Based on [Colliding Balls], with gravity and zits. (well, not really, but...) ====== # # Exploding Balls # Based on Colliding Balls by David Easton. # Author: David Easton # mods by Jeff Hobbs just to brace expr's (improve speed) # and clean up some foreach usage # mods by Peter da Silva: fix collision logic, add gravity, friction, # elasticity, make FPS a constant, and smooth refresh. # more mods by Peter da Silva: Incorporate some of LH's changes. # Add a bunch of parameters. And make balls fade away if # ignored, or swell and burst when poked. # and post-wiki mods: make mass a function of r^3. Little balls SHOULD # shoot up high! # package require Tk #### Settings # Set frames per second (if much less than 20, it's not very smooth) set State(fps) 20.0 # Set gravity - 9.8 pixels per second per second set State(gravity) 9.8 # Set friction - 10% of velocity per second set State(friction) 0.1 # Set elasticity - 95% set State(bounce) 0.95 #set State(bounce,walls) 0.80 set State(bounce,balls) 1.05 # How much do balls expand when they hit set State(grow) 1.01 # How much do balls shrink when left alone, per second set State(shrink) 0.025 # Size of balls set State(minSize) 20 set State(maxSize) 50 # # balls set State(balls) 8 # Color palette for balls # set State(colours) { # red yellow darkgreen green blue lightblue orange pink purple white # } for {set r 63} {$r < 256} {incr r 16} { for {set g 63} {$g < 256} {incr g 16} { for {set b 63} {$b < 256} {incr b 16} { lappend State(colours) [format #%02X%02X%02X $r $g $b] } } } # # Fade color as fraction # proc fade {colour level {target white}} { global rgb global divideColors if ![info exists rgb($colour)] { set rgb($colour) [winfo rgb . $colour] } if ![info exists rgb($target)] { set rgb($target) [winfo rgb . $target] } if ![info exists divideColors] { if ![info exists rgb(white)] { set rgb(white) [winfo rgb . white] } set divideColors [expr {[lindex $rgb(white)] > 255}] } if {$level > 1.0} { set level 1.0 } elseif {$level < 0.0} { set level 0.0 } set new "#" foreach c $rgb($colour) t $rgb($target) { if {$divideColors} { set c [expr {$c / 256}] set t [expr {$t / 256}] } append new [format %02X [expr {int($c * $level + $t * (1 - $level))}]] } return $new } # # Return an entry from the list at random # proc randFromList {inputList} { return [lindex $inputList [expr {int(rand() * [llength $inputList])}]] } # # Given the initial velocities and radii # calculates velocities following a collision # proc postColVels {u1 u2 r1 r2} { set m1 [expr {$r1*$r1*$r1}] set m2 [expr {$r2*$r2*$r2}] set u [expr {2*($m1*$u1+$m2*$u2)/($m1+$m2)}] list [expr {$u-$u1}] [expr {$u-$u2}] } proc createBall { tag {init 1}} { global State set radius [expr {int(($State(sizeRange) * rand()) + $State(minSize))}] set diam [expr {2 * $radius}] set canvasHeight [winfo height $State(canvas)] set canvasWidth [winfo width $State(canvas)] set xpos [expr {$radius + int(($canvasWidth - $diam) * rand())}] if {$init} { set ypos [expr {$radius + int(($canvasHeight - $diam) * rand())}] } else { set ypos $diam } set x1 [expr {$xpos - $radius}] set x2 [expr {$xpos + $radius}] set y1 [expr {$ypos - $radius}] set y2 [expr {$ypos + $radius}] # Random colour set colour [randFromList $State(colours)] set border [randFromList $State(colours)] set width [expr {(rand() + 0.5) * (($radius * 4.0) / $State(minSize))}] # Now create or configure ball if {$init} { set id [$State(canvas) create oval $x1 $y1 $x2 $y2 \ -outline $border -fill $colour -width $width \ -tags [list $tag ball]] set State(id2tag,$id) $tag set State(tag2id,$tag) $id set xvel [expr {(rand() * 8.0) -2}] set yvel [expr {(rand() * 8.0) -2}] } else { set id $State(tag2id,$tag) $State(canvas) coords $id $x1 $y1 $x2 $y2 $State(canvas) itemconfigure $id \ -fill $colour -outline $border -width $width set xvel [expr {(rand() * 8.0) -4}] set yvel [expr {(rand() * 4.0)}] } set State(vel,$tag) [list $xvel $yvel] set State(rad,$tag) $radius set State(col,$tag) $colour set State(bdr,$tag) $border set State(wid,$tag) $width } # # Check if we have collided with another ball # # Returns: 1 - If there was a collision # 0 - If no collision # proc checkForCollision { tag } { global State set c $State(canvas) set r $State(rad,$tag) foreach { x1 y1 x2 y2 } [$c coords $tag] break set x [expr {($x1+$x2)/2.0}] set y [expr {($y1+$y2)/2.0}] set overlapList [list] set id [set ourId [$c find withtag $tag]] $c raise $tag ;# not sure whether really needed while { [set id [$c find closest $x $y $r $id]] != $ourId } { lappend overlapList $id } if { [llength $overlapList] > 0 } { foreach id $overlapList { collide $tag $State(id2tag,$id) } return 1 } return 0 } proc moveBalls { } { global State global hot # Cancel any "lost" frames if [info exists State(id)] { after cancel $State(id) } # Reschedule at the beginning to keep updates smooth set State(id) [after $State(delay) moveBalls] set canvasHeight [winfo height $State(canvas)] set canvasWidth [winfo width $State(canvas)] foreach ball $State(ballList) { foreach {xvel yvel} $State(vel,$ball) {} if {[info exists State(gravity)]} { set yvel [expr {$yvel + $State(gravity)}] } if {[info exists State(friction)]} { set yvel [expr {$yvel * (1.0 - $State(friction))}] set xvel [expr {$xvel * (1.0 - $State(friction))}] } $State(canvas) move $ball $xvel $yvel # Bounce off the edges foreach {x1 y1 x2 y2} [$State(canvas) bbox $ball] {} # Has something moved us through the wall? if {$x2 < 0 || $x1 > $canvasWidth || $y2 < 0 || $y1 > $canvasHeight} { lappend reanimate $ball } # Left edge if { $x1 < 0 && $xvel < 0} { set xvel [expr {-$State(bounce,walls) * $xvel}] } # Right edge if { $x2 > $canvasWidth && $xvel > 0} { set xvel [expr {-$State(bounce,walls) * $xvel}] } # Top edge if { $y1 < 0 && $yvel < 0} { set yvel [expr {-$State(bounce,walls) * $yvel}] } # Bottom edge if { $y2 > $canvasHeight && $yvel > 0} { if {[info exists State(gravity)]} { if { $State(shrink) == 1.0 && $yvel < $State(gravity) && abs($xvel) < $State(gravity) } { lappend reanimate $ball } # Make the bottom border a bit tougher if we have gravity, OK? $State(canvas) move $ball 0 [expr {$canvasHeight - $y2}] } set yvel [expr {-$State(bounce,walls) * $yvel}] } # Update for new velocity set State(vel,$ball) [list $xvel $yvel] # If haven't collided with anyone, shrink if {![checkForCollision $ball] && [info exists State(shrink)]} { set r [expr {$State(rad,$ball) * $State(shrink)}] set State(rad,$ball) $r if {$r < $State(minSize)} { set fade [expr {$r / $State(minSize)}] if {$fade < 0.5} { lappend reanimate $ball } else { set fade [expr {2.0 * $fade - 1.0}] $State(canvas) itemconfigure $ball \ -fill [fade $State(col,$ball) $fade] \ -outline [fade $State(bdr,$ball) $fade] \ -width [expr {$State(wid,$ball) * $fade}] } } set xpos [expr {($x1 + $x2) / 2}] set ypos [expr {($y1 + $y2) / 2}] $State(canvas) scale $ball $xpos $ypos $State(shrink) $State(shrink) } else { set r $State(rad,$ball) } if {$r > $State(maxSize)} { set hot($ball) 1 } elseif {[info exists hot($ball)]} { set hot($ball) 0 } if {[info exists hot($ball)]} { if {!$hot($ball)} { unset hot($ball) } set fade [expr {$r / $State(maxSize)}] if {$fade > 2.0} { lappend reanimate $ball } else { set fade [expr {2.0 - $fade}] $State(canvas) itemconfigure $ball \ -fill [fade $State(col,$ball) $fade red] \ -outline [fade $State(bdr,$ball) $fade red] \ -width [expr {$State(wid,$ball) * (2.0 - $fade)}] } } } # Reanimate one ball per frame if [info exists reanimate] { createBall [lindex $reanimate 0] 0 } } proc collide { tag1 tag2 } { global State # Calculate position of balls (don't track them because of rounding error) foreach {bx1 by1 bx2 by2} [$State(canvas) coords $tag1] break set x1 [expr {($bx1 + $bx2) / 2}] set y1 [expr {($by1 + $by2) / 2}] foreach {bx1 by1 bx2 by2} [$State(canvas) coords $tag2] break set x2 [expr {($bx1 + $bx2) / 2}] set y2 [expr {($by1 + $by2) / 2}] # Get velocity of each ball foreach {ux1 uy1} $State(vel,$tag1) {ux2 uy2} $State(vel,$tag2) {} # Work out the angle along the axis of collision if { $x1 != $x2 } { set phi [expr {atan(double($y2-$y1)/double($x2-$x1))}] } else { set phi [expr {asin(1)}] ;# 90 degrees } # Now work out the velocity parallel and perpendicular set uparr1 [ expr {(($ux1 * cos($phi)) + ($uy1 * sin($phi))) * $State(bounce,balls)} ] set uperp1 [expr {($ux1 * sin($phi)) - ($uy1 * cos($phi))}] set uparr2 [ expr {(($ux2 * cos($phi)) + ($uy2 * sin($phi))) * $State(bounce,balls)} ] set uperp2 [expr {($ux2 * sin($phi)) - ($uy2 * cos($phi))}] # If they are not going towards each other, then they will not collide if { $x1 != $x2 } { if { $x1<$x2 && $uparr2>$uparr1 || $x1>$x2 && $uparr2<$uparr1 } return } else { if { $y1<$y2 && $uparr2>$uparr1 || $y1>$y2 && $uparr2<$uparr1 } return } foreach {vparr1 vparr2} [ postColVels $uparr1 $uparr2 $State(rad,$tag1) $State(rad,$tag2) ] break # Perpendicular velocites are unchanged set vperp1 $uperp1 set vperp2 $uperp2 # Now convert back into x and y movements set vx1 [expr {($vparr1 * cos($phi)) + ($vperp1 * sin($phi))}] set vy1 [expr {($vparr1 * sin($phi)) - ($vperp1 * cos($phi))}] set vx2 [expr {($vparr2 * cos($phi)) + ($vperp2 * sin($phi))}] set vy2 [expr {($vparr2 * sin($phi)) - ($vperp2 * cos($phi))}] # Update for new velocities set State(vel,$tag1) [list $vx1 $vy1] set State(vel,$tag2) [list $vx2 $vy2] # If growing, grow if [info exists State(grow)] { set State(rad,$tag1) [expr {$State(rad,$tag1) * $State(grow)}] $State(canvas) scale $tag1 $x1 $y1 $State(grow) $State(grow) set State(rad,$tag2) [expr {$State(rad,$tag2) * $State(grow)}] $State(canvas) scale $tag2 $x2 $y2 $State(grow) $State(grow) } } # Seed random number generator expr {srand([clock clicks])} # Window things wm title . "Bouncing balls" # Create canvas set State(canvas) [canvas .c -width 500 -height 400] pack $State(canvas) -fill both -expand true #### check settings! # Set delay to 1000, will be scaled by fps set State(delay) 1000 # Some variables scale by frame rate foreach v {gravity friction delay shrink} { if [info exists State($v)] { set State($v) [expr {$State($v) / $State(fps)}] } } # If FPS is real low, increase grow rate. if {[info exists $State(grow)] && $State(fps) < 20.0} { set State(grow) [expr {1 + ($State(grow) - 1.0) * 20.0 / $State(fps)}] } # delay is an integer set State(delay) [expr {int($State(delay))}] # Convert shrink to ratio if [info exists State(shrink)] { set State(shrink) [expr {1 - $State(shrink)}] } # Calculate size range set State(sizeRange) [expr {$State(maxSize) - $State(minSize)}] # Set missing elasticity values foreach object {balls walls} { if ![info exists State(bounce,$object)] { if [info exists State(bounce)] { set State(bounce,$object) $State(bounce) } else { set State(bounce,$object) 1.0 } } } update # Create balls for {set i 0} {$i < $State(balls)} {incr i} { lappend State(ballList) ball$i createBall ball$i } moveBalls ====== ------ [uniquename] 2014jan27 For those who do not have the facilities or time to implement the code above, here is an image that shows the balls that are bouncing off of the walls and off of each other. [explodingBalls_wiki18107_505x424.jpg] After a lot of collisions, some of the balls will get larger and larger and turn red. The big red ball in the image is about to explode. The fragmented ball is a result of the screen capture occurring during the redraw of the ball. <>Games