class Flock { public ArrayList boids; // An arraylist for all the boids Flock() { boids = new ArrayList(); // Initialize the arraylist } void run() { if (mousePressed && gack.life > 0) { if (mouseButton == LEFT) { gack.piou(); } else if (mouseButton == RIGHT) { gack.maxspeed = 15.0f; } } stroke(255); for (int i = bigSplash.size() - 1; i >= 0; i--) { EffectObject e = (EffectObject)bigSplash.get(i); e.run(); if (e.runTime <= 0) bigSplash.remove(i); } for (int i = effectObject.size() - 1; i >= 0; i--) { EffectObject e = (EffectObject)effectObject.get(i); e.run(); if (e.runTime <= 0) effectObject.remove(i); } for (int i = dmgEffect.size() - 1; i >= 0; i--) { DamageEffect e = (DamageEffect)dmgEffect.get(i); e.run(); if (e.runTime <= 0) dmgEffect.remove(i); } gack.run(); for (int i = boids.size() - 1; i >= 0 ; i--) { Boid b = (Boid) boids.get(i); b.run(boids); // Passing the entire list of boids to each boid individually //if (circles.size() == 0) if (gack.life > 0) b.seek(gack.loc); float d = b.loc.distance(b.loc, gack.loc); if (d >= 0 && d <= gack.r && b.stuck == false) gack.takeDmg(1); if (b.life <= 0) { effectObject.add(new BoidDie(b.loc, 14, 5, 400.0f)); gack.scorePoint += gack.maxspeed; boids.remove(i); } } for (int i = dmgObject.size() - 1; i >= 0; i--) { Entity e = (Entity)dmgObject.get(i); e.run(); } for (int i = boidPop.size() - 1; i >= 0; i--) { BoidPop e = (BoidPop)boidPop.get(i); e.run(); if (e.runTime <= 0) { addBoid(new Boid(e.loc, random(1.5f, 5.f),0.03f)); boidPop.remove(i); } } for (int i = floatingItems.size() - 1; i >= 0; i--) { ItemObject e = (ItemObject)floatingItems.get(i); e.run(); } if (floatingItems.size() < 3) floatingItems.add(new ItemObject(new Vector3D(random(0, width), random(0, height)), 15, 5, new Vector3D(-1, 1))); if (boids.size() + boidPop.size() < 50) boidPop.add(new BoidPop(new Vector3D(random(0, width), random(0, height)), 14, 6, 3000.0f)); } void addBoid(Boid b) { boids.add(b); } } class Boid extends Entity { Vector3D vel; Vector3D acc; float maxforce; // Maximum steering force float maxspeed; // Maximum speed boolean stuck; EffectObject stuckingEffect; float lastTime; Boid(Vector3D l, float ms, float mf) { super(l, 2f, 1); life = 4.5; acc = new Vector3D(0,0); vel = new Vector3D(random(-1,1),random(-1,1)); maxspeed = ms; maxforce = mf; stuck = false; stuckingEffect = null; lastTime = millis(); } void run(ArrayList boids) { flock(boids); if (stuck == false) update(); borders(); render(); lastTime = millis(); } void elecChain() { stuck = true; if (stuckingEffect == null) { EffectObject elec = new SparklingBoid(loc, 10, 6, 1200f, 10f, this); stuckingEffect = elec; effectObject.add(elec); } } void freeze() { stuck = true; if (stuckingEffect == null) { EffectObject freeze = new FreezingBoid(loc, 6, 6, 1, this); stuckingEffect = freeze; effectObject.add(freeze); } } void electrify() { elecChain(); /* for (int i = flock.boids.size() - 1; i >= 0; i--) { Boid other = (Boid) flock.boids.get(i); float d = loc.distance(loc,other.loc); if (d >= 0 && d <= 7.5f && other.stuckingEffect == null) { other.electrify(); /* else other.elecChain(); } } */ } // We accumulate a new acceleration each time based on three rules void flock(ArrayList boids) { Vector3D sep = separate(boids); // Separation Vector3D ali = align(boids); // Alignment Vector3D coh = cohesion(boids); // Cohesion // Arbitrarily weight these forces sep.mult(2.0f); ali.mult(1.0f); coh.mult(1.0f); // Add the force vectors to acceleration acc.add(sep); acc.add(ali); acc.add(coh); } // Method to update location void update() { // Update velocity vel.add(acc); // Limit speed vel.limit(maxspeed); loc.add(vel); // Reset accelertion to 0 each cycle acc.setXYZ(0,0,0); } void seek(Vector3D target) { acc.add(steer(target,false)); } void arrive(Vector3D target) { acc.add(steer(target,true)); } // A method that calculates a steering vector towards a target // Takes a second argument, if true, it slows down as it approaches the target Vector3D steer(Vector3D target, boolean slowdown) { Vector3D steer; // The steering vector Vector3D desired = target.sub(target,loc); // A vector pointing from the location to the target float d = desired.magnitude(); // Distance from the target is the magnitude of the vector // If the distance is greater than 0, calc steering (otherwise return zero vector) if (d > 0) { // Normalize desired desired.normalize(); // Two options for desired vector magnitude (1 -- based on distance, 2 -- maxspeed) if ((slowdown) && (d < 100.0f)) desired.mult(maxspeed*(d/100.0f)); // This damping is somewhat arbitrary else desired.mult(maxspeed); // Steering = Desired minus Velocity steer = target.sub(desired,vel); steer.limit(maxforce); // Limit to maximum steering force } else { steer = new Vector3D(0,0); } return steer; } void render() { // Draw a triangle rotated in the direction of velocity float theta = vel.heading2D() + radians(90); fill(140,240, 180); stroke(255); pushMatrix(); translate(loc.x,loc.y); rotate(theta); beginShape(TRIANGLES); vertex(0, -r*2); vertex(-r, r*2); vertex(r, r*2); endShape(); popMatrix(); } // Wraparound void borders() { if (loc.x < -r) loc.x = width+r; if (loc.y < -r) loc.y = height+r; if (loc.x > width+r) loc.x = -r; if (loc.y > height+r) loc.y = -r; } // Separation // Method checks for nearby boids and steers away Vector3D separate (ArrayList boids) { float desiredseparation = 25.0f; Vector3D sum = new Vector3D(0,0,0); int count = 0; // For every boid in the system, check if it's too close for (int i = 0 ; i < boids.size(); i++) { Boid other = (Boid) boids.get(i); float d = loc.distance(loc,other.loc); // If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself) if ((d > 0) && (d < desiredseparation)) { // Calculate vector pointing away from neighbor Vector3D diff = loc.sub(loc,other.loc); diff.normalize(); diff.div(d); // Weight by distance sum.add(diff); count++; // Keep track of how many } } // Average -- divide by how many if (count > 0) { sum.div((float)count); } return sum; } // Alignment // For every nearby boid in the system, calculate the average velocity Vector3D align (ArrayList boids) { float neighbordist = 50.0f; Vector3D sum = new Vector3D(0,0,0); int count = 0; for (int i = 0 ; i < boids.size(); i++) { Boid other = (Boid) boids.get(i); float d = loc.distance(loc,other.loc); if ((d > 0) && (d < neighbordist)) { sum.add(other.vel); count++; } } if (count > 0) { sum.div((float)count); sum.limit(maxforce); } return sum; } // Cohesion // For the average location (i.e. center) of all nearby boids, calculate steering vector towards that location Vector3D cohesion (ArrayList boids) { float neighbordist = 50.0f; Vector3D sum = new Vector3D(0,0,0); // Start with empty vector to accumulate all locations int count = 0; for (int i = 0 ; i < boids.size(); i++) { Boid other = (Boid) boids.get(i); float d = loc.distance(loc,other.loc); if ((d > 0) && (d < neighbordist)) { sum.add(other.loc); // Add location count++; } } if (count > 0) { sum.div((float)count); return steer(sum,false); // Steer towards the location } return sum; } } // Simple Vector3D Class static class Vector3D { float x; float y; float z; Vector3D(float x_, float y_, float z_) { x = x_; y = y_; z = z_; } Vector3D(float x_, float y_) { x = x_; y = y_; z = 0f; } Vector3D() { x = 0f; y = 0f; z = 0f; } void setX(float x_) { x = x_; } void setY(float y_) { y = y_; } void setZ(float z_) { z = z_; } void setXY(float x_, float y_) { x = x_; y = y_; } void setXYZ(float x_, float y_, float z_) { x = x_; y = y_; z = z_; } void setXYZ(Vector3D v) { x = v.x; y = v.y; z = v.z; } float magnitude() { return (float) Math.sqrt(x*x + y*y + z*z); } Vector3D copy() { return new Vector3D(x,y,z); } Vector3D copy(Vector3D v) { return new Vector3D(v.x, v.y,v.z); } void add(Vector3D v) { x += v.x; y += v.y; z += v.z; } void sub(Vector3D v) { x -= v.x; y -= v.y; z -= v.z; } void mult(float n) { x *= n; y *= n; z *= n; } void div(float n) { x /= n; y /= n; z /= n; } void normalize() { float m = magnitude(); if (m > 0) { div(m); } } void limit(float max) { if (magnitude() > max) { normalize(); mult(max); } } float heading2D() { float angle = (float) Math.atan2(-y, x); return -1*angle; } Vector3D add(Vector3D v1, Vector3D v2) { Vector3D v = new Vector3D(v1.x + v2.x,v1.y + v2.y, v1.z + v2.z); return v; } Vector3D sub(Vector3D v1, Vector3D v2) { Vector3D v = new Vector3D(v1.x - v2.x,v1.y - v2.y,v1.z - v2.z); return v; } Vector3D div(Vector3D v1, float n) { Vector3D v = new Vector3D(v1.x/n,v1.y/n,v1.z/n); return v; } Vector3D mult(Vector3D v1, float n) { Vector3D v = new Vector3D(v1.x*n,v1.y*n,v1.z*n); return v; } float distance (Vector3D v1, Vector3D v2) { float dx = v1.x - v2.x; float dy = v1.y - v2.y; float dz = v1.z - v2.z; return (float) Math.sqrt(dx*dx + dy*dy + dz*dz); } }