Re-adding Topics to SVN

This commit is contained in:
Casey Reas
2011-09-05 23:58:47 +00:00
parent 4fc6dcca86
commit 391c79c2b6
219 changed files with 31093 additions and 0 deletions

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// A subclass of Particle
class CrazyParticle extends Particle {
// Just adding one new variable to a CrazyParticle
// It inherits all other fields from "Particle", and we don't have to retype them!
float theta;
// The CrazyParticle constructor can call the parent class (super class) constructor
CrazyParticle(PVector l) {
// "super" means do everything from the constructor in Particle
super(l);
// One more line of code to deal with the new variable, theta
theta = 0.0;
}
// Notice we don't have the method run() here; it is inherited from Particle
// This update() method overrides the parent class update() method
void update() {
super.update();
// Increment rotation based on horizontal velocity
float theta_vel = (vel.x * vel.mag()) / 10.0f;
theta += theta_vel;
}
// Override timer
void timer() {
timer -= 0.5;
}
// Method to display
void render() {
// Render the ellipse just like in a regular particle
super.render();
// Then add a rotating line
pushMatrix();
translate(loc.x,loc.y);
rotate(theta);
stroke(255,timer);
line(0,0,25,0);
popMatrix();
}
}

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/**
* Multiple Particle Systems
* by Daniel Shiffman.
*
* Click the mouse to generate a burst of particles
* at mouse location.
*
* Each burst is one instance of a particle system
* with Particles and CrazyParticles (a subclass of Particle)
* Note use of Inheritance and Polymorphism here.
*/
ArrayList psystems;
void setup() {
size(640, 360);
colorMode(RGB, 255, 255, 255, 100);
psystems = new ArrayList();
smooth();
}
void draw() {
background(0);
// Cycle through all particle systems, run them and delete old ones
for (int i = psystems.size()-1; i >= 0; i--) {
ParticleSystem psys = (ParticleSystem) psystems.get(i);
psys.run();
if (psys.dead()) {
psystems.remove(i);
}
}
}
// When the mouse is pressed, add a new particle system
void mousePressed() {
psystems.add(new ParticleSystem(int(random(5,25)),new PVector(mouseX,mouseY)));
}

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// A simple Particle class
class Particle {
PVector loc;
PVector vel;
PVector acc;
float r;
float timer;
// One constructor
Particle(PVector a, PVector v, PVector l, float r_) {
acc = a.get();
vel = v.get();
loc = l.get();
r = r_;
timer = 100.0;
}
// Another constructor (the one we are using here)
Particle(PVector l) {
acc = new PVector(0,0.05,0);
vel = new PVector(random(-1,1),random(-2,0),0);
loc = l.get();
r = 10.0;
timer = 100.0;
}
void run() {
update();
render();
}
// Method to update location
void update() {
vel.add(acc);
loc.add(vel);
timer -= 1.0;
}
// Method to display
void render() {
ellipseMode(CENTER);
stroke(255,timer);
fill(100,timer);
ellipse(loc.x,loc.y,r,r);
}
// Is the particle still useful?
boolean dead() {
if (timer <= 0.0) {
return true;
} else {
return false;
}
}
}

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// An ArrayList is used to manage the list of Particles
class ParticleSystem {
ArrayList particles; // An arraylist for all the particles
PVector origin; // An origin point for where particles are birthed
ParticleSystem(int num, PVector v) {
particles = new ArrayList(); // Initialize the arraylist
origin = v.get(); // Store the origin point
for (int i = 0; i < num; i++) {
// We have a 50% chance of adding each kind of particle
if (random(1) < 0.5) {
particles.add(new CrazyParticle(origin));
} else {
particles.add(new Particle(origin));
}
}
}
void run() {
// Cycle through the ArrayList backwards b/c we are deleting
for (int i = particles.size()-1; i >= 0; i--) {
Particle p = (Particle) particles.get(i);
p.run();
if (p.dead()) {
particles.remove(i);
}
}
}
void addParticle() {
particles.add(new Particle(origin));
}
void addParticle(Particle p) {
particles.add(p);
}
// A method to test if the particle system still has particles
boolean dead() {
if (particles.isEmpty()) {
return true;
}
else {
return false;
}
}
}