box = foodBoxes[i] |
| 331 | if ( |
| 332 | dist(this.pos.x, this.pos.y, box.pos.x, box.pos.y) < |
| 333 | this.radius + box.radius |
| 334 | ) { |
| 335 | box.collect() |
| 336 | foodBoxes.splice(i, 1) |
| 337 | } |
| 338 | } |
| 339 | } |
| 340 | |
| 341 | checkObstacleCollision (obstacle) { |
| 342 | let d = dist(this.pos.x, this.pos.y, obstacle.x, obstacle.y) |
| 343 | return d < this.radius + obstacle.radius |
| 344 | } |
| 345 | |
| 346 | checkStrandCollision (strand) { |
| 347 | if (!strand || !strand.start || !strand.end) return false |
| 348 | let d = this.pointToLineDistance(this.pos, strand.start, strand.end) |
| 349 | return d < this.radius + 2 |
| 350 | } |
| 351 | |
| 352 | pointToLineDistance (point, lineStart, lineEnd) { |
| 353 | // Guard nulls |
| 354 | if (!lineStart || !lineEnd) { |
| 355 | return Infinity |
| 356 | } |
| 357 | let line = p5.Vector.sub(lineEnd, lineStart) |
| 358 | let lineLength = line.mag() |
| 359 | // If start and end coincide, distance is to the single point |
| 360 | if (lineLength === 0) { |
| 361 | return p5.Vector.dist(point, lineStart) |
| 362 | } |
| 363 | line.normalize() |
| 364 | let pointToStart = p5.Vector.sub(point, lineStart) |
| 365 | let projLength = constrain(pointToStart.dot(line), 0, lineLength) |
| 366 | let closestPoint = p5.Vector.add( |
| 367 | lineStart, |
| 368 | p5.Vector.mult(line, projLength) |
| 369 | ) |
| 370 | return p5.Vector.dist(point, closestPoint) |
| 371 | } |
| 372 | |
| 373 | landOnObstacle (obstacle) { |
| 374 | // Only land if we're actually airborne |
| 375 | if (!this.isAirborne) return |
| 376 | |
| 377 | // Calculate angle from obstacle center to spider |
| 378 | let angle = atan2(this.pos.y - obstacle.y, this.pos.x - obstacle.x) |
| 379 | |
| 380 | // Place spider on the edge of the circular collision boundary |
| 381 | this.pos.x = obstacle.x + cos(angle) * (obstacle.radius + this.radius) |
| 382 | this.pos.y = obstacle.y + sin(angle) * (obstacle.radius + this.radius) |
| 383 | |
| 384 | // FIX: Set anchor point at the edge, not center |
| 385 | this.lastAnchorPoint = createVector( |
| 386 | obstacle.x + cos(angle) * obstacle.radius, |
| 387 | obstacle.y + sin(angle) * obstacle.radius |
| 388 | ) |
| 389 | |
| 390 | this.attachedObstacle = obstacle |
| 391 | this.land() |
| 392 | } |
| 393 | |
| 394 | landOnStrand (strand) { |
| 395 | // Only land if we're actually airborne |
| 396 | if (!this.isAirborne) return |
| 397 | if (!strand || !strand.start || !strand.end) return |
| 398 | let line = p5.Vector.sub(strand.end, strand.start) |
| 399 | let lineLength = line.mag() |
| 400 | if (lineLength === 0) { |
| 401 | // Degenerate strand; snap to start |
| 402 | this.pos = strand.start.copy |
| 403 | ? strand.start.copy() |
| 404 | : createVector(strand.start.x, strand.start.y) |
| 405 | } else { |
| 406 | line.normalize() |
| 407 | let pointToStart = p5.Vector.sub(this.pos, strand.start) |
| 408 | let projLength = constrain(pointToStart.dot(line), 0, lineLength) |
| 409 | let closestPoint = p5.Vector.add( |
| 410 | strand.start, |
| 411 | p5.Vector.mult(line, projLength) |
| 412 | ) |
| 413 | this.pos = closestPoint |
| 414 | } |
| 415 | this.attachedObstacle = null // Not on an obstacle |
| 416 | this.land() |
| 417 | } |
| 418 | |
| 419 | land () { |
| 420 | this.vel.mult(0) |
| 421 | this.isAirborne = false |
| 422 | this.canJump = true |
| 423 | |
| 424 | // FIX: Check if we're actually landing on something valid |
| 425 | let landedOnSomething = false |
| 426 | let landingPoint = null // Store where we're landing for anchor |
| 427 | let landingObstacle = null // NEW: Track which obstacle we're landing on |
| 428 | |
| 429 | // Check if on ground |
| 430 | if (this.pos.y >= height - this.radius - 5) { |
| 431 | landedOnSomething = true |
| 432 | landingPoint = createVector(this.pos.x, height) |
| 433 | } |
| 434 | |
| 435 | // Check if on an obstacle |
| 436 | if (!landedOnSomething) { |
| 437 | for (let obstacle of obstacles) { |
| 438 | if (this.checkObstacleCollision(obstacle)) { |
| 439 | landedOnSomething = true |
| 440 | landingObstacle = obstacle // NEW: Store the obstacle |
| 441 | // Calculate edge point for anchor |
| 442 | let angle = atan2(this.pos.y - obstacle.y, this.pos.x - obstacle.x) |
| 443 | landingPoint = createVector( |
| 444 | obstacle.x + cos(angle) * obstacle.radius, |
| 445 | obstacle.y + sin(angle) * obstacle.radius |
| 446 | ) |
| 447 | break |
| 448 | } |
| 449 | } |
| 450 | } |
| 451 | |
| 452 | // Check if on a web strand |
| 453 | if (!landedOnSomething) { |
| 454 | for (let strand of webStrands) { |
| 455 | if ( |
| 456 | strand !== currentStrand && |
| 457 | !strand.broken && |
| 458 | this.checkStrandCollision(strand) |
| 459 | ) { |
| 460 | landedOnSomething = true |
| 461 | // For web strands, use spider position as anchor |
| 462 | landingPoint = this.pos.copy() |
| 463 | break |
| 464 | } |
| 465 | } |
| 466 | } |
| 467 | |
| 468 | // Check if on home branch |
| 469 | if (!landedOnSomething && window.homeBranch) { |
| 470 | let branch = window.homeBranch |
| 471 | let branchStart = Math.min(branch.startX, branch.endX) |
| 472 | let branchEnd = Math.max(branch.startX, branch.endX) |
| 473 | |
| 474 | if (this.pos.x >= branchStart - 10 && this.pos.x <= branchEnd + 10) { |
| 475 | let t = (this.pos.x - branchStart) / (branchEnd - branchStart) |
| 476 | t = constrain(t, 0, 1) |
| 477 | let branchTopThickness = lerp( |
| 478 | branch.thickness * 0.9, |
| 479 | branch.thickness * 0.35, |
| 480 | t |
| 481 | ) |
| 482 | let branchSurfaceY = branch.y - branchTopThickness |
| 483 | let angleCorrection = (this.pos.x - branchStart) * branch.angle |
| 484 | branchSurfaceY += angleCorrection |
| 485 | |
| 486 | if (abs(this.pos.y - branchSurfaceY) < this.radius + 10) { |
| 487 | landedOnSomething = true |
| 488 | landingPoint = createVector(this.pos.x, branchSurfaceY) |
| 489 | } |
| 490 | } |
| 491 | } |
| 492 | |
| 493 | // FIX: If we're deploying web but didn't land on anything valid, destroy the web |
| 494 | if (currentStrand && isDeployingWeb && (spacePressed || touchHolding)) { |
| 495 | if (landedOnSomething && landingPoint) { |
| 496 | // Valid landing - finalize the web at the landing point |
| 497 | currentStrand.end = landingPoint.copy() // Use edge point, not spider center |
| 498 | |
| 499 | // POINTS: Award 1 point for successful web strand |
| 500 | playerPoints += 1 |
| 501 | stats.strandsCreated++ // Track for stats |
| 502 | |
| 503 | // NEW: Track obstacle attachment for the end point |
| 504 | if (landingObstacle) { |
| 505 | currentStrand.endObstacle = landingObstacle |
| 506 | currentStrand.endAngle = atan2( |
| 507 | landingPoint.y - landingObstacle.y, |
| 508 | landingPoint.x - landingObstacle.x |
| 509 | ) |
| 510 | } |
| 511 | |
| 512 | if (!currentStrand.path || currentStrand.path.length === 0) { |
| 513 | currentStrand.path = [landingPoint.copy()] |
| 514 | } else { |
| 515 | currentStrand.path.push(landingPoint.copy()) |
| 516 | } |
| 517 | |
| 518 | let newNode = new WebNode(landingPoint.x, landingPoint.y) |
| 519 | // NEW: Track node attachment |
| 520 | if (landingObstacle) { |
| 521 | newNode.attachedObstacle = landingObstacle |
| 522 | newNode.attachmentAngle = currentStrand.endAngle |
| 523 | } |
| 524 | webNodes.push(newNode) |
| 525 | |
| 526 | // Update last anchor for next web |
| 527 | this.lastAnchorPoint = landingPoint.copy() |
| 528 | } else { |
| 529 | // Invalid landing in mid-air - destroy the web! |
| 530 | if ( |
| 531 | webStrands.length > 0 && |
| 532 | webStrands[webStrands.length - 1] === currentStrand |
| 533 | ) { |
| 534 | webStrands.pop() // Remove the invalid strand |
| 535 | |
| 536 | // Create poof particles |
| 537 | for (let i = 0; i < 8; i++) { |
| 538 | let p = new Particle(this.pos.x, this.pos.y) |
| 539 | p.color = color(255, 255, 255, 150) |
| 540 | p.vel = createVector(random(-3, 3), random(-3, 3)) |
| 541 | p.size = 4 |
| 542 | particles.push(p) |
| 543 | } |
| 544 | |
| 545 | // Notification |
| 546 | if (notifications.length < 3) { |
| 547 | notifications.push( |
| 548 | new Notification('Web needs anchor point!', color(255, 150, 150)) |
| 549 | ) |
| 550 | } |
| 551 | } |
| 552 | } |
| 553 | } else if (landedOnSomething && landingPoint) { |
| 554 | // Update last anchor point even when not deploying web |
| 555 | this.lastAnchorPoint = landingPoint.copy() |
| 556 | } |
| 557 | |
| 558 | currentStrand = null |
| 559 | isDeployingWeb = false |
| 560 | } |
| 561 | |
| 562 | display () { |
| 563 | push() |
| 564 | translate(this.pos.x, this.pos.y) |
| 565 | |
| 566 | if (isMunching && this.munchCooldown > 15) { |
| 567 | push() |
| 568 | fill(255, 100, 100, 150) |
| 569 | noStroke() |
| 570 | let munchSize = 15 + sin(frameCount * 0.5) * 5 |
| 571 | arc(0, 0, munchSize, munchSize, 0, PI + HALF_PI, PIE) |
| 572 | pop() |
| 573 | } |
| 574 | |
| 575 | fill(20) |
| 576 | stroke(0) |
| 577 | strokeWeight(1) |
| 578 | ellipse(0, 0, this.radius * 2) |
| 579 | |
| 580 | fill(40) |
| 581 | noStroke() |
| 582 | ellipse(0, -2, this.radius * 1.2, this.radius * 1.5) |
| 583 | |
| 584 | if (gamePhase === 'NIGHT') { |
| 585 | fill(255, 100, 100) |
| 586 | } else { |
| 587 | fill(255, 0, 0) |
| 588 | } |
| 589 | ellipse(-3, -3, 3) |
| 590 | ellipse(3, -3, 3) |
| 591 | |
| 592 | stroke(0) |
| 593 | strokeWeight(1.5) |
| 594 | for (let i = 0; i < 4; i++) { |
| 595 | let angle = PI / 6 + (i * PI) / 8 |
| 596 | line(0, 0, cos(angle) * 12, sin(angle) * 8) |
| 597 | line(0, 0, -cos(angle) * 12, sin(angle) * 8) |
| 598 | } |
| 599 | |
| 600 | if (webSilk < 20) { |
| 601 | fill(255, 100, 100, 150 + sin(frameCount * 0.2) * 50) |
| 602 | noStroke() |
| 603 | ellipse(0, -15, 8) |
| 604 | } |
| 605 | |
| 606 | pop() |
| 607 | } |
| 608 | } |
| 609 | |
| 610 | class Fly { |
| 611 | constructor (type = 'regular') { |
| 612 | this.type = type |
| 613 | if (random() < 0.5) { |
| 614 | this.pos = createVector( |
| 615 | random() < 0.5 ? -20 : width + 20, |
| 616 | random(50, height - 100) |
| 617 | ) |
| 618 | } else { |
| 619 | this.pos = createVector(random(width), random() < 0.5 ? -20 : height + 20) |
| 620 | } |
| 621 | |
| 622 | this.vel = createVector(random(-2, 2), random(-1, 1)) |
| 623 | this.acc = createVector(0, 0) |
| 624 | this.radius = 4 |
| 625 | this.caught = false |
| 626 | this.stuck = false |
| 627 | this.wingPhase = random(TWO_PI) |
| 628 | this.wanderAngle = random(TWO_PI) |
| 629 | this.glowIntensity = random(150, 255) |
| 630 | this.touchedStrands = new Set() |
| 631 | this.slowedBy = new Set() // Track which strands are slowing us |
| 632 | this.baseSpeed = 3 |
| 633 | this.currentSpeed = this.baseSpeed |
| 634 | } |
| 635 | |
| 636 | update () { |
| 637 | if (this.stuck) { |
| 638 | this.updatePositionOnWeb() |
| 639 | return |
| 640 | } |
| 641 | |
| 642 | if (this.caught) { |
| 643 | this.vel.mult(0.95) |
| 644 | if (this.vel.mag() < 0.1) { |
| 645 | this.stuck = true |
| 646 | fliesCaught++ |
| 647 | totalFliesCaught++ // Add to lifetime counter |
| 648 | |
| 649 | if (typeof stats !== 'undefined') { |
| 650 | stats.totalFliesCaught++ |
| 651 | if (this.type === 'golden') stats.goldenCaught++ |
| 652 | else if (this.type === 'queen') stats.queensCaught++ |
| 653 | else if (this.type === 'moth') stats.mothsCaught++ |
| 654 | else stats.regularCaught++ |
| 655 | } |
| 656 | |
| 657 | // POINTS: Award points for catching fly |
| 658 | let catchPoints = 2 // Base points for catch |
| 659 | if (this.type === 'golden') catchPoints = 4 |
| 660 | if (this.type === 'queen') catchPoints = 5 |
| 661 | if (this.type === 'moth') catchPoints = 3 |
| 662 | playerPoints += catchPoints |
| 663 | |
| 664 | webSilk = min(webSilk + 5, maxWebSilk) |
| 665 | } |
| 666 | this.updatePositionOnWeb() |
| 667 | return |
| 668 | } |
| 669 | |
| 670 | this.wanderAngle += random(-0.3, 0.3) |
| 671 | let wanderForce = createVector(cos(this.wanderAngle), sin(this.wanderAngle)) |
| 672 | wanderForce.mult(0.1) |
| 673 | this.acc.add(wanderForce) |
| 674 | |
| 675 | // Apply current speed (which may be slowed) |
| 676 | this.vel.add(this.acc) |
| 677 | this.vel.limit(this.currentSpeed) |
| 678 | this.pos.add(this.vel) |
| 679 | this.acc.mult(0) |
| 680 | |
| 681 | if (this.pos.x < -30) this.pos.x = width + 30 |
| 682 | if (this.pos.x > width + 30) this.pos.x = -30 |
| 683 | if (this.pos.y < -30) this.pos.y = height + 30 |
| 684 | if (this.pos.y > height + 30) this.pos.y = -30 |
| 685 | |
| 686 | // Check web collisions |
| 687 | this.checkWebCollisions() |
| 688 | } |
| 689 | |
| 690 | updatePositionOnWeb () { |
| 691 | // Find the web strand(s) this fly is attached to |
| 692 | for (let strand of webStrands) { |
| 693 | if (strand.broken) continue |
| 694 | |
| 695 | // Check if fly is on this strand |
| 696 | let closestPoint = null |
| 697 | let closestDistance = Infinity |
| 698 | |
| 699 | if (strand.path && strand.path.length > 1) { |
| 700 | for (let i = 0; i < strand.path.length - 1; i++) { |
| 701 | let p1 = strand.path[i] |
| 702 | let p2 = strand.path[i + 1] |
| 703 | |
| 704 | // Find closest point on this segment |
| 705 | let line = p5.Vector.sub(p2, p1) |
| 706 | let lineLength = line.mag() |
| 707 | if (lineLength === 0) continue |
| 708 | line.normalize() |
| 709 | |
| 710 | let pointToStart = p5.Vector.sub(this.pos, p1) |
| 711 | let projLength = constrain(pointToStart.dot(line), 0, lineLength) |
| 712 | |
| 713 | let projPoint = p5.Vector.add(p1, p5.Vector.mult(line, projLength)) |
| 714 | let d = p5.Vector.dist(this.pos, projPoint) |
| 715 | |
| 716 | if (d < closestDistance && d < this.radius + 5) { |
| 717 | closestDistance = d |
| 718 | closestPoint = projPoint |
| 719 | } |
| 720 | } |
| 721 | } |
| 722 | |
| 723 | // If we found a close point on this strand, stick to it |
| 724 | if (closestPoint) { |
| 725 | // Move fly to follow the strand's movement |
| 726 | this.pos.x = closestPoint.x |
| 727 | this.pos.y = closestPoint.y |
| 728 | |
| 729 | // Add small vibration when on a moving web |
| 730 | if (strand.vibration > 0) { |
| 731 | this.pos.x += random(-1, 1) * strand.vibration * 0.1 |
| 732 | this.pos.y += random(-1, 1) * strand.vibration * 0.1 |
| 733 | } |
| 734 | } |
| 735 | } |
| 736 | } |
| 737 | |
| 738 | checkWebCollisions () { |
| 739 | let currentlyTouching = new Set() |
| 740 | |
| 741 | for (let strand of webStrands) { |
| 742 | let touching = false |
| 743 | |
| 744 | // Check collision with strand path |
| 745 | if (strand.path && strand.path.length > 1) { |
| 746 | // OPTIMIZATION: Skip every other point for collision detection |
| 747 | for (let i = 0; i < strand.path.length - 1; i += 2) { |
| 748 | let p1 = strand.path[i] |
| 749 | let p2 = strand.path[Math.min(i + 1, strand.path.length - 1)] |
| 750 | let d = this.pointToLineDistance(this.pos, p1, p2) |
| 751 | if (d < this.radius + 3) { |
| 752 | touching = true |
| 753 | break |
| 754 | } |
| 755 | } |
| 756 | } else if (strand.start && strand.end) { |
| 757 | // Fallback for strands without path |
| 758 | let d = this.pointToLineDistance(this.pos, strand.start, strand.end) |
| 759 | if (d < this.radius + 3) { |
| 760 | touching = true |
| 761 | } |
| 762 | } |
| 763 | |
| 764 | if (touching) { |
| 765 | currentlyTouching.add(strand) |
| 766 | |
| 767 | // If this is a new strand we're touching |
| 768 | if (!this.touchedStrands.has(strand)) { |
| 769 | this.touchedStrands.add(strand) |
| 770 | |
| 771 | // Vibrate the web when first touching |
| 772 | strand.vibrate(3) |
| 773 | |
| 774 | // First strand slows us down |
| 775 | if (this.touchedStrands.size === 1) { |
| 776 | this.currentSpeed = this.baseSpeed * 0.4 // Slow to 40% speed |
| 777 | this.slowedBy.add(strand) |
| 778 | |
| 779 | // Visual feedback - yellow particles for slowing |
| 780 | // LIMIT PARTICLES TO PREVENT FREEZE |
| 781 | let particleCount = Math.min(3, 100 - particles.length) |
| 782 | for (let j = 0; j < particleCount; j++) { |
| 783 | let p = new Particle(this.pos.x, this.pos.y) |
| 784 | p.color = color(255, 255, 0, 150) |
| 785 | p.vel = createVector(random(-1, 1), random(-1, 1)) |
| 786 | p.size = 3 |
| 787 | particles.push(p) |
| 788 | } |
| 789 | } |
| 790 | // Second strand catches us |
| 791 | else if (this.touchedStrands.size >= 2 && !this.caught) { |
| 792 | this.caught = true |
| 793 | this.currentSpeed = 0 |
| 794 | |
| 795 | // Stronger vibration when caught |
| 796 | strand.vibrate(8) |
| 797 | |
| 798 | // FIX: OPTIMIZE NEARBY STRAND VIBRATION |
| 799 | // This is likely the main cause of the freeze - checking distances between all strands |
| 800 | // Use a more efficient method |
| 801 | propagateVibration(strand, 2) |
| 802 | |
| 803 | // Create caught particles - LIMIT TO PREVENT FREEZE |
| 804 | let particleCount = Math.min(6, 100 - particles.length) |
| 805 | for (let j = 0; j < particleCount; j++) { |
| 806 | let p = new Particle(this.pos.x, this.pos.y) |
| 807 | p.color = color(255, 200, 0, 200) |
| 808 | p.vel = createVector(random(-2, 2), random(-2, 2)) |
| 809 | particles.push(p) |
| 810 | } |
| 811 | } |
| 812 | } |
| 813 | } |
| 814 | } |
| 815 | |
| 816 | // If we're no longer touching strands we were slowed by, speed back up |
| 817 | if (this.slowedBy.size > 0 && currentlyTouching.size === 0) { |
| 818 | this.currentSpeed = this.baseSpeed |
| 819 | this.slowedBy.clear() |
| 820 | } |
| 821 | } |
| 822 | |
| 823 | pointToLineDistance (point, lineStart, lineEnd) { |
| 824 | // Add null checks |
| 825 | if (!point || !lineStart || !lineEnd) return Infinity |
| 826 | |
| 827 | let dx = lineEnd.x - lineStart.x |
| 828 | let dy = lineEnd.y - lineStart.y |
| 829 | let lineLength = sqrt(dx * dx + dy * dy) |
| 830 | |
| 831 | // If line has no length, return distance to point |
| 832 | if (lineLength < 0.01) { |
| 833 | return dist(point.x, point.y, lineStart.x, lineStart.y) |
| 834 | } |
| 835 | |
| 836 | // Use optimized calculation without creating new vectors |
| 837 | let t = |
| 838 | ((point.x - lineStart.x) * dx + (point.y - lineStart.y) * dy) / |
| 839 | (lineLength * lineLength) |
| 840 | t = constrain(t, 0, 1) |
| 841 | |
| 842 | let closestX = lineStart.x + t * dx |
| 843 | let closestY = lineStart.y + t * dy |
| 844 | |
| 845 | return dist(point.x, point.y, closestX, closestY) |
| 846 | } |
| 847 | |
| 848 | display () { |
| 849 | push() |
| 850 | translate(this.pos.x, this.pos.y) |
| 851 | |
| 852 | // Show slowdown effect |
| 853 | if (this.slowedBy.size > 0 && !this.caught) { |
| 854 | stroke(255, 255, 0, 100) |
| 855 | strokeWeight(1) |
| 856 | noFill() |
| 857 | ellipse(0, 0, 20) |
| 858 | } |
| 859 | |
| 860 | // ENHANCED: Special golden fly glow |
| 861 | if (this.type === 'golden') { |
| 862 | // Multiple layers of golden glow for visibility |
| 863 | noStroke() |
| 864 | // Outermost glow - very faint but wide |
| 865 | fill(255, 215, 0, 15) |
| 866 | ellipse(0, 0, 80) |
| 867 | // Mid glow |
| 868 | fill(255, 200, 0, 25) |
| 869 | ellipse(0, 0, 60) |
| 870 | // Inner glow |
| 871 | fill(255, 185, 0, 40) |
| 872 | ellipse(0, 0, 40) |
| 873 | // Core glow |
| 874 | fill(255, 170, 0, 60) |
| 875 | ellipse(0, 0, 25) |
| 876 | |
| 877 | // Pulsing effect |
| 878 | let pulse = sin(frameCount * 0.1) * 0.3 + 0.7 |
| 879 | fill(255, 215, 0, 80 * pulse) |
| 880 | ellipse(0, 0, 20) |
| 881 | } else if (gamePhase === 'NIGHT') { |
| 882 | // Regular firefly glow |
| 883 | noStroke() |
| 884 | fill(255, 255, 150, this.glowIntensity * 0.3) |
| 885 | ellipse(0, 0, 30) |
| 886 | fill(255, 255, 100, this.glowIntensity * 0.5) |
| 887 | ellipse(0, 0, 20) |
| 888 | } |
| 889 | |
| 890 | // Body color based on type |
| 891 | if (this.type === 'golden') { |
| 892 | fill(255, 215, 0) // Gold body |
| 893 | stroke(200, 150, 0) |
| 894 | } else if (this.type === 'moth') { |
| 895 | fill(60, 40, 30) // Brown moth |
| 896 | stroke(40, 20, 10) |
| 897 | } else if (this.type === 'queen') { |
| 898 | fill(150, 50, 200) // Purple queen |
| 899 | stroke(100, 0, 150) |
| 900 | } else { |
| 901 | fill(30) // Regular black |
| 902 | stroke(0) |
| 903 | } |
| 904 | |
| 905 | strokeWeight(0.5) |
| 906 | ellipse(0, 0, this.radius * 2) |
| 907 | |
| 908 | if (!this.stuck) { |
| 909 | // Wing animation slows down when slowed |
| 910 | let wingSpeed = this.slowedBy.size > 0 ? 0.25 : 0.5 |
| 911 | this.wingPhase += wingSpeed |
| 912 | let wingSpread = sin(this.wingPhase) * 5 |
| 913 | |
| 914 | // Wing color based on type |
| 915 | if (this.type === 'golden') { |
| 916 | fill(255, 240, 150, 200) // Golden translucent wings |
| 917 | } else if (this.type === 'moth') { |
| 918 | fill(120, 100, 80, 150) // Brown moth wings |
| 919 | } else if (this.type === 'queen') { |
| 920 | fill(200, 150, 255, 180) // Purple queen wings |
| 921 | } else { |
| 922 | fill(255, 255, 255, 150) // Regular white wings |
| 923 | } |
| 924 | |
| 925 | noStroke() |
| 926 | ellipse(-wingSpread, 0, 6, 4) |
| 927 | ellipse(wingSpread, 0, 6, 4) |
| 928 | } |
| 929 | |
| 930 | // Special markings for special types |
| 931 | if (this.type === 'golden') { |
| 932 | // Golden sparkle on body |
| 933 | fill(255, 255, 200) |
| 934 | noStroke() |
| 935 | ellipse(0, 0, 2) |
| 936 | } else if (this.type === 'queen') { |
| 937 | // Crown marking |
| 938 | stroke(255, 215, 0) |
| 939 | strokeWeight(1) |
| 940 | line(-2, -3, -1, -5) |
| 941 | line(0, -3, 0, -5) |
| 942 | line(2, -3, 1, -5) |
| 943 | } else if (gamePhase === 'NIGHT') { |
| 944 | // Regular glow abdomen |
| 945 | fill(255, 255, 100, this.glowIntensity) |
| 946 | noStroke() |
| 947 | ellipse(0, 2, 3) |
| 948 | } |
| 949 | |
| 950 | pop() |
| 951 | } |
| 952 | } |
| 953 | |
| 954 | class Obstacle { |
| 955 | constructor (x, y, radius, type) { |
| 956 | // Store original position for drift tracking |
| 957 | this.originalX = x |
| 958 | this.originalY = y |
| 959 | this.x = x |
| 960 | this.y = y |
| 961 | this.radius = radius |
| 962 | this.type = type || 'leaf' |
| 963 | this.rotation = random(TWO_PI) |
| 964 | this.leafPoints = [] |
| 965 | |
| 966 | // Movement properties for all types |
| 967 | this.bobOffset = random(TWO_PI) |
| 968 | this.bobSpeed = random(0.02, 0.04) |
| 969 | this.bobAmount = 0 |
| 970 | |
| 971 | // Wind effect properties |
| 972 | this.windSway = 0 // Current sway amount |
| 973 | this.windSwayTarget = 0 // Target sway for smooth animation |
| 974 | this.windBob = 0 // Additional vertical movement from wind |
| 975 | this.basketSwing = 0 // For balloon basket swinging |
| 976 | |
| 977 | // Type-specific initialization |
| 978 | if (this.type === 'balloon') { |
| 979 | this.bobAmount = 8 // Balloons bob more |
| 980 | this.balloonColors = [ |
| 981 | color(255, 100, 100), // Red |
| 982 | color(100, 200, 255), // Blue |
| 983 | color(255, 200, 100) // Yellow |
| 984 | ] |
| 985 | this.balloonColor = random(this.balloonColors) |
| 986 | // Remove complex properties - we don't need them for simple balloon |
| 987 | } else if (this.type === 'beetle') { |
| 988 | this.bobAmount = 4 |
| 989 | this.driftSpeed = random(0.15, 0.35) |
| 990 | this.driftAngle = random(TWO_PI) |
| 991 | this.driftChangeRate = random(0.005, 0.015) |
| 992 | this.wingPhase = random(TWO_PI) |
| 993 | this.beetleColor = |
| 994 | random() < 0.5 |
| 995 | ? color(20, 60, 20) // Dark green |
| 996 | : color(40, 20, 60) // Purple |
| 997 | this.driftDistance = 0 // Track total drift |
| 998 | } else if (this.type === 'leaf') { |
| 999 | this.bobAmount = 2 // Leaves bob slightly |
| 1000 | let numPoints = 8 |
| 1001 | for (let i = 0; i < numPoints; i++) { |
| 1002 | let angle = (TWO_PI / numPoints) * i |
| 1003 | let r = radius * random(0.7, 1.2) |
| 1004 | if (i === 0 || i === numPoints / 2) r = radius * 1.3 |
| 1005 | this.leafPoints.push({ angle: angle, radius: r }) |
| 1006 | } |
| 1007 | } |
| 1008 | } |
| 1009 | |
| 1010 | update () { |
| 1011 | // Bobbing motion for all types |
| 1012 | let bob = sin(frameCount * this.bobSpeed + this.bobOffset) * this.bobAmount |
| 1013 | this.y = this.originalY + bob |
| 1014 | |
| 1015 | // ENHANCED: Apply wind effects |
| 1016 | if (windActive) { |
| 1017 | // Different wind responses by type |
| 1018 | if (this.type === 'balloon') { |
| 1019 | // Balloons are highly affected by wind |
| 1020 | this.windSwayTarget = cos(windDirection) * windStrength * 15 // Strong horizontal push |
| 1021 | this.windBob = |
| 1022 | sin(frameCount * 0.04 + this.bobOffset) * windStrength * 3 // Extra vertical movement |
| 1023 | |
| 1024 | // Basket swings opposite to balloon movement (pendulum effect) |
| 1025 | this.basketSwing = |
| 1026 | -this.windSway * 0.5 + sin(frameCount * 0.06) * windStrength * 0.3 |
| 1027 | |
| 1028 | // Actually move the balloon |
| 1029 | this.originalX += cos(windDirection) * windStrength * 0.08 |
| 1030 | |
| 1031 | // Keep on screen with stronger resistance at edges |
| 1032 | if (this.originalX < 50) { |
| 1033 | this.originalX = 50 |
| 1034 | this.windSwayTarget *= -0.5 // Bounce back effect |
| 1035 | } |
| 1036 | if (this.originalX > width - 50) { |
| 1037 | this.originalX = width - 50 |
| 1038 | this.windSwayTarget *= -0.5 |
| 1039 | } |
| 1040 | } else if (this.type === 'beetle') { |
| 1041 | // Beetles resist but still affected |
| 1042 | this.windSwayTarget = cos(windDirection) * windStrength * 3 |
| 1043 | // Fight against wind |
| 1044 | this.driftAngle -= cos(windDirection) * windStrength * 0.01 |
| 1045 | } else if (this.type === 'leaf') { |
| 1046 | // Leaves flutter in wind |
| 1047 | this.windSwayTarget = cos(windDirection) * windStrength * 5 |
| 1048 | this.rotation += windStrength * 0.02 // Spin faster |
| 1049 | } |
| 1050 | } else { |
| 1051 | // No wind, return to normal |
| 1052 | this.windSwayTarget = 0 |
| 1053 | this.windBob = 0 |
| 1054 | this.basketSwing = 0 |
| 1055 | } |
| 1056 | |
| 1057 | // Smooth sway animation |
| 1058 | this.windSway = lerp(this.windSway, this.windSwayTarget, 0.1) |
| 1059 | |
| 1060 | // Apply wind sway to position |
| 1061 | this.x = this.originalX + this.windSway |
| 1062 | |
| 1063 | // Apply wind bob to vertical position |
| 1064 | this.y = this.originalY + bob + this.windBob |
| 1065 | |
| 1066 | // Beetle-specific drift |
| 1067 | if (this.type === 'beetle') { |
| 1068 | // Store initial position if not set |
| 1069 | if (!this.initialX) { |
| 1070 | this.initialX = this.x |
| 1071 | this.initialY = this.y |
| 1072 | } |
| 1073 | |
| 1074 | // Slowly change drift direction using Perlin noise |
| 1075 | this.driftAngle += |
| 1076 | (noise(frameCount * this.driftChangeRate, this.originalX * 0.01) - |
| 1077 | 0.5) * |
| 1078 | 0.1 |
| 1079 | |
| 1080 | // Apply drift to original position |
| 1081 | this.originalX += cos(this.driftAngle) * this.driftSpeed |
| 1082 | this.originalY += sin(this.driftAngle) * this.driftSpeed * 0.5 |
| 1083 | |
| 1084 | // Calculate total drift distance from initial position |
| 1085 | this.driftDistance = dist( |
| 1086 | this.originalX, |
| 1087 | this.originalY, |
| 1088 | this.initialX, |
| 1089 | this.initialY |
| 1090 | ) |
| 1091 | |
| 1092 | // Keep beetles on screen with soft boundaries |
| 1093 | if (this.originalX < 80) { |
| 1094 | this.driftAngle = random(-PI / 4, PI / 4) |
| 1095 | this.originalX = 80 |
| 1096 | } |
| 1097 | if (this.originalX > width - 80) { |
| 1098 | this.driftAngle = random((3 * PI) / 4, (5 * PI) / 4) |
| 1099 | this.originalX = width - 80 |
| 1100 | } |
| 1101 | if (this.originalY < 80) { |
| 1102 | this.driftAngle = random((-3 * PI) / 4, -PI / 4) |
| 1103 | this.originalY = 80 |
| 1104 | } |
| 1105 | if (this.originalY > height - 150) { |
| 1106 | this.driftAngle = random(PI / 4, (3 * PI) / 4) |
| 1107 | this.originalY = height - 150 |
| 1108 | } |
| 1109 | |
| 1110 | // Update actual position (with bob already applied to y) |
| 1111 | this.x = this.originalX |
| 1112 | |
| 1113 | // Check if beetle has drifted too far and break attached strands |
| 1114 | if (this.driftDistance > 100) { |
| 1115 | this.breakAttachedStrands() |
| 1116 | } |
| 1117 | |
| 1118 | // Update wing animation |
| 1119 | this.wingPhase += 0.15 |
| 1120 | } |
| 1121 | |
| 1122 | // For all moving obstacles, update any attached web strands |
| 1123 | if (this.bobAmount > 0 || this.type === 'beetle') { |
| 1124 | this.updateAttachedStrands() |
| 1125 | } |
| 1126 | } |
| 1127 | |
| 1128 | updateAttachedStrands () { |
| 1129 | // Update web strands that are connected to this obstacle |
| 1130 | for (let strand of webStrands) { |
| 1131 | if (!strand || strand.broken) continue |
| 1132 | |
| 1133 | // Check if strand starts at this obstacle |
| 1134 | if (strand.startObstacle === this) { |
| 1135 | // Update the start position to maintain the attachment |
| 1136 | let angle = strand.startAngle // Use stored angle |
| 1137 | strand.start.x = this.x + cos(angle) * this.radius |
| 1138 | strand.start.y = this.y + sin(angle) * this.radius |
| 1139 | |
| 1140 | // Update path if it exists |
| 1141 | if (strand.path && strand.path.length > 0) { |
| 1142 | strand.path[0].x = strand.start.x |
| 1143 | strand.path[0].y = strand.start.y |
| 1144 | } |
| 1145 | } |
| 1146 | |
| 1147 | // Check if strand ends at this obstacle |
| 1148 | if (strand.endObstacle === this) { |
| 1149 | // Update the end position to maintain the attachment |
| 1150 | let angle = strand.endAngle // Use stored angle |
| 1151 | strand.end.x = this.x + cos(angle) * this.radius |
| 1152 | strand.end.y = this.y + sin(angle) * this.radius |
| 1153 | |
| 1154 | // Update path if it exists |
| 1155 | if (strand.path && strand.path.length > 0) { |
| 1156 | strand.path[strand.path.length - 1].x = strand.end.x |
| 1157 | strand.path[strand.path.length - 1].y = strand.end.y |
| 1158 | } |
| 1159 | } |
| 1160 | } |
| 1161 | |
| 1162 | // Also update web nodes attached to this obstacle |
| 1163 | for (let node of webNodes) { |
| 1164 | if (node.attachedObstacle === this) { |
| 1165 | let angle = node.attachmentAngle |
| 1166 | node.x = this.x + cos(angle) * this.radius |
| 1167 | node.y = this.y + sin(angle) * this.radius |
| 1168 | } |
| 1169 | } |
| 1170 | } |
| 1171 | |
| 1172 | breakAttachedStrands () { |
| 1173 | // Check for strands attached to this obstacle's edge |
| 1174 | for (let strand of webStrands) { |
| 1175 | // Check if attached to edge (not center) |
| 1176 | let startDist = dist(strand.start.x, strand.start.y, this.x, this.y) |
| 1177 | let attachedToStart = |
| 1178 | startDist >= this.radius - 5 && startDist <= this.radius + 15 |
| 1179 | |
| 1180 | let attachedToEnd = false |
| 1181 | if (strand.end) { |
| 1182 | let endDist = dist(strand.end.x, strand.end.y, this.x, this.y) |
| 1183 | attachedToEnd = |
| 1184 | endDist >= this.radius - 5 && endDist <= this.radius + 15 |
| 1185 | } |
| 1186 | |
| 1187 | if (attachedToStart || attachedToEnd) { |
| 1188 | // Mark strand as broken |
| 1189 | strand.broken = true |
| 1190 | |
| 1191 | // Release any flies stuck to this strand |
| 1192 | for (let fly of flies) { |
| 1193 | if (fly.stuck || fly.caught) { |
| 1194 | // Check if fly is touching this breaking strand |
| 1195 | let touchingStrand = false |
| 1196 | if (strand.path && strand.path.length > 1) { |
| 1197 | for (let k = 0; k < strand.path.length - 1; k++) { |
| 1198 | let p1 = strand.path[k] |
| 1199 | let p2 = strand.path[k + 1] |
| 1200 | let d = fly.pointToLineDistance(fly.pos, p1, p2) |
| 1201 | if (d < fly.radius + 5) { |
| 1202 | touchingStrand = true |
| 1203 | break |
| 1204 | } |
| 1205 | } |
| 1206 | } |
| 1207 | |
| 1208 | // If fly was on this strand, release it |
| 1209 | if (touchingStrand) { |
| 1210 | fly.stuck = false |
| 1211 | fly.caught = false |
| 1212 | fly.currentSpeed = fly.baseSpeed |
| 1213 | fly.touchedStrands.clear() |
| 1214 | fly.slowedBy.clear() |
| 1215 | // Give it a little downward velocity to start falling |
| 1216 | fly.vel = createVector(random(-0.5, 0.5), 2) |
| 1217 | |
| 1218 | // Create release particles |
| 1219 | for (let j = 0; j < 3; j++) { |
| 1220 | let p = new Particle(fly.pos.x, fly.pos.y) |
| 1221 | p.color = color(255, 255, 100, 150) |
| 1222 | p.vel = createVector(random(-1, 1), random(0, 2)) |
| 1223 | p.size = 2 |
| 1224 | particles.push(p) |
| 1225 | } |
| 1226 | } |
| 1227 | } |
| 1228 | } |
| 1229 | |
| 1230 | // Create dramatic snap particles |
| 1231 | let snapX = attachedToStart ? strand.start.x : strand.end.x |
| 1232 | let snapY = attachedToStart ? strand.start.y : strand.end.y |
| 1233 | |
| 1234 | // Red/pink particles for the snap |
| 1235 | for (let i = 0; i < 8; i++) { |
| 1236 | let p = new Particle(snapX, snapY) |
| 1237 | p.color = color(255, random(100, 200), random(100, 150)) |
| 1238 | p.vel = createVector(random(-5, 5), random(-5, 2)) |
| 1239 | p.size = random(4, 8) |
| 1240 | particles.push(p) |
| 1241 | } |
| 1242 | |
| 1243 | // White strand particles |
| 1244 | for (let i = 0; i < 4; i++) { |
| 1245 | let p = new Particle(snapX, snapY) |
| 1246 | p.color = color(255, 255, 255) |
| 1247 | p.vel = createVector(random(-3, 3), random(-3, 0)) |
| 1248 | p.size = 3 |
| 1249 | particles.push(p) |
| 1250 | } |
| 1251 | |
| 1252 | // Reset beetle drift after breaking strands |
| 1253 | this.initialX = this.x |
| 1254 | this.initialY = this.y |
| 1255 | this.driftDistance = 0 |
| 1256 | } |
| 1257 | } |
| 1258 | } |
| 1259 | |
| 1260 | display () { |
| 1261 | push() |
| 1262 | translate(this.x, this.y) |
| 1263 | |
| 1264 | if (this.type === 'balloon') { |
| 1265 | // ============================================ |
| 1266 | // HOT AIR BALLOON WITH CANVAS TEXTURE |
| 1267 | // ============================================ |
| 1268 | push() |
| 1269 | |
| 1270 | // ENHANCED: Tilt balloon based on wind |
| 1271 | if (windActive) { |
| 1272 | rotate(this.windSway * 0.01) // Slight tilt in wind direction |
| 1273 | } |
| 1274 | |
| 1275 | // Balloon shadow |
| 1276 | noStroke() |
| 1277 | fill(0, 0, 0, 30) |
| 1278 | ellipse(5, 5, this.radius * 2.1) |
| 1279 | |
| 1280 | // Main balloon with canvas panel texture |
| 1281 | // Draw vertical panels like a real hot air balloon |
| 1282 | let numPanels = 8 |
| 1283 | for (let i = 0; i < numPanels; i++) { |
| 1284 | push() |
| 1285 | |
| 1286 | // Rotate for each panel |
| 1287 | rotate((TWO_PI / numPanels) * i) |
| 1288 | |
| 1289 | // Alternate panel colors for classic hot air balloon look |
| 1290 | if (i % 2 === 0) { |
| 1291 | fill( |
| 1292 | red(this.balloonColor), |
| 1293 | green(this.balloonColor), |
| 1294 | blue(this.balloonColor) |
| 1295 | ) |
| 1296 | } else { |
| 1297 | // Slightly darker alternate panels |
| 1298 | fill( |
| 1299 | red(this.balloonColor) * 0.9, |
| 1300 | green(this.balloonColor) * 0.9, |
| 1301 | blue(this.balloonColor) * 0.9 |
| 1302 | ) |
| 1303 | } |
| 1304 | |
| 1305 | // Draw panel as pie slice |
| 1306 | noStroke() |
| 1307 | arc( |
| 1308 | 0, |
| 1309 | 0, |
| 1310 | this.radius * 2, |
| 1311 | this.radius * 2, |
| 1312 | -PI / numPanels, |
| 1313 | PI / numPanels, |
| 1314 | PIE |
| 1315 | ) |
| 1316 | |
| 1317 | pop() |
| 1318 | } |
| 1319 | |
| 1320 | // Add panel seams (the ropes/stitching between panels) |
| 1321 | stroke(60, 40, 20, 110) |
| 1322 | strokeWeight(1) |
| 1323 | for (let i = 0; i < numPanels; i++) { |
| 1324 | let angle = (TWO_PI / numPanels) * i |
| 1325 | let x1 = cos(angle) * this.radius * 0.2 |
| 1326 | let y1 = sin(angle) * this.radius * 0.2 |
| 1327 | let x2 = cos(angle) * this.radius * 0.95 |
| 1328 | let y2 = sin(angle) * this.radius * 0.95 |
| 1329 | line(x1, y1, x2, y2) |
| 1330 | } |
| 1331 | |
| 1332 | // Add circular reinforcement bands |
| 1333 | noFill() |
| 1334 | stroke(80, 50, 30, 80) |
| 1335 | strokeWeight(1.5) |
| 1336 | ellipse(0, 0, this.radius * 1.4) |
| 1337 | ellipse(0, 0, this.radius * 0.8) |
| 1338 | |
| 1339 | // Matte fabric shading (subtle, non-glossy) |
| 1340 | noStroke() |
| 1341 | // Soft radial shading toward top-left to imply ambient light without specular shine |
| 1342 | for ( |
| 1343 | let r = this.radius * 1.2; |
| 1344 | r > this.radius * 0.2; |
| 1345 | r -= this.radius * 0.15 |
| 1346 | ) { |
| 1347 | fill(255, 255, 255, 8) // very low alpha |
| 1348 | ellipse(-this.radius * 0.25, -this.radius * 0.35, r * 0.25, r * 0.18) |
| 1349 | } |
| 1350 | // Global matte overlay to reduce plastic look |
| 1351 | noStroke() |
| 1352 | fill(230, 210, 190, 18) |
| 1353 | ellipse(0, 0, this.radius * 2, this.radius * 2) |
| 1354 | |
| 1355 | // Bottom opening of balloon (where flame goes) |
| 1356 | fill(40, 20, 10) |
| 1357 | ellipse(0, this.radius * 0.9, this.radius * 0.4, this.radius * 0.15) |
| 1358 | |
| 1359 | // Support ropes from balloon to basket |
| 1360 | stroke(80, 60, 40) |
| 1361 | strokeWeight(2) |
| 1362 | // Four support ropes |
| 1363 | line(-this.radius * 0.3, this.radius * 0.85, -8, this.radius + 20) |
| 1364 | line(this.radius * 0.3, this.radius * 0.85, 8, this.radius + 20) |
| 1365 | line(-this.radius * 0.15, this.radius * 0.9, -4, this.radius + 20) |
| 1366 | line(this.radius * 0.15, this.radius * 0.9, 4, this.radius + 20) |
| 1367 | |
| 1368 | // FLAME EFFECT (between balloon and basket) |
| 1369 | push() |
| 1370 | translate(0, this.radius + 10) |
| 1371 | |
| 1372 | // Flame glow |
| 1373 | noStroke() |
| 1374 | fill(255, 200, 0, 30 + sin(frameCount * 0.2) * 20) |
| 1375 | ellipse(0, 0, 30, 30) |
| 1376 | fill(255, 150, 0, 50 + sin(frameCount * 0.3) * 30) |
| 1377 | ellipse(0, 0, 20, 25) |
| 1378 | |
| 1379 | // Animated flame |
| 1380 | push() |
| 1381 | let flameHeight = 12 + sin(frameCount * 0.4) * 4 |
| 1382 | let flameWave = sin(frameCount * 0.3) * 2 |
| 1383 | |
| 1384 | // Outer flame (orange) |
| 1385 | fill(255, 150, 0) |
| 1386 | beginShape() |
| 1387 | vertex(-5, 5) |
| 1388 | bezierVertex( |
| 1389 | -5 + flameWave, |
| 1390 | -flameHeight * 0.5, |
| 1391 | -2 + flameWave, |
| 1392 | -flameHeight * 0.8, |
| 1393 | flameWave, |
| 1394 | -flameHeight |
| 1395 | ) |
| 1396 | bezierVertex( |
| 1397 | 2 + flameWave, |
| 1398 | -flameHeight * 0.8, |
| 1399 | 5 + flameWave, |
| 1400 | -flameHeight * 0.5, |
| 1401 | 5, |
| 1402 | 5 |
| 1403 | ) |
| 1404 | endShape(CLOSE) |
| 1405 | |
| 1406 | // Inner flame (yellow/white) |
| 1407 | fill(255, 255, 150) |
| 1408 | beginShape() |
| 1409 | vertex(-2, 5) |
| 1410 | bezierVertex( |
| 1411 | -2 + flameWave * 0.5, |
| 1412 | -flameHeight * 0.3, |
| 1413 | -1 + flameWave * 0.5, |
| 1414 | -flameHeight * 0.5, |
| 1415 | flameWave * 0.5, |
| 1416 | -flameHeight * 0.7 |
| 1417 | ) |
| 1418 | bezierVertex( |
| 1419 | 1 + flameWave * 0.5, |
| 1420 | -flameHeight * 0.5, |
| 1421 | 2 + flameWave * 0.5, |
| 1422 | -flameHeight * 0.3, |
| 1423 | 2, |
| 1424 | 5 |
| 1425 | ) |
| 1426 | endShape(CLOSE) |
| 1427 | |
| 1428 | // Flame tip (bright white) |
| 1429 | fill(255, 255, 255) |
| 1430 | ellipse(flameWave * 0.5, -flameHeight * 0.5, 3, 5) |
| 1431 | pop() |
| 1432 | |
| 1433 | pop() |
| 1434 | |
| 1435 | // BIGGER, MORE DETAILED BASKET WITH SWING |
| 1436 | push() |
| 1437 | translate(0, this.radius + 25) |
| 1438 | |
| 1439 | // ENHANCED: Apply basket swing |
| 1440 | if (windActive) { |
| 1441 | rotate(this.basketSwing * 0.02) |
| 1442 | } |
| 1443 | |
| 1444 | // Basket shadow |
| 1445 | noStroke() |
| 1446 | fill(0, 0, 0, 20) |
| 1447 | rect(-11, 2, 22, 15, 2) |
| 1448 | |
| 1449 | // Main basket - bigger to see ant better |
| 1450 | fill(101, 67, 33) |
| 1451 | stroke(80, 50, 20) |
| 1452 | strokeWeight(1.5) |
| 1453 | rect(-10, 0, 20, 14, 2) // Bigger basket |
| 1454 | |
| 1455 | // Woven basket texture |
| 1456 | stroke(80, 50, 20, 150) |
| 1457 | strokeWeight(1) |
| 1458 | // Vertical weaves |
| 1459 | for (let i = -8; i < 8; i += 3) { |
| 1460 | line(i, 1, i, 13) |
| 1461 | } |
| 1462 | // Horizontal weaves |
| 1463 | for (let i = 3; i < 12; i += 3) { |
| 1464 | line(-9, i, 9, i) |
| 1465 | } |
| 1466 | |
| 1467 | // Basket rim (thicker, more pronounced) |
| 1468 | stroke(60, 40, 20) |
| 1469 | strokeWeight(2) |
| 1470 | line(-10, 0, 10, 0) |
| 1471 | |
| 1472 | // Corner reinforcements |
| 1473 | fill(80, 50, 20) |
| 1474 | noStroke() |
| 1475 | ellipse(-9, 0, 3) |
| 1476 | ellipse(9, 0, 3) |
| 1477 | |
| 1478 | pop() |
| 1479 | |
| 1480 | // DETAILED ANT PILOT (bigger, more visible) |
| 1481 | push() |
| 1482 | translate(0, this.radius + 28) |
| 1483 | |
| 1484 | // ENHANCED: Ant holds on tighter in wind |
| 1485 | if (windActive) { |
| 1486 | rotate(-this.basketSwing * 0.01) // Ant leans opposite to basket |
| 1487 | } |
| 1488 | |
| 1489 | // Ant body |
| 1490 | fill(20) |
| 1491 | noStroke() |
| 1492 | ellipse(0, 0, 8, 5) // Thorax |
| 1493 | ellipse(0, -3, 6, 5) // Head |
| 1494 | ellipse(0, 3, 7, 6) // Abdomen |
| 1495 | |
| 1496 | // Ant eyes |
| 1497 | fill(255, 100, 100) |
| 1498 | ellipse(-2, -3, 2) |
| 1499 | ellipse(2, -3, 2) |
| 1500 | |
| 1501 | // Antennae |
| 1502 | stroke(20) |
| 1503 | strokeWeight(1) |
| 1504 | line(-1, -5, -3, -8) |
| 1505 | line(1, -5, 3, -8) |
| 1506 | |
| 1507 | // Little ant arms holding basket edge |
| 1508 | strokeWeight(1.5) |
| 1509 | line(-3, 0, -6, -3) |
| 1510 | line(3, 0, 6, -3) |
| 1511 | |
| 1512 | // Ant legs visible over basket edge |
| 1513 | line(-2, 2, -4, 5) |
| 1514 | line(2, 2, 4, 5) |
| 1515 | |
| 1516 | // Optional: Tiny pilot goggles |
| 1517 | stroke(100, 50, 0) |
| 1518 | strokeWeight(1) |
| 1519 | noFill() |
| 1520 | ellipse(-2, -3, 3) |
| 1521 | ellipse(2, -3, 3) |
| 1522 | line(-0.5, -3, 0.5, -3) |
| 1523 | |
| 1524 | pop() |
| 1525 | |
| 1526 | // Sandbags hanging from basket (optional detail) |
| 1527 | push() |
| 1528 | translate(0, this.radius + 25) |
| 1529 | |
| 1530 | // ENHANCED: Sandbags swing in wind |
| 1531 | if (windActive) { |
| 1532 | rotate(this.basketSwing * 0.03) |
| 1533 | } |
| 1534 | |
| 1535 | fill(80, 60, 40) |
| 1536 | noStroke() |
| 1537 | ellipse(-12, 10, 4, 5) |
| 1538 | ellipse(12, 10, 4, 5) |
| 1539 | // Sandbag ropes |
| 1540 | stroke(60, 40, 20) |
| 1541 | strokeWeight(0.5) |
| 1542 | line(-10, 7, -12, 10) |
| 1543 | line(10, 7, 12, 10) |
| 1544 | pop() |
| 1545 | |
| 1546 | pop() |
| 1547 | } else if (this.type === 'beetle') { |
| 1548 | push() |
| 1549 | rotate(this.rotation) |
| 1550 | |
| 1551 | // Shadow |
| 1552 | noStroke() |
| 1553 | fill(0, 0, 0, 40) |
| 1554 | ellipse(3, 3, this.radius * 1.8, this.radius * 2.2) |
| 1555 | |
| 1556 | // Wings - always visible and flapping since they're floating |
| 1557 | push() |
| 1558 | // Wing flap animation |
| 1559 | let wingAngle = sin(this.wingPhase) * 0.3 |
| 1560 | let wingSpread = 15 + sin(this.wingPhase) * 10 |
| 1561 | |
| 1562 | // Left wing |
| 1563 | push() |
| 1564 | translate(-this.radius * 0.4, 0) |
| 1565 | rotate(-wingAngle) |
| 1566 | fill(255, 255, 255, 120) |
| 1567 | stroke(0, 0, 0, 100) |
| 1568 | strokeWeight(0.5) |
| 1569 | ellipse(-wingSpread * 0.7, 0, wingSpread * 1.2, 15) |
| 1570 | // Wing details |
| 1571 | noStroke() |
| 1572 | fill(200, 200, 200, 80) |
| 1573 | ellipse(-wingSpread * 0.6, 0, wingSpread * 0.8, 10) |
| 1574 | pop() |
| 1575 | |
| 1576 | // Right wing |
| 1577 | push() |
| 1578 | translate(this.radius * 0.4, 0) |
| 1579 | rotate(wingAngle) |
| 1580 | fill(255, 255, 255, 120) |
| 1581 | stroke(0, 0, 0, 100) |
| 1582 | strokeWeight(0.5) |
| 1583 | ellipse(wingSpread * 0.7, 0, wingSpread * 1.2, 15) |
| 1584 | // Wing details |
| 1585 | noStroke() |
| 1586 | fill(200, 200, 200, 80) |
| 1587 | ellipse(wingSpread * 0.6, 0, wingSpread * 0.8, 10) |
| 1588 | pop() |
| 1589 | |
| 1590 | // Extra glow at night |
| 1591 | if (gamePhase === 'NIGHT') { |
| 1592 | noStroke() |
| 1593 | fill(255, 255, 200, 30 + sin(this.wingPhase * 2) * 20) |
| 1594 | ellipse(0, 0, this.radius * 3, this.radius * 2) |
| 1595 | } |
| 1596 | pop() |
| 1597 | |
| 1598 | // Main beetle body (on top of wings) |
| 1599 | fill( |
| 1600 | red(this.beetleColor), |
| 1601 | green(this.beetleColor), |
| 1602 | blue(this.beetleColor) |
| 1603 | ) |
| 1604 | stroke(0) |
| 1605 | strokeWeight(2) |
| 1606 | ellipse(0, 0, this.radius * 1.6, this.radius * 2) |
| 1607 | |
| 1608 | // Shell split line |
| 1609 | stroke(0) |
| 1610 | strokeWeight(1) |
| 1611 | line(0, -this.radius, 0, this.radius) |
| 1612 | |
| 1613 | // Head |
| 1614 | fill(10) |
| 1615 | ellipse(0, -this.radius * 0.8, this.radius * 0.8, this.radius * 0.6) |
| 1616 | |
| 1617 | // Spots/pattern |
| 1618 | noStroke() |
| 1619 | fill(0, 0, 0, 80) |
| 1620 | ellipse(-this.radius * 0.3, 0, this.radius * 0.4) |
| 1621 | ellipse(this.radius * 0.3, -this.radius * 0.2, this.radius * 0.3) |
| 1622 | ellipse(this.radius * 0.2, this.radius * 0.4, this.radius * 0.35) |
| 1623 | ellipse(-this.radius * 0.25, this.radius * 0.3, this.radius * 0.25) |
| 1624 | |
| 1625 | // Tiny tucked legs |
| 1626 | stroke(0) |
| 1627 | strokeWeight(1) |
| 1628 | line( |
| 1629 | -this.radius * 0.5, |
| 1630 | -this.radius * 0.2, |
| 1631 | -this.radius * 0.6, |
| 1632 | -this.radius * 0.1 |
| 1633 | ) |
| 1634 | line( |
| 1635 | this.radius * 0.5, |
| 1636 | -this.radius * 0.2, |
| 1637 | this.radius * 0.6, |
| 1638 | -this.radius * 0.1 |
| 1639 | ) |
| 1640 | line( |
| 1641 | -this.radius * 0.5, |
| 1642 | this.radius * 0.2, |
| 1643 | -this.radius * 0.6, |
| 1644 | this.radius * 0.1 |
| 1645 | ) |
| 1646 | line( |
| 1647 | this.radius * 0.5, |
| 1648 | this.radius * 0.2, |
| 1649 | this.radius * 0.6, |
| 1650 | this.radius * 0.1 |
| 1651 | ) |
| 1652 | |
| 1653 | // Antennae |
| 1654 | strokeWeight(1) |
| 1655 | line(-3, -this.radius * 1.1, -8, -this.radius * 1.4) |
| 1656 | line(3, -this.radius * 1.1, 8, -this.radius * 1.4) |
| 1657 | |
| 1658 | // Eyes |
| 1659 | fill(255, 0, 0) |
| 1660 | noStroke() |
| 1661 | ellipse(-5, -this.radius * 0.7, 5) |
| 1662 | ellipse(5, -this.radius * 0.7, 5) |
| 1663 | // Eye shine |
| 1664 | fill(255, 150, 150) |
| 1665 | ellipse(-4, -this.radius * 0.72, 2) |
| 1666 | ellipse(6, -this.radius * 0.72, 2) |
| 1667 | |
| 1668 | pop() |
| 1669 | } else if (this.type === 'leaf') { |
| 1670 | rotate(this.rotation) |
| 1671 | |
| 1672 | if (gamePhase === 'NIGHT') { |
| 1673 | fill(20, 40, 20) |
| 1674 | stroke(10, 20, 10) |
| 1675 | } else { |
| 1676 | fill(34, 139, 34) |
| 1677 | stroke(25, 100, 25) |
| 1678 | } |
| 1679 | strokeWeight(2) |
| 1680 | |
| 1681 | beginShape() |
| 1682 | for (let point of this.leafPoints) { |
| 1683 | let x = cos(point.angle) * point.radius |
| 1684 | let y = sin(point.angle) * point.radius |
| 1685 | curveVertex(x, y) |
| 1686 | } |
| 1687 | let firstPoint = this.leafPoints[0] |
| 1688 | curveVertex( |
| 1689 | cos(firstPoint.angle) * firstPoint.radius, |
| 1690 | sin(firstPoint.angle) * firstPoint.radius |
| 1691 | ) |
| 1692 | let secondPoint = this.leafPoints[1] |
| 1693 | curveVertex( |
| 1694 | cos(secondPoint.angle) * secondPoint.radius, |
| 1695 | sin(secondPoint.angle) * secondPoint.radius |
| 1696 | ) |
| 1697 | endShape() |
| 1698 | |
| 1699 | stroke(25, 100, 25, 100) |
| 1700 | strokeWeight(1) |
| 1701 | line(0, -this.radius, 0, this.radius) |
| 1702 | line(0, 0, -this.radius / 2, -this.radius / 2) |
| 1703 | line(0, 0, this.radius / 2, -this.radius / 2) |
| 1704 | line(0, 0, -this.radius / 2, this.radius / 2) |
| 1705 | line(0, 0, this.radius / 2, this.radius / 2) |
| 1706 | } |
| 1707 | |
| 1708 | pop() |
| 1709 | } |
| 1710 | } |
| 1711 | |
| 1712 | class FoodBox { |
| 1713 | constructor (x, y) { |
| 1714 | this.pos = createVector(x, y) |
| 1715 | this.radius = 10 |
| 1716 | this.collected = false |
| 1717 | this.floatOffset = random(TWO_PI) |
| 1718 | this.silkValue = random(20, 35) |
| 1719 | this.glowPhase = random(TWO_PI) |
| 1720 | } |
| 1721 | |
| 1722 | collect () { |
| 1723 | webSilk = min(webSilk + this.silkValue, maxWebSilk) |
| 1724 | |
| 1725 | for (let i = 0; i < 8; i++) { |
| 1726 | particles.push(new Particle(this.pos.x, this.pos.y)) |
| 1727 | } |
| 1728 | } |
| 1729 | |
| 1730 | display () { |
| 1731 | push() |
| 1732 | let floatY = sin(frameCount * 0.05 + this.floatOffset) * 3 |
| 1733 | translate(this.pos.x, this.pos.y + floatY) |
| 1734 | |
| 1735 | let glowIntensity = 100 + sin(frameCount * 0.1 + this.glowPhase) * 50 |
| 1736 | noStroke() |
| 1737 | fill(255, 200, 100, glowIntensity * 0.3) |
| 1738 | ellipse(0, 0, 40) |
| 1739 | fill(255, 220, 150, glowIntensity * 0.5) |
| 1740 | ellipse(0, 0, 25) |
| 1741 | |
| 1742 | rectMode(CENTER) |
| 1743 | |
| 1744 | fill(0, 0, 0, 50) |
| 1745 | rect(2, 2, this.radius * 2, this.radius * 1.8, 3) |
| 1746 | |
| 1747 | fill(139, 69, 19) |
| 1748 | stroke(100, 50, 0) |
| 1749 | strokeWeight(1) |
| 1750 | rect(0, 0, this.radius * 2, this.radius * 1.8, 3) |
| 1751 | |
| 1752 | stroke(100, 50, 0) |
| 1753 | strokeWeight(1) |
| 1754 | line(-this.radius, 0, this.radius, 0) |
| 1755 | line(0, -this.radius * 0.9, 0, this.radius * 0.9) |
| 1756 | |
| 1757 | noStroke() |
| 1758 | fill(255, 200, 100) |
| 1759 | ellipse(-5, -4, 4) |
| 1760 | ellipse(5, -4, 3) |
| 1761 | ellipse(-4, 5, 3) |
| 1762 | ellipse(4, 4, 4) |
| 1763 | |
| 1764 | pop() |
| 1765 | } |
| 1766 | } |
| 1767 | |
| 1768 | class Bird { |
| 1769 | constructor (pattern, isThief = false) { |
| 1770 | this.pattern = pattern // 'dive', 'swoop', 'glide', 'circle' |
| 1771 | this.isThief = isThief |
| 1772 | this.active = false |
| 1773 | this.attacking = false |
| 1774 | this.attackDelay = isThief ? 120 : random(30, 90) // MUCH shorter initial delay |
| 1775 | |
| 1776 | // Position and movement |
| 1777 | this.x = random(width) |
| 1778 | this.y = -50 // Start above screen |
| 1779 | this.vx = 0 |
| 1780 | this.vy = 0 |
| 1781 | this.targetX = 0 |
| 1782 | this.targetY = 0 |
| 1783 | this.speed = 5 // Increased from 3 |
| 1784 | this.angle = 0 |
| 1785 | this.wingPhase = random(TWO_PI) |
| 1786 | |
| 1787 | // Visual properties |
| 1788 | this.size = isThief ? 25 : 20 |
| 1789 | this.color = isThief ? color(100, 50, 150) : color(50, 50, 50) |
| 1790 | |
| 1791 | // Pattern-specific properties |
| 1792 | if (pattern === 'circle') { |
| 1793 | this.circleRadius = 150 |
| 1794 | this.circleAngle = 0 |
| 1795 | this.circleCenter = createVector(width / 2, height / 2) |
| 1796 | } |
| 1797 | |
| 1798 | // Attack properties - MUCH MORE AGGRESSIVE |
| 1799 | this.diveSpeed = 12 // Increased from 8 |
| 1800 | this.retreatSpeed = 6 // Increased from 4 |
| 1801 | this.state = 'waiting' // 'waiting', 'approaching', 'attacking', 'retreating' |
| 1802 | this.consecutiveAttacks = 0 // Track multiple attacks |
| 1803 | this.maxConsecutiveAttacks = random(2, 4) // Each bird does 2-4 attacks before retreating |
| 1804 | } |
| 1805 | |
| 1806 | update () { |
| 1807 | // Update wing animation |
| 1808 | this.wingPhase += 0.3 // Faster wing flapping |
| 1809 | |
| 1810 | this.avoidObstacles() |
| 1811 | |
| 1812 | // Countdown to attack - MUCH FASTER |
| 1813 | if (this.attackDelay > 0) { |
| 1814 | this.attackDelay-- |
| 1815 | // Hover while waiting - more aggressive hovering |
| 1816 | this.y = -30 + sin(frameCount * 0.08) * 15 |
| 1817 | this.x += sin(frameCount * 0.05) * 3 |
| 1818 | |
| 1819 | // Show warning when about to attack |
| 1820 | if (this.attackDelay < 30) { |
| 1821 | this.y = lerp(this.y, 50, 0.1) // Start moving into view |
| 1822 | } |
| 1823 | return |
| 1824 | } |
| 1825 | |
| 1826 | // Activate after delay |
| 1827 | if (!this.active) { |
| 1828 | this.active = true |
| 1829 | this.state = 'approaching' |
| 1830 | this.updateTarget() // Set initial target |
| 1831 | } |
| 1832 | |
| 1833 | // Execute movement pattern |
| 1834 | switch (this.pattern) { |
| 1835 | case 'dive': |
| 1836 | this.executeDivePattern() |
| 1837 | break |
| 1838 | case 'swoop': |
| 1839 | this.executeSwoopPattern() |
| 1840 | break |
| 1841 | case 'glide': |
| 1842 | this.executeGlidePattern() |
| 1843 | break |
| 1844 | case 'circle': |
| 1845 | this.executeCirclePattern() |
| 1846 | break |
| 1847 | } |
| 1848 | |
| 1849 | // Check collisions |
| 1850 | this.checkCollisions() |
| 1851 | |
| 1852 | // Keep on screen during approach |
| 1853 | if (this.state === 'approaching') { |
| 1854 | this.x = constrain(this.x, 20, width - 20) |
| 1855 | } |
| 1856 | } |
| 1857 | |
| 1858 | updateTarget () { |
| 1859 | if (this.isThief) { |
| 1860 | // Target caught flies |
| 1861 | let caughtFlies = flies.filter(f => f.stuck || f.caught) |
| 1862 | if (caughtFlies.length > 0) { |
| 1863 | let target = random(caughtFlies) |
| 1864 | this.targetX = target.pos.x |
| 1865 | this.targetY = target.pos.y |
| 1866 | } else { |
| 1867 | this.active = false // No targets, deactivate |
| 1868 | return |
| 1869 | } |
| 1870 | } else { |
| 1871 | // Heavily favor targeting spider (90% chance) |
| 1872 | if (random() < 0.9) { |
| 1873 | // Target spider with prediction |
| 1874 | this.targetX = spider.pos.x + spider.vel.x * 10 // Predict where spider will be |
| 1875 | this.targetY = spider.pos.y + spider.vel.y * 10 |
| 1876 | } else { |
| 1877 | // Occasionally target a web strand |
| 1878 | if (webStrands.length > 0) { |
| 1879 | let strand = random(webStrands.filter(s => !s.broken)) |
| 1880 | if (strand && strand.path && strand.path.length > 0) { |
| 1881 | let point = random(strand.path) |
| 1882 | this.targetX = point.x |
| 1883 | this.targetY = point.y |
| 1884 | } |
| 1885 | } |
| 1886 | } |
| 1887 | } |
| 1888 | } |
| 1889 | |
| 1890 | executeDivePattern () { |
| 1891 | if (this.state === 'approaching') { |
| 1892 | // Move into position above target |
| 1893 | let dx = this.targetX - this.x |
| 1894 | let dy = 50 - this.y |
| 1895 | |
| 1896 | this.x += dx * 0.15 |
| 1897 | this.y += dy * 0.15 |
| 1898 | |
| 1899 | // When in position, start diving |
| 1900 | if (abs(dx) < 50 && abs(dy) < 30) { |
| 1901 | this.state = 'attacking' |
| 1902 | this.attacking = true |
| 1903 | // Initialize diveFrames and pullUpY for new attack |
| 1904 | this.diveFrames = 0 |
| 1905 | // Calculate pullUpY: spider.pos.y + spider.radius + 8, but not below canvas |
| 1906 | let candidatePullUpY = spider.pos.y + spider.radius + 8 |
| 1907 | this.pullUpY = Math.min(candidatePullUpY, height - 12) |
| 1908 | this.updateTarget() |
| 1909 | } |
| 1910 | } else if (this.state === 'attacking') { |
| 1911 | // Track how many frames we've been attacking |
| 1912 | if (typeof this.diveFrames !== 'number') this.diveFrames = 0 |
| 1913 | this.diveFrames++ |
| 1914 | |
| 1915 | let dx = this.targetX - this.x |
| 1916 | let dy = this.targetY - this.y |
| 1917 | |
| 1918 | // Accelerate toward target with better tracking |
| 1919 | this.vx = dx * 0.1 // Better horizontal tracking |
| 1920 | this.vy = min(this.diveSpeed * 1.5, this.vy + 1.5) // Faster acceleration |
| 1921 | |
| 1922 | this.x += this.vx |
| 1923 | this.y += this.vy |
| 1924 | |
| 1925 | // Update target position while diving |
| 1926 | if (frameCount % 8 === 0) { |
| 1927 | this.targetX = spider.pos.x |
| 1928 | // Keep steering intent downward; don't let target sit above our per-dive floor |
| 1929 | this.targetY = |
| 1930 | typeof this.pullUpY === 'number' |
| 1931 | ? Math.min(spider.pos.y, this.pullUpY - 4) |
| 1932 | : spider.pos.y |
| 1933 | } |
| 1934 | |
| 1935 | // Only consider bailing out after a minimum number of dive frames |
| 1936 | let canBailOut = this.diveFrames > 22 |
| 1937 | // Use pullUpY for stable bailout check |
| 1938 | let reachedPullUpY = |
| 1939 | typeof this.pullUpY === 'number' ? this.y > this.pullUpY : false |
| 1940 | let reachedBottom = this.y > height - 20 // Go almost to canvas bottom |
| 1941 | const hitCollision = |
| 1942 | dist(this.x, this.y, spider.pos.x, spider.pos.y) <= |
| 1943 | this.size * 0.5 + spider.radius |
| 1944 | const nearButNotHit = |
| 1945 | !hitCollision && |
| 1946 | abs(this.x - spider.pos.x) < 30 && |
| 1947 | abs(this.y - spider.pos.y) < 24 |
| 1948 | |
| 1949 | if (canBailOut && (hitCollision || reachedPullUpY || reachedBottom)) { |
| 1950 | // Convert near-miss near the floor into a sweep instead of an early bail |
| 1951 | if ( |
| 1952 | !hitCollision && |
| 1953 | reachedPullUpY && |
| 1954 | spider.pos.y > height - 30 && |
| 1955 | !this.sweeping |
| 1956 | ) { |
| 1957 | this.sweeping = true |
| 1958 | this.y = spider.pos.y // lock to spider height |
| 1959 | this.vy = 0 |
| 1960 | const sweepDirection = spider.pos.x > this.x ? 1 : -1 |
| 1961 | this.vx = sweepDirection * 8 |
| 1962 | setTimeout(() => { |
| 1963 | this.sweeping = false |
| 1964 | this.state = 'retreating' |
| 1965 | this.attacking = false |
| 1966 | this.diveFrames = 0 |
| 1967 | this.pullUpY = null |
| 1968 | }, 500) |
| 1969 | return // skip normal bailout path |
| 1970 | } |
| 1971 | // If spider is at bottom and we haven't hit it yet, do a horizontal sweep |
| 1972 | if (spider.pos.y > height - 30 && !hitCollision && !this.sweeping) { |
| 1973 | this.sweeping = true |
| 1974 | this.y = spider.pos.y // Match spider height |
| 1975 | this.vy = 0 // Stop vertical movement |
| 1976 | |
| 1977 | // Sweep horizontally toward spider |
| 1978 | let sweepDirection = spider.pos.x > this.x ? 1 : -1 |
| 1979 | this.vx = sweepDirection * 8 |
| 1980 | |
| 1981 | // Continue sweep for a bit |
| 1982 | setTimeout(() => { |
| 1983 | this.sweeping = false |
| 1984 | this.state = 'retreating' |
| 1985 | this.attacking = false |
| 1986 | this.diveFrames = 0 |
| 1987 | this.pullUpY = null |
| 1988 | }, 500) // Sweep for 0.5 seconds |
| 1989 | } else if (!this.sweeping) { |
| 1990 | // Normal attack completion |
| 1991 | this.consecutiveAttacks++ |
| 1992 | |
| 1993 | if (this.consecutiveAttacks < this.maxConsecutiveAttacks) { |
| 1994 | // Quick pull up and attack again |
| 1995 | this.state = 'approaching' |
| 1996 | this.attacking = false |
| 1997 | this.y = min(this.y, height - 50) |
| 1998 | this.diveFrames = 0 |
| 1999 | this.pullUpY = null |
| 2000 | this.updateTarget() |
| 2001 | } else { |
| 2002 | // Finally retreat |
| 2003 | this.state = 'retreating' |
| 2004 | this.attacking = false |
| 2005 | this.diveFrames = 0 |
| 2006 | this.pullUpY = null |
| 2007 | } |
| 2008 | } |
| 2009 | } |
| 2010 | |
| 2011 | // Safety: Don't go below canvas |
| 2012 | if (this.y > height - 10) { |
| 2013 | this.y = height - 10 |
| 2014 | if (!this.sweeping) { |
| 2015 | this.state = 'retreating' |
| 2016 | this.attacking = false |
| 2017 | this.diveFrames = 0 |
| 2018 | this.pullUpY = null |
| 2019 | } |
| 2020 | } |
| 2021 | } else if (this.state === 'retreating') { |
| 2022 | // Clear sweep flag |
| 2023 | this.sweeping = false |
| 2024 | this.diveFrames = 0 |
| 2025 | this.pullUpY = null |
| 2026 | |
| 2027 | // Fly back up |
| 2028 | this.vy = -this.retreatSpeed |
| 2029 | this.y += this.vy |
| 2030 | this.x += sin(frameCount * 0.1) * 2 |
| 2031 | |
| 2032 | // Reset when off screen |
| 2033 | if (this.y < -50) { |
| 2034 | this.state = 'approaching' |
| 2035 | this.attackDelay = random(60, 120) |
| 2036 | this.x = random(width) |
| 2037 | this.consecutiveAttacks = 0 |
| 2038 | this.maxConsecutiveAttacks = random(2, 4) |
| 2039 | this.diveFrames = 0 |
| 2040 | this.pullUpY = null |
| 2041 | } |
| 2042 | } |
| 2043 | } |
| 2044 | |
| 2045 | executeSwoopPattern () { |
| 2046 | if (this.state === 'approaching') { |
| 2047 | if (this.x < 0) { |
| 2048 | this.x += 8 |
| 2049 | this.y = height * 0.3 + sin(this.x * 0.03) * 50 |
| 2050 | } else { |
| 2051 | this.state = 'attacking' |
| 2052 | this.attacking = true |
| 2053 | this.updateTarget() |
| 2054 | } |
| 2055 | } else if (this.state === 'attacking') { |
| 2056 | this.x += 9 |
| 2057 | |
| 2058 | // FIX: Adjust swoop pattern if spider is at bottom |
| 2059 | if (spider.pos.y > height - 50) { |
| 2060 | // Lower swoop pattern for bottom spiders |
| 2061 | this.y = height * 0.7 + sin(this.x * 0.03) * 50 |
| 2062 | } else { |
| 2063 | // Normal swoop |
| 2064 | this.y = height * 0.3 + sin(this.x * 0.03) * 120 |
| 2065 | } |
| 2066 | |
| 2067 | // Track toward target when close |
| 2068 | if (abs(this.x - this.targetX) < 100) { |
| 2069 | let dy = this.targetY - this.y |
| 2070 | this.y += dy * 0.2 |
| 2071 | } |
| 2072 | |
| 2073 | // Avoid going below canvas |
| 2074 | this.y = min(this.y, height - 15) |
| 2075 | |
| 2076 | // Exit screen |
| 2077 | if (this.x > width + 50) { |
| 2078 | this.consecutiveAttacks++ |
| 2079 | |
| 2080 | if (this.consecutiveAttacks < this.maxConsecutiveAttacks) { |
| 2081 | this.x = -50 |
| 2082 | this.state = 'approaching' |
| 2083 | this.updateTarget() |
| 2084 | } else { |
| 2085 | this.state = 'retreating' |
| 2086 | this.attacking = false |
| 2087 | } |
| 2088 | } |
| 2089 | } else if (this.state === 'retreating') { |
| 2090 | this.state = 'approaching' |
| 2091 | this.attackDelay = random(90, 150) |
| 2092 | this.x = -50 |
| 2093 | this.consecutiveAttacks = 0 |
| 2094 | this.maxConsecutiveAttacks = random(2, 4) |
| 2095 | } |
| 2096 | } |
| 2097 | |
| 2098 | avoidObstacles () { |
| 2099 | // Check collision with all obstacles |
| 2100 | for (let obstacle of obstacles) { |
| 2101 | let d = dist(this.x, this.y, obstacle.x, obstacle.y) |
| 2102 | |
| 2103 | // If too close to an obstacle, push away |
| 2104 | if (d < obstacle.radius + this.size + 10) { |
| 2105 | // Calculate push direction (away from obstacle) |
| 2106 | let pushX = (this.x - obstacle.x) / d |
| 2107 | let pushY = (this.y - obstacle.y) / d |
| 2108 | |
| 2109 | // Apply push force |
| 2110 | this.x += pushX * 5 |
| 2111 | this.y += pushY * 5 |
| 2112 | |
| 2113 | // If stuck for too long, teleport away |
| 2114 | if (this.stuckCounter === undefined) { |
| 2115 | this.stuckCounter = 0 |
| 2116 | } |
| 2117 | this.stuckCounter++ |
| 2118 | |
| 2119 | if (this.stuckCounter > 30) { |
| 2120 | // Stuck for 0.5 seconds |
| 2121 | // Teleport to a safe position |
| 2122 | this.y = obstacle.y - obstacle.radius - 30 |
| 2123 | this.x = obstacle.x + random(-50, 50) |
| 2124 | this.stuckCounter = 0 |
| 2125 | |
| 2126 | // If attacking, abort and retry |
| 2127 | if (this.state === 'attacking') { |
| 2128 | this.state = 'approaching' |
| 2129 | this.attacking = false |
| 2130 | } |
| 2131 | } |
| 2132 | } else { |
| 2133 | this.stuckCounter = 0 // Reset counter when not stuck |
| 2134 | } |
| 2135 | } |
| 2136 | |
| 2137 | // Also check home branch collision |
| 2138 | if (window.homeBranch && this.y > window.homeBranch.y - 40) { |
| 2139 | // Check if bird is in branch X range |
| 2140 | let branchStart = Math.min( |
| 2141 | window.homeBranch.startX, |
| 2142 | window.homeBranch.endX |
| 2143 | ) |
| 2144 | let branchEnd = Math.max(window.homeBranch.startX, window.homeBranch.endX) |
| 2145 | |
| 2146 | if (this.x >= branchStart - 20 && this.x <= branchEnd + 20) { |
| 2147 | // Bird is too close to branch, push up |
| 2148 | this.y = window.homeBranch.y - 40 |
| 2149 | |
| 2150 | // If diving, abort dive |
| 2151 | if (this.state === 'attacking' && this.pattern === 'dive') { |
| 2152 | this.state = 'retreating' |
| 2153 | this.attacking = false |
| 2154 | } |
| 2155 | } |
| 2156 | } |
| 2157 | } |
| 2158 | |
| 2159 | executeGlidePattern () { |
| 2160 | if (this.state === 'approaching') { |
| 2161 | // Glide in from top corner faster |
| 2162 | this.x += 5 |
| 2163 | this.y += 2.5 |
| 2164 | |
| 2165 | if (this.y > height * 0.15) { |
| 2166 | this.state = 'attacking' |
| 2167 | this.attacking = true |
| 2168 | this.updateTarget() |
| 2169 | } |
| 2170 | } else if (this.state === 'attacking') { |
| 2171 | // Glide toward target aggressively |
| 2172 | let dx = this.targetX - this.x |
| 2173 | let dy = this.targetY - this.y |
| 2174 | let dist = sqrt(dx * dx + dy * dy) |
| 2175 | |
| 2176 | if (dist > 10) { |
| 2177 | this.x += (dx / dist) * 7 // Much faster glide |
| 2178 | this.y += (dy / dist) * 7 |
| 2179 | } |
| 2180 | |
| 2181 | // Pass through and maybe attack again |
| 2182 | if (this.y > height - 100 || this.x < -50 || this.x > width + 50) { |
| 2183 | this.consecutiveAttacks++ |
| 2184 | |
| 2185 | if (this.consecutiveAttacks < this.maxConsecutiveAttacks) { |
| 2186 | // Reset for another pass |
| 2187 | this.state = 'approaching' |
| 2188 | this.x = random() < 0.5 ? -50 : width + 50 |
| 2189 | this.y = random(50, 150) |
| 2190 | this.updateTarget() |
| 2191 | } else { |
| 2192 | this.state = 'retreating' |
| 2193 | this.attacking = false |
| 2194 | } |
| 2195 | } |
| 2196 | } else if (this.state === 'retreating') { |
| 2197 | // Continue off screen |
| 2198 | this.x += this.vx |
| 2199 | this.y += this.vy |
| 2200 | |
| 2201 | // Reset |
| 2202 | if (this.y > height + 50 || this.x < -100 || this.x > width + 100) { |
| 2203 | this.state = 'approaching' |
| 2204 | this.attackDelay = random(120, 180) |
| 2205 | this.x = random() < 0.5 ? -50 : width + 50 |
| 2206 | this.y = random(50, 150) |
| 2207 | this.vx = this.x < width / 2 ? 5 : -5 |
| 2208 | this.vy = 2.5 |
| 2209 | this.consecutiveAttacks = 0 |
| 2210 | this.maxConsecutiveAttacks = random(2, 4) |
| 2211 | } |
| 2212 | } |
| 2213 | } |
| 2214 | |
| 2215 | executeCirclePattern () { |
| 2216 | if (this.state === 'approaching') { |
| 2217 | // Move to circle start position |
| 2218 | let startX = this.circleCenter.x + cos(0) * this.circleRadius |
| 2219 | let startY = this.circleCenter.y + sin(0) * this.circleRadius |
| 2220 | |
| 2221 | let dx = startX - this.x |
| 2222 | let dy = startY - this.y |
| 2223 | |
| 2224 | this.x += dx * 0.1 |
| 2225 | this.y += dy * 0.1 |
| 2226 | |
| 2227 | if (abs(dx) < 20 && abs(dy) < 20) { |
| 2228 | this.state = 'attacking' |
| 2229 | this.attacking = true |
| 2230 | this.circleAngle = 0 |
| 2231 | } |
| 2232 | } else if (this.state === 'attacking') { |
| 2233 | // Circle around center FASTER |
| 2234 | this.circleAngle += 0.08 // Faster circling |
| 2235 | this.x = this.circleCenter.x + cos(this.circleAngle) * this.circleRadius |
| 2236 | this.y = this.circleCenter.y + sin(this.circleAngle) * this.circleRadius |
| 2237 | |
| 2238 | // More frequent dives toward center |
| 2239 | if (frameCount % 60 === 0) { |
| 2240 | // Every second instead of every 2 seconds |
| 2241 | this.circleRadius = max(30, this.circleRadius - 50) |
| 2242 | } else { |
| 2243 | this.circleRadius = min(150, this.circleRadius + 2) |
| 2244 | } |
| 2245 | |
| 2246 | // Complete circle faster |
| 2247 | if (this.circleAngle > TWO_PI * 1.5) { |
| 2248 | // 1.5 circles instead of 2 |
| 2249 | this.state = 'retreating' |
| 2250 | this.attacking = false |
| 2251 | } |
| 2252 | } else if (this.state === 'retreating') { |
| 2253 | // Fly away |
| 2254 | this.y -= 7 |
| 2255 | |
| 2256 | if (this.y < -50) { |
| 2257 | this.state = 'approaching' |
| 2258 | this.attackDelay = random(150, 240) |
| 2259 | this.x = random(width) |
| 2260 | } |
| 2261 | } |
| 2262 | } |
| 2263 | |
| 2264 | checkCollisions () { |
| 2265 | // FIX: Increased collision radius for more generous hit detection |
| 2266 | let collisionDistance = this.size + spider.radius + 5 // Added 5 pixel buffer |
| 2267 | |
| 2268 | // Check collision with spider |
| 2269 | if ( |
| 2270 | this.attacking && |
| 2271 | dist(this.x, this.y, spider.pos.x, spider.pos.y) < collisionDistance |
| 2272 | ) { |
| 2273 | // Hit spider! |
| 2274 | if (gamePhase === 'DAWN') { |
| 2275 | // Calculate damage |
| 2276 | let damage = 20 // Base damage |
| 2277 | |
| 2278 | // If spider has no stamina, GAME OVER! |
| 2279 | if (jumpStamina <= 0) { |
| 2280 | triggerGameOver('Oof') |
| 2281 | return |
| 2282 | } |
| 2283 | |
| 2284 | // Otherwise, reduce stamina |
| 2285 | jumpStamina = max(0, jumpStamina - damage) |
| 2286 | stats.birdHitsTaken++ |
| 2287 | |
| 2288 | // Knockback effect |
| 2289 | spider.vel.x = (spider.pos.x - this.x) * 0.3 |
| 2290 | spider.vel.y = -3 |
| 2291 | spider.isAirborne = true |
| 2292 | |
| 2293 | // Red damage particles |
| 2294 | for (let i = 0; i < 12; i++) { |
| 2295 | let p = new Particle(spider.pos.x, spider.pos.y) |
| 2296 | p.color = color(255, 50, 50) |
| 2297 | p.vel = createVector(random(-4, 4), random(-4, 1)) |
| 2298 | p.size = random(4, 8) |
| 2299 | particles.push(p) |
| 2300 | } |
| 2301 | |
| 2302 | // Screen shake effect |
| 2303 | if (typeof screenShake !== 'undefined') { |
| 2304 | screenShake = 10 |
| 2305 | } |
| 2306 | |
| 2307 | // Warning notifications - but limited to prevent spam |
| 2308 | if (notifications.length < 3) { |
| 2309 | if (jumpStamina <= 20) { |
| 2310 | notifications.push( |
| 2311 | new Notification('CRITICAL STAMINA!', color(255, 50, 50)) |
| 2312 | ) |
| 2313 | } else if (jumpStamina <= 40) { |
| 2314 | notifications.push( |
| 2315 | new Notification('Low stamina - find cover!', color(255, 150, 50)) |
| 2316 | ) |
| 2317 | } |
| 2318 | } |
| 2319 | |
| 2320 | // POINTS: Award 2 points for surviving a bird attack |
| 2321 | playerPoints += 2 |
| 2322 | } |
| 2323 | |
| 2324 | // Bird bounces off |
| 2325 | this.state = 'retreating' |
| 2326 | this.attacking = false |
| 2327 | } |
| 2328 | |
| 2329 | // Check collision with web strands |
| 2330 | if (this.attacking) { |
| 2331 | for (let strand of webStrands) { |
| 2332 | if (!strand.broken && strand.path) { |
| 2333 | for (let point of strand.path) { |
| 2334 | if (dist(this.x, this.y, point.x, point.y) < this.size) { |
| 2335 | // Bird breaks the strand! |
| 2336 | strand.broken = true |
| 2337 | stats.strandsLostInNight++ |
| 2338 | |
| 2339 | // Particles |
| 2340 | for (let i = 0; i < 5; i++) { |
| 2341 | let p = new Particle(point.x, point.y) |
| 2342 | p.color = color(255, 255, 255) |
| 2343 | p.vel = createVector(random(-2, 2), random(-2, 2)) |
| 2344 | particles.push(p) |
| 2345 | } |
| 2346 | break |
| 2347 | } |
| 2348 | } |
| 2349 | } |
| 2350 | } |
| 2351 | } |
| 2352 | |
| 2353 | // Thief bird steals flies |
| 2354 | if (this.isThief && this.attacking) { |
| 2355 | for (let i = flies.length - 1; i >= 0; i--) { |
| 2356 | let fly = flies[i] |
| 2357 | if ( |
| 2358 | (fly.stuck || fly.caught) && |
| 2359 | dist(this.x, this.y, fly.pos.x, fly.pos.y) < this.size + 10 |
| 2360 | ) { |
| 2361 | // Steal the fly! |
| 2362 | flies.splice(i, 1) |
| 2363 | |
| 2364 | // Purple particles for theft |
| 2365 | for (let j = 0; j < 6; j++) { |
| 2366 | let p = new Particle(fly.pos.x, fly.pos.y) |
| 2367 | p.color = color(200, 100, 255) |
| 2368 | p.vel = createVector(random(-2, 2), random(-2, 2)) |
| 2369 | particles.push(p) |
| 2370 | } |
| 2371 | |
| 2372 | // Thief escapes after stealing |
| 2373 | this.state = 'retreating' |
| 2374 | this.attacking = false |
| 2375 | this.active = false // Deactivate thief after successful theft |
| 2376 | break |
| 2377 | } |
| 2378 | } |
| 2379 | } |
| 2380 | } |
| 2381 | |
| 2382 | display () { |
| 2383 | push() |
| 2384 | translate(this.x, this.y) |
| 2385 | |
| 2386 | // Show if bird is stuck (for debugging) |
| 2387 | if (this.stuckCounter > 15) { |
| 2388 | // Flash red when stuck |
| 2389 | push() |
| 2390 | noFill() |
| 2391 | stroke(255, 0, 0, 100) |
| 2392 | strokeWeight(2) |
| 2393 | ellipse(0, 0, this.size * 3) |
| 2394 | pop() |
| 2395 | } |
| 2396 | |
| 2397 | // Rotate based on movement |
| 2398 | if (this.state === 'attacking' && this.pattern === 'dive') { |
| 2399 | rotate(PI / 2) // Point down when diving |
| 2400 | } else if (this.vx !== 0) { |
| 2401 | rotate(atan2(this.vy, this.vx)) |
| 2402 | } |
| 2403 | |
| 2404 | // Shadow |
| 2405 | push() |
| 2406 | noStroke() |
| 2407 | fill(0, 0, 0, 30) |
| 2408 | ellipse(5, 5, this.size * 2) |
| 2409 | pop() |
| 2410 | |
| 2411 | // Wings |
| 2412 | let wingSpread = sin(this.wingPhase) * this.size * 0.8 |
| 2413 | |
| 2414 | // Wing shadows |
| 2415 | noStroke() |
| 2416 | fill(0, 0, 0, 40) |
| 2417 | ellipse(-wingSpread + 2, 2, this.size * 1.5, this.size * 0.5) |
| 2418 | ellipse(wingSpread + 2, 2, this.size * 1.5, this.size * 0.5) |
| 2419 | |
| 2420 | // Wings |
| 2421 | fill(this.isThief ? color(120, 70, 180) : color(80, 80, 80)) |
| 2422 | ellipse(-wingSpread, 0, this.size * 1.5, this.size * 0.5) |
| 2423 | ellipse(wingSpread, 0, this.size * 1.5, this.size * 0.5) |
| 2424 | |
| 2425 | // Body |
| 2426 | fill(this.isThief ? color(100, 50, 150) : color(50, 50, 50)) |
| 2427 | ellipse(0, 0, this.size * 0.8, this.size) |
| 2428 | |
| 2429 | // Head |
| 2430 | fill(this.isThief ? color(80, 40, 120) : color(30, 30, 30)) |
| 2431 | ellipse(0, -this.size * 0.4, this.size * 0.5) |
| 2432 | |
| 2433 | // Eye |
| 2434 | fill(this.isThief ? color(255, 100, 255) : color(255, 100, 100)) |
| 2435 | noStroke() |
| 2436 | ellipse(3, -this.size * 0.4, 4) |
| 2437 | |
| 2438 | // Beak |
| 2439 | fill(this.isThief ? color(200, 150, 50) : color(200, 150, 0)) |
| 2440 | triangle( |
| 2441 | this.size * 0.25, |
| 2442 | -this.size * 0.4, |
| 2443 | this.size * 0.45, |
| 2444 | -this.size * 0.35, |
| 2445 | this.size * 0.25, |
| 2446 | -this.size * 0.3 |
| 2447 | ) |
| 2448 | |
| 2449 | // Tail feathers |
| 2450 | fill(this.isThief ? color(120, 70, 180) : color(80, 80, 80)) |
| 2451 | for (let i = -1; i <= 1; i++) { |
| 2452 | push() |
| 2453 | translate(-this.size * 0.3, this.size * 0.3) |
| 2454 | rotate(i * 0.2) |
| 2455 | ellipse(0, 0, this.size * 0.3, this.size * 0.8) |
| 2456 | pop() |
| 2457 | } |
| 2458 | |
| 2459 | // Warning indicator if attacking |
| 2460 | if (this.attacking && frameCount % 20 < 10) { |
| 2461 | noFill() |
| 2462 | stroke(255, 100, 100, 150) |
| 2463 | strokeWeight(2) |
| 2464 | ellipse(0, 0, this.size * 2.5) |
| 2465 | } |
| 2466 | |
| 2467 | pop() |
| 2468 | } |
| 2469 | } |
| 2470 | |
| 2471 | class Particle { |
| 2472 | constructor (x, y) { |
| 2473 | this.pos = createVector(x, y) |
| 2474 | this.vel = createVector(random(-3, 3), random(-5, -2)) |
| 2475 | this.lifetime = 255 |
| 2476 | this.color = color(255, random(200, 255), random(100, 200)) |
| 2477 | this.size = 6 // Default size |
| 2478 | } |
| 2479 | |
| 2480 | update () { |
| 2481 | this.vel.y += 0.2 |
| 2482 | this.pos.add(this.vel) |
| 2483 | this.lifetime -= 8 |
| 2484 | } |
| 2485 | |
| 2486 | display () { |
| 2487 | push() |
| 2488 | noStroke() |
| 2489 | fill(red(this.color), green(this.color), blue(this.color), this.lifetime) |
| 2490 | ellipse(this.pos.x, this.pos.y, this.size) |
| 2491 | pop() |
| 2492 | } |
| 2493 | |
| 2494 | isDead () { |
| 2495 | return this.lifetime <= 0 |
| 2496 | } |
| 2497 | } |