Code Sketch
BHA,,VEsh 02 art
Category: Art
// --- OPERATION SINDOOR WITH TANKS, MULTIPLE MISSILES & WAVING FLAG ---
cleari()
originBottomLeft()
val gravity = Vector2D(0, -0.08)
var waveAngle = 0.0
var chakraRotation = 0.0
// ? ?????????? ????? (Variables for 2 Missiles)
var missile1Y = 0.0
var missile2Y = -120.0 // ????? ?????? ???? ????
val missile1X = (cwidth / 2.0) - 200.0
val missile2X = (cwidth / 2.0) - 150.0
val missileSpeed = 4.0
// ?. ?????? ?????? ?????
val tricolorPalette = Array(
cm.rgb(255, 153, 51), // ?????
cm.rgb(255, 255, 255), // ??????
cm.rgb(18, 136, 7) // ?????
)
class Particle(x0: Double, y0: Double, col: Color, seed: Boolean) {
var location = Vector2D(x0, y0)
private var velocity =
if (seed) Vector2D(0, random(5, 11))
else randomExplosionVector
private var acceleration = Vector2D(0, 0)
var lifespan = 255.0
private var exploded = false
def randomExplosionVector: Vector2D = {
val rv1 = Vector2D(randomNormalDouble, randomNormalDouble)
val r1 = randomDouble(2, 4)
rv1 * r1
}
def applyForce(force: Vector2D) {
acceleration += force
}
def shouldExplode: Boolean = !exploded && lifespan <= 0
def checkExplode() {
if (seed && velocity.y < 0) {
lifespan = 0
}
}
def isDead: Boolean = {
if (seed) exploded else lifespan <= 0
}
def explode() {
exploded = true
}
def step() {
velocity += acceleration
location += velocity
if (!seed) {
lifespan -= 5
velocity *= 0.95
}
acceleration *= 0
checkExplode()
}
def view(canvas: CanvasDraw) {
canvas.stroke(col)
if (seed) {
canvas.strokeWeight(4)
} else {
canvas.strokeWeight(2)
}
canvas.point(location.x, location.y)
}
}
class Firework() {
private val fireworkColor = tricolorPalette(random(tricolorPalette.length))
private val firework = new Particle(random(cwidth), 0, fireworkColor, true)
private val particles = ArrayBuffer.empty[Particle]
def done: Boolean = {
firework.isDead && particles.isEmpty
}
def step() {
particles.filterInPlace(p => !p.isDead)
if (!firework.isDead) {
firework.applyForce(gravity)
firework.step()
if (firework.shouldExplode) {
repeat(80) {
particles.append(
new Particle(firework.location.x, firework.location.y, fireworkColor, false)
)
}
firework.explode()
}
}
repeatFor(particles) { p =>
p.applyForce(gravity)
p.step()
}
}
def view(canvas: CanvasDraw) {
firework.view(canvas)
repeatFor(particles) { p =>
p.view(canvas)
}
}
}
val fireworks = ArrayBuffer.empty[Firework]
def updateState() {
fireworks.filterInPlace(f => !f.done)
if (randomDouble(1) < 0.08) {
fireworks.append(new Firework())
}
repeatFor(fireworks) { f =>
f.step()
}
waveAngle += 0.08
chakraRotation += 0.05
// ?????????? ??????
missile1Y += missileSpeed
if (missile1Y > cheight + 60) missile1Y = -50.0
missile2Y += missileSpeed
if (missile2Y > cheight + 60) missile2Y = -50.0
}
// ?. ? ?????? ????????? ??????
def drawSingleMissile(canvas: CanvasDraw, mx: Double, my: Double) {
if (my > -40) {
// ??? (Smoke)
canvas.fill(180, 180, 180, 140)
canvas.noStroke()
canvas.ellipse(mx, my - 30, random(15, 22), random(15, 22))
canvas.ellipse(mx, my - 50, random(20, 30), random(20, 30))
// ?? (Thruster Flame)
canvas.fill(255, 69, 0)
canvas.ellipse(mx, my - 12, 10, 22)
canvas.fill(255, 215, 0)
canvas.ellipse(mx, my - 8, 6, 12)
// ???? (Missile Body)
canvas.fill(220, 220, 220)
canvas.stroke(100, 100, 100)
canvas.strokeWeight(1)
canvas.rect(mx - 6, my, 12, 40)
// ??? (Red Nose)
canvas.fill(220, 20, 60)
canvas.line(mx - 6, my + 40, mx, my + 55)
canvas.line(mx + 6, my + 40, mx, my + 55)
// ??? (Wings)
canvas.fill(120, 120, 120)
canvas.rect(mx - 12, my, 6, 14)
canvas.rect(mx + 6, my, 6, 14)
}
}
// ?. ?? ?????? ??? (ARMY BATTLE TANK)
def drawArmyTank(canvas: CanvasDraw, tx: Double, ty: Double) {
// ?. ????? ?????/???? (Tracks)
canvas.fill(40, 40, 40)
canvas.stroke(20, 20, 20)
canvas.strokeWeight(1)
canvas.rect(tx - 40, ty, 80, 18)
// ??????? ????/???????
canvas.fill(80, 80, 80)
for (i <- -3 to 3) {
canvas.ellipse(tx + (i * 11), ty + 9, 8, 8)
}
// ?. ????? ????? ???? (Armor Body - Army Green)
canvas.fill(55, 85, 45)
canvas.rect(tx - 32, ty + 18, 64, 18)
// ?. ???? ???? (Turret)
canvas.fill(40, 70, 35)
canvas.ellipse(tx, ty + 36, 36, 20)
// ?. ??? (Cannon Barrel)
canvas.stroke(30, 55, 25)
canvas.strokeWeight(6)
canvas.line(tx - 10, ty + 38, tx - 65, ty + 52) // ?????? ?????? ??????? ???
}
// ?. ??????? ???? ??? ???? ????
def drawWavingTricolorFlag(canvas: CanvasDraw) {
val fw = 160.0
val fh = 28.0
val fx = (cwidth - fw) / 2.0 + 110.0
val fy = cheight / 2.0 - 10.0
// ?????????
canvas.stroke(200, 200, 200)
canvas.strokeWeight(5)
canvas.line(fx, fy + fh * 3 + 15, fx, fy - 160)
val stepSize = 4.0
var x = 0.0
while (x < fw) {
val yOffset = math.sin(waveAngle + (x * 0.03)) * 8.0
canvas.stroke(255, 153, 51)
canvas.strokeWeight(stepSize + 1)
canvas.line(fx + x, fy + fh * 2 + yOffset, fx + x, fy + fh * 3 + yOffset)
canvas.stroke(255, 255, 255)
canvas.line(fx + x, fy + fh + yOffset, fx + x, fy + fh * 2 + yOffset)
canvas.stroke(18, 136, 7)
canvas.line(fx + x, fy + yOffset, fx + x, fy + fh + yOffset)
x += stepSize
}
val chakraX = fx + fw / 2.0
val chakraY = fy + fh + (fh / 2.0) + (math.sin(waveAngle + ((fw / 2.0) * 0.03)) * 8.0)
val radius = 11.0
canvas.stroke(0, 0, 128)
canvas.strokeWeight(2)
canvas.noFill()
canvas.ellipse(chakraX, chakraY, radius * 2, radius * 2)
canvas.strokeWeight(1)
for (i <- 0 until 24) {
val angle = chakraRotation + (i * (2 * math.Pi / 24))
val xEnd = chakraX + math.cos(angle) * radius
val yEnd = chakraY + math.sin(angle) * radius
canvas.line(chakraX, chakraY, xEnd, yEnd)
}
}
// ?. ? "OPERATION SINDOOR" ???? ????? ?????
def drawBigOperationSindoorTitle(canvas: CanvasDraw) {
val startX = 25.0
val startY = cheight - 60.0
// ?. OPERATION - ?????? ??? (Grey Color)
canvas.fill(160, 160, 160)
canvas.text("OPERATION", startX, startY)
// ?. SINDOOR - ???/?????? ??? (Red Color)
canvas.fill(220, 20, 20)
canvas.text("SINDOOR", startX, startY - 35.0)
}
def viewState(canvas: CanvasDraw) {
// ??????? ???????????
canvas.fill(10, 10, 25, 45)
canvas.noStroke()
canvas.rect(0, 0, cwidth, cheight)
// ?. ?????? ?????
repeatFor(fireworks) { f =>
f.view(canvas)
}
// ?. ???????? ?????? (? Missiles)
drawSingleMissile(canvas, missile1X, missile1Y)
drawSingleMissile(canvas, missile2X, missile2Y)
// ?. ?????? ??? (Army Tank)
drawArmyTank(canvas, (cwidth / 2.0) + 120.0, 30.0)
// ?. ???? OPERATION SINDOOR ?????
drawBigOperationSindoorTitle(canvas)
// ?. ??????? ?????? ????
drawWavingTricolorFlag(canvas)
}
animateWithCanvasDraw { canvas =>
updateState()
viewState(canvas)
}