Reflection2
reflection2.pde
/**
* Non-orthogonal Collision with Multiple Ground Segments
* by Ira Greenberg.
*
* Based on Keith Peter's Solution in
* Foundation Actionscript Animation: Making Things Move!
*/
Orb* orb;
PVector gravity(0, 0.05);
// The ground is an array of "Ground" objects
int segments = 40;
// Array<T> is fixed-size at construction (like Java arrays), and since
// Ground has no default constructor, this stores Ground* rather than
// Ground -- every slot starts null, exactly like Java's "new Ground[segments]"
// array of null references, filled in below.
Array<Ground*> ground(segments);
void setup(){
size(640, 360);
// An orb object that will fall and bounce around
orb = new Orb(50, 50, 3);
// Calculate ground peak heights
Array<float> peakHeights(segments+1);
for (int i=0; i<peakHeights.length(); i++){
peakHeights[i] = random(height-40, height-30);
}
/* Float value required for segment width (segs)
calculations so the ground spans the entire
display window, regardless of segment number. */
float segs = segments;
for (int i=0; i<segments; i++){
ground[i] = new Ground(width/segs*i, peakHeights[i], width/segs*(i+1), peakHeights[i+1]);
}
}
void draw(){
// Background
noStroke();
fill(0, 15);
rect(0, 0, width, height);
// Move and display the orb
orb->move();
orb->display();
// Check walls
orb->checkWallCollision();
// Check against all the ground segments
for (int i=0; i<segments; i++){
orb->checkGroundCollision(ground[i]);
}
// Draw ground
fill(127);
beginShape();
for (int i=0; i<segments; i++){
vertex(ground[i]->x1, ground[i]->y1);
vertex(ground[i]->x2, ground[i]->y2);
}
vertex(ground[segments-1]->x2, height);
vertex(ground[0]->x1, height);
endShape(CLOSE);
}