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edits
(Created page with " == Code C == == Objekt Ball ==") |
(→Code C) |
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== Code C == | == Code C == | ||
Ball[] ball = new Ball[15]; | |||
int a,b,c; //Abstände der Ebenen | |||
void setup() { | |||
size(1280,1024); | |||
//size(1920,1200); | |||
smooth(); | |||
noStroke(); | |||
colorMode(HSB,360,100,100,100); | |||
a = 500; //700 Größe der ersten Ebene | |||
b = 400; //600 Größe der zweiten Ebene | |||
c = 40; //60 Lücke | |||
for (int i=0; i < 5; i++) { | |||
ball[i] = new Ball(); | |||
//in erster Ebene | |||
ball[i].x = random(ball[i].g1,a-ball[i].g1); | |||
ball[i].y = random(ball[i].g2,height-ball[i].g2); | |||
//Farbe | |||
ball[i].h = (int)random(360); | |||
} | |||
for (int i=5; i < 10; i++) { | |||
ball[i] = new Ball(); | |||
//in zweiter Ebene | |||
ball[i].x = random(a+c+ball[i].g1,a+c+b-ball[i].g1); | |||
ball[i].y = random(ball[i].g2,height-ball[i].g2); | |||
//Farbe | |||
ball[i].h = (int)random(360); | |||
} | |||
for (int i=10; i < ball.length; i++) { | |||
ball[i] = new Ball(); | |||
//in dritter Ebene | |||
ball[i].x = random(a+c+b+c+ball[i].g1,width-ball[i].g1); | |||
ball[i].y = random(ball[i].g2,height-ball[i].g2); | |||
//Farbe | |||
ball[i].h = (int)random(360); | |||
} | |||
} | |||
void draw() { | |||
background(0); | |||
fill(255); | |||
rect(a,0,c,height); | |||
rect(a+c+b,0,c,height); | |||
for (int i=0; i < 15; i++) { | |||
ball[i].position[0] = ball[i].x-ball[i].g1/2; | |||
ball[i].position[1] = ball[i].x+ball[i].g1/2; | |||
ball[i].position[2] = ball[i].y-ball[i].g2/2; | |||
ball[i].position[3] = ball[i].y+ball[i].g2/2; | |||
} | |||
for (int i=0; i < 5; i++) { | |||
//Bewegen | |||
if (ball[i].angle <= 360) { | |||
ball[i].angle -= 2; | |||
} | |||
if (ball[i].angle <= 0) { | |||
ball[i].angle = 360; | |||
} | |||
//im Bogen | |||
ball[i].vx = cos(radians(ball[i].angle))*ball[i].g1/6; | |||
ball[i].vy = sin(radians(ball[i].angle))*ball[i].g2/6; | |||
ball[i].x = ball[i].x + ball[i].vx; | |||
ball[i].y = ball[i].y + ball[i].vy; | |||
//Ballgröße zurücksetzen | |||
if (ball[i].g1 != 90) { | |||
ball[i].g1 = 90; | |||
} | |||
//Rand oben | |||
if (ball[i].x <= 0+ball[i].g1/2) { | |||
ball[i].angle = 60; | |||
} | |||
//Rand unten | |||
if (ball[i].x >= a-ball[i].g1/2) { | |||
ball[i].angle = 180; | |||
ball[i].g1 = ball[i].g1-20; | |||
} | |||
//links raus | |||
if (ball[i].y <= 0-ball[i].g2) { | |||
ball[i].y = height+ball[i].g2/2; | |||
} | |||
//rechts raus | |||
if (ball[i].y >= height+ball[i].g2) { | |||
ball[i].y = 0-ball[i].g2/2; | |||
} | |||
ball[i].maleBall(); | |||
//Bälle stoßen aneinander | |||
for (int j=i+1; j < 5; j++) { | |||
if ((ball[i].position[1] >= ball[j].position[0]) && (ball[i].position[3] >= ball[j].position[2]) && | |||
(ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[3] <= ball[j].position[3])) { | |||
ball[i].angle = 135; | |||
ball[j].angle = 45; | |||
} | |||
if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[3] >= ball[j].position[2]) && | |||
(ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[3] <= ball[j].position[3])) { | |||
ball[i].angle = 45; | |||
ball[j].angle = 135; | |||
} | |||
if ((ball[i].position[1] >= ball[j].position[0]) && (ball[i].position[2] <= ball[j].position[3]) && | |||
(ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[2] >= ball[j].position[2])) { | |||
ball[i].angle = 135; | |||
ball[j].angle = 45; | |||
} | |||
if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[2] <= ball[j].position[3]) && | |||
(ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[2] >= ball[j].position[2])) { | |||
ball[i].angle = 45; | |||
ball[j].angle = 135; | |||
} | |||
} | |||
} | |||
for (int i=5; i < 10; i++) { | |||
//Bewegen | |||
if (ball[i].angle <= 360) { | |||
ball[i].angle -= 3; | |||
} | |||
if (ball[i].angle <= 0) { | |||
ball[i].angle = 360; | |||
} | |||
//im Bogen | |||
ball[i].vx = cos(radians(ball[i].angle))*ball[i].g1/6; | |||
ball[i].vy = sin(radians(ball[i].angle))*ball[i].g2/6; | |||
ball[i].x = ball[i].x + ball[i].vx; | |||
ball[i].y = ball[i].y + ball[i].vy; | |||
//Ballgröße zurücksetzen | |||
if (ball[i].g1 != 90) { | |||
ball[i].g1 = 90; | |||
} | |||
//Rand oben | |||
if (ball[i].x <= a+c+ball[i].g1/2) { | |||
ball[i].angle = 60; | |||
} | |||
//Rand unten | |||
if (ball[i].x >= a+c+b-ball[i].g1/2) { | |||
ball[i].angle = 180; | |||
ball[i].g1 = ball[i].g1-20; | |||
} | |||
//links raus | |||
if (ball[i].y <= 0-ball[i].g2) { | |||
ball[i].y = height+ball[i].g2/2; | |||
} | |||
//rechts raus | |||
if (ball[i].y >= height+ball[i].g2) { | |||
ball[i].y = 0-ball[i].g2/2; | |||
} | |||
ball[i].maleBall(); | |||
//Bälle stoßen aneinander | |||
for (int j=i+1; j < 10; j++) { | |||
if ((ball[i].position[1] >= ball[j].position[0]) && (ball[i].position[3] >= ball[j].position[2]) && | |||
(ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[3] <= ball[j].position[3])) { | |||
ball[i].angle = 135; | |||
ball[j].angle = 45; | |||
} | |||
if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[3] >= ball[j].position[2]) && | |||
(ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[3] <= ball[j].position[3])) { | |||
ball[i].angle = 45; | |||
ball[j].angle = 135; | |||
} | |||
if ((ball[i].position[1] >= ball[j].position[0]) && (ball[i].position[2] <= ball[j].position[3]) && | |||
(ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[2] >= ball[j].position[2])) { | |||
ball[i].angle = 135; | |||
ball[j].angle = 45; | |||
} | |||
if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[2] <= ball[j].position[3]) && | |||
(ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[2] >= ball[j].position[2])) { | |||
ball[i].angle = 45; | |||
ball[j].angle = 135; | |||
} | |||
} | |||
} | |||
for (int i=10; i < 15; i++) { | |||
//Bewegen | |||
if (ball[i].angle <= 360) { | |||
ball[i].angle -= 4; | |||
} | |||
if (ball[i].angle <= 0) { | |||
ball[i].angle = 360; | |||
} | |||
//im Bogen | |||
ball[i].vx = cos(radians(ball[i].angle))*ball[i].g1/6; | |||
ball[i].vy = sin(radians(ball[i].angle))*ball[i].g2/6; | |||
ball[i].x = ball[i].x + ball[i].vx; | |||
ball[i].y = ball[i].y + ball[i].vy; | |||
//Ballgröße zurücksetzen | |||
if (ball[i].g1 != 90) { | |||
ball[i].g1 = 90; | |||
} | |||
//Rand oben | |||
if (ball[i].x <= a+c+b+c+ball[i].g1/2) { | |||
ball[i].angle = 60; | |||
} | |||
//Rand unten | |||
if (ball[i].x >= width-ball[i].g1/2) { | |||
ball[i].angle = 180; | |||
ball[i].g1 = ball[i].g1-20; | |||
} | |||
//links raus | |||
if (ball[i].y <= 0-ball[i].g2) { | |||
ball[i].y = height+ball[i].g2/2; | |||
} | |||
//rechts raus | |||
if (ball[i].y >= height+ball[i].g2) { | |||
ball[i].y = 0-ball[i].g2/2; | |||
} | |||
ball[i].maleBall(); | |||
//Bälle stoßen aneinander | |||
for (int j=i+1; j < 15; j++) { | |||
if ((ball[i].position[1] >= ball[j].position[0]) && (ball[i].position[3] >= ball[j].position[2]) && | |||
(ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[3] <= ball[j].position[3])) { | |||
ball[i].angle = 135; | |||
ball[j].angle = 45; | |||
} | |||
if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[3] >= ball[j].position[2]) && | |||
(ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[3] <= ball[j].position[3])) { | |||
ball[i].angle = 45; | |||
ball[j].angle = 135; | |||
} | |||
if ((ball[i].position[1] >= ball[j].position[0]) && (ball[i].position[2] <= ball[j].position[3]) && | |||
(ball[i].position[1] <= ball[j].position[1]) && (ball[i].position[2] >= ball[j].position[2])) { | |||
ball[i].angle = 135; | |||
ball[j].angle = 45; | |||
} | |||
if ((ball[i].position[0] <= ball[j].position[1]) && (ball[i].position[2] <= ball[j].position[3]) && | |||
(ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[2] >= ball[j].position[2])) { | |||
ball[i].angle = 45; | |||
ball[j].angle = 135; | |||
} | |||
} | |||
} | |||
} | |||
== Objekt Ball == | == Objekt Ball == |
edits