< GMU:Immersive Strategien | Inhalte | Bälle
(Created page with "== Weiterentwicklung == Ball[] ball = new Ball[15]; int a,b,c; //Abstände der Ebenen void setup() { size(1280,1024); //size(1920,1200); smooth(); noStroke(); colorMo...") |
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== Weiterentwicklung == | == Weiterentwicklung == | ||
Ball[] ball = new Ball[15]; | <source lang="Java">Ball[] ball = new Ball[15]; | ||
int a,b,c; //Abstände der Ebenen | int a,b,c; //Abstände der Ebenen | ||
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} | } | ||
} | } | ||
</source> |
Revision as of 13:27, 26 March 2011
Weiterentwicklung
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);
ball[i].h = (int)random(120);
}
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);
ball[i].h = (int)random(120,240);
}
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);
ball[i].h = (int)random(240,360);
}
}
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;
ball[i].position[1] = ball[i].x+ball[i].g1;
ball[i].position[2] = ball[i].y-ball[i].g2;
ball[i].position[3] = ball[i].y+ball[i].g2;
}
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 != 60) {
ball[i].g1 = 60;
}
//Rand oben
if (ball[i].x <= 0+ball[i].g1) {
ball[i].angle = 0;
}
//Rand unten
if (ball[i].x >= a-ball[i].g1/2) {
ball[i].angle = 180;
ball[i].g1 = ball[i].g1-10;
}
//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;
}
//Bälle stoßen aneinander
for (int j=i+1; j < 5; j++) {
if ((ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[1] <= ball[j].position[1]) &&
(ball[i].position[2] >= ball[j].position[2]) && (ball[i].position[3] <= ball[j].position[3])) {
ball[i].vx = -ball[i].vx;
ball[i].vy = -ball[i].vy;
}
}
ball[i].maleBall();
}
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 != 60) {
ball[i].g1 = 60;
}
//Rand oben
if (ball[i].x <= a+c+ball[i].g1) {
ball[i].angle = 0;
}
//Rand unten
if (ball[i].x >= a+c+b-ball[i].g1/2) {
ball[i].angle = 180;
ball[i].g1 = ball[i].g1-10;
}
//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;
}
//Bälle stoßen aneinander
for (int j=i+1; j < 10; j++) {
if ((ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[1] <= ball[j].position[1]) &&
(ball[i].position[2] >= ball[j].position[2]) && (ball[i].position[3] <= ball[j].position[3])) {
ball[i].vx = -ball[i].vx;
ball[i].vy = -ball[i].vy;
}
}
ball[i].maleBall();
}
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 != 60) {
ball[i].g1 = 60;
}
//Rand oben
if (ball[i].x <= a+c+b+c+ball[i].g1) {
ball[i].angle = 0;
}
//Rand unten
if (ball[i].x >= width-ball[i].g1/2) {
ball[i].angle = 180;
ball[i].g1 = ball[i].g1-10;
}
//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;
}
//Bälle stoßen aneinander
for (int j=i+1; j < 15; j++) {
if ((ball[i].position[0] >= ball[j].position[0]) && (ball[i].position[1] <= ball[j].position[1]) &&
(ball[i].position[2] >= ball[j].position[2]) && (ball[i].position[3] <= ball[j].position[3])) {
ball[i].vx = -ball[i].vx;
ball[i].vy = -ball[i].vy;
}
}
ball[i].maleBall();
}
}