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- int numBalls = 12;
- float spring = 0.05;
- float gravity = 0.03;
- float friction = -0.9;
- Ball[] balls = new Ball[numBalls];
- void setup() {
- size(1280, 720);
- for (int d = 0; d < drops.length; d++){
- drops[d] = new Drop();
- }
- for (int i = 0; i < numBalls; i++) {
- balls[i] = new Ball(random(width), random(height), random(30, 70), i, balls);
- }
- noStroke();
- fill(255, 204);
- }
- void draw() {
- background(0);
- for (int d = 0; d < drops.length; d++){
- drops[d].fall();
- drops[d].show();
- }
- for (Ball ball : balls) {
- ball.collide();
- ball.move();
- ball.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 *= friction;
- }
- else if (x - diameter/2 < 0) {
- x = diameter/2;
- vx *= friction;
- }
- if (y + diameter/2 > height) {
- y = height - diameter/2;
- vy *= friction;
- }
- else if (y - diameter/2 < 0) {
- y = diameter/2;
- vy *= friction;
- }
- }
- void display() {
- ellipse(x, y, diameter, diameter);
- }
- }
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