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Simulation.java
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Simulation.java
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import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.animation.TimelineBuilder;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.control.Label;
import javafx.scene.layout.StackPane;
import javafx.scene.layout.VBox;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
import javafx.util.Duration;
import javafx.animation.Interpolator;
import javafx.animation.KeyValue;
import javafx.beans.property.SimpleDoubleProperty;
import javafx.beans.value.WritableValue;
public class Simulation {
// /GLOBAL VARS
GBug[] bugArray;
Vegetable[] vegArray;
double startTime;
double startFoodTime;
Timeline anim;
int numBugs = 5;
int numVeg = 10;
static double screenWidth;
static double screenHeight;
double x = screenWidth / 2;
double y = screenHeight / 2;
double x2 = screenWidth / 2;
double y2 = screenHeight / 2;
int ballRad = 5;
int bugRad = 5;
float deltaX = -1.5f, deltaY = -1.5f;
float deltaX2 = 1.5f, deltaY2 = 1.5f;
boolean timeElapse = false;
boolean isPause = false;
double startX;
double startY;
double startX2;
double startY2;
// Timeline timeLine;
KeyFrame frame;
public Simulation(Stage stage, Scene scene, int sHeight, int sWidth) {
// TODO constructor with scene from main menu
bugArray = new GBug[numBugs];
vegArray = new Vegetable[numVeg];
screenWidth = sWidth;
screenHeight = sHeight;
// /get start time
startTime = System.currentTimeMillis();
startFoodTime = System.currentTimeMillis();
start(stage, scene);
}
public void start(Stage primaryStage, Scene scene) {
final GBug singleBug = new GBug();
final StackPane root = new StackPane();
// instaniate all bugs in array and add to stackpane
for (int i = 0; i < numBugs; i++) {
bugArray[i] = new GBug();
root.getChildren().addAll(bugArray[i].GetCircle());
}
// now do same for vegetables
for (int i = 0; i < numVeg; i++) {
vegArray[i] = new Vegetable();
root.getChildren().addAll(vegArray[i].GetCircle());
}
((VBox) scene.getRoot()).getChildren().addAll(root);
frame = new KeyFrame(Duration.millis(16),
new EventHandler<ActionEvent>() {
@Override
public void handle(ActionEvent t) {
// main sim loop
if (!isPause) {
// /first of all lets make sure all bugs are in
// bounds
// of window
for (int i = 0; i < numBugs; i++) {
if (bugArray[i].GetCircle().getCenterX()
+ bugArray[i].GetCircle()
.getTranslateX() < bugArray[i]
.GetCircle().getRadius()
|| bugArray[i].GetCircle().getCenterX()
+ bugArray[i].GetCircle()
.getTranslateX() > screenWidth
- bugArray[i].GetCircle()
.getRadius()) {
float temp = bugArray[i].GetDX();
temp *= -1;
bugArray[i].SetDX(temp);
}
if (bugArray[i].GetCircle().getCenterY()
+ bugArray[i].GetCircle()
.getTranslateY() < bugArray[i]
.GetCircle().getRadius() + 5
|| bugArray[i].GetCircle().getCenterY()
+ bugArray[i].GetCircle()
.getTranslateY() > screenHeight
- bugArray[i].GetCircle()
.getRadius() - 25) {
float temp = bugArray[i].GetDY();
temp *= -1;
bugArray[i].SetDY(temp);
}
}
// loop to check pos of all bugs and all food
for (int i = 0; i < numBugs; i++) {
// first use some temp vars to grab the x y
// coords
double bugX = bugArray[i].GetCircle()
.getTranslateX()
+ bugArray[i].GetCircle().getCenterX();
double bugY = bugArray[i].GetCircle()
.getTranslateY()
+ bugArray[i].GetCircle().getCenterY();
// now lets check the distance of these against
// all
// veg
for (int j = 0; j < numVeg; j++) {
double foodX = vegArray[j].GetCircle()
.getTranslateX()
+ vegArray[j].GetCircle()
.getCenterX();
double foodY = vegArray[j].GetCircle()
.getTranslateY()
+ vegArray[j].GetCircle()
.getCenterY();
if (dist(bugX, foodX, bugY, foodY) < bugArray[i].scanRange
&& vegArray[j].isAlive) {
// food is within scan range and food is
// alive
// first stop random move
singleBug.isRandMove = false;
// then adjust velovity accordingly
if (bugX > foodX) {
bugArray[i].deltaX -= 0.05f;
} else {
bugArray[i].deltaX += 0.05f;
}
if (bugY > foodY) {
bugArray[i].deltaY -= 0.05f;
} else {
bugArray[i].deltaY += 0.05f;
}
} else {
bugArray[i].isRandMove = true;
}
if (dist(bugX, foodX, bugY, foodY) < bugArray[i]
.GetCircle().getRadius() * 2
&& vegArray[j].isAlive) {
// collision with food
vegArray[j].isAlive = false;
// vegArray[j].GetCircle().setFill(Color.TRANSPARENT);
root.getChildren().remove(
vegArray[j].GetCircle());
// here after eating food, the bug
// stands still till next random move
bugArray[i].SetDX(0f);
bugArray[i].SetDY(0f);
}
}
}
// choose random direction and speed every 5 seconds
if (System.currentTimeMillis() > startTime + 5000) {
startTime = System.currentTimeMillis();
for (int i = 0; i < numBugs; i++) {
if (bugArray[i].isRandMove) {
bugArray[i].RandomMoveX();
bugArray[i].RandomMoveY();
}
}
}
// set translate x y for all bugs
for (int i = 0; i < numBugs; i++) {
bugArray[i].GetCircle().setTranslateX(
bugArray[i].GetCircle().getTranslateX()
+ bugArray[i].GetDX());
bugArray[i].GetCircle().setTranslateY(
bugArray[i].GetCircle().getTranslateY()
+ bugArray[i].GetDY());
}
}
}
private double dist(double posBall1x, double posBall2x,
double posBall1y, double posBall2y) {
// calc euclidean distance
double diffX = posBall1x - posBall2x;
double diffY = posBall1y - posBall2y;
double distance = (diffX * diffX) + (diffY * diffY);
distance = Math.sqrt(distance);
// return euclidean distance
return distance;
}
// private boolean CheckCollision(){
// if (dist(posBugX, posFoodX, posBugY, posFoodY) <
// singleBug.scanRange) {
// }
// }
});
/*
* btn3.setOnAction(new EventHandler<ActionEvent>() {
*
* @Override public void handle(ActionEvent click) { //toggle gravity if
* (!isGravity){ isGravity = true; } else { isGravity = false; } } });
*/
WritableValue<Number> startXVal = new SimpleDoubleProperty(100.0);
anim = TimelineBuilder
.create()
.autoReverse(false)
.keyFrames(
frame,
new KeyFrame(new Duration(13), new KeyValue(startXVal,
300.0, Interpolator.LINEAR)))
.cycleCount(Timeline.INDEFINITE).build();
anim.play();
primaryStage.setTitle("Simulation Running");
primaryStage.setScene(scene);
primaryStage.setResizable(false); // don't allow user to resize (wall
// reflections are hard coded!)
primaryStage.show();
}
public void ClearStack(){
}
}