Multiple bouncing balls processing


We are about to switch to a new forum software. Until then we have removed the registration on this forum. Hey, I was wondering if Someone could help me add an array to creatie multiple bouncing balls instead of the one I have now.

Thanks in advance. My questions was more if someone could add an array in the code I send because I don't know how to add it myself. That said, you probably have several variables that represent things about your bouncing ball. Since ball zero needs each of these variables you have that describes a ball, let's stick a zero on the end of them so we know they belong to ball zero:.

Still with me? Now let's say you want to have a second ball. This will be ball1. Like ball0, it needs its own copies of each of the ball-related variables.

Now we could type out these five variable names for every ball we want. But if we re order things a bit We can see that what we really have is just a bunch of lists of variables. So we can group those lists into arrays:. Howdy, Stranger! Sign In. Categories Recent Discussions Unanswered. Categories All Categories December edited December in Questions about Code. December I can't even read your code right now. Please format it properly so my eyes can stop bleeding.

Let's call your first Ball "ball0" "ball zero", not "ball oh". Discussion closed continued in link above. Processing was initiated by Ben Fry and Casey Reas. It is developed by a small team of volunteers.If you see any errors or have comments, please let us know.

The most basic building block for programming motion is the vector. And so this is where we begin. Now, the word vector can mean a lot of different things.

Vector is the name of a new wave rock band formed in Sacramento, CA in the early s. It's the name of a breakfast cereal manufactured by Kellogg's Canada.

Bounce ball game: help needed with bounce ball collision!!

In the field of epidemiology, a vector is used to describe an organism that transmits infection from one host to another. While all interesting, these are not the definitions we are looking for.

Rather, what we want is this vector : A vector is a collection of values that describe relative position in space. Before we get into vectors themselves, let's look at a beginner Processing example that demonstrates why it is in the first place we should care. If you've read any of the introductory Processing textbooks or taken a class on programming with Processing and hopefully you've done one of these things to help prepare you for this bookyou probably, at one point or another, learned how to write a simple bouncing ball sketch.

This "ball" has some properties. And this is only a two-dimensional world, in a 3D world, we'd need x, y, z, xspeed, yspeed, zspeed, etc. Our first goal in this chapter is learn the fundamental concepts behind using vectors and rewrite this bouncing ball example. After all, wouldn't it be nice if we could simple write our code like the following? Instead of: float x; float y; float xspeed; float yspeed; Woudn't it be nice to have.

Vector location; Vector speed; Vectors aren't going to allow us to do anything new. Using vectors won't suddenly make your Processing sketches magically simulate physics, however, they will simplify your code and provide a set of functions for common mathematical operations that happen over and over and over again while programming motion.

As an introduction to vectors, we're going to live in 2 dimensions for quite some time at least until we get through the first several chapters.

multiple bouncing balls processing

All of these examples can be fairly easily extended to three dimensions and the class we will use -- PVector -- allows for three dimensions. However, for the time being, it's easier to start with just two. Vectors: What are they to us, the Processing programmer? Technically speaking, the definition of a vector is the difference between two points.

Consider how you might go about providing instructions to walk from one point to another. Here are some vectors and possible translations: You've probably done this before when programming motion. For every frame of animation i. For a Processing programmer, we can now understand a vector as the instructions for moving a shape from point A to point B, an object's "pixel velocity" so to speak.

Is it a vector too? Technically, one might argue that location is not a vector, it's not describing the change between two points, it's simply describing a singular point in space -- a location. And so conceptually, we think of a location as different: a single point rather than the difference between two points. Nevertheless, another way to describe a location is as the path taken from the origin to reach that location.

Hence, a location can be represented as the vector giving the difference between location and origin. Therefore, if we were to write code to describe a vector object, instead of creating separate Point and Vector classes, we can use a single class which is more convenient.

Let's examine the underlying data for both location and velocity.

Multiple Bouncing Balls in Java (tutorial number 13)

And so this. Processing doesn't know how to add two PVector objects together any more than it knows how to add two PFont objects or PImage objects. Fortunately for us, the PVector class is implemented with functions for common mathematical operations. Vectors are typically written as with either boldface type or with an arrow on top.We are about to switch to a new forum software.

Until then we have removed the registration on this forum. Hi, I have been following the Processing tutorials and trying to make a simple bouncing ball sketch combined with an ease-in sketch without using the mouseX and MouseY to make a bouncing ball with ease-in motion when the ball approaches to both edges of heights but failed. The closest I got was a ball moves to one direction with ease but couldn't make it move back.

I think I must miss some fundamental concept of this. Can anyone point me a direction? Thank you for the reply. I use checkEdge function like Bouncing Ball sketch above by However, the behavior is still not right.

I make the easing -1, the ball does bounce back, but it doesn't ease in when it moves back to top. When the ball is at the bottom and accelerating back to the top, it goes from slow to fast, it should be "fast and then slowly ease in.

You're always basing your velocity on the distance from the bottom of the frame: so the higher up the ball is, the faster it will go. If you want to slow the ball down when it's closer to the bottom or the top, then you'll have to change your logic.

How you do this is up to you, but you might use the distance from the middle instead, or keep track of which way the ball is going and change your velocity accordingly.

Thank you KevinWorkman. Ok, keep track of which way the ball is going and change the velocity that I understand but I guess I didn't do it right. And thank you Chrisir, a moving target! I think this is where my logic got stuck! Let me revise it and clear my logic again see if I fully understand this! And the plusOrMinus function which returns a positive or a negative value, learn something new today, great Friday for me!

Thank you guys! Hi, I studied for several days and figured what I wanted was more like the type of motion with a sudden acceleration like someone pushes it while it's not moving. So, I revised my code into the following.

I searched the tutorial and got this millis code which I can give the ball a push every 6 seconds. And I set the target y to 0 and height every 6 seconds so the ball will turn the direction. Howdy, Stranger! Sign In.

multiple bouncing balls processing

Categories Recent Discussions Unanswered. Categories All Categories January edited January in Hello Processing. January When do you detect when the ball reaches the top or bottom of the frame?

January edited January This following is with easing. February Sign In or Register to comment. Processing was initiated by Ben Fry and Casey Reas.

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So far I have managed to get 1 Ball to bounce, and to have something like gravity. So far I tried to add an array, and then to use a loop, but nothing I tried worked for me yet. Would appreciate if somebody could point me out to the Solution. Learn more. Bouncing Balls, struggling with getting more than 1 processing Ask Question. Asked 1 year, 10 months ago. Active 1 year, 10 months ago. Viewed times. Nick k 17 17 gold badges 38 38 silver badges 70 70 bronze badges.

Victor Victor 11 1 1 bronze badge. Is circleY and circleX the balls location? If so when you create multiple balls in your setup they will all be on-top of one another. G Nov 24 '18 at Create a MCVE of at least one bouncing ball as your title claims and before you know it you will be shown how to make 50 bouncing balls. Active Oldest Votes. Rabbid76 Rabbid76 k 18 18 gold badges 60 60 silver badges 96 96 bronze badges.

Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog. Podcast Ben answers his first question on Stack Overflow. The Overflow Bugs vs. Featured on Meta.

Responding to the Lavender Letter and commitments moving forward. Linked 3. Related Hot Network Questions. Question feed. Stack Overflow works best with JavaScript enabled.At this point you should be familiar with functions, animations, and if statements. This tutorial introduces collision detectionwhich allows you to determine when two shapes touch. If you can determine that two shapes touch, you can trigger some action- think of detecting when the user has moused over a button, or when a game character touches the floor or a badguy, or when your animation reaches a certain state.

Collision detection can be accomplished using code that ranges from simple if statements to complicated algorithms handling thousands of objects at once, and even libraries that simulate realistic physics.

Remember this program from the animation tutorial, which displays a ball bouncing around the screen:.

Array for multiple bouncing balls

This code creates variables that store the position and speed of the ball. It uses those variables to draw the ball, and then it adjusts the position of the ball by its speed. Finally, it checks whether the ball has gone off the left or right sides of the window, and if so it reverses the xSpeed of the ball. Similarly, it then checks whether the ball has gone off the top or bottom of the window, and if so it reverses the ySpeed of the ball.

In other words, it detects whether the ball has collided with the edges of the screen, and if so it tells the ball to bounce off the edge it collided with! Bouncing the ball is just an example, but you can do anything you want.

You could teleport the ball to the other side of the window so it wraps like Pac-Manor you could move to the next screen like Zeldaor you could end the game like Pong. Every other form of collision detection will follow those basic steps. The only thing that changes is the particulars of how those steps are implemented. Also note that you can use this form of collision detection with any edge, not just the edges of the window.

Just change the numbers in the if statements to change where the edges are! If you have a center of a circle as an x,y coordinatethe radius of that circle in pixels and another point another x,y coordinatehow do you know whether the second point is inside the circle? Can we come up with a rule that tells us whether a point is inside a circle?

Think about the relationship between the radius of the circle and the distance between the center of the circle and the point. If the distance between the center of the circle and the point is less than the radius of the circle, then that point is inside the circle! Because the distance between the center of the circle and the point is greater than the radius of the circle. On the other hand, we know that the second point is inside the circle:. Because the distance between the center of the circle and the point is less than the radius of the circle.Enter search terms or a module, class or function name.

We saw in the previous notes how to use objects to make one ball bounce around the screen. As long as you only want a few balls on the screen, it worked great. Creating and using variables is extremely tedious, and so in these notes we will see how to store multiple objects in an ArrayList s and then process them using a loop.

This statement creates a variable called ballList that can be used to refer to an ArrayList of BouncingBall objects. By default, ballList is initialized to the special value null. A null value indicates that the variable does not yet point to any object. You can create an ArrayList variable to hold any type of object. For example:.

Processing also has arrayswhich is another way to hold collections of values. Arrays are a lower-level feature as compared to ArrayList s, and so can sometimes be a little more efficient. But the main difficulty with arrays is that they are fixed in size, and so require that you know the maximum number of items they will contain ahead of time. In contrast, you can add as many items as you need to an ArrayList at any time you need to add them. An ArrayList automatically expands it size as needed.

To actually create an ArrayList object, we use new :. Technically, the angle-brackets at the end of an ArrayList declaration are optional, e. The problem with this is that the ArrayList does not know anything about the type of objects that can be stored in it.

You can add any type of object to such an ArrayListe. Now ballList contains a BouncingBall ball object and a String object. While this is occasionally useful, in practice mixing different types of objects in the same ArrayList tends to cause subtle bugs. So in this course, we will never use ArrayList without the angle-brackets declaring what type of object it can contain. It is unfortunate that Processing and Java allow both forms. Processing even recommends this second form in some of its documentation.

However, the version without the angle-brackets is a legacy feature that is rarely useful. The add function is used to append new elements to the end of an ArrayList :. ArrayList s can contain as many objects as you add to them within the memory limits of your computer, of course. They start out empty and then expand in size as needed.

The simplest way to process an ArrayList is to use a for-each loop to run the same block of code on every object within it:. The variable b declared inside the header of the for-each loop is automatically set to refer to each object of ballListone object at a time. After b is set, the code in the body of the loop is called.By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information.

I've messed around with Java a little bit and I decided to take a course to learn some more and I have been assigned a fairly easy assignment. I have it mostly done and I know what's left must be simple, but I cannot seem to quite get it. So far I have been able to successfully create a program that has 1 bouncing ball, but I would now like to allow the user to input the amount of balls to bounce.

I have tried a few different loops in my Ball class, but none of them work.

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Would anyone be willing to give a quick hand? I am almost sure it would require either an Array or ArrayList and just storing the balls in it but I have yet to find a solution that works.

I have looked at other problems like this on the website but none have quite solved my problem. Thank you if you can help! Well I'm answering you purely on previous codes i have done similar to this, because I didn't have the time to test out yours. I had a similar issues with a Bouncing Ball program. Tried the previously posted code, but the public void move BallPanel area isn't working. When I access an array in that location the ball stops moving. Here is my current code for move:. Secondly as shown the paintComponent area above, only ball is used to paint the ball.

Is that OK that paintComponent is called multiple times but only has a variable ball in it.

multiple bouncing balls processing

Here is what that section looks like:. Learn more. Implement multiple bouncing balls Ask Question. Asked 6 years, 10 months ago. Active 6 years, 2 months ago. Viewed 2k times.

multiple bouncing balls processing

Active Oldest Votes. Your ballPanel class should look something more like this: import java. ThaBomb ThaBomb 5 5 silver badges 11 11 bronze badges. Shelly Shelly 1.

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