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<html>
<head>
<title>Mouse</title>
</head>
<body>
<script type="module">
import World from 'https://agentscript.org/src/World.js'
import Model from 'https://agentscript.org/src/Model.js'
import util from 'https://agentscript.org/src/util.js'
import TwoDraw from 'https://agentscript.org/src/TwoDraw.js'
import ColorMap from 'https://agentscript.org/src/ColorMap.js'
import Mouse from 'https://agentscript.org/src/Mouse.js'
class MouseModel extends Model {
constructor() {
super(World.defaultOptions()) // Default "NL" world
this.population = 20
}
setup() {
const { patches, turtles, links } = this
// this is sorta slick NL use. Can easily be two liner.
patches.nOf(20).ask(p => p.sprout(1))
// again, kinda slick, can be broken into a couple of lines.
turtles.ask(t => links.create(t, turtles.otherOneOf(t)))
}
step() {}
}
const model = new MouseModel()
model.setup()
const view = new TwoDraw(
model,
{ patchSize: 15 },
{
patchesColor: 'black',
linksColor: l => (l === selectedLink ? 'red' : 'gray'),
linksWidth: 2,
turtlesShape: 'circle',
turtlesColor: 'random',
}
)
const mouse = new Mouse(
view.canvas,
model.world,
handleMouse
).start()
util.toWindow({ model, view, util })
let selectedTurtle, selectedLink
function handleMouse(mouse) {
const { x, y, action } = mouse
switch (action) {
case 'down':
selectedTurtle = model.turtles.closestTurtle(x, y, 2)
break
case 'drag':
if (selectedTurtle) selectedTurtle.setxy(x, y)
break
case 'move':
selectedLink = model.links.minOneOf(l =>
l.distanceXY(x, y)
)
break
case 'up':
selectedTurtle = null
break
}
view.draw() // Draw whenever mouse has an event
}
view.draw() // Draw once to get started
// DOES NOTE NEED: Driven by dynamics of the mouse itself!
// util.timeoutLoop(
// () => {
// model.step()
// view.draw()
// },
// -1,
// 33
// ).then(() => console.log('done'))
</script>
</body>
</html>