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LeftoverCode.pde
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/*
ParticleSystem with frozen and freezing:
class ParticleSystem
{
ArrayList<Particle> particles;
ArrayList<Particle> freezingParticles;
ArrayList<Particle> frozenParticles;
PImage sprite;
PVector frameMin = null;
PVector frameMax = null;
PImage skyline;
PVector skylinePosition;
PGraphics layer;
PGraphics frozenLayer = null;
float lastTime = 0;
ParticleSystem(PGraphics layer, PImage sprite)
{
this.layer = layer;
this.sprite = sprite;
particles = new ArrayList<Particle>();
freezingParticles = new ArrayList<Particle>();
frozenParticles = new ArrayList<Particle>();
frozenLayer = createGraphics(layer.width, layer.height, P2D);
lastTime = 0;
//populate();
}
void populate()
{
for (int i=0; i<100; i++)
{
Particle p = new Particle(layer, sprite);
particles.add(p);
p.position = new PVector(i*2, 20);
p.velocity = new PVector(random(0.1, 1), random(0.5, 5));
p.acceleration = new PVector(0, random(0, 0.5));
}
}
// position is upper left corner of image
void setSkyline(PImage skyline, PVector position)
{
this.skyline = skyline;
this.skylinePosition = position;
this.skyline.loadPixels();
}
void addParticle(Particle p)
{
particles.add(p);
}
void update()
{
float time = (float) millis() / 1000.0;
float dt = time - lastTime;
if (lastTime == 0)
dt = 0;
lastTime = time;
update(dt);
}
// dt is difference in time since last time the function was called, given in seconds
void update(float dt)
{
if (dt <= 0)
return;
Iterator<Particle> it = particles.iterator();
while (it.hasNext())
{
Particle particle = it.next();
particle.update(dt);
checkInsideFrame(particle);
checkSkyline(particle);
if (particle.isDead())
{
it.remove();
}
else if (particle.isFrozen())
{
it.remove();
freezingParticles.add(particle);
}
}
}
void draw()
{
imageMode(CENTER);
for (Particle particle: particles)
{
particle.draw();
}
if (drawFrozen)
{
drawFrozen =
}
}
int numParticles()
{
return particles.size();
}
void unfreezeAll()
{
for (Particle particle: particles)
{
particle.frozen = false;
}
updateFrozen = true;
}
private void checkInsideFrame(Particle particle)
{
if ( (frameMin != null) && (frameMax != null) &&
((particle.position.x < frameMin.x) || (particle.position.y < frameMin.y) ||
(particle.position.x > frameMax.x) || (particle.position.y > frameMax.y)) )
{
particle.dead = true;
//print("-");
}
}
private void checkSkyline(Particle particle)
{
if (this.skyline == null)
return;
float fsx = particle.position.x - skylinePosition.x;
fsx = fsx < 0 ? 0 : fsx > this.skyline.width - 1 ? this.skyline.width - 1 : fsx;
float fsy = particle.position.y - skylinePosition.y;
fsy = fsy < 0 ? 0 : fsy > this.skyline.height - 1 ? this.skyline.height - 1 : fsy;
int sx = round(fsx);
int sy = round(fsy);
int loc = sy * this.skyline.width + sx;
//println("x: " + sx + ", y: " + sy + " - " + loc + " - " + particle.position);
if (red(skyline.pixels[loc]) > 50)
{
particle.frozen = true;
for (int y=-1; y<=1; y++)
for (int x=-1; x<=1; x++)
{
loc = (sy + y) * this.skyline.width + (sx + x);
if (loc < skyline.pixels.length)
skyline.pixels[loc] = 0; // remove pixel in skyline
}
}
}
boolean lessThan(PVector v1, PVector v2)
{
return (v1.x < v2.x) && (v1.y < v2.y);
}
boolean greaterThan(PVector v1, PVector v2)
{
return (v1.x > v2.x) && (v1.y > v2.y);
}
}
%% Particle system with separate skyline
class ParticleSystem
{
ArrayList<Particle> particles;
PImage sprite;
PVector frameMin = null;
PVector frameMax = null;
PImage skyline;
PVector skylinePosition;
PGraphics layer;
float lastTime = 0;
int skylineThreshold = 50;
ParticleSystem(PGraphics layer, PImage sprite)
{
this.layer = layer;
this.sprite = sprite;
particles = new ArrayList<Particle>();
lastTime = 0;
//populate();
}
void populate()
{
for (int i=0; i<100; i++)
{
Particle p = new Particle(layer, sprite);
particles.add(p);
p.position = new PVector(i*2, 20);
p.velocity = new PVector(random(0.1, 1), random(0.5, 5));
p.acceleration = new PVector(0, random(0, 0.5));
}
}
// position is upper left corner of image
void setSkyline(PImage originalSkyline, PVector position)
{
this.skyline = createGraphics(originalSkyline.width, originalSkyline.height);
this.skylinePosition = position;
this.skyline.loadPixels();
originalSkyline.loadPixels();
// 255 means no pixels below have color red > skylineThreshold
for (int x = 0; x < originalSkyline.width; x++)
{
boolean first = true;
for (int y = originalSkyline.height - 1; y >= 0; y--)
{
int loc = y * originalSkyline.width + x;
if (red(originalSkyline.pixels[loc]) > skylineThreshold)
{
if (first)
{
this.skyline.pixels[loc] = color(254, 254, 254); // last pixel in that row
first = false;
}
else
{
this.skyline.pixels[loc] = color(253, 253, 253); // more pixels below
}
}
else
{
this.skyline.pixels[loc] = color(0, 0, 0);
}
}
}
}
void addParticle(Particle p)
{
particles.add(p);
}
void update()
{
float time = (float) millis() / 1000.0;
float dt = time - lastTime;
if (lastTime == 0)
dt = 0;
lastTime = time;
update(dt);
}
// dt is difference in time since last time the function was called, given in seconds
void update(float dt)
{
if (dt <= 0)
return;
Iterator<Particle> it = particles.iterator();
while (it.hasNext())
{
Particle particle = it.next();
particle.update(dt);
checkInsideFrame(particle);
checkSkyline(particle);
if (particle.isDead())
{
it.remove();
}
}
}
void draw()
{
imageMode(CENTER);
for (Particle particle: particles)
{
particle.draw();
}
}
int numParticles()
{
return particles.size();
}
void unfreezeAll()
{
for (Particle particle: particles)
{
particle.frozen = false;
}
}
private void checkInsideFrame(Particle particle)
{
if ( (frameMin != null) && (frameMax != null) &&
((particle.position.x < frameMin.x) || (particle.position.y < frameMin.y) ||
(particle.position.x > frameMax.x) || (particle.position.y > frameMax.y)) )
{
particle.dead = true;
//print("-");
}
}
private void checkSkyline(Particle particle)
{
if (this.skyline == null)
return;
float fsx = particle.position.x - skylinePosition.x;
fsx = fsx < 0 ? 0 : fsx > this.skyline.width - 1 ? this.skyline.width - 1 : fsx;
float fsy = particle.position.y - skylinePosition.y;
fsy = fsy < 0 ? 0 : fsy > this.skyline.height - 1 ? this.skyline.height - 1 : fsy;
int sx = round(fsx);
int sy = round(fsy);
int loc = sy * this.skyline.width + sx;
//println("x: " + sx + ", y: " + sy + " - " + loc + " - " + particle.position);
if (red(skyline.pixels[loc]) > skylineThreshold)
{
particle.frozen = true;
for (int y=-1; y<=1; y++)
for (int x=-1; x<=1; x++)
{
loc = (sy + y) * this.skyline.width + (sx + x);
if (loc < skyline.pixels.length)
{
if (red(skyline.pixels[loc])<254)
skyline.pixels[loc] = 0; // remove pixel in skyline
else if (red(skyline.pixels[loc])==254) // last pixel in row
skyline.pixels[loc] = color(255, 255, 255); // last pixel in row is now filled
else if (red(skyline.pixels[loc]) == 255)
particle.dead = true; // don't snow past last pixel in row
}
}
}
}
boolean lessThan(PVector v1, PVector v2)
{
return (v1.x < v2.x) && (v1.y < v2.y);
}
boolean greaterThan(PVector v1, PVector v2)
{
return (v1.x > v2.x) && (v1.y > v2.y);
}
}
*/