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58 changes: 33 additions & 25 deletions BouncingWithVectors/BouncingWithVectors.pde
Original file line number Diff line number Diff line change
@@ -1,37 +1,45 @@
//declare variables
float x, y, velX, velY, diam;
int count = 30;
float[] diam = new float[count];
PVector[] loc = new PVector[count];
PVector[] vel = new PVector[count];
PVector[] gravity = new PVector[count];

void setup() {
//set size of canvas
size(800, 600);

//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++) {
loc[i] = new PVector(width/2, height/2);
diam[i] = random(5,30);
vel[i] = new PVector(random(-2,2),random(-2,2));
vel[i].mult(5);
gravity[i] = new PVector(0,1);
}
}

void draw() {
//draw background to cover previous frame
background(0);
for (int i = 0; i < count; i++) {
//draw ball
fill(random(255),random(255),random(255));
ellipse(loc[i].x, loc[i].y, diam[i], diam[i]);

//draw ball
ellipse(x, y, diam, diam);
//add velocity to position
//loc.x += vel.x;
//loc.y += vel.y;
vel[i].add(gravity[i]);
loc[i].add(vel[i]);

//add velocity to position
x += velX;
y += velY;

//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 (loc[i].x + diam[i]/2 >= width) {
vel[i].x = -abs(vel[i].x);
} else if (loc[i].x - diam[i]/2 <= 0) {
vel[i].x = abs(vel[i].x);
}
if (loc[i].y + diam[i]/2 >= height) {
vel[i].y = -abs(vel[i].y);
} else if (loc[i].y - diam[i]/2 <= 0) {
vel[i].y = abs(vel[i].y);
}
}
}
59 changes: 35 additions & 24 deletions Wanderer/Wanderer.pde
Original file line number Diff line number Diff line change
@@ -1,37 +1,48 @@
//declare variables
float x, y, velX, velY, diam;
int count = 30;
float[] diam = new float[count];
PVector[] loc = new PVector[count];
PVector[] vel = new PVector[count];
PVector[] a = new PVector[count];

void setup() {
//set size of canvas
size(800, 600);

//initialize variables
x = width/2;
y = height/2;
diam = 80;
velX = random(-5, 5);
velY = random(-5, 5);
for (int q = 0; q < count; q++) {
background(0);
//initialize variables
loc[q] = new PVector(width/2, height/2);
diam[q] = 10;
vel[q] = new PVector(0, 0);
a[q] = PVector.random2D();
a[q].mult(.1);
}
}

void draw() {
//draw background to cover previous frame
background(0);

//draw ball
ellipse(x, y, diam, diam);
for (int q = 0; q < count; q++) {
fill(0,random(255),0);
ellipse(loc[q].x, loc[q].y, diam[q], diam[q]);
a[q] = PVector.random2D();
a[q].mult(.1);
//add velocity to position
vel[q].add(a[q]);
loc[q].add(vel[q]);
vel[q].limit(10);

//add velocity to position
x += velX;
y += velY;

//wrap the ball's position
if (x + diam/2 >= width) {
x = -diam/2;
} else if (x - diam/2 <= 0) {
x = width + diam/2;
}
if (y + diam/2 >= height) {
y = -diam/2;
} else if (y - diam/2 <= 0) {
y = height + diam/2;
//wrap the ball's position
if (loc[q].x >= width) {
loc[q].x = 0;
} else if (loc[q].x <= 0) {
loc[q].x = width;
}
if (loc[q].y >= height) {
loc[q].y = 0;
} else if (loc[q].y <= 0) {
loc[q].y = height;
}
}
}