i was able to make particles go around the ellipse I created which was my previous question. Now I have another one, flow of the particles are not as smooth as i want, there is this diagonal looking shape they follow and when you move the mouse (the ellipse) you can see my lines of my "force" variable. Again I want particles to move like water floating around a rock in a river.
Link for the previous question I asked about same project
int NUM_PARTICLES = 9000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
size(700,700,P2D);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 2;
float rad = 100;
class Particle
{
PVector position, velocity;
float initialPosY;
Particle()
{
position = new PVector(random(width), random(height));
initialPosY = position.y;
velocity = new PVector();
}
void update()
{
velocity.x = speed;
velocity.y = 0;
float d = dist (position.x, position.y, mouseX, mouseY);
if (d < rad) {
float force = map(d, 0, rad, speed, 0);
if (position.x < mouseX) {
if (position.y < mouseY) {
velocity.y = -force;
} else {
velocity.y = force;
}
} else {
if (position.y < mouseY) {
velocity.y = force;
} else {
velocity.y = -force;
}
}
position.add(velocity);
} else {
position = new PVector(position.x+speed, initialPosY);
}
if (position.x<0)position.x+=width;
if (position.x>width)position.x-=width;
if (position.y<0)position.y+=height;
if (position.y>height)position.y-=height;
}
void render()
{
stroke(255, 255, 255, 80);
point(position.x, position.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}
It'll be a lot easier if you try to narrow your problem down to a smaller MCVE, like I did in the answer to your first question:
PVector position;
PVector speed;
void setup() {
size(500, 500);
position = new PVector(250, 0);
speed = new PVector(0, 1);
}
void draw() {
background(0);
if (dist(position.x, position.y, mouseX, mouseY) < 100) {
fill(255, 0, 0);
if (position.x < mouseX) {
position.x--;
} else {
position.x++;
}
} else {
fill(0, 255, 0);
}
ellipse(mouseX, mouseY, 100, 100);
fill(0, 0, 255);
ellipse(position.x, position.y, 20, 20);
position.add(speed);
if (position.y > height) {
position.y = 0;
}
if (position.x < 0) {
position.x = width;
} else if (position.x > width) {
position.x = 0;
}
}
Now that we have that, we can talk about how we might improve it.
Right now, our logic for having the particles avoid our obstacle is here:
if (dist(position.x, position.y, mouseX, mouseY) < 100) {
if (position.x < mouseX) {
position.x--;
} else {
position.x++;
}
}
Notice that we're always moving the particle by 1 pixel, which is why it looks blocky. What we need to do is smooth our transition out by moving the pixel only a little bit at first, and then moving it more as it gets closer to the obstacle.
You might user the lerp() or map() function for this, but for this simple example, we can simply use the dist() function.
Here is a super simple approach you might take:
float distance = dist(position.x, position.y, mouseX, mouseY);
if (position.x < mouseX) {
position.x -= 1000/(distance*distance);
} else {
position.x += 1000/(distance*distance);
}
Notice that by squaring the distance, I'm setting up a polynomical interpolation. In other words, the particle moves faster the closer it gets to the center of the boundary.
Again, you're going to have to play with this to get the exact effect you're looking for, but the basic idea is there: what you're looking for is an interpolation (how fast the particle moves) that scales with the distance from the boundary. You can use squaring to exaggerate the effect.
You could also use basic trig to make the particle follow a circular path.
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;
}
Can anyone help me?
So, I'm supposed to have a ball that is moving horizontally, such that every time I press the mouse, a ball would get shoot vertically, then slows down due to friction. The vertical ball would stay in the old position but the player would reset.
How do I go about doing that without using classes?
Here my code so far:
boolean circleupdatetostop = true;
float x = 100;
float yshot = 880;
float speedshot = random(4,10);
float speedx = 6;
void setup() {
size(1280,960);
}
void draw() {
background(255);
stroke(0);
fill(0);
circle(x,880,80);
if (x > width || x < 0 ) {
speedx = speedx * -1;
}
if (circleupdatetostop) {
x = x + speedx;
}
if (circleupdatetostop == false) {
float locationx = x;
stroke(0);
fill(255,0,255);
circle(locationx,yshot,30);
yshot = yshot - speedshot;
}
}
void mousePressed () {
circleupdatetostop = !circleupdatetostop;
}
I'm not entirely sure if this is what you meant, but you could achieve shooting multiple balls by using ArrayList as well as processing's PVector to better handle the x and y coordinate pairs. If you wanted to look at classes, see this post.
import java.util.*;
// Whether the ball is moving or not
boolean circleupdatetostop = true;
// Information about the main_ball
PVector position = new PVector(100, 880);
PVector speed = new PVector(6, 0);
float diameter = 80;
// Information about the sot balls
ArrayList<PVector> balls_loc = new ArrayList<PVector>();
ArrayList<PVector> balls_speed = new ArrayList<PVector>();
float diameter_shot = 30;
float friction = 0.994;
void setup() {
size(1280, 960);
}
void draw() {
background(255);
stroke(0);
fill(0);
circle(position.x, position.y, diameter);
// Remember to consider the radius of the ball when bouncing off the edges
if (position.x + diameter/2 > width || position.x - diameter/2 < 0 ) {
speed.mult(-1);
}
if (circleupdatetostop) {
position.add(speed);
}
// Cycle through the list updating their speed and draw each ball
for (int i = 0; i<balls_loc.size(); i++) {
balls_speed.get(i).mult(friction+random(-0.05, 0.05));
balls_loc.get(i).add(balls_speed.get(i));
stroke(0);
fill(255, 0, 255);
circle(balls_loc.get(i).x, balls_loc.get(i).y, diameter_shot);
}
}
void mousePressed(){
// Add a new ball to be drawn
if(circleupdatetostop){
balls_loc.add(new PVector(position.x, position.y));
balls_speed.add(new PVector(0, random(-4, -10)));
}
circleupdatetostop = !circleupdatetostop;
}
I am trying to create a vertical carousel in processing with three ellipses.
I am able to get this done with two ellipses – that the carousel repeats itself over and over.
So far so good – it thought I could use the same logic for three but I am wrong. I started to think it works with more variables but wrong again… what am I missing in the logic? I really can not figure out how to set the values to make it seamless repeating itself…
Here is the example with two (this one is "seamless"):
float yspeed = 5;
float circleY;
int d = 720;
void setup() {
size(1080, 1620 );
circleY = 0;
}
void draw() {
background(255);
fill(0);
noStroke();
ellipse(width/2, circleY+height/2, d,d);
ellipse(width/2, circleY-height/2, d,d );
circleY = circleY + yspeed;
if (circleY > height) {
circleY=0;}
}
Here is my WIP with three … (BTW colors are only to see better):
float yspeed1 = 5;
float yspeed2 = 5;
float yspeed3 = 5;
float circleY1;
float circleY2;
float circleY3;
int d = 720;
void setup() {
size(1080, 1620);
circleY1 = 0;
circleY2 = 0;
circleY3 = 0;
}
void draw() {
background(255);
noStroke();
fill(255, 0, 0);
ellipse(width/2, circleY1, d, d);
circleY1= circleY1 + yspeed1;
if (circleY1 > height+d/2 ) {
circleY1=0;
}
fill(0, 255, 0);
ellipse(width/2, circleY2-810, d, d);
circleY2= circleY2 + yspeed2;
if (circleY2 > height+d/2 ) {
circleY2=0 ;
}
fill(0, 0, 255);
ellipse(width/2, circleY2-1620, d, d);
circleY3= circleY3 + yspeed3;
if (circleY3 > height+d/2 ) {
circleY3=0 ;
}
}
The one with three always starts at the intital point for all of them – but I thought that using individual variables would change it?
Thank you for any kind of help!
I found a solution myself! I used a trick – I did it with a loop and used four instead of three – three is in the end the only ones you see anyway!
float yspeed = 1;
float circleY;
int d = 360;
void setup() {
size(540, 810 );
circleY = 0;
}
void draw() {
background(255);
fill(0);
noStroke();
// fill(255,0,0);
translate(0, - height/2);
for (int i = 0; i< 5; i++) {
ellipse(width/2, circleY+height/2*i, d, d);
}
circleY = circleY + yspeed;
if (circleY > 405) {
circleY= 0;
}
}
I have a grid of ellipses generated by two for() loops. What I'd like to do is have all of these ellipses ease into mouseX and mouseY when mousePressed == true, otherwise return to their position in the grid. How can I go about this? I've started with this template, which doesn't work as I can't figure out how affect the position of the ellipses, but the easing is set up.
float x;
float y;
float easeIn = 0.01;
float easeOut = 0.08;
float targetX;
float targetY;
void setup() {
size(700, 700);
pixelDensity(2);
background(255);
noStroke();
}
void draw() {
fill(255, 255, 255, 80);
rect(0, 0, width, height);
for (int i = 50; i < width-50; i += 30) {
for (int j = 50; j < height-50; j += 30) {
fill(0, 0, 0);
ellipse(i, j, 5, 5);
if (mousePressed == true) {
// go to mouseX
targetX = mouseX;
// ease in
float dx = targetX - x;
if (abs(dx) > 1) {
x += dx * easeIn;
}
//go to mouseY
targetY = mouseY;
// ease in
float dy = targetY - y;
if (abs(dy) > 1) {
y += dy * easeIn;
}
} else {
// return to grid
targetX = i;
// ease out
float dx = targetX - x;
if (abs(dx) > 1) {
x += dx * easeOut;
}
// return to grid
targetY = j;
// ease out
float dy = targetY - y;
if (abs(dy) > 1) {
y += dy * easeOut;
}
}
}
}
}
Any help would be greatly appreciated. I'm not sure in which order to do things/which elements should be contained in the loop.
Thanks!
You're going to have to keep track of a few things for each dot: its "home" position, its current position,its speed, etc.
The easiest way to do this would be to create a class that encapsulates all of that information for a single dot. Then you'd just need an ArrayList of instances of the class, and iterate over them to update or draw them.
Here's an example:
ArrayList<Dot> dots = new ArrayList<Dot>();
void setup() {
size(700, 700);
background(255);
noStroke();
//create your Dots
for (int i = 50; i < width-50; i += 30) {
for (int j = 50; j < height-50; j += 30) {
dots.add(new Dot(i, j));
}
}
}
void draw() {
background(255);
//iterate over your Dots and move and draw each
for (Dot dot : dots) {
dot.stepAndRender();
}
}
class Dot {
//the point to return to when the mouse is not pressed
float homeX;
float homeY;
//current position
float currentX;
float currentY;
public Dot(float homeX, float homeY) {
this.homeX = homeX;
this.homeY = homeY;
currentX = homeX;
currentY = homeY;
}
void stepAndRender() {
if (mousePressed) {
//use a weighted average to chase the mouse
//you could use whatever logic you want here
currentX = (mouseX+currentX*99)/100;
currentY = (mouseY+currentY*99)/100;
} else {
//use a weighted average to return home
//you could use whatever logic you want here
currentX = (homeX+currentX*99)/100;
currentY = (homeY+currentY*99)/100;
}
//draw the ellipse
fill(0, 0, 0);
ellipse(currentX, currentY, 5, 5);
}
}
Note that I'm just using a weighted average to determine the position of each ellipse, but you could change that to whatever you want. You could give each ellipse a different speed, or use your easing logic, whatever. But the idea is the same: encapsulate everything you need into a class, and then put the logic for one dot into that class.
I'd recommend getting this working for a single dot first, and then moving up to getting it working with multiple dots. Then if you have another question you can post the code for just a single dot instead of a bunch. Good luck.
I am trying to get this bit of code I have got and add another traffic light and car but going from right to left not from bottom to top. The car only moves when the light is amber or green and stops when red. I have tried copying the code and changing the names of the values but it just will not work. I have tried naming them all different names but it won't even show the other image I tried to put in for the other car. Can someone please tell/show me how I could add another traffic light and car but they move at different times?
TrafficLight light1 = new TrafficLight(100, 40);
int onTime = 2000;
int startTime = millis();
PImage car;
int carX, carY;
void setup() {
size(800, 600);
light1.changeColour("red");
light1.display();
car = loadImage("Car.png");
carX = 150;
carY = 300;
}
void draw() {
background(255);
if (millis() - startTime > onTime && light1.lightOn == "red") {
light1.changeColour("amber");
startTime = millis();
}
if (millis() - startTime > onTime && light1.lightOn == "amber") {
light1.changeColour("green");
startTime = millis();
}
if (millis() - startTime > onTime && light1.lightOn == "green") {
light1.changeColour("red");
startTime = millis();
}
light1.display();
image(car, carX, carY);
if (light1.lightOn == "green") {
carY -= 2;
}
{
}
if (light1.lightOn == "red") {
carY -= 0;
}
{
}
if (light1.lightOn == "amber") {
carY -= 1;
}
{
}
if (carY <= -200) {
carY = 500;
}
}
class TrafficLight {
int xpos;
int ypos;
String lightOn = "red";
TrafficLight(int x, int y) {
xpos = x;
ypos = y;
}
void changeColour(String lightColour) {
lightOn = lightColour;
}
void display() {
String lightColour = lightOn;
fill(0, 0, 0);
rect(xpos, ypos, 100, 220);//back panel
if (lightColour == "red") {
fill(255, 0, 0);
lightOn = "red";
} else {
fill(100, 0, 0);
}
ellipse(xpos + 50, ypos + 40, 60, 60);//red
if (lightColour == "amber") {
fill(255, 255, 0);
lightOn = "amber";
} else {
fill(100, 100, 0);
}
ellipse(xpos + 50, ypos + 110, 60, 60);//amber
if (lightColour == "green") {
fill(0, 255, 0);
lightOn = "green";
} else {
fill(0, 100, 0);
}
ellipse(xpos + 50, ypos + 180, 60, 60);//green
}
}
The code you've posted only contains one car, which makes this question hard to answer. Stack Overflow isn't really designed for general "how do I do this" type questions. It's more designed for specific "I tried X, expected Y, but got Z instead" type questions. That being said, I'll try to answer in a general sense:
Here's the short answer: you need to create a state for a second car, and then work with that state exactly how you work with the state of the first car. This might be easier if you encapsulate that state into a class, and then use two instances of that class.
Let's start out with a simpler example of a circle that moves vertically, and stops when we press the mouse:
MovingCircle verticalCircle;
void setup() {
size(600, 600);
verticalCircle = new MovingCircle(250, 250, 0, 5);
}
void mousePressed() {
verticalCircle.moving = !verticalCircle.moving;
}
void draw() {
background(0);
verticalCircle.step();
}
class MovingCircle {
float x;
float y;
float xSpeed;
float ySpeed;
boolean moving = true;
public MovingCircle(float x, float y, float xSpeed, float ySpeed) {
this.x = x;
this.y = y;
this.xSpeed = xSpeed;
this.ySpeed = ySpeed;
}
void step() {
if (moving) {
x+=xSpeed;
y+=ySpeed;
if (x > width) {
x = 0;
}
if (y > height) {
y = 0;
}
}
ellipse(x, y, 25, 25);
}
}
This program creates a circle that moves down the screen, and stops and starts when you click the mouse. Notice that I've encapsulated all of the information I need inside the MovingCircle class, so now if I want to add another one, I can just create another instance of that class and interact with it however I want.
Here's how I would add a horizontally moving circle:
MovingCircle verticalCircle;
MovingCircle horizontalCircle;
void setup() {
size(600, 600);
verticalCircle = new MovingCircle(250, 250, 0, 5);
horizontalCircle = new MovingCircle(250, 250, 5, 0);
}
void mousePressed() {
verticalCircle.moving = !verticalCircle.moving;
}
void keyPressed() {
horizontalCircle.moving = !horizontalCircle.moving;
}
void draw() {
background(0);
verticalCircle.step();
horizontalCircle.step();
}
This is just an example, but the principle is the same in your code: you need to encapsulate your state into a class, and then you can work with two instances of that class in order to have two moving cars.
Also, you should never use == to compare String values! Use the .equals() function instead!
if(lightColour.equals("red")){