处理 - 毕达哥拉斯定理来计算鼠标指针和x,y之间的距离

时间:2014-11-23 17:18:17

标签: processing

我试图使用毕达哥拉斯定理使所有更接近指针的球体更暗。我不确定为什么我的mouseMoved无法正常工作。如果有人可以请查看我的代码,看看我的错误在哪里?

int numBalls = 100;
float spring = 0.17;
float gravity = 0;
float friction = -1;
float value = 255;
Ball[] balls = new Ball[numBalls];

void setup() {
  size(500, 500);

  for (int i = 0; i < numBalls; i++) {
    balls[i] = new Ball(random(width), random(height), random(5, 60), i, balls);
  }

  noStroke();
  fill(value);
}

void draw() {
  background(0);

  for (Ball ball : balls) {
     ball.collide();
     ball.move();
     ball.display();  
  }
}

class Ball {
  float x, y;
  float diameter;
  float vx = 0;
  float vy = 0;

  int id;
  Ball[] others;

  Ball(float xin, float yin, float din, int idin, Ball[] oin) {
    x = xin;
    y = yin;
    diameter = din;
    id = idin;
    others = oin;
  } 

  void collide() {
    for (int i = id + 1; i < numBalls; i++) {
      float dx = others[i].x - x;
      float dy = others[i].y - y;
      float distance = sqrt(dx*dx + dy*dy);
  float minDist = others[i].diameter/2 + diameter/2;
  if (distance < minDist) { 
    float angle = atan2(dy, dx);
    float targetX = x + cos(angle) * minDist;
    float targetY = y + sin(angle) * minDist;
    float ax = (targetX - others[i].x) * spring;
    float ay = (targetY - others[i].y) * spring;
    vx -= ax;
    vy -= ay;
    others[i].vx += ax;
    others[i].vy += ay;
       }
    }   
  }

   void move() {
     vy += gravity;
     x += vx;
     y += vy;

if (x + diameter/15 > width) {
  x = width - diameter/15;
  vx *= friction; 
}

else if (x - diameter/15 < 0) {
  x = diameter/15;
  vx *= friction;
}

if (y + diameter/15 > height) {
  y = height - diameter/15;
  vy *= friction; 
} 

else if (y - diameter/15 < 0) {
  y = diameter/15;
  vy *= friction;
}

}

   void display() {
      ellipse(x, y, diameter, diameter);
   }

  float d = sqrt((x - y) * (x - y)  + (mouseX - mouseY) * (mouseX - mouseY) );

  void mouseMoved () {  
    value = value - 85;

    if (d < 75) {
      fill (value);
    }
  }
}

1 个答案:

答案 0 :(得分:1)

你犯了两个重大错误。第一个是关于定理它应该像这样计算:

sqrt((ball.x - mouseX) * (ball.x - mouseX) + (ball.y - mouseY) * (ball.y - mouseY))

第二个:如果你想使用鼠标事件,就不能在你的课堂内覆盖它们(你刚刚创建了一个名为mouseMoved的自己的函数,它与mouse event无关。 )。要简单地覆盖它们,请将它放在草图末尾的任何类之外。此外,当您更改fill值时,由于处理语言作为状态机的性质,它将影响所有球而不仅仅是关闭球(更多关于fill() here)。

现在您可以删除mouseMoved(),为了更好地理解,请在ball.display();函数中添加此行代替draw

void draw() {
  background(0);
  for (Ball ball : balls) {
    ball.collide();
    ball.move();        
    float d = sqrt((ball.x - mouseX) * (ball.x - mouseX)  + (ball.y - mouseY) * (ball.y - mouseY) );
    if(d<75) ball.display();
  }
}

希望它有所帮助,如果您有任何意见或问题,请点击此处。