reworked Reflection2 to use PVector and OOP

This commit is contained in:
Daniel Shiffman
2013-03-16 22:09:18 -04:00
parent 4cde40675e
commit 7cde928f9b
2 changed files with 83 additions and 76 deletions

View File

@@ -1,14 +1,78 @@
class Orb{
float x, y, r;
class Orb {
PVector position;
PVector velocity;
float r;
float damping = 0.8;
// Default constructor
Orb() {
Orb(float x, float y, float r_) {
position = new PVector(x, y);
velocity = new PVector(.5, 0);
r = r_;
}
Orb(float x, float y, float r) {
this.x = x;
this.y = y;
this.r = r;
void move() {
// Move orb
velocity.add(gravity);
position.add(velocity);
}
void display() {
// Draw orb
noStroke();
fill(200);
ellipse(position.x, position.y, r*2, r*2);
}
void checkWallCollision() {
if (position.x > width-r) {
position.x = width-r;
velocity.x *= -1;
velocity.x *= damping;
}
else if (position.x < r) {
position.x = r;
velocity.x *= -1;
velocity.x *= damping;
}
}
void checkGroundCollision(Ground groundSegment) {
// Get difference between orb and ground
float deltaX = position.x - groundSegment.x;
float deltaY = position.y - groundSegment.y;
// Precalculate trig values
float cosine = cos(groundSegment.rot);
float sine = sin(groundSegment.rot);
/* Rotate ground and velocity to allow
orthogonal collision calculations */
float groundXTemp = cosine * deltaX + sine * deltaY;
float groundYTemp = cosine * deltaY - sine * deltaX;
float velocityXTemp = cosine * velocity.x + sine * velocity.y;
float velocityYTemp = cosine * velocity.y - sine * velocity.x;
/* Ground collision - check for surface
collision and also that orb is within
left/rights bounds of ground segment */
if (groundYTemp > -r &&
position.x > groundSegment.x1 &&
position.x < groundSegment.x2 ) {
// keep orb from going into ground
groundYTemp = -r;
// bounce and slow down orb
velocityYTemp *= -1.0;
velocityYTemp *= damping;
}
// Reset ground, velocity and orb
deltaX = cosine * groundXTemp - sine * groundYTemp;
deltaY = cosine * groundYTemp + sine * groundXTemp;
velocity.x = cosine * velocityXTemp - sine * velocityYTemp;
velocity.y = cosine * velocityYTemp + sine * velocityXTemp;
position.x = groundSegment.x + deltaX;
position.y = groundSegment.y + deltaY;
}
}

View File

@@ -7,8 +7,8 @@
*/
Orb orb;
PVector velocity;
float gravity = .05, damping = 0.8;
PVector gravity = new PVector(0,0.05);
int segments = 40;
Ground[] ground = new Ground[segments];
float[] peakHeights = new float[segments+1];
@@ -16,7 +16,7 @@ float[] peakHeights = new float[segments+1];
void setup(){
size(640, 360);
orb = new Orb(50, 50, 3);
velocity = new PVector(.5, 0);
// Calculate ground peak heights
for (int i=0; i<peakHeights.length; i++){
@@ -39,12 +39,11 @@ void draw(){
noStroke();
fill(0, 15);
rect(0, 0, width, height);
// Move orb
orb.x += velocity.x;
velocity.y += gravity;
orb.y += velocity.y;
orb.move();
orb.display();
orb.checkWallCollision();
// Draw ground
fill(127);
beginShape();
@@ -56,71 +55,15 @@ void draw(){
vertex(ground[0].x1, height);
endShape(CLOSE);
// Draw orb
noStroke();
fill(200);
ellipse(orb.x, orb.y, orb.r*2, orb.r*2);
// Collision detection
checkWallCollision();
for (int i=0; i<segments; i++){
checkGroundCollision(ground[i]);
orb.checkGroundCollision(ground[i]);
}
}
void checkWallCollision(){
if (orb.x > width-orb.r){
orb.x = width-orb.r;
velocity.x *= -1;
velocity.x *= damping;
}
else if (orb.x < orb.r){
orb.x = orb.r;
velocity.x *= -1;
velocity.x *= damping;
}
}
void checkGroundCollision(Ground groundSegment) {
// Get difference between orb and ground
float deltaX = orb.x - groundSegment.x;
float deltaY = orb.y - groundSegment.y;
// Precalculate trig values
float cosine = cos(groundSegment.rot);
float sine = sin(groundSegment.rot);
/* Rotate ground and velocity to allow
orthogonal collision calculations */
float groundXTemp = cosine * deltaX + sine * deltaY;
float groundYTemp = cosine * deltaY - sine * deltaX;
float velocityXTemp = cosine * velocity.x + sine * velocity.y;
float velocityYTemp = cosine * velocity.y - sine * velocity.x;
/* Ground collision - check for surface
collision and also that orb is within
left/rights bounds of ground segment */
if (groundYTemp > -orb.r &&
orb.x > groundSegment.x1 &&
orb.x < groundSegment.x2 ){
// keep orb from going into ground
groundYTemp = -orb.r;
// bounce and slow down orb
velocityYTemp *= -1.0;
velocityYTemp *= damping;
}
// Reset ground, velocity and orb
deltaX = cosine * groundXTemp - sine * groundYTemp;
deltaY = cosine * groundYTemp + sine * groundXTemp;
velocity.x = cosine * velocityXTemp - sine * velocityYTemp;
velocity.y = cosine * velocityYTemp + sine * velocityXTemp;
orb.x = groundSegment.x + deltaX;
orb.y = groundSegment.y + deltaY;
}