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Removing Topics from SVN
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@@ -1,47 +0,0 @@
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// A subclass of Particle
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class CrazyParticle extends Particle {
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// Just adding one new variable to a CrazyParticle
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// It inherits all other fields from "Particle", and we don't have to retype them!
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float theta;
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// The CrazyParticle constructor can call the parent class (super class) constructor
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CrazyParticle(PVector l) {
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// "super" means do everything from the constructor in Particle
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super(l);
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// One more line of code to deal with the new variable, theta
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theta = 0.0;
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}
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// Notice we don't have the method run() here; it is inherited from Particle
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// This update() method overrides the parent class update() method
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void update() {
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super.update();
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// Increment rotation based on horizontal velocity
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float theta_vel = (vel.x * vel.mag()) / 10.0f;
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theta += theta_vel;
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}
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// Override timer
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void timer() {
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timer -= 0.5;
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}
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// Method to display
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void render() {
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// Render the ellipse just like in a regular particle
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super.render();
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// Then add a rotating line
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pushMatrix();
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translate(loc.x,loc.y);
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rotate(theta);
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stroke(255,timer);
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line(0,0,25,0);
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popMatrix();
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}
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}
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@@ -1,50 +0,0 @@
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/**
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* Multiple Particle Systems
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* by Daniel Shiffman.
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*
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* Click the mouse to generate a burst of particles
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* at mouse location.
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*
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* Each burst is one instance of a particle system
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* with Particles and CrazyParticles (a subclass of Particle)
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* Note use of Inheritance and Polymorphism here.
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*/
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ArrayList psystems;
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void setup() {
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size(640, 360);
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colorMode(RGB, 255, 255, 255, 100);
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psystems = new ArrayList();
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smooth();
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}
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void draw() {
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background(0);
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// Cycle through all particle systems, run them and delete old ones
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for (int i = psystems.size()-1; i >= 0; i--) {
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ParticleSystem psys = (ParticleSystem) psystems.get(i);
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psys.run();
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if (psys.dead()) {
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psystems.remove(i);
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}
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}
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}
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// When the mouse is pressed, add a new particle system
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void mousePressed() {
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psystems.add(new ParticleSystem(int(random(5,25)),new PVector(mouseX,mouseY)));
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}
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@@ -1,57 +0,0 @@
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// A simple Particle class
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class Particle {
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PVector loc;
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PVector vel;
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PVector acc;
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float r;
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float timer;
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// One constructor
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Particle(PVector a, PVector v, PVector l, float r_) {
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acc = a.get();
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vel = v.get();
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loc = l.get();
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r = r_;
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timer = 100.0;
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}
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// Another constructor (the one we are using here)
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Particle(PVector l) {
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acc = new PVector(0,0.05,0);
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vel = new PVector(random(-1,1),random(-2,0),0);
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loc = l.get();
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r = 10.0;
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timer = 100.0;
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}
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void run() {
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update();
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render();
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}
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// Method to update location
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void update() {
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vel.add(acc);
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loc.add(vel);
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timer -= 1.0;
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}
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// Method to display
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void render() {
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ellipseMode(CENTER);
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stroke(255,timer);
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fill(100,timer);
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ellipse(loc.x,loc.y,r,r);
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}
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// Is the particle still useful?
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boolean dead() {
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if (timer <= 0.0) {
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return true;
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} else {
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return false;
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}
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}
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}
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@@ -1,51 +0,0 @@
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// An ArrayList is used to manage the list of Particles
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class ParticleSystem {
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ArrayList particles; // An arraylist for all the particles
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PVector origin; // An origin point for where particles are birthed
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ParticleSystem(int num, PVector v) {
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particles = new ArrayList(); // Initialize the arraylist
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origin = v.get(); // Store the origin point
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for (int i = 0; i < num; i++) {
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// We have a 50% chance of adding each kind of particle
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if (random(1) < 0.5) {
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particles.add(new CrazyParticle(origin));
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} else {
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particles.add(new Particle(origin));
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}
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}
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}
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void run() {
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// Cycle through the ArrayList backwards b/c we are deleting
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for (int i = particles.size()-1; i >= 0; i--) {
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Particle p = (Particle) particles.get(i);
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p.run();
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if (p.dead()) {
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particles.remove(i);
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}
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}
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}
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void addParticle() {
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particles.add(new Particle(origin));
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}
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void addParticle(Particle p) {
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particles.add(p);
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}
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// A method to test if the particle system still has particles
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boolean dead() {
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if (particles.isEmpty()) {
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return true;
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}
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else {
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return false;
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}
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}
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}
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