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_.pde
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_.pde
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//
// 2012 :: woody(at)hysteria(dot)sk
//
final int level_size=12;
final int maxlevels = 10;
final int levelshift = 2;
final int count = 5;
final int count_max = 6;
final int count_min = 3;
class Vec {
int x;
int y;
int radius1;
int radius2;
float angle1;
float angle2;
float angle_space;
float mov;
int state; // 2 - born 1 - living 0 - dying 42 - dead
int level;
int growth;
int sg; // stroke growth
Vec(int level_) {
// generate some random data
angle1 = random(360);
angle2 = angle1 + random(90, 270);
float speed;
level = level_;
if (level < 5) {
angle_space=random(12, 14);
speed=random(6)-3;
}
else {
speed=random(0.2, 0.8);
if (random(2)<1) {
speed*=-1;
}
angle_space=random(3, 10);
}
x = width/2;
y = height/2;
radius1 = level_size*(level*2);
radius2 = level_size*((level*2)+1);
mov = speed;
growth = int(random(2, 5));
state = 2;
sg = 0;
}
int getState() {
return state;
}
int getLevel() {
return level;
}
void die(int poison_) {
growth = poison_;
state = 0;
}
void display() {
// magic
if (state==2) {
if (sg+growth > 255) {
sg=255;
}
else {
sg+=growth;
}
}
if (state==0) {
if (sg-growth <= 0) {
sg=0;
state = 42;
}
else {
sg-=growth;
}
}
// actual drawing
for (float i=angle1 ; i <= angle2 ; i += angle_space) {
stroke(sg);
line(x+cos(radians(i))*radius1, y+sin(radians(i))*radius1, x+cos(radians(i))*radius2, y+sin(radians(i))*radius2);
stroke(sg, 0, 0);
ellipse(x+cos(radians(i))*(radius2+3), y+sin(radians(i))*(radius2+3), 4, 4);
}
angle1+=mov;
angle2+=mov;
}
}
class MegaVec {
int count;
ArrayList veci;
int levels[] = new int[maxlevels];
int howMuch() {
int alive=0;
for (int i=0;i < veci.size(); i++){
Vec vec = (Vec) veci.get(i);
if (vec.getState()==2) {
alive++;
}
}
return alive;
}
void initLevels() {
for (int i=0; i<maxlevels; i++) {
levels[i]=0;
}
}
int getRandomFreeLevel() {
int i;
int j = 0;
int freelevels[] = new int[maxlevels];
for (i = 1; i < maxlevels; i++) {
if (levels[i]==0) {
freelevels[j]=i;
j++;
}
}
if (j>0) {
int randlevel = freelevels[int(random(0,j))];
levels[randlevel] = 1;
return randlevel;
} else {
return -1;
}
}
MegaVec(int count_)
{
initLevels();
count = count_;
veci = new ArrayList();
int level;
for (int i=0; i<count; i++) {
level = getRandomFreeLevel();
veci.add(new Vec(level));
}
}
void display() {
for (int i=0; i<veci.size(); i++) {
Vec vec = (Vec) veci.get(i);
vec.display();
if (vec.getState()==42) {
levels[vec.getLevel()]=0;
veci.remove(i);
}
}
}
void evolve(int destiny) {
Vec vec;
int level;
int i;
// killing
if (destiny==1) {
do {
i = int(random(0, veci.size()-1));
vec = (Vec) veci.get(i);
}
while (vec.getState () != 2);
vec.die(int(random(2, 5)));
}
// creating
else {
level = getRandomFreeLevel();
if (level!=-1) {
veci.add(new Vec(level));
}
}
}
}
MegaVec megaVec;
void setup()
{
size(700, 700);
background(0);
frameRate(30);
stroke(255);
smooth();
strokeWeight(2.0);
strokeCap(ROUND);
megaVec = new MegaVec(count);
}
void teleport()
{
int mmm = 10000000;
for (int i=0; i<mmm; i++)
fill(0, (255/mmm)*i);
setup();
}
void draw()
{
noStroke();
fill(0, 120);
rect(0, 0, width, height);
megaVec.display();
if (int(random(0, 100))==1) {
if (megaVec.howMuch() <= count_min) {
megaVec.evolve(2);
} else if (megaVec.howMuch() >= count_max) {
megaVec.evolve(1);
} else {
megaVec.evolve(int(random(1,3)));
}
}
}