Esempio n. 1
0
    // --------------------------------------------------------
    private void calculPositionAndAngle() {

      PVector prev = new PVector(0, 0);
      PVector next;

      for (int i = 0; i < n; i++) {

        next = new PVector();

        // Position
        if (i == 0) {
          next = new PVector(0, 0);
        } else {
          next.x = prev.x + cos(random(angleMini - HALF_PI, angleMax - HALF_PI)) * distance;
          next.y = prev.y + sin(random(angleMini - HALF_PI, angleMax - HALF_PI)) * distance;

          // Angle
          float a = atan2(prev.y - next.y, prev.x - next.x) - HALF_PI;
          angle.append(a);
          if (i == n - 1) lastAngle = a;
        }

        // Add position
        position.add(next);

        distance *= 1.01f;
        prev.set(next);
      }
    }
    public void display() {
      location.x = (sin(radians(angle)) * r) + 5;
      location.y = cos(radians(angle)) * r;

      pushMatrix();
      translate(location.x, location.y, 0);
      fill(220);
      noStroke();
      sphere(size);
      popMatrix();

      angle += speed;
    }
Esempio n. 3
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    Background(float _sizeX, float _sizeY, Repulseur[] _r) {

      sizeX = _sizeX;
      sizeY = _sizeY;
      repulseurPoint = _r;

      for (int i = 0; i < 20000; i++) {

        PVector p = new PVector();
        p.x = random(sizeX);
        p.y = random(sizeY);

        points.add(p);
      }
    }
  public void mousePressed() {
    if (game.screen == 1) { // see above
      velocity =
          PVector.fromAngle(
              radians(
                  (float)
                      angledegrees)); // uses PVector to make a vector from the angle of the shooter
      if (canfire == true) { // checks if user is able to fire (if ball is active)
        game.shooterlist[0] = game.shooterlist[1]; // sets active ball to the next ball
        game.shooterlist[0].setVelocity(
            velocity.x, velocity.y); // adjusts velocity for ball depending on type
        game.shooterlist[1] =
            new Ball(
                game
                    .createNewBall()); // creates new ball with random type as generated by the
                                       // createNewBall function
        canfire = false; // disables firing while ball is active
      }
    }

    if (game.screen == 0) { // see above
      if (button.pressed()) { // checks if button is pressed
        game.gotoGame(); // loads game
      }
    }

    if (game.screen == 2) {
      if (button.pressed()) {
        game.reset(); // resets game
      }
    }
  }
Esempio n. 5
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    // ------------------------------------------------------
    public PVector updatedPointPosition(float _x, float _y) {

      p = new PVector(_x, _y);
      distance = dist(p.x, p.y, x, y);

      if (distance < radius) {

        angle = atan2(p.y - y, p.x - x);
        force = map(distance, 0, radius, maxForce, 0);

        p.x += cos(angle) * force;
        p.y += sin(angle) * force;
      }

      return p;
    }
Esempio n. 6
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    // -------------------------------------------
    public void calcul() {

      // UP - left side
      for (int i = 0; i < position.size(); i++) {

        PVector p = position.get(i);
        PVector pp = new PVector();

        pp.x = cos(angles.get(i) + HALF_PI) * radius[i] + p.x + initPosition.x;
        pp.y = sin(angles.get(i) + HALF_PI) * radius[i] + p.y + initPosition.y;
        pointForm.add(pp);
      }

      // DOWN - right side
      for (int i = position.size() - 1; i >= 0; i--) {

        PVector p = position.get(i);
        PVector pp = new PVector();

        pp.x = cos(angles.get(i) - HALF_PI) * radius[i] + p.x + initPosition.x;
        pp.y = sin(angles.get(i) - HALF_PI) * radius[i] + p.y + initPosition.y;
        pointForm.add(pp);
      }
    }
 public void motion() {
   xMove += random(-6, 6);
   theta = radians(xMove);
   loc.x += cos(theta);
   lifespan -= 0.29f;
 }
 FontAgent(PVector l) {
   loc = l.get();
   // acc = new PVector (0, 0.1);
 }
Esempio n. 9
0
    // --------------------------------------------------------
    private void calculPositionAndAngle() {

      PVector prev = new PVector(0, 0);
      PVector next = new PVector(0, 0);
      float lastAngle = 0, randomAngle, tempAmplitude;

      // Position
      for (int i = 0; i < n; i++) {

        if (i == 0) {

          position.add(next);

        } else {

          tempAmplitude = amplitude;
          next = new PVector(0, 0);

          do {

            randomAngle = random(-tempAmplitude, tempAmplitude) + lastAngle;
            next.x = prev.x + cos(randomAngle + beginAngle) * distance;
            next.y = prev.y + sin(randomAngle + beginAngle) * distance;
            tempAmplitude += radians(1);
          } while (outside(next, border));

          // Angle
          float a = atan2(prev.y - next.y, prev.x - next.x);
          lastAngle = randomAngle;

          // Add position
          position.add(next);

          // Set prev to next
          prev.set(next);
        }
      }

      // Angle
      for (int i = 0; i < n; i++) {

        float a;

        if (i == 0) {

          // a = atan2(position.get(0).y-position.get(1).y,position.get(0).x-position.get(1).x);
          angle.append(beginAngle - PI);

        } else if (i == n - 1) {

          a =
              atan2(
                  position.get(n - 2).y - position.get(n - 1).y,
                  position.get(n - 2).x - position.get(n - 1).x);
          angle.append(a);

        } else {

          a =
              atan2(
                  position.get(i - 1).y - position.get(i + 1).y,
                  position.get(i - 1).x - position.get(i + 1).x);
          angle.append(a);
        }
      }
    }