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root / first_draft / Universe.pde @ 4

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class Universe 
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  {
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  float gravityX = 0;
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  float gravityY = 2.5;
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  float gravityZ = 0;
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  float threshold_radius = 20;
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  float bounceX;
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  float bounceSpeed;
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  float speed;
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  int size = 100;
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  int steps = 0;
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  Sphere[] elements = {}; 
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   void draw ()
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     {
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     translate (0, 0, -1000); 
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     for (int i = 0; i < elements.length; i++)
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      {
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      	elements [i].draw ();
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      }
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     step ();
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     }
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   void step ()
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     {
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     for (int i = 0; i < elements.length; i++)
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      {
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      	elements [i].step ();
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      }
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     steps++;
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     }
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   Sphere create ()
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     {
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     	Sphere s = new Sphere ();
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      // random initial position
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      //s.x0  =  (int) random (width);
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      //s.y0  =  (int) random (height);
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      //s.z0  =  -(int) random (width);
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      s.red    =  (int) random (255);
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      s.green  =  (int) random (255);
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      s.blue   =  (int) random (255);
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  /*    if (SPHERE_START == SPHERE_START_MODE_POINT)
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        {
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        s.x0  =  (float) SPHERE_STARTX;
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        s.y0  =  (float) SPHERE_STARTY;
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        s.z0  =  (float) SPHERE_STARTZ;
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        }
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      else if (SPHERE_START == SPHERE_START_MODE_RANDOM)
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        {
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        s.x0  =  random (WIDTH);
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        s.y0  =  random (HEIGHT);
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        s.z0  =  (float) SPHERE_STARTZ;
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        }
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    */  
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    //TEMP
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        s.x0  =  random (_width_);
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        s.y0  =  random (_height_);
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        s.z0  =  (float) 0;
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      s.v0x =   random (speed) - (speed / 2);
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      s.v0y =   random (speed) - (speed / 2);
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      s.v0z =   random (speed) ;
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      add (s);      
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      s.be ();
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     return s;
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     }
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   void add (Sphere s)
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     {
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     s.id = elements.length;
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     s.universe = this;
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     elements = (Sphere [])append (elements, s);
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     }
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   boolean gameover ()
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     {
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     boolean gameover = true;
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     for (int i = 0; i < elements.length; i++)
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       {
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       gameover &= elements [i].destroyed;
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       if (!gameover)
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         return false;
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       }
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     return true;
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     }
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  }