var context;
var x=100;
var y=200;
var dx=5;
var dy=5;
function init(){
canvas=myCanvas;
context= myCanvas.getContext('2d');
setInterval(draw,10);
bal=new bola('#007700', 17,dx,dy);
}
function draw(){
context.clearRect(0,0, 300,300);
bal.Pantul();
bal.Create();
bal.x+=bal.dx;
bal.y+=bal.dy;
}
function bola(color, r,dx,dy){
this.canvas = canvas;
this.context = canvas.getContext('2d');
this.r = r;
this.x =Math.random()*400+30;
this.y = Math.random()*250+30;
this.dx = dx;
this.dy = dy;
this.color = color;
}
bola.prototype.Create = function (){
this.context.beginPath();
this.context.fillStyle = this.color;
this.context.arc(this.x,this.y,this.r,0,Math.PI*2,false);
this.context.fill();
}
bola.prototype.Pantul = function (){
if (this.x >= (canvas.width - this.r) || this.x <= this.r) this.dx *= -1;
if (this.y >= (canvas.height - this.r) || this.y <= this.r) this.dy *= -1;
}
window.onload = function(){
init()
}
Friday, November 30, 2012
The Bouncing Ball
The Code for this under the script tag
Friday, November 16, 2012
Bouncing Ball using Array in HTML5
I want to create bouncing ball program that's very easy on Flash, Python or Delphi yet very tricky on html5. The program consist of n ball with random velocity (each) moving in a 2d box (oh yeah, square then :) )
I am playing with array in html5 script which is helpful on this program. I don't declare the array using
that come as standart on many language, but prefer
instead, just like list on python. In this program, array's just like container for ball.
In html5, moving an object is a bit tricky and, for some Pascal programmer like me, bringing an old memory of draw-clear-draw-clear... cycle; draw a ball, delete it, draw the same ball but slightly right, delet it, ... and so on. All that kind of tedious job, but it worth for the sake of fast execution and no-need-slow-loading-flash-player thing.
Here's the code under script tag. Keep in mind that many variable's name is in indonesian (ball -> bola, bounce->pantul, collision -> tumbukan )aBola = new array()
that come as standart on many language, but prefer
aBola = []
instead, just like list on python. In this program, array's just like container for ball.
In html5, moving an object is a bit tricky and, for some Pascal programmer like me, bringing an old memory of draw-clear-draw-clear... cycle; draw a ball, delete it, draw the same ball but slightly right, delet it, ... and so on. All that kind of tedious job, but it worth for the sake of fast execution and no-need-slow-loading-flash-player thing.
(to be continued)
//bola:ball
//pantul:bounce
var context;
var n=10;
// membuat bola
function bola(color, r,dx,dy){
this.canvas = canvas;
this.context = canvas.getContext('2d');
this.r = r;
this.x =Math.random()*400+30;
this.y = Math.random()*250+30;
this.dx = dx;
this.dy = dy;
this.color = color;
}
bola.prototype.Create = function (){
this.context.beginPath();
this.context.fillStyle = this.color;
this.context.arc(this.x,this.y,this.r,0,Math.PI*2,false);
this.context.fill();
}
bola.prototype.Pantul = function (){
if (this.x >= (canvas.width - this.r) || this.x <= this.r) this.dx *= -1;
if (this.y >= (canvas.height - this.r) || this.y <= this.r) this.dy *= -1;
}
function init(){
canvas = document.getElementById("myCanvas")
context = canvas.getContext('2d');
// membuat array untuk bola
//create array for ball
aBola = [];
for (i=1;i<=n;i++){
//membuat bola sejumlah n dengan dx dan dy acak
//create n balls with random dx and dy
dx = Math.random()*10-5;
dy = Math.random()*10-5;
aBola.push(new bola('#007700', 17,dx,dy));
}
setInterval(draw,20);
}
function draw(){
context.clearRect(0,0, 500,350);
for (i in aBola) {
//menggerakkan bola
//moving balls
aBola[i].x += aBola[i].dx;
aBola[i].y += aBola[i].dy;
aBola[i].Pantul();
aBola[i].Create();
}
}
Tuesday, November 13, 2012
2D/3D Ball Collision
I used on 1D collission problem where, in case of elastic collision, the ball is changing velocity each other. In 2D/3D case however, the collision is not always head-on collision (which is basically 1 dimension collision).
Head-on
The system above's easy too solve, as simple as interchanging velocity (in elastic case).
Not head-on
Head-on
The system above's easy too solve, as simple as interchanging velocity (in elastic case).
Not head-on
When two balls are in non-head-on collision we could always using transposed new coordinate where both of ball center are on the new x-axis like below
On the new coordinate, we can treat the velocities along x-axis as one dimensional collision case and let go on other component (y, z) intact.
Below's snippet from python code of balls collision detection; the whole code is code of moving many ball on a box.
###deteksi tumbukan antar bola
for i in arange(jumlah):
for j in arange(i+1,jumlah):
jarak=mag(lbola[i].pos-lbola[j].pos)
if jarak<(lbola[i].radius+lbola[j].radius):
arah=norm(lbola[j].pos-lbola[i].pos)
vi=dot(lbola[i].v,arah)
vj=dot(lbola[j].v,arah)
tukar=vj-vi
lbola[i].v=lbola[i].v+tukar*arah
lbola[j].v=lbola[j].v-tukar*arah
pantul=lbola[i].radius+lbola[j].radius-jarak
lbola[i].pos=lbola[i].pos-pantul*arah
lbola[j].pos=lbola[j].pos+pantul*arah
Moving to HTML5
After years fighting the slow loading flash without alternative software, I begin to think seriously about moving to HTML5 coding. Altough it ain't true software for me, it provide what I need mostly: animation.
HTML5 support canvas, audio ad video tag, javascript. Need array data? No problem. If then else? OK.
So, begin...
HTML5 support canvas, audio ad video tag, javascript. Need array data? No problem. If then else? OK.
So, begin...
Wednesday, September 19, 2012
Simulate Circular Motion using Visual Python
This little code below show how to move an object in VPython. There’s two object in program, a box and a sphere. The latter object move in circular using simple sin and cos formula.
I set the angular speed 10 and radius of the motion (not the sphere) is 10. I use label to show sphere’s x and y position.
Here the result
Here the code
from visual import *
kotak = box(pos=vector(0, 0, 0), length=14, height=14, width=1, color = (0.7,0.7,0.7))
ball=sphere(color=color.green,radius=5)
ball.pos=vector(10,10,0)
timestep = 0.05
a=10
t = .0
omega= 10
px = label(pos=(0,-1,0), text='x = %1.5f' % pi)
py = label(pos=(0,+1,0), text='y = %1.5f' % pi)
while (1==1):
rate(100)
ball.pos.x = a*sin(omega*t)
ball.pos.y = a*cos(omega*t)
px.text = 'x = %1.5f' % ball.pos.x
py.text = 'y = %1.5f' % ball.pos.y
t=t+0.01
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