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SCRIPT-8
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{} |
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// title: Space Zap | |
const size = 128; | |
const targets = [[32, 32], [32, 64], [72, 64], [96, 96]]; | |
initialState = { | |
rotation: 0, | |
point: [64, 64], | |
stars: range(64).map(() => ({ | |
x: random(0, size), | |
y: random(0, size), | |
type: random(0, 7), | |
})), | |
targets: targets, | |
meteors: targets.map(c => [ | |
regularPolygon(c, 6, 16), | |
regularPolygon(c, 6, 12), | |
regularPolygon(c, 6, 8), | |
regularPolygon(c, 6, 4), | |
]), | |
}; | |
const drawStar = ({ x, y, type }) => { | |
sprite(x, y, type); | |
}; | |
const drawMeteor = angle => (parts, mIdx) => { | |
parts.forEach((m, idx) => polyStroke(m, angle + 45 * mIdx, 5 - idx)); | |
}; | |
const drawBeam = (point, target) => { | |
if (point && target) { | |
line(point[0], point[1], target[0], target[1], 0); | |
} | |
}; | |
update = (state, input, elapsed) => { | |
state.totalElapsed += elapsed; | |
state.rotation = getRotation(state.totalElapsed); | |
state.playhead = state.totalElapsed / 4000; | |
if (state.playhead > 1) { | |
state.totalElapsed = 0; | |
state.playhead = 0; | |
state.point = [random(0, 40), random(0, 40)]; | |
} | |
// Choose one of the N targets based on loop time | |
const targetIndex = Math.floor(state.playhead * state.targets.length); | |
const target = state.targets[targetIndex]; | |
// Determine a rate at which we will step forward each frame, | |
// making it dependent on the time elapsed since last frame | |
const rate = (4 * elapsed) / 1000; | |
if (target) { | |
state.target = target; | |
// Interpolate toward the target point at this rate | |
const next = [ | |
lerp(state.point[0], target[0], rate), | |
lerp(state.point[1], target[1], rate), | |
]; | |
state.point = next; | |
} | |
}; | |
draw = state => { | |
clear(); | |
const { angle } = state; | |
rectFill(0, 0, size, size, 7); | |
state.stars.forEach(drawStar); | |
state.meteors.forEach(drawMeteor(state.rotation)); | |
drawBeam(state.point, state.target); | |
}; | |
/** | |
* Utils | |
*/ | |
function regularPolygon([cx, cy], sideCount, radius, offset = 0) { | |
const angle = 360 / sideCount; | |
const vertexIndices = range(sideCount); | |
return vertexIndices | |
.map(index => { | |
return { | |
theta: degreesToRadians(offset + angle * index), | |
r: radius, | |
}; | |
}) | |
.map(({ r, theta }) => [ | |
cx + r * Math.cos(theta), | |
cy + r * Math.sin(theta), | |
]); | |
} | |
function degreesToRadians(angleInDegrees) { | |
return (Math.PI * angleInDegrees) / 180; | |
} | |
function getRotation(milliseconds) { | |
return milliseconds / 20; | |
} | |
function lerp(min, max, t) { | |
return min * (1 - t) + max * t; | |
} |
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[] |
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{} |
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{} |
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{ | |
"0": [ | |
" 0 ", | |
"000 ", | |
" 0 ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" ", | |
0 | |
], | |
"1": [ | |
"1 ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" " | |
], | |
"2": [ | |
"3 ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" " | |
], | |
"3": [ | |
"4 ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" ", | |
" " | |
], | |
"4": [ | |
" ", | |
" ", | |
" 5 ", | |
" 545 ", | |
" 5 ", | |
" ", | |
" ", | |
" " | |
], | |
"5": [ | |
" ", | |
" ", | |
" 6 ", | |
" 6 6 ", | |
" 6 ", | |
" ", | |
" ", | |
" ", | |
0 | |
], | |
"6": [ | |
" ", | |
" ", | |
" ", | |
" 1 ", | |
" ", | |
" ", | |
" ", | |
" " | |
], | |
"7": [ | |
" ", | |
" ", | |
" ", | |
" 2 ", | |
" ", | |
" ", | |
" ", | |
" " | |
] | |
} |
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