breed [ clouds cloud ] breed [ targets target ] breed [ tanks tank ] breed [ guns gun ] breed [ shells shell ] globals [ x-vel y-vel velocity previous-wall-height previous-wall-pos] to setup clear-all set-default-shape tanks "tank" set-default-shape guns "gun" set-default-shape clouds "cloud" set-default-shape shells "ball" ask patches [ set pcolor 97 ] ask patches with [ pycor < -15 ] [ set pcolor black ] ; next we create the tank, it's gun, and the aiming arrow create-tanks 1 [ set heading angle setxy -16 -14.2 set color green - 2 set size 3 hatch-guns 1 ; the tank's gun/nozzle [ set size 1 set color green - 3 ; this confusing line of code creates a directed "tie" link ; between the tank and its gun ask myself [ create-link-to myself [ tie hide-link ]] hatch 1 ; the "aiming arrow" [ set breed turtles fd 3 set color red - 1 ; and now we create a directed "tie" link between ; the gun and its aiming arrow ask myself [ create-link-to myself [ tie hide-link ]] ] ] ] create-clouds 1 [ set shape "cloud" setxy 0 15 set color 8 set size 3.5 set heading 90 ] create-targets 1 [ set color black set shape "heli" setxy 15 (random 32) - 15 set size 2 ] ; create the wall ask patches with [ pycor > -16 ] [ ifelse (pycor < wall-height - 15 and pxcor = wall-position ) [ set pcolor gray ] [ set pcolor 97 ] ] set previous-wall-height wall-height set previous-wall-pos wall-position end to go if not any? targets [ stop ] ask tanks [ set heading angle ] if ( previous-wall-height != wall-height or previous-wall-pos != wall-position ) [ ask patches with [ pycor > -16 ] [ ifelse (pycor < wall-height - 15 and pxcor = wall-position ) [ set pcolor gray ] [ set pcolor 97 ] ] set previous-wall-height wall-height set previous-wall-pos wall-position ] every .05 [ ask shells [ setxy (xcor + x-vel) (ycor + y-vel) set y-vel (y-vel - .01) ; NOTE: this is *NOT* modeling a realistic wind effect on a projectile. ; Instead, we just treat wind like gravitational acceleration along x-axis if (wall-block-wind? = false or (wall-block-wind? = true and (ycor > wall-height - 15) or ((xcor - wall-position) * wind < 0))) [ set x-vel (x-vel + (wind / 10000)) ] set velocity sqrt (( x-vel ^ 2 ) + (y-vel ^ 2)) if (velocity > 1) [ set x-vel x-vel / velocity set y-vel y-vel / velocity set velocity 1 ] check-shell ] ask clouds [ setxy (xcor + wind / 100) (ycor) ] ] display end to fire if not any? shells [ ask tanks [ hatch-shells 1 [ set size 1 set color black set x-vel ( sin angle * ( Power / 100 )) set y-vel ( cos angle * ( Power / 100 )) set velocity Power / 100 ] ] ] end ; This procedure uses a clever hack to simulate having no ceiling for the projectile ; Basically, if the projectile goes up above the ceiling, it actually wraps around, ; but it becomes hidden, until it comes back down again. Obviously, this method ; isn't bulletproof, but it works pretty well for the purposes of this game. to check-shell if ( pycor = -17 and hidden? = false ) [ hide-turtle ] if ( pycor = 17 and hidden? = true ) [ show-turtle ] if ( hidden? = false ) [ if ( xcor > 17 or ycor < -15 or pcolor = gray ) [ die ] if ( any? targets-here ) [ ask patches in-radius 2 [ set pcolor yellow ] ask patches in-radius 1 [ set pcolor red ] ask targets-here [ die ] die ] set pcolor scale-color sky velocity 2 0 ] end ; Copyright 2008 Uri Wilensky. ; See Info tab for full copyright and license. @#$#@#$#@ GRAPHICS-WINDOW 225 15 655 466 17 17 12.0 1 10 1 1 1 0 1 1 1 -17 17 -17 17 1 1 0 ticks 30.0 BUTTON 25 15 110 48 NIL setup NIL 1 T OBSERVER NIL NIL NIL NIL 1 BUTTON 115 15 200 48 NIL go T 1 T OBSERVER NIL NIL NIL NIL 1 SLIDER 25 55 200 88 angle angle 1 90 20 1 1 NIL HORIZONTAL SLIDER 25 95 200 128 power power 1 100 80 1 1 NIL HORIZONTAL BUTTON 50 135 170 168 NIL fire NIL 1 T OBSERVER NIL NIL NIL NIL 1 SLIDER 25 405 200 438 wind wind -50 50 -17 1 1 NIL HORIZONTAL MONITOR 15 230 110 275 NIL velocity 3 1 11 MONITOR 115 230 210 275 X Component x-vel 3 1 11 MONITOR 15 182 110 227 Y Component y-vel 3 1 11 SLIDER 25 285 200 318 wall-height wall-height 0 30 20 1 1 NIL HORIZONTAL SLIDER 25 325 200 358 wall-position wall-position -10 10 5 1 1 NIL HORIZONTAL SWITCH 25 365 200 398 wall-block-wind? wall-block-wind? 0 1 -1000 @#$#@#$#@ ## WHAT IS IT? This model is based on the classic game Tank Wars. Players must adjust angle and power of fire to hit a target with a projectile. Several factors, including gravity and wind must be taken into account. ## HOW IT WORKS The warhead is fired and moves ballistically towards its target. ## HOW TO USE IT The SETUP button creates a new randomly-positioned target and obstacle wall. The GO button causes the game logic to be active and must be pressed anytime the game is in play. The FIRE button launches the projectile with the currently specified parameters. The WIND slider adjusts the direction and magnitude of the wind. Properties of the obstacle wall can be configured including its height (WALL-HEIGHT slider), it's location (WALL-POSITION slider), and what effect it has on wind (WALL-BLOCKS-WIND? switch) ## THINGS TO TRY Try to hit the target! ## NETLOGO FEATURES This model uses the `tie` command for links, to conveniently make it so that changing the heading of the tank causes its gun to swivel and the "aiming arrow" to also swivel. This model also fakes having no ceiling to the world, by having the shell (projectile) wrap around to the bottom of the view, but it is hidden until it comes back down again. ## RELATED MODELS Lunar Lander ## CREDITS AND REFERENCES Thanks to James Newell for his work on this model. ## HOW TO CITE If you mention this model in a publication, we ask that you include these citations for the model itself and for the NetLogo software: * Wilensky, U. (2008). NetLogo Projectile Attack model. http://ccl.northwestern.edu/netlogo/models/ProjectileAttack. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. * Wilensky, U. (1999). NetLogo. http://ccl.northwestern.edu/netlogo/. Center for Connected Learning and Computer-Based Modeling, Northwestern University, Evanston, IL. ## COPYRIGHT AND LICENSE Copyright 2008 Uri Wilensky. ![CC BY-NC-SA 3.0](http://i.creativecommons.org/l/by-nc-sa/3.0/88x31.png) This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/3.0/ or send a letter to Creative Commons, 559 Nathan Abbott Way, Stanford, California 94305, USA. Commercial licenses are also available. 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