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Orb orb;
PVector gravity = new PVector(0,0.05);
int segments = 40;
Ground[] ground = new Ground[segments];
void setup(){
size(640, 360);
orb = new Orb(50, 50, 3);
float[] peakHeights = new float[segments+1];
for (int i=0; i<peakHeights.length; i++){
peakHeights[i] = random(height-40, height-30);
}
float segs = segments;
for (int i=0; i<segments; i++){
ground[i] = new Ground(width/segs*i, peakHeights[i], width/segs*(i+1), peakHeights[i+1]);
}
}
void draw(){
noStroke();
fill(0, 15);
rect(0, 0, width, height);
orb.move();
orb.display();
// Check walls
orb.checkWallCollision();
for (int i=0; i<segments; i++){
orb.checkGroundCollision(ground[i]);
}
fill(127);
beginShape();
for (int i=0; i<segments; i++){
vertex(ground[i].x1, ground[i].y1);
vertex(ground[i].x2, ground[i].y2);
}
vertex(ground[segments-1].x2, height);
vertex(ground[0].x1, height);
endShape(CLOSE);
}
class Ground {
float x1, y1, x2, y2;
float x, y, len, rot;
Ground(float x1, float y1, float x2, float y2) {
this.x1 = x1;
this.y1 = y1;
this.x2 = x2;
this.y2 = y2;
x = (x1+x2)/2;
y = (y1+y2)/2;
len = dist(x1, y1, x2, y2);
rot = atan2((y2-y1), (x2-x1));
}
}
class Orb {
PVector position;
PVector velocity;
float r;
float damping = 0.8;
Orb(float x, float y, float r_) {
position = new PVector(x, y);
velocity = new PVector(.5, 0);
r = r_;
}
void move() {
velocity.add(gravity);
position.add(velocity);
}
void display() {
noStroke();
fill(200);
ellipse(position.x, position.y, r*2, r*2);
}
void checkWallCollision() {
if (position.x > width-r) {
position.x = width-r;
velocity.x *= -damping;
}
else if (position.x < r) {
position.x = r;
velocity.x *= -damping;
}
}
void checkGroundCollision(Ground groundSegment) {
float deltaX = position.x - groundSegment.x;
float deltaY = position.y - groundSegment.y;
float cosine = cos(groundSegment.rot);
float sine = sin(groundSegment.rot);
float groundXTemp = cosine * deltaX + sine * deltaY;
float groundYTemp = cosine * deltaY - sine * deltaX;
float velocityXTemp = cosine * velocity.x + sine * velocity.y;
float velocityYTemp = cosine * velocity.y - sine * velocity.x;
if (groundYTemp > -r &&
position.x > groundSegment.x1 &&
position.x < groundSegment.x2 ) {
groundYTemp = -r;
velocityYTemp *= -1.0;
velocityYTemp *= damping;
}
deltaX = cosine * groundXTemp - sine * groundYTemp;
deltaY = cosine * groundYTemp + sine * groundXTemp;
velocity.x = cosine * velocityXTemp - sine * velocityYTemp;
velocity.y = cosine * velocityYTemp + sine * velocityXTemp;
position.x = groundSegment.x + deltaX;
position.y = groundSegment.y + deltaY;
}
}
Answers
Code is unreadable.
Edit post, highlight the code, press ctrl-o. Refresh thread and check it. Repeat until it's correct.
Generally, if you move all the initialisation code into a method you can call that from setup and call it again on mousePressed to reset.