int xSize = 200; int ySize = 200; float xGrav = xSize/2; float yGrav = ySize/2; float gravity = 0.3; int totalParticles = 360; Particle[] particle; void setup(){ size(xSize, ySize); background(255); smooth(); ellipseMode(CENTER_DIAMETER); colorMode(RGB,255); particle = new Particle[totalParticles]; for (int i=0; i0; i--){ x[i] = x[i-1]; y[i] = y[i-1]; } x[0] += xv; y[0] += yv; myVel = findDistance(x[0], y[0], x[1], y[1]); myAngle = findAngle(x[0], y[0], x[1], y[1]); myDist = findDistance(x[0], y[0], mouseX, mouseY); } void applyGravity(){ gAngle = -radians(findAngle(x[0],y[0],xGrav,yGrav)); gxv = cos(gAngle) * gravity; gyv = sin(gAngle) * gravity; xv += gxv; yv += gyv; } void render(){ noStroke(); fill(0); ellipse(x[0], y[0], myVel + 5.0, myVel + 5.0); } } float findDistance(float x1, float y1, float x2, float y2){ float xd = x1 - x2; float yd = y1 - y2; float td = sqrt(xd * xd + yd * yd); return td; } float findAngle(float x1, float y1, float x2, float y2){ float xd = x1 - x2; float yd = y1 - y2; float t = atan2(yd,xd); float a = (180 + (-(180 * t) / PI)); return a; } //