sources, input bug fix and pre-projectiles
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33a9f46bb9
commit
402fe7e3bc
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@ -9,8 +9,11 @@ void userMovement(char k, float hfo) {
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finalAngle += HALF_PI;
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break;
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case 's':
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finalAngle += PI;
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finalAngle += PI;
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break;
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}
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if (finalAngle == hfo && k != 'w')
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return;
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PVector t = PVector.fromAngle(finalAngle);
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t.setMag(USER_ACCELERATION_MAGNITUDE);
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userVelocity.add(t);
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@ -1,3 +1,4 @@
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// https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection#Given_two_points_on_each_line_segment
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PVector intersect(PVector A, PVector B, PVector C, PVector D) {
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final float d = ((A.x-B.x)*(C.y-D.y)-(A.y-B.y)*(C.x-D.x));
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final float t = ((A.x-C.x)*(C.y-D.y)-(A.y-C.y)*(C.x-D.x))/d;
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@ -8,6 +9,7 @@ PVector intersect(PVector A, PVector B, PVector C, PVector D) {
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return output;
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}
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// https://math.stackexchange.com/questions/65503/point-reflection-over-a-line
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boolean reflect(Projectile p, Wall w) {
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// Position -> Next : A -> B
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// Wall.start -> Wall.end : C -> D
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@ -1,4 +1,4 @@
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final int SHOOTING_COOLDOWN = 2;
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final int SHOOTING_COOLDOWN = 1;
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final float PROJECTILE_RADIUS = 10;
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final float VELOCITY_MAGNITUDE = 2;
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final float HEADING_LINE_LENGTH = 50;
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@ -16,123 +16,136 @@ boolean dragType = false;
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PVector userPosition, userVelocity;
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void setup() {
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fullScreen();
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fullScreen();
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mouse = new PVector(width, height/2);
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mouse = new PVector(width, height/2);
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userPosition = new PVector(width/2, height/2);
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userVelocity = new PVector(0, 0);
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userPosition = new PVector(width/2, height/2);
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userVelocity = new PVector(0, 0);
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// walls.add(new Wall(
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// new PVector(width/2, 0),
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// new PVector(width, height/2)
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// ));
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// walls.add(new Wall(
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// new PVector(width, height/2),
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// new PVector(width/2, height)
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// ));
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// walls.add(new Wall(
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// new PVector(width/2, height),
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// new PVector(0, height/2)
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// ));
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// walls.add(new Wall(
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// new PVector(0, height/2),
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// new PVector(width/2, 0)
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// ));
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// walls.add(new Wall(
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// new PVector(width/2, 0),
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// new PVector(width, height/2)
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// ));
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// walls.add(new Wall(
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// new PVector(width, height/2),
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// new PVector(width/2, height)
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// ));
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// walls.add(new Wall(
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// new PVector(width/2, height),
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// new PVector(0, height/2)
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// ));
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// walls.add(new Wall(
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// new PVector(0, height/2),
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// new PVector(width/2, 0)
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// ));
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walls.add(new Wall(
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new PVector(100, 100),
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new PVector(width-100, 100)
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));
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walls.add(new Wall(
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new PVector(width-100, 100),
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new PVector(width-100, height-100)
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));
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walls.add(new Wall(
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new PVector(width-100, height-100),
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new PVector(100, height-100)
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));
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walls.add(new Wall(
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new PVector(100, height-100),
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new PVector(100, 100)
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walls.add(new Wall(
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new PVector(100, 100),
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new PVector(width-100, 100)
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));
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walls.add(new Wall(
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new PVector(width-100, 100),
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new PVector(width-100, height-100)
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));
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walls.add(new Wall(
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new PVector(width-100, height-100),
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new PVector(100, height-100)
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));
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walls.add(new Wall(
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new PVector(100, height-100),
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new PVector(100, 100)
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));
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final PVector center = new PVector(width/2, height/2);
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for (float a = 0; a < TWO_PI; a+=0.01) {
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PVector v = new PVector(
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cos(a) * HEADING_LINE_LENGTH,
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sin(a) * HEADING_LINE_LENGTH
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);
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projectiles.add(new Projectile(
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PVector.add(center, v),
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PVector.mult(PVector.div(v, v.mag()), VELOCITY_MAGNITUDE)
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));
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}
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}
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void draw() {
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background(0);
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background(0);
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for (Wall w : walls)
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w.show();
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for (Wall w : walls)
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w.show();
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for (int i = projectiles.size()-1; i >= 0; i--) {
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Projectile p = projectiles.get(i);
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p.show();
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p.move();
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}
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for (int i = projectiles.size()-1; i >= 0; i--) {
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Projectile p = projectiles.get(i);
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p.show();
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p.move();
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}
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mouse = new PVector(mouseX, mouseY);
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stroke(255,0,0);
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fill(255,0,0);
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ellipse(userPosition.x, userPosition.y, PROJECTILE_RADIUS*2, PROJECTILE_RADIUS*2);
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mouse = new PVector(width, height / 2);
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stroke(255,0,0);
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fill(255,0,0);
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ellipse(userPosition.x, userPosition.y, PROJECTILE_RADIUS*2, PROJECTILE_RADIUS*2);
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// Handle 'mouseDrag' when pressing LMB
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if (dragIndex != -1) {
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Wall w = walls.get(dragIndex);
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if (dragType)
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w.end = mouse.copy();
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else
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w.start = mouse.copy();
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}
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// Handle 'mouseDrag' when pressing LMB
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if (dragIndex != -1) {
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Wall w = walls.get(dragIndex);
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if (dragType)
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w.end = mouse.copy();
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else
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w.start = mouse.copy();
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}
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// Handle 'shooting' when pressing RMB
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if (mousePressed && mouseButton == RIGHT && frameCount % SHOOTING_COOLDOWN == 0 && !mouse.equals(userPosition)) {
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PVector baseVelocity = PVector.sub(mouse, userPosition);
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baseVelocity.setMag(VELOCITY_MAGNITUDE);
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baseVelocity.add(userVelocity);
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projectiles.add(new Projectile(
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userPosition,
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baseVelocity
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));
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}
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// Handle 'shooting' when pressing RMB
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if (mousePressed && mouseButton == RIGHT && frameCount % SHOOTING_COOLDOWN == 0 && !mouse.equals(userPosition)) {
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PVector baseVelocity = PVector.sub(mouse, userPosition);
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baseVelocity.setMag(VELOCITY_MAGNITUDE);
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baseVelocity.add(userVelocity);
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projectiles.add(new Projectile(
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userPosition,
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baseVelocity
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));
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}
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// Display user heading
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PVector userHeading = PVector.sub(mouse, userPosition);
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userHeading.setMag(HEADING_LINE_LENGTH);
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PVector temp = PVector.add(userPosition, userHeading);
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float headingFromOrigin = userHeading.heading();
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PVector arrowLeft = PVector.fromAngle(headingFromOrigin-(4*PI)/5);
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PVector arrowRight = PVector.fromAngle(headingFromOrigin+(4*PI)/5);
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arrowLeft.setMag(HEADING_LINE_LENGTH / 3);
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arrowRight.setMag(HEADING_LINE_LENGTH / 3);
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arrowLeft.add(temp);
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arrowRight.add(temp);
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if (!mouse.equals(userPosition)) {
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stroke(255);
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noFill();
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line(userPosition.x, userPosition.y, temp.x, temp.y);
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line(temp.x, temp.y, arrowLeft.x, arrowLeft.y);
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line(temp.x, temp.y, arrowRight.x, arrowRight.y);
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}
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// Display user heading
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PVector userHeading = PVector.sub(mouse, userPosition);
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userHeading.setMag(HEADING_LINE_LENGTH);
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PVector temp = PVector.add(userPosition, userHeading);
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float headingFromOrigin = userHeading.heading();
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PVector arrowLeft = PVector.fromAngle(headingFromOrigin-(4*PI)/5);
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PVector arrowRight = PVector.fromAngle(headingFromOrigin+(4*PI)/5);
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arrowLeft.setMag(HEADING_LINE_LENGTH / 3);
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arrowRight.setMag(HEADING_LINE_LENGTH / 3);
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arrowLeft.add(temp);
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arrowRight.add(temp);
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if (!mouse.equals(userPosition)) {
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stroke(255);
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noFill();
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line(userPosition.x, userPosition.y, temp.x, temp.y);
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line(temp.x, temp.y, arrowLeft.x, arrowLeft.y);
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line(temp.x, temp.y, arrowRight.x, arrowRight.y);
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}
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// Handle user movement
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float decel = userVelocity.mag()-USER_DECELERATION_MAGNITUDE;
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if (decel < 0)
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decel = 0;
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userVelocity.setMag(decel);
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PVector nPos = PVector.add(userPosition, userVelocity);
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boolean xZero = nPos.x < 0;
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if (xZero || nPos.x > width) {
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nPos.x = (xZero) ? 0 : width;
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userVelocity.x = 0;
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}
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boolean yZero = nPos.y < 0;
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if (yZero || nPos.y > height) {
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nPos.y = (yZero) ? 0 : height;
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userVelocity.y = 0;
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}
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userPosition = nPos.copy();
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// Handle user movement
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float decel = userVelocity.mag()-USER_DECELERATION_MAGNITUDE;
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if (decel < 0)
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decel = 0;
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userVelocity.setMag(decel);
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PVector nPos = PVector.add(userPosition, userVelocity);
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boolean xZero = nPos.x < 0;
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if (xZero || nPos.x > width) {
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nPos.x = (xZero) ? 0 : width;
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userVelocity.x = 0;
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}
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boolean yZero = nPos.y < 0;
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if (yZero || nPos.y > height) {
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nPos.y = (yZero) ? 0 : height;
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userVelocity.y = 0;
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}
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userPosition = nPos.copy();
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if (keyPressed) {
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userMovement(key, headingFromOrigin);
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}
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if (keyPressed)
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userMovement(key, headingFromOrigin);
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// saveFrame("Y:\\Stash\\ProcessingAnimations\\Reflections\\frame-#####.png");
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}
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