topical media & game development
#javascript-processing-example-topic-interaction-reach3.htm / htm
<!DOCTYPE html>
<html><head>
<script src="javascript-processing-example-processing.js"></script>
<script src="javascript-processing-example-init.js"></script>
<link rel="stylesheet" href="javascript-processing-example-style.css">
</head><body><h1><a href="http://ejohn.org/blog/processingjs/">Processing.js</a></h1>
<h2>Reach3</h2>
<p>Based on code from Keith Peters (www.bit-101.com)
The arm follows the position of the ball by
calculating the angles with atan2().</p>
<p><a href="http://processing.org/learning/topics/reach3.html"><b>Original Processing.org Example:</b> Reach3</a><br>
<script type="application/processing">
int numSegments = 6;
float[] x = new float[numSegments];
float[] y = new float[numSegments];
float[] angle = new float[numSegments];
float segLength = 15;
float targetX, targetY;
float ballX = 50;
float ballY = 50;
int ballXDirection = 1;
int ballYDirection = -1;
void setup() {
size(200, 200);
smooth();
strokeWeight(20.0);
stroke(0, 100);
noFill();
x[x.length-1] = width/2; // Set base x-coordinate
y[x.length-1] = height; // Set base y-coordinate
}
void draw() {
background(226);
strokeWeight(20);
ballX = ballX + 1.0 * ballXDirection;
ballY = ballY + 0.8 * ballYDirection;
if(ballX > width-25 || ballX < 25) {
ballXDirection *= -1;
}
if(ballY > height-25 || ballY < 25) {
ballYDirection *= -1;
}
ellipse(ballX, ballY, 30, 30);
reachSegment(0, ballX, ballY);
for(int i=1; i<numSegments; i++) {
reachSegment(i, targetX, targetY);
}
for(int i=x.length-1; i>=1; i--) {
positionSegment(i, i-1);
}
for(int i=0; i<x.length; i++) {
segment(x[i], y[i], angle[i], (i+1)*2);
}
}
void positionSegment(int a, int b) {
x[b] = x[a] + cos(angle[a]) * segLength;
y[b] = y[a] + sin(angle[a]) * segLength;
}
void reachSegment(int i, float xin, float yin) {
float dx = xin - x[i];
float dy = yin - y[i];
angle[i] = atan2(dy, dx);
targetX = xin - cos(angle[i]) * segLength;
targetY = yin - sin(angle[i]) * segLength;
}
void segment(float x, float y, float a, float sw) {
strokeWeight(sw);
pushMatrix();
translate(x, y);
rotate(a);
line(0, 0, segLength, 0);
popMatrix();
}
</script><canvas width="200" height="200"></canvas></p>
<div style="overflow: hidden; height: 0px; width: 0px;"></div>
<pre><b>// All Examples Written by <a href="http://reas.com/">Casey Reas</a> and <a href="http://benfry.com/">Ben Fry</a>
// unless otherwise stated.</b>
int numSegments = 6;
float[] x = new float[numSegments];
float[] y = new float[numSegments];
float[] angle = new float[numSegments];
float segLength = 15;
float targetX, targetY;
float ballX = 50;
float ballY = 50;
int ballXDirection = 1;
int ballYDirection = -1;
void setup() {
size(200, 200);
smooth();
strokeWeight(20.0);
stroke(0, 100);
noFill();
x[x.length-1] = width/2; // Set base x-coordinate
y[x.length-1] = height; // Set base y-coordinate
}
void draw() {
background(226);
strokeWeight(20);
ballX = ballX + 1.0 * ballXDirection;
ballY = ballY + 0.8 * ballYDirection;
if(ballX > width-25 || ballX < 25) {
ballXDirection *= -1;
}
if(ballY > height-25 || ballY < 25) {
ballYDirection *= -1;
}
ellipse(ballX, ballY, 30, 30);
reachSegment(0, ballX, ballY);
for(int i=1; i<numSegments; i++) {
reachSegment(i, targetX, targetY);
}
for(int i=x.length-1; i>=1; i--) {
positionSegment(i, i-1);
}
for(int i=0; i<x.length; i++) {
segment(x[i], y[i], angle[i], (i+1)*2);
}
}
void positionSegment(int a, int b) {
x[b] = x[a] + cos(angle[a]) * segLength;
y[b] = y[a] + sin(angle[a]) * segLength;
}
void reachSegment(int i, float xin, float yin) {
float dx = xin - x[i];
float dy = yin - y[i];
angle[i] = atan2(dy, dx);
targetX = xin - cos(angle[i]) * segLength;
targetY = yin - sin(angle[i]) * segLength;
}
void segment(float x, float y, float a, float sw) {
strokeWeight(sw);
pushMatrix();
translate(x, y);
rotate(a);
line(0, 0, segLength, 0);
popMatrix();
}</pre>
</body></html>
(C) Æliens
20/2/2008
You may not copy or print any of this material without explicit permission of the author or the publisher.
In case of other copyright issues, contact the author.