I managed to create the Mandelbrot set in processing but am struggling to implement a zoom. Here is my code:
float minvalX = -1.5;
float minvalY = -1.5;
float maxvalX = 1.5;
float maxvalY = 1.5;
float angle = 0;
float di,dj;
int xPixel,yPixel;
void setup(){
size(500,500);
pixelDensity(1);
colorMode(HSB, 360);
}
void draw() {
scale(zoom);
float maxLoops = 100;
loadPixels();
float equationOneOriginal;
float equationTwoOriginal;
for (xPixel = 0; xPixel < width ; xPixel++) {
for (yPixel = 0; yPixel < height ; yPixel++) {
float a = map(xPixel+di, 0,width, minvalX, maxvalX);
float b = map(yPixel+dj, 0,height, minvalY, maxvalY);
equationOneOriginal = a;
equationTwoOriginal = b;
float n = 1;
while (n < maxLoops) {
float equationOne = a*a - b*b; //First part of the equation
float equationTwo = 2 * a * b; //Second part of the equation
a = equationOne + equationOneOriginal;
b = equationTwo + equationTwoOriginal;
if (abs(a+b) > 16) {
break;
}
n++;
}
if (n == maxLoops) {
pixels[xPixel+yPixel*width] = color(0);
}
else {
pixels[xPixel+yPixel*width] = color(n-(int)(n/360)*n, 360, (int)map(n*6, 1, maxLoops, 0, 360));
}
}
}
updatePixels();
}
void mousePressed()
{
if (mouseButton == LEFT) {
di = di + mouseX - int(width/2);
dj = dj + mouseY - int(height/2);
minvalX += 0.1;
maxvalX -= 0.1;
minvalY += 0.1;
maxvalY -= 0.1;
}
}
It zooms into where my mouse is but eventually it goes towards the middle and gets stuck there. I know it is to do with minvalX, maxvalX, minvalY and maxvalY but I don't know what to do to these values to get it to always zoom towards my mouse.
Related
I understand that there are a number of answered questions on here asking the exact same thing. However, I have tried to implement the solution (cosine correction) and have had little success. Note: it is not implemented in this version of the code.
In terms of my code, I'll upload the whole thing but the part that likely needs fixing is the Player class. The rest is fairly boring stuff. I also know that it runs based off of images that you won't have, but for testing feel free to use any 600x600 image that is only black and white. Or contact me for mine. White denotes walls. I'll also upload a screenshot of the warped walls. Controls are WASD for movement, plus some glitchy mouse controls to change the view (will be fixed) as well as hold m to see a map of the current level.
Screenshot of it running
PImage maze;
int stepSize, renderDistance;
float viewStep, fov, moveSpeed;
float minLine, maxLine;
Player p;
boolean w, s, a, d, map;
void setup() {
size(600, 600);
background(0);
strokeWeight(3);
maze = loadImage("testmaze3.png");
stepSize = 1;
fov = PI/4;
viewStep = fov/(width/4);
renderDistance = 300;
moveSpeed = 2;
minLine = 0;
maxLine = 200;
colorMode(RGB, renderDistance);
p = new Player(width/2, height/2, 0);
w = false;
s = false;
a = false;
d = false;
}
void draw() {
maze.loadPixels();
if (map) {
pushStyle();
background(maze);
fill(255, 0, 0);
noStroke();
ellipse(p.x, p.y, 10,10);
stroke(renderDistance);
pushMatrix();
translate(p.x, p.y);
line(0, 0, renderDistance*cos(p.direction), renderDistance*sin(p.direction));
popMatrix();
popStyle();
}
pushMatrix();
translate(p.x, p.y);
if (w) {
if (maze.get(int(p.x + moveSpeed*cos(p.direction)), int(p.y + moveSpeed*sin(p.direction))) != color(renderDistance)) {
p.x += moveSpeed*cos(p.direction);
p.y += moveSpeed*sin(p.direction);
}
}
if (s) {
if (maze.get(int(p.x - moveSpeed*cos(p.direction)), int(p.y - moveSpeed*sin(p.direction))) != color(renderDistance)) {
p.x -= moveSpeed*cos(p.direction);
p.y -= moveSpeed*sin(p.direction);
}
}
if (d) {
if (maze.get(int(p.x - moveSpeed*cos(p.direction-PI/2)), int(p.y - moveSpeed*sin(p.direction-PI/2))) != color(renderDistance)) {
p.x -= moveSpeed*cos(p.direction-PI/2);
p.y -= moveSpeed*sin(p.direction-PI/2);
}
}
if (a) {
if (maze.get(int(p.x - moveSpeed*cos(p.direction+PI/2)), int(p.y - moveSpeed*sin(p.direction+PI/2))) != color(renderDistance)) {
p.x -= moveSpeed*cos(p.direction+PI/2);
p.y -= moveSpeed*sin(p.direction+PI/2);
}
}
popMatrix();
p.direction += ((float)mouseX-(float)pmouseX)/100;
if (!map) {
pushStyle();
noStroke();
fill(0, 0, renderDistance);
rect(0, 0, width, height/2);
fill(0, 0, renderDistance*0.6);
rect(0, height/2, width, height);
popStyle();
p.display();
}
}
void keyPressed() {
if (key == 'w') {
w = true;
}
if (key == 's') {
s = true;
}
if (key == 'a') {
a = true;
}
if (key == 'd') {
d = true;
}
if (key == 'm') {
map = true;
}
}
void keyReleased() {
if (key == 'w') {
w = false;
}
if (key == 's') {
s = false;
}
if (key == 'a') {
a = false;
}
if (key == 'd') {
d = false;
}
if (key == 'm') {
map = false;
}
}
class Player {
float x, y, direction;
Player(int x, int y, float direction) {
this.x = x;
this.y = y;
this.direction = direction;
}
void display() {
maze.loadPixels();
for (float i = direction - fov; i < direction + fov; i += viewStep) {
FloatList line = new FloatList();
line = rayCast(i);
float length_ = (height - maxLine - minLine - map(line.get(2), 0, renderDistance, minLine, maxLine));
stroke(renderDistance - line.get(2), 0, 0);
if (line.get(3) == 1){
stroke(renderDistance - line.get(2));
}
if (renderDistance - line.get(2) > 1) {
line(map(i, direction - fov/2, direction + fov, 0, width), height/2 + length_/2, map(i, direction - fov/2, direction + fov, 0, width), height/2 - length_/2);
}
}
}
FloatList rayCast(float direction) {
FloatList out = new FloatList();
float rayx = x;
float rayy = y;
int steps = 0;
for (int i = 0; i < renderDistance; i++) {
if (maze.get(int(rayx), int(rayy)) != color(0)) {
break;
}
rayx += stepSize * cos(direction);
rayy += stepSize * sin(direction);
steps++;
}
out.append(rayx);
out.append(rayy);
out.append(steps);
if (rayx < 0 || rayx > width || rayy > height || rayy < 0) {
out.append(1);
} else {
out.append(0);
}
return out;
}
}
Your raycasting algorithm calculates the distance from the wall to an infinitely small focus point in the camera. When we try to project this onto our screen we get a distorted image because our screen is a plane and not a point or sphere.
To fix the distortion we have to calculate the distance from the wall to our screen instead of the focus point. This can be done with simple trigonometry:
multiply the raw (euclidean) distance by cos(angle) and you get the distance to the screen.
drawing
So after cleaning up the code and adding the correction it looks like this:
void display() {
maze.loadPixels();
float wallHalfHeight = 50;
float distanceFocusProjection = (height / 2) / tan(fov);
for (float angle = -fov; angle < fov; angle += viewStep) {
float euclideanDist = rayCast(direction + angle);
if (euclideanDist < renderDistance) {
float distToScreen = euclideanDist * cos(angle);
float scanLineHalfHeight = wallHalfHeight * (distanceFocusProjection / distToScreen);
float scanLineX = map(angle, -fov, fov, 0, width);
stroke(renderDistance - distToScreen, 0, 0);
line(scanLineX, height/2 + scanLineHalfHeight, scanLineX, height/2 - scanLineHalfHeight);
}
}
}
float rayCast(float angle) {
PVector position = new PVector(x, y);
PVector direction = PVector.fromAngle(angle); //new PVector(cos(angle), sin(angle));
int distance;
for(distance = 0; distance < renderDistance; distance++) {
if (maze.get(round(position.x), round(position.y)) != color(0)) {
break;
}
position.add(direction);
}
return distance;
}
IDK what just happen, but when the program is still running, the text the after it showed it gone, or it just showed one text.
can u guys help me
sorry for my bad English, I'll be appreciated your help thank you so much
this is my code
int j;
float timeinterval;
float lasttimecheck;
float endY = 0;
int index = 0;
int x2;
int y2;
int x0=150;
int y0=0;
float r = random(1, 20);
float x1 = 1;
float y1 = 1;
String[] words;
void timecapture() {
lasttimecheck = millis();
timeinterval = 0; //2sec
}
void setup() {
size (400, 400);
timecapture();
frameRate(5);
stroke(0);
}
void draw() {
background(255);
textSize(20);
int y2 = 0;
float [] x = new float [j];
float [] y = new float [j];
for (int i = 0; (i<x.length) && (i<y.length); i++ ) {
x[i] = x1;
y[i] = y1;
fill(0);
//text (x[i]+","+y[i], 20, y1);
}
y2 = y2+40;
String[] data = new String[x.length];
for (int ii = 0; ii<x.length; ii++) {
data [ii] = str(x[ii]) + ("\t") + str(y[ii]);
}
if (millis() > lasttimecheck + timeinterval) {
saveStrings("location", data);
lasttimecheck = millis();
}
if (x.length<30 && y.length<30)
j=j+1;
x1=x1+r; y1=y1+r;
}
The issue is that the arrays x and y are recreated in every frame.
void draw() {
background(255);
// [...]
float [] x = new float [j];
float [] y = new float [j];
Add global variables x, y and data. Use append() to add values to the arrays. And draw the text in a loop:
float [] x = new float [0];
float [] y = new float [0];
String[] data = new String[0];
void draw() {
background(255);
textSize(20);
for (int i = 0; (i<x.length) && (i<y.length); i++ ) {
fill(0);
text (x[i]+","+y[i], 20, i*20 + 20);
}
if (x.length <= j) {
x = append(x, x1);
y = append(y, y1);
data = append(data, str(x1) + ("\t") + str(y1));
}
if (millis() > lasttimecheck + timeinterval) {
saveStrings("location", data);
lasttimecheck = millis();
}
if (x.length<30 && y.length<30) {
j=j+1;
}
x1=x1+r; y1=y1+r;
}
I'm learning Processing and am making modified version of pong game in processing 3. I have 2 balls simultaneously instead of just 1.
Also, one ball accelerates while the other ball slows down as the program runs.
My accelerating ball is working fine, it bounces around and increases speed. But, my slowing down ball is not working correct. The slowing ball moves in a very small area and does not even go close to the borders to bounce off. Help would be appreciated. Thanks.`
float ballXPosition;
float ballYPosition;
float ballTwoXPos;
float ballTwoYPos;
float xDirection;
float ballTwoXDir;
float yDirection;
float ballTwoYDir;
float radius = 12;
float xSpeed;
float ySpeed;
float ballTwoXSpeed;
float ballTwoYSpeed;
float MAX_SPEED = 15;
float MIN_SPEED = 0.2;
void setup()
{
size(600,600);
stroke(3);
background(255,255,255);
ballXPosition = width/2 + random(60);
ballTwoXPos= width/2 + random(60);
ballYPosition = height/2 + random(60);
ballTwoYPos = height/2 + random(60);
xDirection = random(1,3);
ballTwoXDir = random(1,3);
yDirection = random(1,3);
ballTwoYDir = random(1,3);
xSpeed = MIN_SPEED;
ySpeed = MIN_SPEED;
ballTwoXSpeed = MAX_SPEED;
ballTwoYSpeed = MAX_SPEED;
}
void createAcceleratingBall(float xpos, float ypos, float xstretch, float ystretch)
{
fill(255,0,0);
ellipse(xpos, ypos, xstretch, ystretch);
}
void createSlowingBall(float xpos, float ypos, float xstretch, float ystretch)
{
fill(0,0,255);
ellipse(xpos, ypos, xstretch, ystretch);
}
boolean isSpeedMax(float speed)
{
return speed > MAX_SPEED;
}
boolean isSpeedMin(float speed)
{
return speed < MIN_SPEED;
}
boolean isBallAtXBorder(float xpos)
{
if(xpos < radius || xpos > width - radius)
return true;
else
return false;
}
boolean isBallAtYBorder(float ypos)
{
if(ypos < radius || ypos > height - radius)
return true;
else
return false;
}
void draw()
{
background(255);
ballXPosition = ballXPosition + (xDirection * xSpeed);
ballTwoXPos = ballTwoXPos + (ballTwoXDir * ballTwoXSpeed);
ballYPosition = ballYPosition + (yDirection * ySpeed);
ballTwoYPos = ballTwoYPos + (ballTwoYDir * ballTwoYSpeed);
if(!isSpeedMax(xSpeed))
xSpeed *= 1.005;
if(!isSpeedMax(ySpeed))
ySpeed *= 1.003;
if(!isSpeedMin(ballTwoXSpeed))
ballTwoXSpeed = ballTwoXSpeed / 1.005;
if(!isSpeedMin(ballTwoYSpeed))
ballTwoYSpeed = ballTwoYSpeed / 1.003;
if(isBallAtXBorder(ballXPosition))
xDirection *= -1;
if(isBallAtYBorder(ballYPosition))
yDirection *= -1;
if(isBallAtXBorder(ballTwoXDir))
ballTwoXDir *= -1;
if(isBallAtYBorder(ballTwoYDir))
ballTwoYDir *= -1;
createAcceleratingBall(ballXPosition, ballYPosition, 2*radius, 2*radius);
createSlowingBall(ballTwoXPos, ballTwoYPos, 2.5*radius, 2.5*radius);
}
I think you have the wrong variables being tested for the slowing ball in the isBallAtXBorder and isBallAtYBorder functions. You're testing ballTwoXDir and ballTwoYDir - should you not be testing ballTwoXPos and ballTwoYPos?
The code I have here is an animation that shows one circle that moves the way I'd like it to. I'd like to have 10 circles and I assume I use a loop or possibly an array but I'm not quite sure how to do that. At the same time, I want to make it so that at first the animation doesn't move but starts moving when I press a specific key and stops when I press the same key.
color a = color(random(255), random(255), random(255), random(125, 250));
float dia = random(60, 80);
float x;
float y;
float speedX = random(-3, 3);
float speedY = random(-3, 3);
void setup() {
background(255);
size(400, 200);
x = random(dia/2, width-dia/2);
y = random(dia/2, height-dia/2);
}
void draw() {
background(255);
noStroke();
fill(a);
ellipse(x, y, dia, dia);
x = x + speedX;
y = y + speedY;
if(speedX > 0 && x >= width - dia/2) {
speedX = speedX * -1;
}
if(speedX < 0 && x <= dia/2) {
speedX = speedX * -1;
}
if(speedY > 0 && y >= height - dia/2) {
speedY = speedY * -1;
}
if(speedY < 0 && y <= dia/2) {
speedY = speedY * -1;
}
}
You can get multiple circles by encapsulating the data you need to draw a circle into a class. It might look something like this:
Circle c;
void setup() {
size(400, 200);
c = new Circle();
}
void draw() {
background(255);
c.draw();
}
class Circle {
color a = color(random(255), random(255), random(255), random(125, 250));
float dia = random(60, 80);
float x = random(dia/2, width-dia/2);
float y = random(dia/2, height-dia/2);
float speedX = random(-3, 3);
float speedY = random(-3, 3);
void draw() {
noStroke();
fill(a);
ellipse(x, y, dia, dia);
x = x + speedX;
y = y + speedY;
if (speedX > 0 && x >= width - dia/2) {
speedX = speedX * -1;
}
if (speedX < 0 && x <= dia/2) {
speedX = speedX * -1;
}
if (speedY > 0 && y >= height - dia/2) {
speedY = speedY * -1;
}
if (speedY < 0 && y <= dia/2) {
speedY = speedY * -1;
}
}
}
Then to get multiple circles, you'd just create multiple instances of your Circle class and add them to an ArrayList:
ArrayList<Circle> circles = new ArrayList<Circle>();
void setup() {
size(400, 200);
for (int i = 0; i < 5; i++) {
circles.add(new Circle());
}
}
void draw() {
background(255);
for (Circle c : circles) {
c.draw();
}
}
For the user interaction, have a look at the event methods like mousePressed() or keyPressed(). The Processing reference should be your first stop. Good luck.
How can I use the code I have now with an object where I can store the number of times the ball bounces and the color (when i add random color) and speed. Any pointers or tips would be greatful. I am new to OOP and it can get confusing for me. Thanks in advance
float x;
float y;
float yspeed = 0;
float xspeed = 0;
float balldiameter = 10;
float ballradius = balldiameter/2;
void setup() {
size (400,400);
background (255);
fill (0);
ellipseMode(CENTER);
smooth();
noStroke();
x = random(400);
y = 0;
}
void draw() {
mouseChecks();
boundaryChecks();
ballFunctions();
keyFunctions();
}
void mouseChecks() {
if (mousePressed == true) {
x = mouseX;
y = mouseY;
yspeed = mouseY - pmouseY;
xspeed = mouseX - pmouseX;
}
}
void boundaryChecks() {
if (y >= height - ballradius) {
y = height - ballradius;
yspeed = -yspeed/1.15;
}
if (y <= ballradius) {
y = ballradius;
yspeed = -yspeed/1.35;
}
if (x >= width -ballradius) {
x = width -ballradius;
xspeed = -xspeed/1.10;
}
if (x <= ballradius) {
x = ballradius;
xspeed = -xspeed/1.10;
}
}
void ballFunctions() {
if (balldiameter < 2) {
balldiameter = 2;
}
if (balldiameter > 400) {
balldiameter = 400;
}
ballradius = balldiameter/2;
background(255); //should this be in here?
ellipse (x,y,balldiameter,balldiameter);
yspeed = yspeed += 1.63;
// xspeed = xspeed+=1.63;
y = y + yspeed;
x = x + xspeed;
}
void keyFunctions() {
if (keyPressed) {
if(keyCode == UP) {
balldiameter +=1;
}
if (keyCode == DOWN) {
balldiameter -=1;
}
}
}
you will probably want to do the following:
create a new file called Ball.pde
In that file write:
public class Ball {
public float x;
public float y;
public float yspeed;
public float xspeed;
public float diameter;
public float radius;
public Ball(float initial_x, float initial_y, float diam) {
this.x = initial_x;
this.y = initial_y;
this.xspeed = 0;
this.yspeed = 0;
this.diameter = diam;
this.radius = diam/2;
}
public void move() {
// movement stuff here
}
}
This will give you a very basic Ball class. You can now use this class in your main sketch file like so:
Ball my_ball = new Ball(50, 50, 10);
you can access the balls members using:
my_ball.xspeed;
my_ball.yspeed;
my_ball.anything_you_defined_in_ball;
This will allow you yo store all relevent variables for the ball within its own class. you can even create more than 1.
Ball my_ball1 = new Ball(50, 50, 10);
Ball my_ball2 = new Ball(20, 20, 5);
Just to note that in Proccesing you don't need to create a new file for that, the code can go either in the same file (very bad practice as pointed below) or in a new tab of the IDE. If you are using the Processing IDE you can choose "new tab" from the arrow menu in the right and it will create the file for you. It will have ".pde" extension.