Delete Boid10308162985695495767.autosave

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JH159753 2022-10-30 23:50:38 -07:00 committed by GitHub
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/// In this file, you will have to implement seek and waypoint-following
/// The relevant locations are marked with "TODO"
class Crumb
{
PVector position;
Crumb(PVector position)
{
this.position = position;
}
void draw()
{
fill(255);
noStroke();
circle(this.position.x, this.position.y, CRUMB_SIZE);
}
}
class Boid
{
Crumb[] crumbs = {};
int last_crumb;
float acceleration;
float rotational_acceleration;
KinematicMovement kinematic;
PVector target;
Boid(PVector position, float heading, float max_speed, float max_rotational_speed, float acceleration, float rotational_acceleration)
{
this.kinematic = new KinematicMovement(position, heading, max_speed, max_rotational_speed);
this.last_crumb = millis();
this.acceleration = acceleration;
this.rotational_acceleration = rotational_acceleration;
}
void update(float dt)
{
if (target != null)
{
// TODO: Implement seek here
print(kinematic.getHeading());
}
// place crumbs, do not change
if (LEAVE_CRUMBS && (millis() - this.last_crumb > CRUMB_INTERVAL))
{
this.last_crumb = millis();
this.crumbs = (Crumb[])append(this.crumbs, new Crumb(this.kinematic.position));
if (this.crumbs.length > MAX_CRUMBS)
this.crumbs = (Crumb[])subset(this.crumbs, 1);
}
// do not change
this.kinematic.update(dt);
draw();
}
void draw()
{
for (Crumb c : this.crumbs)
{
c.draw();
}
fill(255);
noStroke();
float x = kinematic.position.x;
float y = kinematic.position.y;
float r = kinematic.heading;
circle(x, y, BOID_SIZE);
// front
float xp = x + BOID_SIZE*cos(r);
float yp = y + BOID_SIZE*sin(r);
// left
float x1p = x - (BOID_SIZE/2)*sin(r);
float y1p = y + (BOID_SIZE/2)*cos(r);
// right
float x2p = x + (BOID_SIZE/2)*sin(r);
float y2p = y - (BOID_SIZE/2)*cos(r);
triangle(xp, yp, x1p, y1p, x2p, y2p);
}
void seek(PVector target)
{
this.target = target;
}
void follow(ArrayList<PVector> waypoints)
{
// TODO: change to follow *all* waypoints
this.target = waypoints.get(0);
}
}