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June 26, 2017 15:47
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Mountains mountains = new Mountains(); | |
PImage leavepic, snowflakepic1, snowflakepic2, grasspic; | |
Rain rain = new Rain(); //the particle system that spawns the individual particles | |
Sun sun= new Sun(); | |
int ParticleNumber = 1; //number of particles added per cycle | |
int season=1; // 1summer,2spring,3winter,4fall | |
int wind = 2*season; | |
float time; | |
Flock flock; | |
int numFrames = 24; // The number of frames in the animation | |
PImage[] images = new PImage[numFrames]; | |
Snowflake[] snowflakes= new Snowflake[50]; | |
boolean wheater=false; | |
color summercolor = color(255, 204, 0); | |
color fallcolor = color(244, 22, 1); | |
color wintercolor = color(244, 22, 1); | |
color springcolor = color(244, 22, 1); | |
color currentcolor= color(212, 11, 22); | |
Tree my_tree1; | |
Tree my_tree2; | |
void setup() { | |
size(1200, 800); | |
flock = new Flock(); | |
my_tree1 = new Tree(width*0.75, height-50, height/5, -HALF_PI); | |
my_tree2 = new Tree(width/4, height-30, height/5, -HALF_PI); | |
leavepic = loadImage("leave.png"); | |
snowflakepic1 = loadImage("snowflakepic1.png"); | |
snowflakepic2 = loadImage("snowflakepic2.png"); | |
grasspic=loadImage("grass.png"); | |
image(grasspic, 0, 400, width, 400); | |
mountains.drawMountain(); | |
for (int i=0; i<numFrames; i++) { | |
images[i]=loadImage("foto"+i+".png"); | |
} | |
for (int i = 0; i < 10; i++) { | |
flock.addBoid(new Boid(width/2, height/2)); | |
} | |
for (int i = 0; i < snowflakes.length; i ++) { //For loop for creating all the snowflakes in the array | |
if (random(0, 2) < 1) { | |
snowflakes[i] = new Snowflake1(random(width), random(height), random(15, 30), random(20, 50), random(0, 100), random(-0.03, 0.03), random(0.5, 2.5)); | |
} else { | |
snowflakes[i] = new Snowflake2(random(width), random(height), random(15, 30), random(20, 50), random(0, 100), random(-0.03, 0.03), random(0.5, 2.5)); | |
} | |
} | |
} | |
void keyPressed(){ | |
season++; | |
if(season==5){ | |
season=1; | |
} | |
} | |
void draw() { | |
background(255); | |
println(frameRate); | |
// mountains.drawMountains(); | |
image(grasspic,0,600,width,200); | |
sun.display(); | |
sun.update(); | |
my_tree1.draw(); | |
my_tree2.draw(); | |
flock.run(); | |
if (season==2) { | |
} | |
for (int i = 0; i < snowflakes.length; i ++) { | |
snowflakes[i].display(); | |
snowflakes[i].move(); | |
} | |
if (season==4) { | |
noStroke(); | |
fill(255, 100); | |
rain.addParticles(ParticleNumber, new PVector(random(width), 0), false); | |
rain.rainShower(); | |
} | |
} | |
class Flock { | |
ArrayList<Boid> boids; // An ArrayList for all the boids | |
Flock() { | |
boids = new ArrayList<Boid>(); // Initialize the ArrayList | |
} | |
void run() { | |
for (Boid b : boids) { | |
b.run(boids); // Passing the entire list of boids to each boid individually | |
} | |
} | |
void addBoid(Boid b) { | |
boids.add(b); | |
} | |
} | |
class Mountains { | |
float m[] = new float[1200]; | |
float yoff = 0; | |
float yincrement = 0.005; | |
float noiseVar = 1; | |
color mountaincolor = color(51, 153, 51); | |
Mountains() { | |
} | |
void drawMountain() { | |
for (int i=0; i<width; i++) { | |
m[i] = noise(yoff)*height; | |
yoff += yincrement; | |
} | |
} | |
void drawMountains() { | |
for (int i=0; i<width; i++) { | |
stroke(mountaincolor); | |
fill(mountaincolor); | |
line(i, m[i], i, height); | |
} | |
} | |
} | |
class Rain { | |
ArrayList raindrops = new ArrayList(); //dynamic array with add and remove | |
int MaxNumber = 200; //max number of raindrops; | |
Rain() { | |
} | |
void rainShower() { | |
for (int i = raindrops.size() - 1; i >= 0; i--) { //cycle backwards to account for ArrayList deleting particles | |
Raindrop raindrop = (Raindrop) raindrops.get(i); //Niek waarom moet die raindrop tussen haakjes erbij? | |
raindrop.run(); | |
if (raindrop.dead()) { | |
raindrops.remove(i); | |
} | |
if (raindrop.hitGround()) { | |
addParticles(raindrop.numCh, raindrop.location, true); | |
raindrop.location.y = 0 - raindrop.dropHeight; | |
raindrop.location.x = random(width); | |
raindrop.numCh = int(random(1, 3)); | |
} | |
} | |
} | |
void addParticle(PVector location_) { | |
raindrops.add(new Raindrop(new PVector(random(width), 0), false)); | |
} | |
void addParticles(int no_, PVector loc_, Boolean timed_) { | |
if (raindrops.size() < MaxNumber && !timed_) { | |
for (int i = 0; i < no_; i++) { | |
raindrops.add(new Raindrop(loc_, timed_)); | |
} | |
} else { | |
if (timed_) { | |
for (int i = 0; i < no_; i++) { | |
raindrops.add(new Raindrop(loc_, timed_)); | |
} | |
} | |
} | |
} | |
} | |
class Raindrop { | |
//vars | |
PVector location, velocity, acceleration, gravitation;//initialises all necessary vectors | |
float velocityMax=5, drag; | |
int dropWidth = 2; //width | |
int dropHeight = 8; //height | |
Boolean timed; //determines whether particle has lifespan | |
int timer = 5; //cycles that timed particles live; magic no. = 5; | |
int numCh = 3; //number of spawns upon hitting ground | |
//Boolean mouseMode = false; //experimented with adding mouse control | |
Raindrop(PVector location_, Boolean timed_) { //PVector as location to be able to adapt direction and speed etc. | |
location = location_.get(); //location vector | |
acceleration = new PVector(0, 0); //acceleration vector | |
gravitation = new PVector(0.05, 1); //gravity constant | |
timed = timed_; | |
if (timed) { | |
velocity = new PVector(random(-3, 3), random(-5, -3)); | |
} else { | |
velocity = new PVector(0, 0); | |
} | |
} | |
void run() { | |
if (timed) { | |
timer--; | |
} | |
update(); | |
display(); | |
} | |
void update() { | |
if (!timed) { | |
acceleration.add(gravitation); | |
} | |
velocity.add(acceleration); | |
velocity.limit(velocityMax); | |
location.add(velocity); | |
} | |
boolean hitGround() { | |
if (location.y >= height ) { | |
return true; | |
} else { | |
return false; | |
} | |
} | |
void display() { | |
noStroke(); | |
fill(104); | |
rect(location.x, location.y, dropWidth, dropHeight); | |
} | |
boolean dead() { | |
if (timer < 0) { | |
return true; | |
} else { | |
return false; | |
} | |
} | |
}class Snowflake { // creates the class | |
float x, y, r, p, w, h, s; | |
Snowflake (float tempX, float tempY, float tempW, float tempH, float rotation, float randomrot, float speed) { //The constructor of the class | |
x = tempX; //Defining the variables | |
y = tempY; | |
r = rotation; | |
p = randomrot; | |
w = tempW; | |
h = tempH; | |
s = speed; | |
} | |
void move() { | |
r=r+p; | |
x = x + random(-0.5, 0.5); | |
y = (y + s) % height; | |
x = constrain(x, 0, width); | |
} | |
void display() { | |
} | |
} | |
class Snowflake1 extends Snowflake { | |
PImage im1; | |
Snowflake1 (float tempX, float tempY, float tempW, float tempH, float rotation, float randomrot, float speed) { | |
super(tempX, tempY, tempW, tempH, rotation, randomrot, speed); | |
im1 = snowflakepic1; | |
} | |
void display() { | |
if (season==3) { //winter | |
pushMatrix(); | |
translate(x, y); | |
rotate(r); | |
// image(im1, 0, 0, w, w); | |
popMatrix(); | |
} | |
} | |
} | |
class Snowflake2 extends Snowflake { | |
PImage im2; | |
Snowflake2 (float tempX, float tempY, float tempW, float tempH, float rotation, float randomrot, float speed) { | |
super(tempX, tempY, tempW, tempH, rotation, randomrot, speed); | |
im2 = snowflakepic2; | |
} | |
void display() { | |
if (season==3) { //winter | |
pushMatrix(); | |
translate(x, y); | |
rotate(r); | |
image(im2, 0, 0, w, w); | |
popMatrix(); | |
} | |
} | |
} | |
class Snowflake { // creates the class | |
float x, y, r, p, w, h, s; | |
Snowflake (float tempX, float tempY, float tempW, float tempH, float rotation, float randomrot, float speed) { //The constructor of the class | |
x = tempX; //Defining the variables | |
y = tempY; | |
r = rotation; | |
p = randomrot; | |
w = tempW; | |
h = tempH; | |
s = speed; | |
} | |
void move() { | |
r=r+p; | |
x = x + random(-0.5, 0.5); | |
y = (y + s) % height; | |
x = constrain(x, 0, width); | |
} | |
void display() { | |
} | |
} | |
class Snowflake1 extends Snowflake { | |
PImage im1; | |
Snowflake1 (float tempX, float tempY, float tempW, float tempH, float rotation, float randomrot, float speed) { | |
super(tempX, tempY, tempW, tempH, rotation, randomrot, speed); | |
im1 = snowflakepic1; | |
} | |
void display() { | |
if (season==3) { //winter | |
pushMatrix(); | |
translate(x, y); | |
rotate(r); | |
// image(im1, 0, 0, w, w); | |
popMatrix(); | |
} | |
} | |
} | |
class Snowflake2 extends Snowflake { | |
PImage im2; | |
Snowflake2 (float tempX, float tempY, float tempW, float tempH, float rotation, float randomrot, float speed) { | |
super(tempX, tempY, tempW, tempH, rotation, randomrot, speed); | |
im2 = snowflakepic2; | |
} | |
void display() { | |
if (season==3) { //winter | |
pushMatrix(); | |
translate(x, y); | |
rotate(r); | |
image(im2, 0, 0, w, w); | |
popMatrix(); | |
} | |
} | |
} | |
class Sun { // creates the class | |
int xpos; | |
Sun() { //The constructor of the class | |
} | |
void display() { | |
if (season==1) { | |
fill(255, 255, 0); | |
ellipse(xpos, height/4, 100, 100); | |
} | |
} | |
void update() { | |
xpos=xpos+2; | |
} | |
} | |
class Boid { | |
PVector position; | |
PVector velocity; | |
PVector acceleration; | |
PVector ddirection = new PVector(-1,-1); | |
float r; | |
float maxforce; // Maximum steering force | |
float maxspeed=20; // Maximum speed | |
int currentFrame = 0; | |
Boid(float x, float y) { | |
acceleration = new PVector(0, 0); | |
// This is a new PVector method not yet implemented in JS | |
// velocity = PVector.random2D(); | |
// Leaving the code temporarily this way so that this example runs in JS | |
float angle = random(TWO_PI); | |
velocity = new PVector(cos(angle), sin(angle)); | |
position = new PVector(x, y); | |
r = 2.0; | |
maxspeed = 2; | |
maxforce = 0.03; | |
} | |
void run(ArrayList<Boid> boids) { | |
flock(boids); | |
update(); | |
render(); | |
} | |
void applyForce(PVector force) { | |
// We could add mass here if we want A = F / M | |
acceleration.add(force); | |
} | |
// We accumulate a new acceleration each time based on three rules | |
void flock(ArrayList<Boid> boids) { | |
PVector sep = separate(boids); // Separation | |
PVector ali = align(boids); // Alignment | |
PVector coh = cohesion(boids); // Cohesion | |
// Arbitrarily weight these forces | |
sep.mult(1.5); | |
ali.mult(1.0); | |
coh.mult(1.0); | |
// Add the force vectors to acceleration | |
applyForce(sep); | |
applyForce(ali); | |
applyForce(coh); | |
} | |
// Method to update position | |
void update() { | |
// Update velocity | |
velocity.add(acceleration); | |
// Limit speed | |
velocity.limit(maxspeed); | |
position.add(velocity); | |
//position.add(ddirection); | |
// Reset accelertion to 0 each cycle | |
acceleration.mult(0); | |
} | |
// A method that calculates and applies a steering force towards a target | |
// STEER = DESIRED MINUS VELOCITY | |
PVector seek(PVector target) { | |
PVector desired = PVector.sub(target, position); // A vector pointing from the position to the target | |
// Scale to maximum speed | |
desired.normalize(); | |
desired.mult(maxspeed); | |
// Above two lines of code below could be condensed with new PVector setMag() method | |
// Not using this method until Processing.js catches up | |
// desired.setMag(maxspeed); | |
// Steering = Desired minus Velocity | |
PVector steer = PVector.sub(desired, velocity); | |
steer.limit(maxforce); // Limit to maximum steering force | |
return steer; | |
} | |
void render() { | |
// Draw a triangle rotated in the direction of velocity | |
float theta = velocity.heading2D() + radians(90); | |
// heading2D() above is now heading() but leaving old syntax until Processing.js catches up | |
fill(200, 100); | |
stroke(255); | |
pushMatrix(); | |
translate(position.x, position.y); | |
rotate(theta); | |
currentFrame = (currentFrame+1) % numFrames; // Use % to cycle through frames | |
rotate(PI); | |
image(images[(currentFrame) % numFrames], 10, 10, 70, 70); | |
popMatrix(); | |
} | |
// Separation | |
// Method checks for nearby boids and steers away | |
PVector separate (ArrayList<Boid> boids) { | |
float desiredseparation = 50.0f; | |
PVector steer = new PVector(0, 0, 0); | |
int count = 0; | |
// For every boid in the system, check if it's too close | |
for (Boid other : boids) { | |
float d = PVector.dist(position, other.position); | |
// If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself) | |
if ((d > 0) && (d < desiredseparation)) { | |
// Calculate vector pointing away from neighbor | |
PVector diff = PVector.sub(position, other.position); | |
diff.normalize(); | |
diff.div(d); // Weight by distance | |
steer.add(diff); | |
count++; // Keep track of how many | |
} | |
} | |
// Average -- divide by how many | |
if (count > 0) { | |
steer.div((float)count); | |
} | |
// As long as the vector is greater than 0 | |
if (steer.mag() > 0) { | |
// First two lines of code below could be condensed with new PVector setMag() method | |
// Not using this method until Processing.js catches up | |
// steer.setMag(maxspeed); | |
// Implement Reynolds: Steering = Desired - Velocity | |
steer.normalize(); | |
steer.mult(maxspeed); | |
steer.sub(velocity); | |
steer.limit(maxforce); | |
} | |
return steer; | |
} | |
// Alignment | |
// For every nearby boid in the system, calculate the average velocity | |
PVector align (ArrayList<Boid> boids) { | |
float neighbordist = 100; | |
PVector sum = new PVector(0, 0); | |
int count = 0; | |
for (Boid other : boids) { | |
float d = PVector.dist(position, other.position); | |
if ((d > 0) && (d < neighbordist)) { | |
sum.add(other.velocity); | |
count++; | |
} | |
} | |
if (count > 0) { | |
sum.div((float)count); | |
// First two lines of code below could be condensed with new PVector setMag() method | |
// Not using this method until Processing.js catches up | |
// sum.setMag(maxspeed); | |
// Implement Reynolds: Steering = Desired - Velocity | |
sum.normalize(); | |
sum.mult(maxspeed); | |
PVector steer = PVector.sub(sum, velocity); | |
steer.limit(maxforce); | |
return steer; | |
} else { | |
return new PVector(0, 0); | |
} | |
} | |
// Cohesion | |
// For the average position (i.e. center) of all nearby boids, calculate steering vector towards that position | |
PVector cohesion (ArrayList<Boid> boids) { | |
float neighbordist = 100; | |
PVector sum = new PVector(0, 0); // Start with empty vector to accumulate all positions | |
int count = 0; | |
for (Boid other : boids) { | |
float d = PVector.dist(position, other.position); | |
if ((d > 0) && (d < neighbordist)) { | |
sum.add(other.position); // Add position | |
count++; | |
} | |
} | |
if (count > 0) { | |
sum.div(count); | |
return seek(sum); // Steer towards the position | |
} else { | |
return new PVector(0, 0); | |
} | |
} | |
} | |
class Tree { // Defines what a Tree is. | |
float beginx, beginy, blength, aangle; | |
float endX, endY; | |
color treeColor = color(41, 25, 3); | |
Tree l_branch; // This tree might have other trees inside it! | |
Tree r_branch; // These are the BRANCHES! | |
Tree (float beginX, float beginY, float bLength, float angle) { // The constructor is called when a tree is created. | |
beginx=beginX; | |
beginy=beginY; | |
blength=bLength; | |
aangle=angle; | |
endX = beginX + bLength*cos(angle); | |
endY = beginY + bLength*sin(angle); | |
//generate 2 new branchs | |
if (bLength > 5) | |
{ | |
if (random(1) > 0.1) l_branch = new Tree(endX, endY, bLength*random(0.6, 0.8), angle - random(PI/15, PI/5)); | |
if (random(1) > 0.1) r_branch = new Tree(endX, endY, bLength*random(0.6, 0.8), angle + random(PI/15, PI/5)); | |
} | |
} | |
void move() { | |
endX=endX+1; | |
} | |
void draw() { // Draws this Tree. | |
// Draw the MAIN branch | |
strokeWeight(map(blength, height/4, 3, 20, 1)); | |
stroke(treeColor); | |
line(beginx, beginy, endX, endY); | |
// Draw the OTHER branches (if they exist!). | |
if (l_branch != null) { | |
l_branch.draw(); | |
} | |
if (r_branch != null) { | |
r_branch.draw(); | |
} | |
if (r_branch ==null) { | |
noStroke(); | |
if (season==1 || season==2) { | |
fill(60, 200, 20); | |
ellipse(endX, endY, 20, 20); | |
} | |
if (season==4) { | |
fill(153, 76, 0); | |
ellipse(endX, endY, 20, 20); | |
} | |
} | |
} | |
void leaves() { | |
if (r_branch ==null) { | |
ellipse(endX, endY, 20, 20); | |
} | |
} | |
} | |
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