pixel-examples/community/bouncing/bouncing.go

304 lines
6.4 KiB
Go

package main
import (
"image/color"
"math"
"math/rand"
"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
)
var (
w, h, s, scale = float64(640), float64(360), float64(2.3), float64(32)
p, bg = newPalette(Colors), color.RGBA{32, p.color().G, 32, 255}
balls = []*ball{
newRandomBall(scale),
newRandomBall(scale),
}
)
func run() {
win, err := pixelgl.NewWindow(pixelgl.WindowConfig{
Bounds: pixel.R(0, 0, w, h),
VSync: true,
Undecorated: true,
})
if err != nil {
panic(err)
}
imd := imdraw.New(nil)
imd.EndShape = imdraw.RoundEndShape
imd.Precision = 3
go func() {
start := time.Now()
for range time.Tick(16 * time.Millisecond) {
bg = color.RGBA{32 + (p.color().R/128)*4, 32 + (p.color().G/128)*4, 32 + (p.color().B/128)*4, 255}
s = pixel.V(math.Sin(time.Since(start).Seconds())*0.8, 0).Len()*2 - 1
scale = 64 + 15*s
imd.Intensity = 1.2 * s
}
}()
for !win.Closed() {
win.SetClosed(win.JustPressed(pixelgl.KeyEscape) || win.JustPressed(pixelgl.KeyQ))
if win.JustPressed(pixelgl.KeySpace) {
for _, ball := range balls {
ball.color = ball.palette.next()
}
}
if win.JustPressed(pixelgl.KeyEnter) {
for _, ball := range balls {
ball.pos = center()
ball.vel = randomVelocity()
}
}
imd.Clear()
for _, ball := range balls {
imd.Color = ball.color
imd.Push(ball.pos)
}
imd.Polygon(scale)
for _, ball := range balls {
imd.Color = color.RGBA{ball.color.R, ball.color.G, ball.color.B, 128 - uint8(128*s)}
imd.Push(ball.pos)
}
imd.Polygon(scale * s)
for _, ball := range balls {
aliveParticles := []*particle{}
for _, particle := range ball.particles {
if particle.life > 0 {
aliveParticles = append(aliveParticles, particle)
}
}
for _, particle := range aliveParticles {
imd.Color = particle.color
imd.Push(particle.pos)
imd.Circle(16*particle.life, 0)
}
}
win.Clear(bg)
imd.Draw(win)
win.Update()
}
}
func main() {
rand.Seed(4)
go func() {
for range time.Tick(32 * time.Millisecond) {
for _, ball := range balls {
go ball.update()
for _, particle := range ball.particles {
go particle.update()
}
}
}
}()
pixelgl.Run(run)
}
func newParticleAt(pos, vel pixel.Vec) *particle {
c := p.color()
c.A = 5
return &particle{pos, vel, c, rand.Float64() * 1.5}
}
func newRandomBall(radius float64) *ball {
return &ball{
center(), randomVelocity(),
math.Pi * (radius * radius),
radius, p.random(), p, []*particle{},
}
}
func center() pixel.Vec {
return pixel.V(w/2, h/2)
}
func randomVelocity() pixel.Vec {
return pixel.V((rand.Float64()*2)-1, (rand.Float64()*2)-1).Scaled(scale / 4)
}
type particle struct {
pos pixel.Vec
vel pixel.Vec
color color.RGBA
life float64
}
func (p *particle) update() {
p.pos = p.pos.Add(p.vel)
p.life -= 0.03
switch {
case p.pos.Y < 0 || p.pos.Y >= h:
p.vel.Y *= -1.0
case p.pos.X < 0 || p.pos.X >= w:
p.vel.X *= -1.0
}
}
type ball struct {
pos pixel.Vec
vel pixel.Vec
mass float64
radius float64
color color.RGBA
palette *Palette
particles []*particle
}
func (b *ball) update() {
b.pos = b.pos.Add(b.vel)
var bounced bool
switch {
case b.pos.Y <= b.radius || b.pos.Y >= h-b.radius:
b.vel.Y *= -1.0
bounced = true
if b.pos.Y < b.radius {
b.pos.Y = b.radius
} else {
b.pos.Y = h - b.radius
}
case b.pos.X <= b.radius || b.pos.X >= w-b.radius:
b.vel.X *= -1.0
bounced = true
if b.pos.X < b.radius {
b.pos.X = b.radius
} else {
b.pos.X = w - b.radius
}
}
for _, a := range balls {
if a != b {
d := a.pos.Sub(b.pos)
if d.Len() > a.radius+b.radius {
continue
}
pen := d.Unit().Scaled(a.radius + b.radius - d.Len())
a.pos = a.pos.Add(pen.Scaled(b.mass / (a.mass + b.mass)))
b.pos = b.pos.Sub(pen.Scaled(a.mass / (a.mass + b.mass)))
u := d.Unit()
v := 2 * (a.vel.Dot(u) - b.vel.Dot(u)) / (a.mass + b.mass)
a.vel = a.vel.Sub(u.Scaled(v * b.mass))
b.vel = b.vel.Add(u.Scaled(v * a.mass))
bounced = true
}
}
if bounced {
b.color = p.next()
b.particles = append(b.particles,
newParticleAt(b.pos, b.vel.Rotated(1).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(2).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(3).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(4).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(5).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(6).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(7).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(8).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(9).Scaled(rand.Float64())),
newParticleAt(b.pos, b.vel.Rotated(10).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(20).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(30).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(40).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(50).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(60).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(70).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(80).Scaled(rand.Float64()+1)),
newParticleAt(b.pos, b.vel.Rotated(90).Scaled(rand.Float64()+1)),
)
}
}
func newPalette(cc []color.Color) *Palette {
colors := []color.RGBA{}
for _, v := range cc {
if c, ok := v.(color.RGBA); ok {
colors = append(colors, c)
}
}
return &Palette{colors, len(colors), 0}
}
type Palette struct {
colors []color.RGBA
size int
index int
}
func (p *Palette) clone() *Palette {
return &Palette{p.colors, p.size, p.index}
}
func (p *Palette) next() color.RGBA {
if p.index++; p.index >= p.size {
p.index = 0
}
return p.colors[p.index]
}
func (p *Palette) color() color.RGBA {
return p.colors[p.index]
}
func (p *Palette) random() color.RGBA {
p.index = rand.Intn(p.size)
return p.colors[p.index]
}
var Colors = []color.Color{
color.RGBA{190, 38, 51, 255},
color.RGBA{224, 111, 139, 255},
color.RGBA{73, 60, 43, 255},
color.RGBA{164, 100, 34, 255},
color.RGBA{235, 137, 49, 255},
color.RGBA{247, 226, 107, 255},
color.RGBA{47, 72, 78, 255},
color.RGBA{68, 137, 26, 255},
color.RGBA{163, 206, 39, 255},
color.RGBA{0, 87, 132, 255},
color.RGBA{49, 162, 242, 255},
color.RGBA{178, 220, 239, 255},
}