Zombie Attack! 2.2.0
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globals [ g ; gravity constant (for gobs) kills ;; number of player kills shots ;; number of player shots fired hits ;; number of shots that hit misses ;; number of shots that missed speed ;; overall zombie speed counter ;; counter for level advancement level ;; current game level / wave score ; current score barrier ;; the patches that contain the barrier game-over? ;; is the gamve over? tocks ;; occur every 5 ticks ;; crosshairs ;; the turtle that is the crosshair ;; gun ;; the turtle that is the gun ;; bullet ;; fire? ;; has the fire button been pressed (or, with auto, is it time to fire?) full-auto? ;; is full auto mode on? ;; target ;; the thing that is the current gun target point-blank ;; the xcoord beyond which damage is 8 mid-range ;; the xcoord beyond which damage is 4 long-range ;; the xcoord beyond which damage is 2 truck! ;; keeps track of the last appearance of the zombie truck mid-pxcor ;; half-way bewteen min- and max- pxcor mid-pycor ;; likewise ; message ;; text of message to scroll on screen ; msg-row ;; current row of message ] breed [ bullets a-bullet ] ;; bullet is really just a line breed [ zombies a-zombie ] ;; zombies attack in waves breed [ trucks truck ] ;; a truck is driven by a zombie breed [ giants giant ] ;; a giant zombie breed [ trees a-tree ] ;; an innocent tree, can be destroyed by giants and vehicles breed [ guns a-gun ] ;; the turret that rotates and fires bullets breed [ gobs a-gob ] ;; gobs of zombie gore and truck parts: results of zombie destruction: a particle system breed [ new-gobs a-new-gob ] breed [ hairs a-hair ] ;; the cross-hair breed [ messengers a-messanger ] ;; used to display messages gobs-own [ vx vy ;; velocity in x and y, for particle system ttl ;; time-to-live : count-down to removal burning? ;; true if gobs are burning ] guns-own [ base-shape ;; base of the name..add suffix for flash shapes my-bullet ;; bullet "line" that goes with this gun. gun-type ;; the type of gun/bullet pattern fire-rate ;; how fast does the gun fire (timer mod fire-rate = 0 = fire!) my-crosshair g-number ] bullets-own [ my-gun ] hairs-own [ my-gun target ] trees-own [ is-falling? ] zombies-own [ pace ;; how fast this particular zombie moves integrity ;; the current physical integrity of the zombie--at zero, zombie disintegrates frame ;; the current animation frame of this zombie base-shape ;; the base of the shape name for this zombie bonus ;; the score bonus obtained from killing this zombie sub-breed ;; the sub-breed of this zombie (zombie, giant, trucks) inflammable? ;; can this zombie burn? burning? ;; is this zombie currently burning? ] to startup ;; run setup when model loads setup end ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. to setup ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. display ;; (for this model to work with NetLogo's new plotting features, ;; __clear-all-and-reset-ticks should be replaced with clear-all at ;; the beginning of your setup procedure and reset-ticks at the end ;; of the procedure.) clear-all setup-background setup-default-shapes setup-globals setup-barrier setup-gun-and-bullet setup-trees zombie-birth setup-first-message reset-ticks end to setup-gun-and-bullet ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. let emplacements (list patch (min-pxcor + 5) 0 patch (min-pxcor + 5) (0 - (world-height * .25) ) patch (min-pxcor + 5) (0 + (world-height * .25) ) ) let gindex 0 foreach emplacements [ ? -> ask ? [ do-sprout-gun gindex set gindex gindex + 1 ] ] end to do-sprout-gun [ gindex ] ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. sprout-guns 1 [ let me nobody ;; set gun self ;; look out! set color gray set heading 90 set size 5 set base-shape "gun" set gun-type 0 set fire-rate 5 set g-number gindex setup-bullet setup-crosshair ] end to setup-trees ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. set-default-shape trees "grass" let row max-pycor repeat world-height [ ask patches with [ pycor = row and pxcor > min-pxcor + 5 and random 10 < 7 and (min-pxcor + random world-width ) < pxcor ] [ sprout-trees 1 [ set heading 0 if-else random 10 > 3 [ set size floor (1 + random 2) stamp die ] [ set shape "tree" set size floor (2 + random-normal 2 1) set is-falling? false ] ] ] set row row - 1 ] end to tree-fall set is-falling? true end to setup-bullet ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. hatch-bullets 1 [ ;; set bullet self set shape "line" set size world-width set color white ; __set-line-thickness .2 set my-gun myself ask my-gun [ set my-bullet myself ] hide-turtle ] end to setup-crosshair ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. hatch-hairs 1 [ ;; set crosshairs self set color white set heading 0 set size 3 set target nobody home set my-gun myself ask my-gun [ set my-crosshair myself ] ] end to setup-first-message message-create "STOP THE ZOMBIES!" end to message-create [ #message ] ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ;; TRICK: since anything can ask a patch to do something, ;; and a patch can always SPROUT, this trick uses a patch to sprout a turtle ;; so that either the observer, a turtle, or even another patch can create a turtle. ask patch mid-pxcor max-pycor [ sprout-messengers 1 [ set shape "message" set size 1 set color white set label (word #message " ") ] ] end to setup-default-shapes ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. set-default-shape zombies "zombie0" set-default-shape guns "gun" set-default-shape gobs "gob" set-default-shape bullets "bullet" set-default-shape hairs "cross-hair" end to setup-globals ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. set g -0.03 ;; gravity constant set game-over? false ;; game over flag set kills 0 set counter 1 set speed .1 set level 0 ; set ticks 0 set tocks random 5 set full-auto? false set long-range min-pxcor + world-width * .5 set mid-range min-pxcor + world-width * .25 set point-blank min-pxcor + world-width * .125 set truck! 0 set full-auto? false set mid-pxcor min-pxcor + world-width * .5 set mid-pycor min-pycor + world-height * .5 end ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. to go ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. every ( 1 / 60 ) [ ifelse game-over? [ if not ( any? zombies or any? gobs or any? messengers ) [ stop ] ] [ aim fire if ticks mod 100 = 0 [ barrier-repair ] ] zombies-move gobs-fly trees-fall message-update tick ] end to aim ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ifelse full-auto? [ ask hairs [ if (not is-a-zombie? target or random-float 1.0 < .1) [ if ( any? zombies with [ pxcor < (max-pxcor - (.75 * max-pxcor)) ] ) or (random-float 1.0 < 0.05 and any? zombies) [ let targets (zombies with [ pxcor < (max-pxcor - 5) ]) ifelse any? targets with [ not burning? ] [ set target min-one-of targets with [ not burning? ] [ [ distance myself ] of [ my-gun ] of myself ] ] [ set target min-one-of targets [ [ distance myself ] of [ my-gun ] of myself ] ] ] ] ifelse is-a-zombie? target ;; move cross-hair to target [ setxy (.6 * xcor + .4 * [ xcor ] of target) (.6 * ycor + .4 * [ ycor ] of target ) ][ setxy (.8 * xcor + .2 * mid-pxcor) ( .8 * ycor + .2 * ( mid-pycor + world-height * .4 * sin (who * 30 + 3 * ticks) ) ) ] ] ask guns [ face my-crosshair ] ask bullets [ set heading [ heading] of my-gun ] set fire? any? hairs with [ is-a-zombie? target ] ] [ if mouse-inside? [ let mx mouse-xcor let my mouse-ycor ask hairs [ setxy mx my ] ask guns [ face my-crosshair ] ask bullets [ set heading [ heading ] of my-gun ] ] set fire? mouse-down? ] end to fire ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ask guns [ ifelse ticks mod fire-rate = 0 and fire? [ ask my-bullet [ show-turtle ] set shape (word base-shape "-fire") set shots shots + 1 if any? zombies [ let hit min-one-of zombies with [ abs subtract-headings (safe-towards myself ) (180 + [heading] of myself ) < 2 ] [ distance myself ] ifelse is-a-zombie? hit [ set hits hits + 1 ask my-bullet [ set size distance hit ] ask hit [ zombie-injury ] ] [ set misses misses + 1 ask my-bullet [ set size world-width ] ] ] ] [ ask my-bullet [ if not hidden? [ hide-turtle ] ] if shape != base-shape [ set shape base-shape ] ] ] end to-report safe-towards [ agent ] ifelse patch-here = [ patch-here ] of agent [ report 0 ] [ report towards agent ] end ;;; ;;; Previous fire routine, when gun fired individual pellets, in various patterns ;;;to fire ;;; ask gun ;;; [ ;;; ifelse gun-type = -1 [ make-bullets 1 0 0 0 0 ] ;;; [ ifelse gun-type = 0 [ make-bullets 2 0 0 -.5 1 ] ;;; [ ifelse gun-type = 1 [ make-bullets 3 0 0 -1 1 ] ;;; [ ifelse gun-type = 2 [ make-bullets 3 -5 5 0 0 ] ;;; [ ifelse gun-type = 3 [ make-bullets 4 0 0 -2 1.25 ] ;;; [ ifelse gun-type = 4 [ make-bullets 5 -20 10 0 0 ] ;;; [ ifelse gun-type = 5 [ make-bullets 5 0 0 -4 2 ] ;;; [ ifelse gun-type = 6 [ make-bullets 7 -15 5 -3 1 ] ;;; [ make-bullets 7 -15 5 -6 2 ] ;;; ]]]]]]] ;;; ] ;;;end ;to bullets-fly ;;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ; ask bullets ; [ if not can-move? 1 ; [ die ] ; jump 1 ; let targets (zombies-on neighbors) with [ abs (pxcor - [pxcor] of myself) < 1.5 and abs (pycor - [pycor] of myself) < 3 ] ; if any? targets ; [ ask one-of targets ; [ zombie-injury ; ] ; die ; ] ; ] ;end to trees-fall ask trees with [ is-falling? ] [ jump (-0.5 * size) lt 5 jump ( 0.5 * size) if heading < 270 and heading > 250 [ die ] ] end to gobs-fly ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ask gobs [ set vy vy + g let nx xcor + vx let ny ycor + vy if nx < min-pxcor or nx > max-pxcor or ny < min-pycor or ny > max-pycor [ die ] set ttl ttl - 1 if ttl <= 0 [ set shape "puddle" if color != black [ set color red ] stamp die ] setxy nx ny rt 10 ] end to gobs-birth [ qty looks new-size] ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. hatch-gobs qty [ gob-props ifelse looks = "" [ ;; standard gore if-else [sub-breed] of myself = trucks [ set color one-of [ red black ]] [ set color red ] set size one-of [1.0 1.5 2.0 ] ] [ ;; different size or shape gore (e.g.: trucks, mutant ) set shape looks set size new-size ] ] end to gob-props ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. set vx -.3 + random-float 2.0 set vy random-float .5 set ttl 20 set label "" end to zombies-move ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. if ticks mod 2 != 0 [ stop ] ;; make new zombies if game-over? != true and count zombies < 35 + 5 * level and random 10 <= counter [ zombie-birth ] ask zombies [ ;; if random 100 <= counter [ face one-of guns ] if not is-patch? patch-ahead 1 [ zombie-death ] if not ( any? (other zombies-on patch-ahead 1) or any? other zombies-here with [ who < [who] of myself ] ) [ if sub-breed = giants or sub-breed = trucks [ ask trees in-radius (size * .5) [ tree-fall ] ] jump pace ] ;; update animation set frame frame + .5 if frame >= 4 [ set frame 0 if burning? [ set integrity integrity - 1 ask zombies in-radius ( size ) [ zombie-start-burning ] if integrity <= 0 [ update-counters zombie-death ] ] ] set shape (word base-shape floor frame) if shade-of? pcolor barrier-base-color [ let rad size * .5 if burning? [ set rad size ] ask barrier in-radius rad [ set pcolor background-color ] zombie-death ] if pxcor <= min-pxcor [ zombie-death ] ] ;; set label integrity end to-report in-far-right-column ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. report pxcor = max-pxcor end to-report in-the-middle-rows ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. report pycor < max-pycor - 5 and pycor > min-pycor + 5 end to-report no [ #things ] ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. report not any? #things end to zombie-birth ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. let birth-patches patches with [ in-far-right-column and in-the-middle-rows and no zombies-here ] if any? birth-patches [ ask one-of birth-patches [ sprout-zombies 1 [ zombie-initialize-regular ;; aim the zombie at some barrier brick ;; when the barrier is broken down, makes the zombies more deadly if any? barrier with [ shade-of? pcolor barrier-base-color ] [ face one-of barrier with [ shade-of? pcolor barrier-base-color ] ] ;; maybe make a fast zombie.. if-else random 100 < 5 + level [ zombie-modify-make-fast ][ ;; maybe make giants!! ifelse level >= 10 and random 100 < 2 [ zombie-modify-make-giant ][ ;; maybe make trucks (or bulldozers) if truck! < level and (level mod 4 = 0 or level > 20) [ zombie-modify-make-truck ]]] ] ] ] end to zombie-initialize-regular ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. set heading 270 set color green + level * 10 - 1 + random-float 2 set size 3 set frame 0 set pace speed + random .1 set integrity 1 + int (level * .1) set base-shape "zombie" set bonus 0 set sub-breed zombies set burning? false set inflammable? true end to zombie-modify-make-fast set pace 1 set color color - color mod 10 + 8 set integrity 1 + int (.25 * integrity) end to zombie-modify-make-giant ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. set size size * 3 set pace pace / 3 set integrity integrity * 10 set bonus 1000 set sub-breed giants set base-shape "zombie" message-create "ALERT! GIANT MUTANT ZOMBIE!" end to zombie-modify-make-truck ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. set heading 270 set truck! level set base-shape one-of [ "truck" "dozer" ] set shape (word base-shape "0") set size size * 2 set pace .1 set integrity integrity * 100 set bonus 3000 set sub-breed trucks set burning? false set inflammable? false ;; trucks don't burn message-create (word "ALERT! " caps base-shape " RIDING ZOMBIE!" ) end to zombie-injury ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. let damage 0 if [ gun-type = 1 ] of myself [ zombie-start-burning ] set damage damage-by-range set integrity integrity - damage ifelse integrity <= 0 [ update-counters zombie-death ] [ gobs-birth damage "" 0 ] if [ gun-type = 0 ] of myself [ if xcor + .1 < max-pxcor [ set xcor xcor + .1 ] ] end to zombie-start-burning if inflammable? and not burning? [ set burning? true ;; permanently modify base-shape set base-shape (word base-shape "-burning" ) ] end to-report damage-by-range ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ifelse pxcor < point-blank [ report 8 ][ ifelse pxcor < mid-range [ report 4 ][ ifelse pxcor < long-range [ report 2 ][ report 1]]] end to zombie-death ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. let gc count gobs + count zombies ;; gob-count ;; ngc = new gob count let ngc ifelse-value ( gc < 100 ) [ 5 ] [ 0 ] let ngs 1 set base-shape remove "-burning" base-shape if-else gc > 200 [ gobs-birth 1 "" 0 ] [ if gc < 200 [ let index 1 repeat 4 [ gobs-birth 1 (word base-shape "-part" index) size set index index + 1 ] ] if gc < 100 [ gobs-birth 5 "" (1 + random-float 1.0) ] if gc < 50 [ gobs-birth 10 "" (1 + random-float 1.0) ] ] if not any? barrier with [ shade-of? pcolor blue ] [ game-over ] die end to make-bullets [ qty offset spread y-off y-inc ] ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. set offset heading + offset hatch-bullets qty [ jump 2.5 set heading offset let nx xcor + y-off * sin ( heading - 90) let ny ycor + y-off * cos ( heading - 90) set offset offset + spread set y-off y-off + y-inc if nx < min-pxcor or ny < min-pycor or ny > max-pycor [ die ] setxy nx ny set color 8 + 10 * random 13 ] end ;to update-score [ amt ] ;;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ; set score score + amt ; ; set [plabel] of scoreboard (word score ":" level ) ;end to update-counters ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. set kills kills + 1 set score score + 1 + level + bonus set counter counter + 1 if counter >= 250 [ set counter counter - 250 set speed speed * 1.5 if speed > 1 [ set speed .1 ] set level level + 1 ask one-of guns [ ifelse gun-type = 0 [ ifelse fire-rate > 2 ; and level mod 1 = 0 [ message-create "RELOAD RATE UPGRADE!" set fire-rate fire-rate - 1 ] [if fire-rate <= 2 and level >= 20 [ set gun-type 1 ask my-bullet [ set color red ] set base-shape "gun1" set fire-rate 6 message-create "WEAPON UPGRADE!" ]] ] [ if fire-rate > 1 ; and level mod 5 = 0 [ set fire-rate fire-rate - 1 ; __set-line-thickness .1 * fire-rate ifelse fire-rate <= 1 [ ask my-bullet [ set color blue ]][ if fire-rate < 3 [ ask my-bullet [ set color lime ]] ] message-create "BEAM REFRESH UPGRADE!" ] ] ] ] end to game-over ask hairs [ home ] if ticks mod 10 = 0 [ message-create "GAME OVER!" ] set game-over? true end to setup-background ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ask patches [ set pcolor background-color ] end to-report background-color ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ;; reports a textured background color for the current patch, based on patch location, etc. report brown - 5 + .1 * random 5 + 6 * ((pycor - min-pycor) / world-height) ; end to setup-barrier ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ;; defines and colors the patches that comprise the barrier set barrier patches with [ pxcor <= min-pxcor + 5 ] ask barrier [ set pcolor barrier-color ] end to-report barrier-color ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ;; reports the barrier color for the current patch report barrier-base-color - 3 + pxcor - min-pxcor + ((pycor + pxcor) mod 2) end to-report barrier-base-color ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ;; reports the barrier base color ;; hack--for better speed should really be a global report blue end to barrier-repair ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ;; if barrier needs repair, repair one cell of the barrier if any? barrier with [ not shade-of? pcolor barrier-base-color ] [ ask one-of barrier with [not shade-of? pcolor barrier-base-color and any? neighbors4 with [ shade-of? pcolor barrier-base-color ] ] [ set pcolor barrier-color ] ] end to auto-fire ;; ~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�.~�����~.�_�. ;; toggle / initialize if needed, the full-auto variable set full-auto? (full-auto? = false) let state "DE-" if full-auto? [ set state "" ] message-create (word "AUTO-FIRE " state "ACTIVATED") end to message-update ask messengers [ if pycor <= min-pycor [ die ] set ycor ycor - .5 set color 9.9 - color ] end to-report caps [ #text ] let uc "ABCDEFGHIJKLMNOPQRSTUVWXYZ" let lc "abcdefghijklmnopqrstuvwxyz" let result "" let c "" foreach n-values length #text [ i -> item i #text ] [ ? -> set c ? let i position c lc if i != false [ set c item i uc ] set result (word result c) ] report result end to-report promote [ #char ] end
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Zombie Attack! 2.2.0.png | preview | Preview for 'Zombie Attack! 2.2.0' | about 3 years ago, by James Steiner | Download |
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