This would be progress-
- drawRun() to clear and draw run and chicken condo every iteration of the animation loop 
- avoidWd() to make sure each peep doesn’t walk through the wall by looking at the dx of peepx and amd destx vs. the wooden wall at that height in my canvas; if peepy is <h/2, and px >w*2/3 but <w*⅚, so about one in twelve unless they’re concentrate over there. Check dx between peepx and and the wall and destx and the wall for positive or negative, </> 0, and if they disagree, change destx dx to -dx and adding back to destx 
- Check for vorCllz() with a flood fill from the spot the user last checked; as the user confuses the issue, this will move about but will mean that the user isn’t waiting for the page to do the entire grid. Instead, we are checking a new pixel, or several, every iteration of the flood fill 
- Make it rain in the chicken run; animate raindrops, bit opaque blue circles and have the peeps avoid them by having the raindrop particle find peeps within n distance and alter their destinations to away from the raindrop particle. If this forces the peep to seek a destination beyond an edge or through the wooden wall, then change destination dx to -dx. Raindrops only happen in the run, not the chicken condo. 
 
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