コード例 #1
0
ファイル: physics.c プロジェクト: peteg/pong
void
physics_new_ball(void)
{
  ball.x = arena.x / 2;
  ball.y = arena.y / 2;

  ball_velocity.x = random_velocity();
  ball_velocity.y = random_velocity();
  ball_spin = ((double)random() / ((double)RAND_MAX * 100)) + 0.005;
}
コード例 #2
0
ファイル: tasp_sphere.cpp プロジェクト: AyalaStadler/tasp
// constructor sets up new sphere
// NOTE : while condition was removed
// TODO : maybe include it again
Sphere::Sphere(double rad)
{
	// RADIUS MUST BE BEFORE RANDOM POINTS
	radius = rad;
	// gets 4 random points for the bezier curve
	p1 = random_ranged_point(radius);
	p2 = new_curve_point(p1);		
	p3 = new_curve_point(p2);
	p4 = new_curve_point(p3);
	
	// position starts at p1
	pos = p1;
	// 3D
	previous_pos.x = 0.0;
	previous_pos.y = 5.0;
	previous_pos.z = 0.0;
	// = {0.0, 5.0, 0.0};
		
	// gets a random direction, this might be a wasted step
	direction = random_direction(radius);

	active = 0;
	velocity = random_velocity();	

	// start on a curved path
	path = 1;
	color = random_color();		

	curve_length = get_curve_length();
	start_time = (double) clock();
	curve_time = curve_length / velocity;
	ghost = 0;
}
コード例 #3
0
/*
 * struct sphere generate_sphere();
 * 
 * return a ball 
 */
struct sphere generate_sphere() {
		struct sphere ball;
		
		do{
			// RADIUS MUST BE BEFORE RANDOM POINTS
			ball.radius = random_radius();
			// gets 4 random points for the bezier curve
			ball.p1 = random_ranged_point(ball.radius);
			ball.p2 = new_curve_point(ball.p1);		
			ball.p3 = new_curve_point(ball.p2);
			ball.p4 = new_curve_point(ball.p3);
			
			// position starts at p1
			ball.pos = ball.p1;
			ball.previous_pos = {0.0, 0.0};
	//printf("generation: %f %f || %f %f\n", ball.previous_pos.x, ball.previous_pos.y, ball.pos.x, ball.pos.y);
			
			// gets a random direction, this might be a wasted step
			ball.direction = random_direction(ball.radius);

			ball.active = 0;

			ball.velocity = random_velocity();	

			// start on a curved path
			ball.path = 1;
			// dead variable is set to 0, used to prevent collisions
			//ball.dead = 0;
			ball.color = random_color();		

			ball.curve_length = curve_length( &ball );
			ball.start_time = (double) clock();
			ball.curve_time = ball.curve_length / ball.velocity;
			ball.ghost = 0;
		}while(collision_detection(ball) == 1 );	
		
		return ball;
}
コード例 #4
0
/*
 * struct sphere generate_sphere();
 * 
 * return a ball 
 */
struct sphere generate_sphere(int rad) {
		struct sphere ball;
		
		do{
			// RADIUS MUST BE BEFORE RANDOM POINTS
			ball.radius = (rad) ? next_ball_radius : random_radius();
			// gets 4 random points for the bezier curve
			ball.p1 = random_ranged_point(ball.radius);
			ball.p2 = new_curve_point(ball.p1);		
			ball.p3 = new_curve_point(ball.p2);
			ball.p4 = new_curve_point(ball.p3);
			
			// position starts at p1
			ball.pos = ball.p1;
			// 3D
			ball.previous_pos = {0.0, 5.0, 0.0};
			
			// gets a random direction, this might be a wasted step
			ball.direction = random_direction(ball.radius);

			ball.active = 0;

			ball.velocity = random_velocity();	

			// start on a curved path
			ball.path = 1;
			ball.color = random_color();		

			ball.curve_length = curve_length( &ball );
			ball.start_time = (double) clock();
			ball.curve_time = ball.curve_length / ball.velocity;
			ball.ghost = 0;
			// 3D
		}while(collision_detection(ball) == 1 || ball.p1.x == 0.0 || ball.p1.y == 0.0 ||
				ball.p1.z == 0.0);	
		
		return ball;
}