Saturday 18 September 2010

day 18 - joined my worm to Lee's movers

Been following Lee's wonderful swarm work over the past few days and added my worms into his swarm. Also added in a jitter factor as my worms were clumping too much, though this seems to have messed with the original patch and added some odd behaviour where the worms all clump to the bottom right of the screen once they're released from following the mouse (as opposed to travelling in straight lines as before...)

If you run the code, pressing any key releases the worms from following the mouse, 'w' sends them straight to the mouse, 'q' is inbetween.

Code below.


Mover[] mover = new Mover[20];


void setup() {

  size(640, 480);

  smooth();

  background(0);

  for (int i = 0; i < mover.length; i++) {

    mover[i] = new Mover();

  }

}

void draw() {

  background(180, 100, 180);

  for (int i = 0; i < mover.length; i++) {

    mover[i].update();

    mover[i].checkEdges();

    mover[i].display();

  }

}

class Mover {

  PVector location;

  PVector velocity;

  PVector acceleration;
  
  PVector jitter;

  float topspeed;
  
  float [] holdX = new float[20];
  float [] holdY = new float[20];
  color col = color(random(255),random(255),100,255);

  Mover() {

    location = new PVector(random(width), random(height));

    velocity = new PVector(0, 0);
    
    // adds a random jitter factor to each worm to stop them clumping
    float l = random(1)/2; 
    float m = random(1)/2;
    jitter = new PVector(l,m);

    topspeed = 7;

  }

  void update() {

    PVector mouse = new PVector(mouseX, mouseY);

    PVector dir = PVector.sub(mouse, location);

    dir.normalize();

    // any key pressed will stop them following mouse, q,w,e have specific effects
    if (keyPressed) {
      if (key == 'q') {

      dir.mult(0.2);

    } else if (key == 'e') {

      dir.mult(1);

    } else if (key == 'w') {

      dir.mult(5);

    } else {

      dir.mult(0.000001);

    }
    }


    acceleration = dir;

    acceleration.add(jitter);
    
    velocity.add(acceleration);

    velocity.limit(topspeed);

    location.add(velocity);

  }

  void display() {

    stroke(location.x, location.y, location.y);

    fill(col);

    ellipse(holdX[0], holdY[0] , 20, 20);
  
  // generates the tail drawing
   for (int i=0; i<20; i++) {
    fill(col - i*(col/20));
    ellipse(holdX[i],holdY[i], 20-i,20-i); 
   } 
    
   // stores the current location and shifts previous locations down the tail
   for (int i=19; i>=1; i--) {
     holdX[i] = holdX[i - 1];   
     holdY[i] = holdY[i - 1];
   }
   holdX[0] = location.x;
   holdY[0] = location.y;

  }

  void checkEdges() {

    if ((location.x > width) || (location.x < 0)) {

      velocity.x = velocity.x * -1;

    } 

    if ((location.y > height) || (location.y < 0)) {

      velocity.y = velocity.y * -1;

    }

  }

}

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