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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} |