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59 changes: 34 additions & 25 deletions GravityBallCode/GravityBallCode.pde
Original file line number Diff line number Diff line change
@@ -1,38 +1,47 @@
//declare variables
float x, y, velX, velY, diam;

int count = 30; // sets count
float [] x = new float[count];
float [] y = new float[count];
float [] velx = new float[count];
float [] vely = new float[count];
float [] diam = new float[count];
float [] gravity = new float[count]; //defines variables
void setup() {
//set size of canvas
size(800, 600);

size(800, 600); //set size of canvas

//initialize variables
x = width/2;
y = height/2;
diam = 80;
velX = random(-5, 5);
velY = random(-5, 5);
for (int i = 0; i < count; i++) {
//initialize variables
x [i] = width/2;
y [i] = height/2;
diam [i] = 50;
velx [i] = random(3, 7);
vely [i] = random(3, 15);
gravity [i] = .5; //sets speed of acceleration
}
}

void draw() {
//draw background to cover previous frame
background(0);
for (int i = 0; i < count; i++) {
vely [i] += gravity [i]; //adds gravity to accelaration

//draw ball
ellipse(x, y, diam, diam);

//add velocity to position
x += velX;
y += velY;
//draw ball
x [i] += velx [i] ;
y [i] += vely [i] ;
ellipse(x [i], y [i], diam [i], diam [i]);

//bounce ball if it hits walls
if (x + diam/2 >= width) {
velX = -abs(velX); //if the ball hits the right wall, assign x velocity the negative version of itself
} else if (x - diam/2 <= 0) {
velX = abs(velX); //if the ball hits the left wall, assign x velocity the positive version of itself
}
if (y + diam/2 >= height) {
velY = -abs(velY);
} else if (y - diam/2 <= 0) {
velY = abs(velY);
//bounce ball if it hits walls
if (x [i] + diam [i]/2 >= width) {
velx [i] = -abs(velx [i]); //if the ball hits the right wall, assign x [i] velocity [i] the negative version of itself
} else if (x [i] - diam [i]/2 <= 0) {
velx [i] = abs(velx [i]); //if the ball hits the left wall, assign x [i] velocity [i] the positive version of itself
}
if (y [i] + diam [i]/2 >= height) { //if ball hits bottom wall, reverse
vely [i] = -abs(vely [i]);
y [i] = height - diam[i]/2 ;
}
}
}