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Plinko
#1
I wanted to learn more about collisions, so I tried this.

I'm sure most people here already know about this but I figured I'd share anyway.   The subject that is central here is "collision response", and in this case it's the "dynamic / static" variety.   Interesting stuff for a mathematician I'm sure.   Rather than deep dive into the physics I was able to accomplish a decent result using Terry's game tutorial (have I mentioned how great that is yet? haha)

Sound files are attached.

(Edit: use mouse to position chip and click to drop it)

Code: (Select All)
'Plinko
'james2464
'Oct 2022


Dim Shared scx, scy As Integer
'screen size
scx = 500 '
scy = 700 '
Screen _NewImage(scx, scy, 32)

Dim Shared xx, yy
xx = scx / 2
yy = scy / 2

Randomize Timer
Const PI = 3.141592654#


Dim Shared chip&, pin1&, bgsnap&
chip& = _NewImage(101, 101, 32)
pin1& = _NewImage(21, 21, 32)
bgsnap& = _NewImage(scx + 1, scy + 1, 32)


Dim Shared c0(100) As Long
colour1


Type movingchip
    x As Single
    y As Single
    xv As Single
    yv As Single
    spd As Single
    live As Integer
    age As Integer
    rad As Integer
    colour As Integer
    x1 As Integer
    x2 As Integer
    y1 As Integer
    y2 As Integer
End Type
Dim Shared ch(10) As movingchip

Type fixedpin
    x As Single
    y As Single
    rad As Integer
    colour As Integer
    x1 As Integer
    x2 As Integer
    y1 As Integer
    y2 As Integer
End Type
Dim Shared pin(200) As fixedpin




'create chip image with clear background
Circle (xx, yy), 16, c0(7) 'chip outline
Paint (xx, yy), c0(7)
Circle (xx, yy), 14, c0(9) 'chip colour
Paint (xx, yy), c0(9)
_PutImage (0, 0), 0, chip&, (xx - 50, yy - 50)-(xx + 50, yy + 50)
_ClearColor c0(0), chip&


Cls
'create pin image with clear background
Circle (xx, yy), 5, c0(7) 'pin outline
Paint (xx, yy), c0(7)
Circle (xx, yy), 3, c0(1) 'pin colour
Paint (xx, yy), c0(1)
_PutImage (0, 0), 0, pin1&, (xx - 10, yy - 10)-(xx + 10, yy + 10)
_ClearColor c0(0), pin1&





Line (0, 0)-(scx, scy), c0(10), BF 'background colour


Line (1, 1)-(30, scy), c0(5), BF 'side borders
Line (scx, 1)-(scx - 30, scy), c0(5), BF

Line (30, 637)-(scx - 30, 639), c0(0), BF 'result position slots
Line (29, 600)-(31, 639), c0(0), BF
Line (scx - 29, 600)-(scx - 31, 639), c0(0), BF
For t = 1 To 8
    Line (24 + 50 * t, 600)-(26 + 50 * t, 637), c0(0), BF
Next t

'result slot colours
Line (31, 640)-(75, scy), c0(11), BF
Line (76, 640)-(125, scy), c0(12), BF
Line (126, 640)-(175, scy), c0(13), BF
Line (176, 640)-(225, scy), c0(14), BF
Line (226, 640)-(275, scy), c0(15), BF
Line (276, 640)-(325, scy), c0(16), BF
Line (326, 640)-(375, scy), c0(17), BF
Line (376, 640)-(425, scy), c0(18), BF
Line (426, 640)-(scx - 30, scy), c0(19), BF


Dim Shared click& '3 sounds to choose from

click& = _SndOpen("button30.wav") 'reasonably authentic sound
'click& = _SndOpen("G021.mp3") 'mild arcade sound
'click& = _SndOpen("pop10.ogg") 'gentle sound
_SndVol click&, .5



Dim Shared vx, vy, lv1, vx2, vy2, vx3, vy3, lv2, sp As Single

Dim Shared j As Integer


'define chip and pin
ch(1).rad = 16


Dim pintot As Integer
pintot = 93

t = 0
t2 = 0
t3 = 0
Do
    t3 = t3 + 1
    If t2 = 0 Then
        For t1 = 1 To 8
            t = t + 1
            pin(t).x = 25 + t1 * 50
            pin(t).y = 30 + t3 * 50
        Next t1
        t2 = 1
    Else
        For t1 = 1 To 9
            t = t + 1
            pin(t).x = 0 + t1 * 50
            pin(t).y = 30 + t3 * 50
        Next t1
        t2 = 0
    End If
Loop Until t = pintot


For t = 1 To pintot
    pin(t).rad = 4
    pin(t).x1 = pin(t).x - pin(t).rad
    pin(t).x2 = pin(t).x + pin(t).rad
    pin(t).y1 = pin(t).y - pin(t).rad
    pin(t).y2 = pin(t).y + pin(t).rad
Next t


'draw pins
For t = 1 To pintot
    _PutImage (pin(t).x - 10, pin(t).y - 10)-(pin(t).x + 10, pin(t).y + 10), pin1&, 0 ' draw pin
Next t

_PutImage (1, 1)-(scx - 1, scy - 1), 0, bgsnap&, (1, 1)-(scx - 1, scy - 1) 'take snapshot of screen




Do 'general program loop

    Cls

    'chip starting pos - using mouse
    mouseclick1 = 0
    Do
        _Limit 30
        Do While _MouseInput
        Loop
        mx% = _MouseX
        my% = 35
        If mx% < 50 Then mx% = 50
        If mx% > scx - 50 Then mx% = scx - 50
        _PutImage (0, 0)-(scx, scy), bgsnap&, 0 'draw background
        _PutImage (mx% - 50, my% - 50)-(mx% + 50, my% + 50), chip&, 0 ' draw chip
        _Display
        lc% = _MouseButton(1)
        If lc% = -1 Then mouseclick1 = 1
    Loop Until mouseclick1 = 1


    stx = mx%
    sty = my%
    ch(1).x = stx: ch(1).y = sty


    flag = 0
    ch(1).xv = 0 'starting velocity
    ch(1).yv = 0 'starting velocity


    Do '=======================================      loop for falling chip
        _Limit 150

        _PutImage (0, 0)-(scx, scy), bgsnap&, 0 'draw background

        '====================================================================================================

        '====================================================================================================
        gravityadd = .025 '                                          apply some gravity
        ch(1).yv = ch(1).yv + gravityadd
        '====================================================================================================



        '====================================================================================================

        ch(1).x = ch(1).x + ch(1).xv '                        update X position value
        ch(1).y = ch(1).y + ch(1).yv '                        update Y position value

        If ch(1).y > 580 Then ' minimize chip X motion upon exit
            ch(1).xv = ch(1).xv * .8
        End If

        If ch(1).x < 47 Then ' left side wall
            ch(1).x = 47
            ch(1).xv = ch(1).xv * -1
        End If

        If ch(1).x > scx - 47 Then 'right side wall
            ch(1).x = scx - 47
            ch(1).xv = ch(1).xv * -1
        End If

        '================================================================================================

        ch(1).x1 = ch(1).x - 50 'get image box corner positions for rectangle early collision detection
        ch(1).x2 = ch(1).x + 50
        ch(1).y1 = ch(1).y - 50
        ch(1).y2 = ch(1).y + 50


        For j = 1 To pintot 'check for collision
            If collide1 = 1 Then 'quick rectangle check
                If collide2 = 1 Then 'if rectangle check confirmed, then circle collision check
                    vectorupdate 'change chip vector based on collision angle
                End If
            End If
        Next j

        '================================================================================================


        _PutImage (ch(1).x - 50, ch(1).y - 50)-(ch(1).x + 50, ch(1).y + 50), chip&, 0 ' draw chip

        _Display

        If ch(1).y > 620 Then 'chip hits the bottom
            _SndPlayCopy click&
            flag = 1
        End If

    Loop Until flag = 1

    If _SndPlaying(click&) Then _SndStop click%
    _Delay 3.

    '-=======================================================
    'for later...insert section for scoring etc
    '-=======================================================

    If _KeyDown(27) Then quit1 = 1 'esc key to quit

Loop Until quit1 = 1

End

'=======================================================================================

'=======================================================================================

'=======================================================================================

'=======================================================================================

'=======================================================================================

'=======================================================================================

'=======================================================================================

'=======================================================================================

'=======================================================================================

'=======================================================================================


Function collide1 'rectangle - early detection
    collide1 = 0
    If ch(1).x2 >= pin(j).x1 Then
        If ch(1).x1 <= pin(j).x2 Then
            If ch(1).y2 >= pin(j).y1 Then
                If ch(1).y1 <= pin(j).y2 Then
                    collide1 = 1
                End If
            End If
        End If
    End If
End Function



Function collide2 'circle detection
    Dim SideA%
    Dim SideB%
    Dim Hypot&

    If ch(1).x = pin(j).x Then 'prevent chip from being perfectly above a pin (randomize and nudge)
        t = Rnd * 100
        If t > 49 Then
            ch(1).x = ch(1).x + .05
        Else
            ch(1).x = ch(1).x - .05
        End If
    End If

    collide2 = 0
    SideA% = ch(1).x - pin(j).x
    SideB% = ch(1).y - pin(j).y
    Hypot& = SideA% * SideA% + SideB% * SideB%
    If Hypot& <= ((ch(1).rad + pin(j).rad) * (ch(1).rad + pin(j).rad) + 4) Then 'added + 4 to prevent late detection
        _SndPlayCopy click&
        collide2 = 1
    End If
End Function




Sub vectorupdate 'change chip movement based on collision

    'normalize chip velocity vectors
    vx = ch(1).xv
    vy = ch(1).yv
    sp = vx + vy 'speed based on velocities
    lv1 = Sqr(vx * vx + vy * vy)
    vx = vx / lv1
    vy = vy / lv1

    'normalize collision point vectors
    vx2 = ch(1).x - pin(j).x
    vy2 = ch(1).y - pin(j).y
    lv2 = Sqr(vx2 * vx2 + vy2 * vy2)
    vx3 = vx2 / lv2
    vy3 = vy2 / lv2

    'update chip velocity vectors
    If sp > .5 Then sp = sp * .65 'govern speed to prevent craziness

    If ch(1).x <= pin(j).x Then
        ch(1).xv = sp * vx3
        If ch(1).xv > -.3 Then ch(1).xv = -.3 'keep things moving - override
    Else
        ch(1).xv = sp * vx3
        If ch(1).xv < .3 Then ch(1).xv = .3 'keep things moving - override
    End If

    If ch(1).y <= pin(j).y Then
        ch(1).yv = vy3 * sp
        If ch(1).yv > -.3 Then ch(1).yv = -.3 'keep things moving - override
    Else
        ch(1).yv = 0 - vy3 * sp
        If ch(1).yv < .3 Then ch(1).yv = .3 'keep things moving - override
    End If

End Sub


Sub colour1 ' some predefined colours
    c0(0) = _RGB(0, 0, 0)
    c0(1) = _RGB(255, 255, 255) 'pin
    c0(2) = _RGB(255, 0, 0)
    c0(3) = _RGB(150, 150, 255)
    c0(4) = _RGB(0, 200, 50)
    c0(5) = _RGB(25, 50, 100) 'borders
    c0(6) = _RGB(55, 50, 45)
    c0(7) = _RGB(40, 40, 40) 'chip and pin outline
    c0(8) = _RGB(125, 125, 200)
    c0(9) = _RGB(200, 200, 200) 'chip
    c0(10) = _RGB(50, 100, 200) 'board background
    c0(11) = _RGB(250, 0, 0) 'result slot 1
    c0(12) = _RGB(50, 150, 250) 'result slot 2
    c0(13) = _RGB(25, 50, 250) 'result slot 3
    c0(14) = _RGB(250, 0, 0) 'result slot 4
    c0(15) = _RGB(0, 250, 0) 'result slot 5 (center)
    c0(16) = _RGB(250, 0, 0) 'result slot 6
    c0(17) = _RGB(25, 50, 250) 'result slot 7
    c0(18) = _RGB(50, 150, 250) 'result slot 8
    c0(19) = _RGB(250, 0, 0) 'result slot 9
End Sub


Attached Files
.zip   plinko-sounds.zip (Size: 52.34 KB / Downloads: 39)
Reply
#2
Works fine even without sound!
b = b + ...
Reply
#3
Cool!
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