#javascript-processing-example-topic-motion-bouncybubbles.htm / htm
<!DOCTYPE html> <html><head> <script src="javascript-processing-example-processing.js"></script> <script src="javascript-processing-example-init.js"></script> <link rel="stylesheet" href="javascript-processing-example-style.css"> </head><body><h1><a href="http://ejohn.org/blog/processingjs/">Processing.js</a></h1> <h2>BouncyBubbles</h2> <p>Based on code from Keith Peters (www.bit-101.com). Multiple-object collision.</p> <p><a href="http://processing.org/learning/topics/bouncybubbles.html"><b>Original Processing.org Example:</b> BouncyBubbles</a><br> <script type="application/processing"> int numBalls = 12; float spring = 0.05; float gravity = 0.03; Ball[] balls = new Ball[numBalls]; void setup() { size(200, 200); noStroke(); smooth(); for (int i = 0; i < numBalls; i++) { balls[i] = new Ball(random(width), random(height), random(20, 40), i, balls); } } void draw() { background(0); for (int i = 0; i < numBalls; i++) { balls[i].collide(); balls[i].move(); balls[i].display(); } } class Ball { float x, y; float diameter; float vx = 0; float vy = 0; int id; Ball[] others; Ball(float xin, float yin, float din, int idin, Ball[] oin) { x = xin; y = yin; diameter = din; id = idin; others = oin; } void collide() { for (int i = id + 1; i < numBalls; i++) { float dx = others[i].x - x; float dy = others[i].y - y; float distance = sqrt(dx*dx + dy*dy); float minDist = others[i].diameter/2 + diameter/2; if (distance < minDist) { float angle = atan2(dy, dx); float targetX = x + cos(angle) * minDist; float targetY = y + sin(angle) * minDist; float ax = (targetX - others[i].x) * spring; float ay = (targetY - others[i].y) * spring; vx -= ax; vy -= ay; others[i].vx += ax; others[i].vy += ay; } } } void move() { vy += gravity; x += vx; y += vy; if (x + diameter/2 > width) { x = width - diameter/2; vx += -0.9; } else if (x - diameter/2 < 0) { x = diameter/2; vx *= -0.9; } if (y + diameter/2 > height) { y = height - diameter/2; vy *= -0.9; } else if (y - diameter/2 < 0) { y = diameter/2; vy *= -0.9; } } void display() { fill(255, 204); ellipse(x, y, diameter, diameter); } } </script><canvas width="200" height="200"></canvas></p> <div style="overflow: hidden; height: 0px; width: 0px;"></div> <pre><b>// All Examples Written by <a href="http://reas.com/">Casey Reas</a> and <a href="http://benfry.com/">Ben Fry</a> // unless otherwise stated.</b> int numBalls = 12; float spring = 0.05; float gravity = 0.03; Ball[] balls = new Ball[numBalls]; void setup() { size(200, 200); noStroke(); smooth(); for (int i = 0; i < numBalls; i++) { balls[i] = new Ball(random(width), random(height), random(20, 40), i, balls); } } void draw() { background(0); for (int i = 0; i < numBalls; i++) { balls[i].collide(); balls[i].move(); balls[i].display(); } } class Ball { float x, y; float diameter; float vx = 0; float vy = 0; int id; Ball[] others; Ball(float xin, float yin, float din, int idin, Ball[] oin) { x = xin; y = yin; diameter = din; id = idin; others = oin; } void collide() { for (int i = id + 1; i < numBalls; i++) { float dx = others[i].x - x; float dy = others[i].y - y; float distance = sqrt(dx*dx + dy*dy); float minDist = others[i].diameter/2 + diameter/2; if (distance < minDist) { float angle = atan2(dy, dx); float targetX = x + cos(angle) * minDist; float targetY = y + sin(angle) * minDist; float ax = (targetX - others[i].x) * spring; float ay = (targetY - others[i].y) * spring; vx -= ax; vy -= ay; others[i].vx += ax; others[i].vy += ay; } } } void move() { vy += gravity; x += vx; y += vy; if (x + diameter/2 > width) { x = width - diameter/2; vx += -0.9; } else if (x - diameter/2 < 0) { x = diameter/2; vx *= -0.9; } if (y + diameter/2 > height) { y = height - diameter/2; vy *= -0.9; } else if (y - diameter/2 < 0) { y = diameter/2; vy *= -0.9; } } void display() { fill(255, 204); ellipse(x, y, diameter, diameter); } }</pre> </body></html>
(C) Æliens 20/2/2008
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