Created
June 24, 2014 01:10
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跳ね返るボールのサンプル
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float FRICTION = 0.99; | |
float x, y; | |
float speedY, speedX; | |
int radius = 10; | |
void setup(){ | |
size(200, 200); | |
colorMode(HSB, 100); | |
background(99); | |
noStroke(); | |
frameRate(15); | |
x = width/2; | |
y = height/2; | |
speedY = random(-30, 30); | |
speedX = random(-30, 30); | |
} | |
void draw(){ | |
//background(99); | |
fadeToWhite(); | |
speedX = speedX * FRICTION; | |
speedY = speedY * FRICTION; | |
x += speedX; | |
y += speedY; | |
bounce(); | |
fill(0); | |
ellipse(x,y, radius*2, radius*2); | |
} | |
void bounce() { | |
float bounceMinX = radius; | |
float bounceMaxX = width - radius; | |
float bounceMinY = radius; | |
float bounceMaxY = height - radius; | |
if(x < bounceMinX || x > bounceMaxX){ | |
speedX = -speedX; | |
if(x < bounceMinX) x = bounceMinX - (x - bounceMinX); | |
if(x > bounceMaxX) x = bounceMaxX - (x - bounceMaxX); | |
} | |
if(y < bounceMinY || y > bounceMaxY){ | |
speedY = -speedY; | |
if(y < bounceMinY) y = bounceMinY - (y - bounceMinY); | |
if(y > bounceMaxY) y = bounceMaxY - (y - bounceMaxY); | |
} | |
} | |
void fadeToWhite() { | |
noStroke(); | |
fill(99, 60); | |
rectMode(CORNER); | |
rect(0,0,width, height); | |
} | |
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