mirror of
https://github.com/processing/processing4.git
synced 2026-01-30 03:41:15 +01:00
This commit is contained in:
@@ -0,0 +1,47 @@
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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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@@ -0,0 +1,50 @@
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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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@@ -0,0 +1,57 @@
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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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@@ -0,0 +1,51 @@
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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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@@ -0,0 +1,47 @@
|
||||
// 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(Vector3D 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
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float theta_vel = (vel.x * vel.magnitude()) / 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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|
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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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@@ -0,0 +1,387 @@
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import processing.core.*;
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import java.applet.*;
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import java.awt.*;
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import java.awt.image.*;
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import java.awt.event.*;
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import java.io.*;
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import java.net.*;
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import java.text.*;
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import java.util.*;
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import java.util.zip.*;
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import java.util.regex.*;
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public class MultipleParticleSystems extends PApplet {
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|
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/**
|
||||
* Multiple Particle Systems
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||||
* 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;
|
||||
|
||||
public 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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public 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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}
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|
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// When the mouse is pressed, add a new particle system
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public void mousePressed() {
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psystems.add(new ParticleSystem(PApplet.parseInt(random(5,25)),new Vector3D(mouseX,mouseY)));
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}
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|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// A subclass of Particle
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||||
|
||||
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(Vector3D 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 = 0.0f;
|
||||
|
||||
}
|
||||
|
||||
// Notice we don't have the method run() here; it is inherited from Particle
|
||||
|
||||
// This update() method overrides the parent class update() method
|
||||
public void update() {
|
||||
super.update();
|
||||
// Increment rotation based on horizontal velocity
|
||||
float theta_vel = (vel.x * vel.magnitude()) / 10.0f;
|
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theta += theta_vel;
|
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}
|
||||
|
||||
// Override timer
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public void timer() {
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timer -= 0.5f;
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||||
}
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|
||||
// Method to display
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||||
public void render() {
|
||||
// Render the ellipse just like in a regular particle
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||||
super.render();
|
||||
|
||||
// Then add a rotating line
|
||||
pushMatrix();
|
||||
translate(loc.x,loc.y);
|
||||
rotate(theta);
|
||||
stroke(255,timer);
|
||||
line(0,0,25,0);
|
||||
popMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
// A simple Particle class
|
||||
|
||||
class Particle {
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||||
Vector3D loc;
|
||||
Vector3D vel;
|
||||
Vector3D acc;
|
||||
float r;
|
||||
float timer;
|
||||
|
||||
// One constructor
|
||||
Particle(Vector3D a, Vector3D v, Vector3D l, float r_) {
|
||||
acc = a.copy();
|
||||
vel = v.copy();
|
||||
loc = l.copy();
|
||||
r = r_;
|
||||
timer = 100.0f;
|
||||
}
|
||||
|
||||
// Another constructor (the one we are using here)
|
||||
Particle(Vector3D l) {
|
||||
acc = new Vector3D(0,0.05f,0);
|
||||
vel = new Vector3D(random(-1,1),random(-2,0),0);
|
||||
loc = l.copy();
|
||||
r = 10.0f;
|
||||
timer = 100.0f;
|
||||
}
|
||||
|
||||
|
||||
public void run() {
|
||||
update();
|
||||
render();
|
||||
}
|
||||
|
||||
// Method to update location
|
||||
public void update() {
|
||||
vel.add(acc);
|
||||
loc.add(vel);
|
||||
timer -= 1.0f;
|
||||
}
|
||||
|
||||
// Method to display
|
||||
public void render() {
|
||||
ellipseMode(CENTER);
|
||||
stroke(255,timer);
|
||||
fill(100,timer);
|
||||
ellipse(loc.x,loc.y,r,r);
|
||||
}
|
||||
|
||||
// Is the particle still useful?
|
||||
public boolean dead() {
|
||||
if (timer <= 0.0f) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
// An ArrayList is used to manage the list of Particles
|
||||
|
||||
class ParticleSystem {
|
||||
|
||||
ArrayList particles; // An arraylist for all the particles
|
||||
Vector3D origin; // An origin point for where particles are birthed
|
||||
|
||||
ParticleSystem(int num, Vector3D v) {
|
||||
particles = new ArrayList(); // Initialize the arraylist
|
||||
origin = v.copy(); // 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) < 0.5f) {
|
||||
particles.add(new CrazyParticle(origin));
|
||||
} else {
|
||||
particles.add(new Particle(origin));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void addParticle() {
|
||||
particles.add(new Particle(origin));
|
||||
}
|
||||
|
||||
public void addParticle(Particle p) {
|
||||
particles.add(p);
|
||||
}
|
||||
|
||||
// A method to test if the particle system still has particles
|
||||
public boolean dead() {
|
||||
if (particles.isEmpty()) {
|
||||
return true;
|
||||
}
|
||||
else {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Simple Vector class
|
||||
|
||||
class Vector3D {
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
|
||||
Vector3D(float x_, float y_, float z_) {
|
||||
x = x_;
|
||||
y = y_;
|
||||
z = z_;
|
||||
}
|
||||
|
||||
Vector3D(float x_, float y_) {
|
||||
x = x_;
|
||||
y = y_;
|
||||
z = 0f;
|
||||
}
|
||||
|
||||
Vector3D() {
|
||||
x = 0f;
|
||||
y = 0f;
|
||||
z = 0f;
|
||||
}
|
||||
|
||||
public void setX(float x_) {
|
||||
x = x_;
|
||||
}
|
||||
|
||||
public void setY(float y_) {
|
||||
y = y_;
|
||||
}
|
||||
|
||||
public void setZ(float z_) {
|
||||
z = z_;
|
||||
}
|
||||
|
||||
public void setXY(float x_, float y_) {
|
||||
x = x_;
|
||||
y = y_;
|
||||
}
|
||||
|
||||
public void setXYZ(float x_, float y_, float z_) {
|
||||
x = x_;
|
||||
y = y_;
|
||||
z = z_;
|
||||
}
|
||||
|
||||
public void setXYZ(Vector3D v) {
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
}
|
||||
public float magnitude() {
|
||||
return (float) Math.sqrt(x*x + y*y + z*z);
|
||||
}
|
||||
|
||||
public Vector3D copy() {
|
||||
return new Vector3D(x,y,z);
|
||||
}
|
||||
|
||||
public Vector3D copy(Vector3D v) {
|
||||
return new Vector3D(v.x, v.y,v.z);
|
||||
}
|
||||
|
||||
public void add(Vector3D v) {
|
||||
x += v.x;
|
||||
y += v.y;
|
||||
z += v.z;
|
||||
}
|
||||
|
||||
public void sub(Vector3D v) {
|
||||
x -= v.x;
|
||||
y -= v.y;
|
||||
z -= v.z;
|
||||
}
|
||||
|
||||
public void mult(float n) {
|
||||
x *= n;
|
||||
y *= n;
|
||||
z *= n;
|
||||
}
|
||||
|
||||
public void div(float n) {
|
||||
x /= n;
|
||||
y /= n;
|
||||
z /= n;
|
||||
}
|
||||
|
||||
/* float dot(Vector3D v) {
|
||||
//implement DOT product
|
||||
}*/
|
||||
|
||||
/* Vector3D cross(Vector3D v) {
|
||||
//implement CROSS product
|
||||
}*/
|
||||
|
||||
public void normalize() {
|
||||
float m = magnitude();
|
||||
if (m > 0) {
|
||||
div(m);
|
||||
}
|
||||
}
|
||||
|
||||
public void limit(float max) {
|
||||
if (magnitude() > max) {
|
||||
normalize();
|
||||
mult(max);
|
||||
}
|
||||
}
|
||||
|
||||
public float heading2D() {
|
||||
float angle = (float) Math.atan2(-y, x);
|
||||
return -1*angle;
|
||||
}
|
||||
|
||||
public Vector3D add(Vector3D v1, Vector3D v2) {
|
||||
Vector3D v = new Vector3D(v1.x + v2.x,v1.y + v2.y, v1.z + v2.z);
|
||||
return v;
|
||||
}
|
||||
|
||||
public Vector3D sub(Vector3D v1, Vector3D v2) {
|
||||
Vector3D v = new Vector3D(v1.x - v2.x,v1.y - v2.y,v1.z - v2.z);
|
||||
return v;
|
||||
}
|
||||
|
||||
public Vector3D div(Vector3D v1, float n) {
|
||||
Vector3D v = new Vector3D(v1.x/n,v1.y/n,v1.z/n);
|
||||
return v;
|
||||
}
|
||||
|
||||
public Vector3D mult(Vector3D v1, float n) {
|
||||
Vector3D v = new Vector3D(v1.x*n,v1.y*n,v1.z*n);
|
||||
return v;
|
||||
}
|
||||
|
||||
public float distance (Vector3D v1, Vector3D v2) {
|
||||
float dx = v1.x - v2.x;
|
||||
float dy = v1.y - v2.y;
|
||||
float dz = v1.z - v2.z;
|
||||
return (float) Math.sqrt(dx*dx + dy*dy + dz*dz);
|
||||
}
|
||||
|
||||
public void display(float x, float y, float scayl) {
|
||||
pushMatrix();
|
||||
float arrowsize = 4;
|
||||
// Translate to location to render vector
|
||||
translate(x,y);
|
||||
stroke(255);
|
||||
// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
|
||||
rotate(heading2D());
|
||||
// Calculate length of vector & scale it to be bigger or smaller if necessary
|
||||
float len = magnitude()*scayl;
|
||||
// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
|
||||
line(0,0,len,0);
|
||||
line(len,0,len-arrowsize,+arrowsize/2);
|
||||
line(len,0,len-arrowsize,-arrowsize/2);
|
||||
popMatrix();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
static public void main(String args[]) {
|
||||
PApplet.main(new String[] { "MultipleParticleSystems" });
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
/**
|
||||
* 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 Vector3D(mouseX,mouseY)));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,57 @@
|
||||
// A simple Particle class
|
||||
|
||||
class Particle {
|
||||
Vector3D loc;
|
||||
Vector3D vel;
|
||||
Vector3D acc;
|
||||
float r;
|
||||
float timer;
|
||||
|
||||
// One constructor
|
||||
Particle(Vector3D a, Vector3D v, Vector3D l, float r_) {
|
||||
acc = a.copy();
|
||||
vel = v.copy();
|
||||
loc = l.copy();
|
||||
r = r_;
|
||||
timer = 100.0;
|
||||
}
|
||||
|
||||
// Another constructor (the one we are using here)
|
||||
Particle(Vector3D l) {
|
||||
acc = new Vector3D(0,0.05,0);
|
||||
vel = new Vector3D(random(-1,1),random(-2,0),0);
|
||||
loc = l.copy();
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
// An ArrayList is used to manage the list of Particles
|
||||
|
||||
class ParticleSystem {
|
||||
|
||||
ArrayList particles; // An arraylist for all the particles
|
||||
Vector3D origin; // An origin point for where particles are birthed
|
||||
|
||||
ParticleSystem(int num, Vector3D v) {
|
||||
particles = new ArrayList(); // Initialize the arraylist
|
||||
origin = v.copy(); // 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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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|
After Width: | Height: | Size: 2.2 KiB |
Reference in New Issue
Block a user