Making a moving circle disappear after being clicked on, Processing - java

I have written a program in which a UFO (in essence, a gray ellipse) appears from the center of the screen and flies to the edge. There is a laser that appears when the mouse is pressed, and disappears when the mouse is released. I want to make it so that the UFO disappears when the mouse clicks on it/the laser touches it.
I've made it as far as to make the UFO class and create variables that determine its movements and speed, and I was able to get the laser to appear directly on the cursor. I thought of making an 'if' statement to check if the cursor is within the radius (or diameter) of the UFO, and placing it inside of the for loop I created for the UFOs. However, I am not sure how to achieve the proper syntax to make it happen.
Note: You may need to wait a few seconds for the first circle to appear after you play the sketch.
UFO[] ufos = new UFO[3];
void setup() {
size(700, 700);
for (int j = 0; j < ufos.length; j++) {
ufos[j] = new UFO();
}
}
//UFO class
//Class setup ends on line 61
class UFO {
float a;
float b;
float c;
float sa;
float sb;
float d;
UFO() {
//declare float a/b/c value
a = random(-width/2, width/2);
b = random(-height/2, width/2);
c = random(width);
}
//UFO movement
void update() {
//float c will serve as a speed determinant of UFOs
c = c - 1;
if (c < 5) {
c = width;
}
}
//UFO setup
void show() {
//moving x/y coordinates of UFO
float sa = map(a / c, 0, 1, 0, width);
float sb = map(b / c, 0, 1, 0, height);
float d = map(c, 0, width, 50, 0);
//UFO drawing shapes
//ellipse is always sa (or sb) / c to allow UFO to appear
//as if it is moving through space
fill(200);
ellipse((sa / c), (sb / c), d + 5, d+5);
//Hides UFO way off the screen
//and replaces it with a black-filled ellipse until
//it forms into a full circle
//When radius d becomes 50, the UFO flies from the
//center of the screen to off of the screen
if (d < 50) {
fill(0);
ellipse(-5, -10, 90, 90);
sa = 10000;
sb = 10000;
}
}
}
void draw() {
//Background
background(0);
//Translated the screen so that the UFOs appear to fly from
//the center of the screen
translate(width/2, height/2);
//UFO draw loop, make UFO visible on screen
for (int j = 0; j < ufos.length; j++) {
ufos[j].update();
ufos[j].show();
//mouse-click laser
if (mousePressed == true) {
fill(200,0,0);
ellipse(mouseX - 352,mouseY - 347,50,50);
}
}
}

Like I said on the Happy Coding forum:
Basically, if your UFO is a series of circles, then you just need to use the dist() function to check whether the distance from the mouse to the center of the circle is less than the radius of the circle. If it is, then the mouse is inside the circle. Here's a small example:
float circleX = 50;
float circleY = 50;
float circleDiameter = 20;
boolean showCircle = true;
void draw(){
background(0);
if(showCircle){
ellipse(circleX, circleY, circleDiameter, circleDiameter);
}
}
void mousePressed(){
if(dist(mouseX, mouseY, circleX, circleY) < circleDiameter/2){
showCircle = false;
}
}
If your UFO is multiple circles, then you need to apply this logic to each circle. Please try something and post a small example like this one (not your whole sketch) if you get stuck. Good luck.

Related

Processing - Zoom on clicked area then click again to zoom back out

I have a picture then used a flashlight type of light to only show where the mouse is hovering over. That part of the code works, but now I want to use if/else statements to zoom in on the selected area and then click again to zoom back out. Any other way to zoom in on specific area then back out of that area also helps. Really any help will be appreciated!
PImage ispy;
void setup () {
size(1024,768);
ispy = loadImage("ispy2.jpeg");
}
void draw () {
loadPixels();
ispy.loadPixels();
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
int loc = x+y*width;
float r = red(ispy.pixels[loc]);
float g = green(ispy.pixels[loc]);
float b = blue(ispy.pixels[loc]);
float d = dist(mouseX, mouseY, x, y); //
float factor = map(d, 0, 200, 2, 0);
pixels[loc] = color(r*factor, g*factor, b*factor);
}
}
updatePixels();
}
Here is my interpretation of what you are talking about. We store a isClicked boolean to store the state of whether we should zoom in or not. When we are going to draw the image, we translate() to the mouse, then we scale(), then we translate() back the same amount that we moved before, but in the opposite direction. What this does is it does the scale transform around the mouse position.
One thing that I couldn't find a way around way your way of updating the pixels directly from the image and the flashlight effect. What the program is doing instead is using your method to make a mask image and applying that to a PGraphics object. Another thing that I noticed is that when just rendering straight to the screen, there is considerable lag from the scaling. Instead, I have moved the drawing to a PGraphics object. This improves the performance.
In the end, to render, the program is drawing everything on the PGraphics object, then applying the mask to that object to get the flashlight effect.
Here is the code that I have:
PImage ispy, distMask;
boolean isClicked = false;
PGraphics renderer;
void createDistanceMask(PImage distMask){ //Takes image and changes its pixels to "alpha" for the PGraphics renderer
distMask.loadPixels();
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
int loc = x+(height-y-1)*width;
float d = dist(mouseX, mouseY, x, y); //
int factor = int(map(d, 0, 200, 400, 0)); //Pixel data will be between 0 and 255, must scale down later.
if (factor > 255)
factor = 255;
distMask.pixels[loc] = color(factor,factor,factor);
}
}
distMask.updatePixels();
}
void setup () {
size(1024,768, P2D);
ispy = loadImage("ispy2.jpeg");
distMask = new PImage(width,height);
renderer = createGraphics(width,height,P2D);
mouseX = width/2; //Not necessary, but will have black screen until mouse is moved
mouseY = height/2;
}
void draw () {
background(0);
pushMatrix();
createDistanceMask(distMask);
renderer.beginDraw(); //Starts processing stuff into PGraphics object
renderer.background(0);
if(isClicked){ //This is to get the zoom effect
renderer.translate(mouseX, mouseY);
renderer.scale(2);
renderer.translate(-mouseX, -mouseY);
}
renderer.image(ispy,0,0); //Render Image
renderer.endDraw();
renderer.mask(distMask); //Apply Distance mask for flashlight effect
image(renderer,0,0); //Draw renderer result to screen
popMatrix();
}
void mouseClicked(){
isClicked = !isClicked;
}
In my comment, I asked about having the screen move to the mouse, which is what this is doing. If you want to "freeze" the screen in one position, what you can do is store a lastMouseClickPosition PVector or simply just ints. Then, when translating, translate to the position instead of the PVector.
Here's the code that would change:
PVector lastClickPos = new PVector(); //Make the position
if(isClicked){ //When Rendering
renderer.translate(lastClickPos.x, lastClickPos.y);
renderer.scale(scalingFactor);
renderer.translate(-lastClickPos.x, -lastClickPos.y);
}
void mouseClicked(){ //At the bottom
isClicked = !isClicked;
lastClickPos.set(mouseX, mouseY);
}

Processing stop the animation

I have the following code (in Processing Software) which I want to stop the particles before they leave the screen…
So I dont know how to stop them near the edges of the screen…
Please advice…
Thanks
Particle [] pickles = new Particle [100];
void setup () {
size (500, 500);
smooth ();
for (int i=0; i<pickles.length; i++) {
pickles [i] = new Particle ();
}
}
void draw () {
background (0); //clear the background
for (int i=0; i<pickles.length; i++) {
pickles[i].update();
}
}
class Particle {
float x;
float y;
float velX ; // speed or velocity
float velY;
Particle () {
//x and y position to be in middle of screen
x = width/2;
y = height/2;
velX = random (-10, 10);
velY = random (-10, 10);
}
void update () {
x+=velX;
y+=velY;
fill (255);
ellipse (x, y, 10, 10);
}
}
You can check whether a particle is going outside the bounds of the screen by comparing its x and y values to the screen dimensions. For example:
if(x < 0){
// particle is off left edge of screen
}
else if(x > width){
// particle is off right edge of screen
}
When you detect one of these conditions, you can do a number of things:
Remove the particle from the array so it stops using system resources after it leaves the screen
Wrap the value around to the other side of the screen
Have it bounce off the edge by reversing its velocity
Which approach you take depends on exactly what you want to happen.
Shameless self-promotion: here is a tutorial on collision detection in Processing, which includes the above approaches.

How to make a ball go in a specific direction according to where it's clicked?

Table t1= new Table(300, 300);
float power=0;
float dx=0;
float dy=0;
void setup()
{
size(1000, 600);
frameRate(10);
}
void draw()
{
strokeWeight(1);
stroke(0, 0, 0);
strokeWeight(10);
stroke(255, 0, 0);
fill(26, 218, 35);
rect(0, 0, 1000, 600);
noStroke();
fill(0);
ellipse(0, 0, 80, 80);
ellipse(1000, 0, 80, 80);
ellipse(0, 600, 80, 80);
ellipse(1000, 600, 80, 80);
strokeWeight(1);
stroke(0, 0, 0);
fill(255);
ellipse(t1.cue_ball.center.x, t1.cue_ball.center.y, 20, 20);
dx=friction(dx);
dy=friction(dy);
if (mousePressed)
{
power+=5;
}
if (t1.cue_ball.center.x+30>1000 || t1.cue_ball.center.x-30<0)
{
dx*=-1;
}
if (t1.cue_ball.center.y+30 >=600 || t1.cue_ball.center.y -30<=0)
{
dy*=-1;
}
t1.cue_ball.center.x +=dx;
t1.cue_ball.center.y +=dy;
}
void mouseReleased()
{
dx=power*2;
dy=power*2;
}
float friction (float c)
{
c*=0.9;
return c;
}
class Ball
{
float rad;
Point center;
Point contact_point;
color col;
Ball ( float a, float b)
{
center = new Point (a+=dx, b+=dy);
//contact_point= new Point(
}
}
class Table
{
Ball [] b_arr;
Stick st;
Ball cue_ball;
Table ( float a, float b )
{
cue_ball= new Ball( a, b);
}
}
class Point
{
float x;
float y;
Point(float a, float b)
{
x=a;
y=b;
}
}
class Stick
{
Point start_p;
Point end_p;
color col;
int length;
}
So we want to add something so that when the ball is clicked, it will move accordingly. For example, if it is clicked in the top left, it will move diagonally right down. If clicked bottom left, it will move diagonally right up. Also, is there a way to correspond this to the angle? So a larger angle between the click point and the center will make a steeper diagonal.
Added lines of code I'm not sure where needs to be added:
t1.cue_ball.center.x+=dx;
t1.cue_ball.center.y+=dy;
dx=t1.cue_ball.center.x-mouseX;
dy=t1.cue_ball.center.y-mouseY;
float n= sqrt(pow(dx,2)+pow(dy,2));
dx*=power/n;
dy*=power/n;
If you have or know how to compute the angle between the x-axis and the cue (I'm assuming this is billiards), then to make the ball go in that direction, if I understand your code correctly, you could just set the dx and dy of the ball that you strike according to
dx = power*cos(angle)
dy = power*sin(angle)
You might have to take the negative angle instead, depending on the coordinate system (if going up is positive or negative in the y-direction), and precisely what angle you compute. The easiest is probably to just plug it in and see what happens!
EDIT:
Not related to your question, but as a matter of style, it might be a good idea to move your logic for moving and drawing the ball to the Ball class. So that every tick, you draw the balls on the screen by calling an appropriate draw() method for each instance of the Ball class. Then it would be much easier to move several balls at once.
EDIT2:
I just realized you can actually solve the problem without trigonometry, if you know the point where you click. Let's say cx,cy is the point where you click, and x,y is the center of the ball, then your dx and dy for the ball can be computed as:
dx = x-cx
dy = y-cy
n = sqrt(dx^2 + dy^2)
dx *= power/n
dy *= power/n
Explanation:
The outgoing velocity for the ball should be in the same direction as the click relative to the ball. So we already have the relative lengths of dx and dy, and to get the right power we just need to normalize and multiply by the power.

how can i make a graphic object solid in java?

I'm working on a simple game and i need these squareBumpers which simply stands idle and when got hit, collides and reflects the ball. But currently the ball just flies through my squareBumpers. I can only use java awt and swing libraries. Here's the code:
class squareBumper {
private int x = 300;
private int y = 300;
private Color color = new Color(66,139,139);
public void paint(Graphics g) {
Rectangle clipRect = g.getClipBounds();
g.setColor(color);
g.fillRect(x, y, 31, 31);
}
}
class BouncingBall {
// Overview: A BouncingBall is a mutable data type. It simulates a
// rubber ball bouncing inside a two dimensional box. It also
// provides methods that are useful for creating animations of the
// ball as it moves.
private int x = 320;
private int y = 598;
public static double vx;
public static double vy;
private int radius = 6;
private Color color = new Color(0, 0, 0);
public void move() {
// modifies: this
// effects: Move the ball according to its velocity. Reflections off
// walls cause the ball to change direction.
x += vx;
if (x <= radius) { x = radius; vx = -vx; }
if (x >= 610-radius) { x = 610-radius; vx = -vx; }
y += vy;
if (y <= radius) { y = radius; vy = -vy; }
if (y >= 605-radius) { y = 605-radius; vy = -vy; }
}
public void randomBump() {
// modifies: this
// effects: Changes the velocity of the ball by a random amount
vx += (int)((Math.random() * 10.0) - 5.0);
vx = -vx;
vy += (int)((Math.random() * 10.0) - 5.0);
vy = -vy;
}
public void paint(Graphics g) {
// modifies: the Graphics object <g>.
// effects: paints a circle on <g> reflecting the current position
// of the ball.
// the "clip rectangle" is the area of the screen that needs to be
// modified
Rectangle clipRect = g.getClipBounds();
// For this tiny program, testing whether we need to redraw is
// kind of silly. But when there are lots of objects all over the
// screen this is a very important performance optimization
if (clipRect.intersects(this.boundingBox())) {
g.setColor(color);
g.fillOval(x-radius, y-radius, radius+radius, radius+radius);
}
}
public Rectangle boundingBox() {
// effect: Returns the smallest rectangle that completely covers the
// current position of the ball.
// a Rectangle is the x,y for the upper left corner and then the
// width and height
return new Rectangle(x-radius, y-radius, radius+radius+1, radius+radius+1);
}
}
Take a look at the classes that implement the Shape interface. There are ellipses and other shapes, and they all implement a intersects(Rectangle2D) method. It might help you if you don't want to perform intersection yourself.
As for dealing with the collision, well, it depends on the level of accuracy you want. Simply deflecting the ball of edges is quite easy. Just determine whether the collided side of the rectangle is vertical or horizontal, and negate the corresponding velocity component accordingly. If you want to handle the corners, well that is a bit more complicated.
You need to detect when the ball has collided with the bumper. You have the boundingBox() method of BouncingBall, this will get you a rectangle that contains your ball. So you need to check if this rectangle intersects your square bumper (which implies a collision), and then do something with that.

Drawing on Canvas and refreshing

I'm new to Android programming and now I'm trying to make a simple Sea Battle game for one person. Ships are places, player hits the field and see whether the shot hit or not.
Basically, the field looks like this:
The code is:
public void onDraw(Canvas canvas) {
if (getWidth() > getHeight()) {
rebro = getHeight();
} else {
rebro = getWidth(); // the smaller size of screen is "rebro"
}
rebro_piece = rebro / 10; // divide the screen by 10 (to get 10x10 field)
Paint background = new Paint();
background.setColor(getResources().getColor(R.color.game_background));
canvas.drawRect(0, 0, rebro, rebro, background); // draw background
Paint divider = new Paint();
divider.setColor(getResources().getColor(R.color.divider_black));
// drawing divider lines
for (int i=0; i<11; i++) {
canvas.drawLine(0, i*rebro_piece, rebro, i*rebro_piece, divider); // horizontal
canvas.drawLine(i*rebro_piece, 0, i*rebro_piece, rebro, divider); // vertical
}
canvas.drawLine(rebro-1, 0, rebro-1, rebro, divider);
}
That's how I make the "field."
In another class I have a method that collects numbers x and y of a 10×10 array that represents where the ships are placed. For debugging, I need to draw them on my field. Ship coordinates are retrieved in a cycle.
So I wrote a drawShip(int x, int y) method.
On Stack Overflow I've founded a question about "Why I can't paint outside onDraw()?" and I've changed my method to this:
public void drawShip(int x, int y) {
myX = x; //global
myY = y; //global
needToPaintShip = true; //boolean
invalidate(); // refreshing?
needToPaintShip = false;
}
Here needToPaintShip decides whether the redrawing of canvas is needed or not.
Also I've edited the onDraw(Canvas canvas) method:
if(needToPaintShip == true) {
Paint ship = new Paint();
ship.setColor(getResources().getColor(R.color.ship_color));
Log.d(TAG, "onDraw(): rebro_piece = " + rebro_piece + " , myX = "+ myX + " , myY = " + myY); // I only get the last coordinates!
Rect r = new Rect(myX*(rebro_piece),myY*rebro_piece, myX*(rebro_piece+1), myY*(rebro_piece+1));
canvas.drawRect(r, ship);
}
but the result is awful:
Guys, I'm desperate. How can I fix this and make "ships" be drawn on the field?
Why do you set needToPaintShip = false; after calling invalidate()? Don't you need to draw the ship again in subsequent frames?
Also, it seems like this item:
Rect r = new Rect(myX*(rebro_piece),myY*rebro_piece, myX*(rebro_piece+1), myY*(rebro_piece+1));
should probably be:
Rect r = new Rect(myX*(rebro_piece),myY*rebro_piece, (myX+1)*rebro_piece, (myY+1)*rebro_piece));
As for why the ship always appears in the bottom right corner, that depends on what you pass to drawShip(x,y), which isn't shown. Is it possible that you are passing pixel coordinates instead of something in the range [0-10)?

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