Author Topic: LG SmartTV "loading" animation (kind of)  (Read 6348 times)

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FellippeHeitor

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LG SmartTV "loading" animation (kind of)
« on: October 03, 2018, 12:28:53 am »
This was written just for fun and the inspiration for it is as stated in the title of this thread. It was supposed to be something similar to Newton's cradle, but it was easier to allow the circles to coexist in the z-axis so that I only needed to check collision between the currently moving circle and the next in the array (without having to calculate where they would rest and whatnot). The circles have an intentional gravitational tendency to remain at 90 degrees, even after having been hit.

This would likely have been much more efficient if Terry's library had been used, but I'm admittedly still to learn it.

Code: QB64: [Select]
  1. CONST false = 0, true = NOT false
  2.  
  3. SCREEN _NEWIMAGE(200, 200, 32)
  4.  
  5. TYPE ball
  6.     x AS SINGLE
  7.     y AS SINGLE
  8.     angle AS SINGLE
  9.     moving AS _BYTE
  10.  
  11. DIM ball(1 TO 4) AS ball
  12.  
  13. DATA 78,194,155,61
  14. DATA 90,194,89,83
  15. DATA 102,89,188,150
  16. DATA 138,83,128,188
  17.  
  18. FOR i = 1 TO 4
  19.     READ ball(i).angle
  20.     READ r, g, b
  21.     ball(i).color = _RGB32(r, g, b)
  22. ball(4).moving = true
  23.  
  24. x = _WIDTH / 2
  25. y = _WIDTH / 2
  26.  
  27.     CLS
  28.     CircleFill x, y, 60, _RGB32(216, 216, 216)
  29.     FOR i = 1 TO UBOUND(ball)
  30.         nextBall = i + 1
  31.         IF nextBall > UBOUND(ball) THEN nextBall = 1
  32.  
  33.         IF ball(i).moving THEN
  34.             ball(i).angle = (ball(i).angle + 6) MOD 360
  35.             ball(i).x = x + COS(_D2R(ball(i).angle)) * 50
  36.             ball(i).y = y + SIN(_D2R(ball(i).angle)) * 50
  37.             IF dist(ball(i).x, ball(i).y, ball(nextBall).x, ball(nextBall).y) <= 20 THEN
  38.                 ball(nextBall).moving = true
  39.                 ball(i).moving = false
  40.             END IF
  41.         ELSE
  42.             IF ball(i).angle < 90 THEN ball(i).angle = ball(i).angle + .5
  43.             ball(i).x = x + COS(_D2R(ball(i).angle)) * 50
  44.             ball(i).y = y + SIN(_D2R(ball(i).angle)) * 50
  45.         END IF
  46.     NEXT
  47.  
  48.     FOR i = 1 TO UBOUND(ball)
  49.         CircleFill ball(i).x, ball(i).y, 10, ball(i).color
  50.     NEXT
  51.  
  52.     _DISPLAY
  53.     _LIMIT 60
  54.  
  55. FUNCTION dist! (x1!, y1!, x2!, y2!)
  56.     dist! = _HYPOT((x2! - x1!), (y2! - y1!))
  57.  
  58. SUB CircleFill (x AS LONG, y AS LONG, R AS LONG, C AS _UNSIGNED LONG)
  59.     DIM x0 AS SINGLE, y0 AS SINGLE
  60.     DIM e AS SINGLE
  61.  
  62.     x0 = R
  63.     y0 = 0
  64.     e = -R
  65.     DO WHILE y0 < x0
  66.         IF e <= 0 THEN
  67.             y0 = y0 + 1
  68.             LINE (x - x0, y + y0)-(x + x0, y + y0), C, BF
  69.             LINE (x - x0, y - y0)-(x + x0, y - y0), C, BF
  70.             e = e + 2 * y0
  71.         ELSE
  72.             LINE (x - y0, y - x0)-(x + y0, y - x0), C, BF
  73.             LINE (x - y0, y + x0)-(x + y0, y + x0), C, BF
  74.             x0 = x0 - 1
  75.             e = e - 2 * x0
  76.         END IF
  77.     LOOP
  78.     LINE (x - R, y)-(x + R, y), C, BF
  79.  

2018-10-03 01_33_30-Untitled.png
« Last Edit: October 03, 2018, 12:34:58 am by FellippeHeitor »

Offline TempodiBasic

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Re: LG SmartTV "loading" animation (kind of)
« Reply #1 on: October 03, 2018, 04:48:22 pm »
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  • I find it cool!
    I'm ready to watch cartoons.

    Programming isn't difficult, only it's  consuming time and coffee

    FellippeHeitor

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    Re: LG SmartTV "loading" animation (kind of)
    « Reply #2 on: October 03, 2018, 04:49:11 pm »
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  • Thanks, Tempodi!

    Offline bplus

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    Re: LG SmartTV "loading" animation (kind of)
    « Reply #3 on: October 05, 2018, 11:00:22 am »
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  • Here is the first vision I had for a mod of this:
    Code: QB64: [Select]
    1. _TITLE "Dang balls again! by bplus 2018-10-03     press spacebar for different color setting..."
    2. 'QB64 X 64 version 1.2 20180228/86  from git b301f92
    3. CONST WW = 800
    4. CONST WH = 600
    5. SCREEN _NEWIMAGE(WW, WH, 32)
    6. _SCREENMOVE (1280 - WW) / 2 + 30, (760 - WH) / 2
    7. CONST PI = 3.141492653589793
    8. CONST PI2 = 1.570796326794897
    9. CONST bigr = 100
    10. CONST x0 = 400
    11. CONST y0 = 300
    12. TYPE ballType
    13.     x AS SINGLE
    14.     y AS SINGLE
    15.     c AS _UNSIGNED LONG
    16. DIM SHARED cN, pR, pG, pB
    17. DIM p5(4) AS ballType
    18. DIM p4(3) AS ballType
    19.  
    20. angle = 2 * PI / 20 ' 20 degrees
    21. smallr = bigr * SIN(.5 * angle)
    22.  
    23. resetPlasma
    24.  
    25. FOR i = 4 TO 0 STEP -1
    26.     p5(i).x = x0 + bigr * COS((i + 3) * angle)
    27.     p5(i).y = y0 + bigr * SIN((i + 3) * angle)
    28.     p5(i).c = changePlasma~&
    29.     'fcirc p5(i).x, p5(i).y, smallr
    30. bc~& = p5(1).c
    31. cN = cN - 4
    32. FOR i = 3 TO 0 STEP -1
    33.     p4(i).x = x0 + bigr * COS((i + 3.5) * angle)
    34.     p4(i).y = y0 + bigr * SIN((i + 3.5) * angle)
    35.     p4(i).c = changePlasma~&
    36.     'fcirc p4(i).x, p4(i).y, smallr
    37. d = .05
    38. WHILE _KEYDOWN(27) = 0
    39.     k$ = INKEY$
    40.     IF k$ = " " THEN resetPlasma
    41.     FOR a = (4 + 3) * angle TO 2 * PI + 3 * angle STEP PI / 45
    42.         CLS
    43.         COLOR _RGB32(200, 200, 200)
    44.         PRINT "R,G,B: ";
    45.         PRINT USING "#.####  "; pR, pG, pB
    46.         FOR i = 0 TO 3
    47.             fcirc p4(i).x, p4(i).y, smallr, p4(i).c
    48.         NEXT
    49.         fcirc x0 + bigr * COS(a), y0 + bigr * SIN(a), smallr, bc~&
    50.         _DISPLAY
    51.         _LIMIT 120
    52.     NEXT
    53.     bc~& = p5(4).c
    54.     FOR i = 4 TO 0 STEP -1
    55.         IF i <> 0 THEN p5(i).c = p5(i - 1).c ELSE p5(i).c = changePlasma~&
    56.         fcirc p5(i).x, p5(i).y, smallr, p5(i).c
    57.     NEXT
    58.     FOR i = 3 TO 0 STEP -1
    59.         p4(i).c = p5(i + 1).c
    60.     NEXT
    61.     _DISPLAY
    62.     _LIMIT 30
    63.  
    64. FUNCTION changePlasma~& ()
    65.     cN = cN + 1
    66.     changePlasma~& = _RGB32(127 + 127 * SIN(pR * cN), 127 + 127 * SIN(pG * cN), 127 + 127 * SIN(pB * cN))
    67.  
    68. SUB resetPlasma ()
    69.     pR = RND * RND: pG = RND * RND: pB = RND * RND
    70.  
    71.  
    72. 'Steve McNeil's  copied from his forum   note: Radius is too common a name
    73. SUB fcirc (CX AS LONG, CY AS LONG, R AS LONG, K AS _UNSIGNED LONG)
    74.     DIM subRadius AS LONG, RadiusError AS LONG
    75.     DIM X AS LONG, Y AS LONG
    76.  
    77.     subRadius = ABS(R)
    78.     RadiusError = -subRadius
    79.     X = subRadius
    80.     Y = 0
    81.  
    82.     IF subRadius = 0 THEN PSET (CX, CY), K: EXIT SUB
    83.  
    84.     ' Draw the middle span here so we don't draw it twice in the main loop,
    85.     ' which would be a problem with blending turned on.
    86.     LINE (CX - X, CY)-(CX + X, CY), K, BF
    87.  
    88.     WHILE X > Y
    89.         RadiusError = RadiusError + Y * 2 + 1
    90.         IF RadiusError >= 0 THEN
    91.             IF X <> Y + 1 THEN
    92.                 LINE (CX - Y, CY - X)-(CX + Y, CY - X), K, BF
    93.                 LINE (CX - Y, CY + X)-(CX + Y, CY + X), K, BF
    94.             END IF
    95.             X = X - 1
    96.             RadiusError = RadiusError - X * 2
    97.         END IF
    98.         Y = Y + 1
    99.         LINE (CX - X, CY - Y)-(CX + X, CY - Y), K, BF
    100.         LINE (CX - X, CY + Y)-(CX + X, CY + Y), K, BF
    101.     WEND

     
    Dang! balls again!.PNG


    But it's just a cheap trick not REAL Ball collisions like Fellippe's and this:
    Code: QB64: [Select]
    1. _TITLE "Delta angle by bplus 2018-10-05"
    2.  
    3. ' collisions on the topological rim of circle
    4.  
    5. 'given 2 ball angles A and B there are 2 distances the Major and the Minor
    6. ' make a function that returns the Minor, so don't have to calculate the x, y coordinates of each ball
    7.  
    8.  
    9. 'QB64 X 64 version 1.2 20180228/86  from git b301f92
    10. CONST WW = 800
    11. CONST WH = 600
    12. SCREEN _NEWIMAGE(WW, WH, 32)
    13. _SCREENMOVE (1280 - WW) / 2 + 30, (760 - WH) / 2
    14. CONST PI = 3.141492653589793
    15. CONST PI2 = 1.570796326794897
    16. CONST BIGR = 100
    17. CONST x0 = 400
    18. CONST y0 = 300
    19. TYPE ballType
    20.     a AS SINGLE '           all balls are located by angle a
    21.     da AS SINGLE '          all balls move according to delta angle
    22.     c AS _UNSIGNED LONG '   all balls are colored
    23.  
    24. nBalls = 7
    25. DIM s(1 TO nBalls) AS ballType 'system array
    26. nDiv = 24 'divide circle n times
    27. angle = 2 * PI / nDiv ' 20 degrees, EDIT: no now it's 15 degrees! 360 / 24 = 15
    28. smallr = BIGR * SIN(.5 * angle)
    29.  
    30. 'initialize system, setup like Fellippe's only make it a 2D system
    31. FOR i = 1 TO nBalls
    32.     s(i).a = PI / 2 - (nBalls * PI / 20) - (nBalls) * .5 * angle + i * angle + i * PI / 20 'the last + to separate balls
    33.     IF i = nBalls THEN s(i).da = PI / 30 ELSE s(i).da = 0
    34.     s(i).c = _RGBA32((nBalls - i + 2) * 20, (nBalls - i + 2) * 20, (nBalls - i + 2) * 20, 100) 'use transpaency to check overlap
    35. l = 30
    36. WHILE _KEYDOWN(27) = 0
    37.     CLS
    38.     FOR i = 1 TO nBalls
    39.         'collision check  just check the ball after ball i
    40.         IF i = nBalls THEN j = 1 ELSE j = i + 1
    41.         IF MinorDistance!(s(i).a, s(j).a) < angle THEN 'collision
    42.             SWAP s(i).da, s(j).da
    43.             SWAP s(i).c, s(j).c
    44.         END IF
    45.     NEXT
    46.  
    47.     'update
    48.     FOR i = 1 TO nBalls
    49.         s(i).a = s(i).a + s(i).da
    50.         fcirc x0 + BIGR * COS(s(i).a), y0 + BIGR * SIN(s(i).a), smallr, s(i).c
    51.     NEXT
    52.     _DISPLAY
    53.     l = l + .1
    54.     IF l > 800 THEN l = 800
    55.     _LIMIT l
    56.  
    57. ' all angles are in radian units
    58. FUNCTION MinorDistance! (angleA, angleB)
    59.     ab = angleA - angleB
    60.     IF ab < 0 THEN ab = ab + 2 * PI
    61.     ba = angleB - angleA
    62.     IF ba < 0 THEN ba = ba + 2 * PI
    63.     IF ab < ba THEN MinorDistance! = ab ELSE MinorDistance! = ba
    64.  
    65. 'Steve McNeil's  copied from his forum   note: Radius is too common a name
    66. SUB fcirc (CX AS LONG, CY AS LONG, R AS LONG, K AS _UNSIGNED LONG)
    67.     DIM subRadius AS LONG, RadiusError AS LONG
    68.     DIM X AS LONG, Y AS LONG
    69.  
    70.     subRadius = ABS(R)
    71.     RadiusError = -subRadius
    72.     X = subRadius
    73.     Y = 0
    74.  
    75.     IF subRadius = 0 THEN PSET (CX, CY), K: EXIT SUB
    76.  
    77.     ' Draw the middle span here so we don't draw it twice in the main loop,
    78.     ' which would be a problem with blending turned on.
    79.     LINE (CX - X, CY)-(CX + X, CY), K, BF
    80.  
    81.     WHILE X > Y
    82.         RadiusError = RadiusError + Y * 2 + 1
    83.         IF RadiusError >= 0 THEN
    84.             IF X <> Y + 1 THEN
    85.                 LINE (CX - Y, CY - X)-(CX + Y, CY - X), K, BF
    86.                 LINE (CX - Y, CY + X)-(CX + Y, CY + X), K, BF
    87.             END IF
    88.             X = X - 1
    89.             RadiusError = RadiusError - X * 2
    90.         END IF
    91.         Y = Y + 1
    92.         LINE (CX - X, CY - Y)-(CX + X, CY - Y), K, BF
    93.         LINE (CX - X, CY + Y)-(CX + X, CY + Y), K, BF
    94.     WEND
    95.  

     
    Delta angle.PNG



    Append: Handling collisions when balls are next to or on top of one another is very tricky! Once again my brain is busted trying to handle this situation even on this 1D topology!
    « Last Edit: October 05, 2018, 11:34:33 am by bplus »

    FellippeHeitor

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    Re: LG SmartTV "loading" animation (kind of)
    « Reply #4 on: October 05, 2018, 11:33:58 am »
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  • Interesting mods, bplus.

    Offline bplus

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    Re: LG SmartTV "loading" animation (kind of)
    « Reply #5 on: October 05, 2018, 11:40:51 am »
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  • Quote
    Append: Handling collisions when balls are next to or on top of one another is very tricky! Once again my brain is busted trying to handle this situation even on this 1D topology!

    Hi Fellippe,

    It was interesting and once again I am baffled by collision handling, not detection, deciding what happens after detection, specially when balls are next to each other. I almost got to one version of Windows "wait" animation.

    Offline TerryRitchie

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    Re: LG SmartTV "loading" animation (kind of)
    « Reply #6 on: October 06, 2018, 01:35:39 am »
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  • I'm curious about the CircleFill subroutine in your code. Is that a faster method than using PAINT?

    Where on Earth did you come up with that? It's boggling my mind.
    In order to understand recursion, one must first understand recursion.

    FellippeHeitor

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    Re: LG SmartTV "loading" animation (kind of)
    « Reply #7 on: October 06, 2018, 01:53:08 am »
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  • The circleFill routine in my code is a courtesy of v: https://www.qb64.org/forum/index.php?action=profile;u=17

    The fcirc routine in bplus's code was written by Steve.

    It's not even a matter of being fast (didn't test it); it's a matter of being more efficient in that no paint ever leaks and you can also draw semitransparent filled circles with these.

    Offline bplus

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    Re: LG SmartTV "loading" animation (kind of)
    « Reply #8 on: October 06, 2018, 09:20:01 am »
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  • I'm curious about the CircleFill subroutine in your code. Is that a faster method than using PAINT?

    Where on Earth did you come up with that? It's boggling my mind.

    Yes, mine came from Steve's example. I have tested it against anything else I found or invented. It was also discussed here:
    https://www.qb64.org/forum/index.php?topic=298.45

    Vince offered a similar routine that turns out to be basically the same when roundness fixed.

    It is based on radical symmetry of circle, do calculations on 1/8th of circle and you have all you need to finish the circle AND no overlap or gap when using alpha colors.

    Paint is slower and has to be used with cautions.

    I wonder if this routine could be added to QB64.exe?
    « Last Edit: October 06, 2018, 09:30:08 am by bplus »

    Offline SMcNeill

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    Re: LG SmartTV "loading" animation (kind of)
    « Reply #9 on: October 06, 2018, 09:46:05 am »
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  • I'm curious about the CircleFill subroutine in your code. Is that a faster method than using PAINT?

    Where on Earth did you come up with that? It's boggling my mind.

    Yes, mine came from Steve's example. I have tested it against anything else I found or invented. It was also discussed here:
    https://www.qb64.org/forum/index.php?topic=298.45

    I enjoyed that topic.  Pondering over Petr's code got me to rethink how I've calculated values for _MEM routines in the past, and has helped me find a better way to tweak a lot of my own code to optimize its speed/performance.  With just a little work, we took his routine, optimized it a bit, and made it run 10x faster!

    ..A trick I wish I could pull off for all my project So!  :D
    https://github.com/SteveMcNeill/Steve64 — A github collection of all things Steve!

    Offline TerryRitchie

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    Re: LG SmartTV "loading" animation (kind of)
    « Reply #10 on: October 06, 2018, 01:52:11 pm »
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  • I just read through that whole topic and it was fascinating to see this evolve. I'll need to remember the BF trick with making lines faster.
    In order to understand recursion, one must first understand recursion.