Here is an example of a basic program in C# using the Entity-Component-System (ECS) architecture to simulate circles moving on the screen and bouncing off the sides and each other:
using System;
using Unity.Entities;
using Unity.Mathematics;
using Unity.Transforms;
using UnityEngine;
public class CircleMovementSystem : ComponentSystem
{
struct CircleData
{
public int Length;
public ComponentDataArray<Position> Position;
public ComponentDataArray<CircleMovement> CircleMovement;
}
[Inject] private CircleData circles;
protected override void OnUpdate()
{
float deltaTime = Time.deltaTime;
for (int i = 0; i < circles.Length; i++)
{
var pos = circles.Position[i];
var movement = circles.CircleMovement[i];
pos.Value += movement.Velocity * deltaTime;
// Check for screen bounds
if (pos.Value.x < 0 || pos.Value.x > Screen.width)
{
movement.Velocity.x = -movement.Velocity.x;
}
if (pos.Value.y < 0 || pos.Value.y > Screen.height)
{
movement.Velocity.y = -movement.Velocity.y;
}
// Check for collision with other circles
for (int j = i + 1; j < circles.Length; j++)
{
float distance = math.distance(pos.Value, circles.Position[j].Value);
if (distance < movement.Radius + circles.CircleMovement[j].Radius)
{
// Handle collision
}
}
circles.Position[i] = pos;
circles.CircleMovement[i] = movement;
}
}
}
public struct CircleMovement : IComponentData
{
public float2 Velocity;
public float Radius;
}
This code uses Unity's ECS framework, and it's assumed you have some basic knowledge of Unity and C#. The CircleMovementSystem
class is a component system that updates the position of each circle based on its velocity and delta time, and checks for collision with the screen bounds and other circles. Each circle is represented by a Position
component and a CircleMovement
component. The CircleMovement
component stores the velocity and radius of the circle.
Note that this is just a basic example, and you would need to implement the collision handling and other features to make the simulation more realistic.
Sure, here is an example of a basic program in C# without using Unity's framework to simulate circles moving on the screen and bouncing off the sides and each other:
using System;
using System.Collections.Generic;
using System.Drawing;
public class Circle
{
public PointF Position { get; set; }
public SizeF Velocity { get; set; }
public float Radius { get; set; }
public Circle(PointF position, SizeF velocity, float radius)
{
Position = position;
Velocity = velocity;
Radius = radius;
}
}
public class CircleMovement
{
private List<Circle> circles = new List<Circle>();
private Size screenSize;
public CircleMovement(Size screenSize)
{
this.screenSize = screenSize;
}
public void AddCircle(Circle circle)
{
circles.Add(circle);
}
public void Update(float deltaTime)
{
foreach (var circle in circles)
{
circle.Position = new PointF(
circle.Position.X + circle.Velocity.Width * deltaTime,
circle.Position.Y + circle.Velocity.Height * deltaTime
);
// Check for screen bounds
if (circle.Position.X - circle.Radius < 0 || circle.Position.X + circle.Radius > screenSize.Width)
{
circle.Velocity = new SizeF(
-circle.Velocity.Width,
circle.Velocity.Height
);
}
if (circle.Position.Y - circle.Radius < 0 || circle.Position.Y + circle.Radius > screenSize.Height)
{
circle.Velocity = new SizeF(
circle.Velocity.Width,
-circle.Velocity.Height
);
}
// Check for collision with other circles
for (int i = circles.IndexOf(circle) + 1; i < circles.Count; i++)
{
var other = circles[i];
float distance = (float)Math.Sqrt(
Math.Pow(circle.Position.X - other.Position.X, 2) +
Math.Pow(circle.Position.Y - other.Position.Y, 2)
);
if (distance < circle.Radius + other.Radius)
{
// Handle collision
}
}
}
}
}
This version of the code uses a Circle
class, which stores the position, velocity, and radius of each circle, and a CircleMovement
class, which updates the position of each circle based on its velocity and delta time, and checks for collision with the screen bounds and other circles. The AddCircle
method is used to add circles to the simulation, and the Update
method is called each frame to update the position of the circles and check for collisions.
It uses GDI+ library to use the PointF, SizeF and Size, the System.Drawing namespace.
Note that this is still a basic example, and you would need to implement the collision handling and other features to make the simulation more realistic.
Sure, here is an example of a basic program in C# using a custom Entity-Component-System (ECS) framework to simulate circles moving on the screen and bouncing off the sides and each other:
using System;
using System.Collections.Generic;
public class Entity
{
private List<int> entities = new List<int>();
private int nextEntity = 0;
public int CreateEntity()
{
int entity = nextEntity++;
entities.Add(entity);
return entity;
}
public void DestroyEntity(int entity)
{
entities.Remove(entity);
}
}
public class Component<T>
{
private Dictionary<int, T> components = new Dictionary<int, T>();
public void Add(int entity, T component)
{
components.Add(entity, component);
}
public void Remove(int entity)
{
components.Remove(entity);
}
public T Get(int entity)
{
return components[entity];
}
}
public struct Position
{
public float X;
public float Y;
public Position(float x, float y)
{
X = x;
Y = y;
}
}
public struct Velocity
{
public float X;
public float Y;
public Velocity(float x, float y)
{
X = x;
Y = y;
}
}
public struct CircleMovementSystem
{
private Component<Position> positionComponent;
private Component<Velocity> velocityComponent;
private Size screenSize;
public CircleMovementSystem(Entities entities, Component<Position> positionComponent, Component<Velocity> velocityComponent, Size screenSize)
{
this.positionComponent = positionComponent;
this.velocityComponent = velocityComponent;
this.screenSize = screenSize;
}
public void Update(float deltaTime)
{
foreach (int entity in entities.entities)
{
var pos = positionComponent.Get(entity);
var vel = velocityComponent.Get(entity);
pos.X += vel.X * deltaTime;
pos.Y += vel.Y * deltaTime;
// Check for screen bounds
if (pos.X < 0 || pos.X > screenSize.Width)
{
vel.X = -vel.X;
}
if (pos.Y < 0 || pos.Y > screenSize.Height)
{
vel.Y = -vel.Y;
}
// Check for collision with other circles
foreach (int otherEntity in entities.entities)
{
if (otherEntity == entity)
{
continue;
}
var otherPos = positionComponent.Get(otherEntity);
float distance = (float)Math.Sqrt(
Math.Pow(pos.X - otherPos.X, 2) +
Math.Pow(pos.Y - otherPos.Y, 2)
);
if (distance < pos.Radius + otherPos.Radius)
{
// Handle collision
}
}
positionComponent.Add
Sure, here's an example of basic program in C# using a custom Entity-Component-System (ECS) framework, where the movement and collision system are separated:
using System;
using System.Collections.Generic;
public class Entities
{
private List<int> entities = new List<int>();
private int nextEntity = 0;
public int CreateEntity()
{
int entity = nextEntity++;
entities.Add(entity);
return entity;
}
public void DestroyEntity(int entity)
{
entities.Remove(entity);
}
}
public class Component<T>
{
private Dictionary<int, T> components = new Dictionary<int, T>();
public void Add(int entity, T component)
{
components.Add(entity, component);
}
public void Remove(int entity)
{
components.Remove(entity);
}
public T Get(int entity)
{
return components[entity];
}
}
public struct Position
{
public float X;
public float Y;
public Position(float x, float y)
{
X = x;
Y = y;
}
}
public struct Velocity
{
public float X;
public float Y;
public Velocity(float x, float y)
{
X = x;
Y = y;
}
}
public struct Radius
{
public float Value;
public Radius(float value)
{
Value = value;
}
}
public class MovementSystem
{
private Component<Position> positionComponent;
private Component<Velocity> velocityComponent;
private Size screenSize;
public MovementSystem(Entities entities, Component<Position> positionComponent, Component<Velocity> velocityComponent, Size screenSize)
{
this.positionComponent = positionComponent;
this.velocityComponent = velocityComponent;
this.screenSize = screenSize;
}
public void Update(float deltaTime)
{
foreach (int entity in entities.entities)
{
var pos = positionComponent.Get(entity);
var vel = velocityComponent.Get(entity);
pos.X += vel.X * deltaTime;
pos.Y += vel.Y * deltaTime;
// Check for screen bounds
if (pos.X < 0 || pos.X > screenSize.Width)
{
vel.X = -vel.X;
}
if (pos.Y < 0 || pos.Y > screenSize.Height)
{
vel.Y = -vel.Y;
}
positionComponent.Add(entity, pos);
velocityComponent.Add(entity, vel);
}
}
}
public class CollisionSystem
{
private Component<Position> positionComponent;
private Component<Radius> radiusComponent;
public CollisionSystem(Entities entities, Component<Position> positionComponent, Component<Radius> radiusComponent)
{
this.positionComponent = positionComponent;
this.radiusComponent = radiusComponent;
}
public void Update()
{
Sure, here is the implementation of the CollisionSystem
class:
public class CollisionSystem
{
private Component<Position> positionComponent;
private Component<Radius> radiusComponent;
public CollisionSystem(Entities entities, Component<Position> positionComponent, Component<Radius> radiusComponent)
{
this.positionComponent = positionComponent;
this.radiusComponent = radiusComponent;
}
public void Update()
{
foreach (int entity in entities.entities)
{
var pos = positionComponent.Get(entity);
var radius = radiusComponent.Get(entity);
// Check for collision with other circles
foreach (int otherEntity in entities.entities)
{
if (otherEntity == entity)
{
continue;
}
var otherPos = positionComponent.Get(otherEntity);
var otherRadius = radiusComponent.Get(otherEntity);
float distance = (float)Math.Sqrt(
Math.Pow(pos.X - otherPos.X, 2) +
Math.Pow(pos.Y - otherPos.Y, 2)
);
if (distance < radius.Value + otherRadius.Value)
{
// Handle collision
}
}
}
}
}
The collision system class takes an Entities
object and two component objects, positionComponent
and radiusComponent
, in its constructor. The Update
method iterates over all the entities and for each entity, it checks for collision with other circles by calculating the distance between the centers of the circles and comparing it to the sum of the radii of the circles.
It will only check for collision if the entities are different.
If a collision is detected, you can add code to handle the collision as you like.
You can call the Update
method each frame to check for collisions among the circles.
Sure, here's an example of how to handle the collision between circles so that they maintain their momentum after bouncing off each other:
public class CollisionSystem
{
private Component<Position> positionComponent;
private Component<Velocity> velocityComponent;
private Component<Radius> radiusComponent;
public CollisionSystem(Entities entities, Component<Position> positionComponent, Component<Velocity> velocityComponent, Component<Radius> radiusComponent)
{
this.positionComponent = positionComponent;
this.velocityComponent = velocityComponent;
this.radiusComponent = radiusComponent;
}
public void Update()
{
foreach (int entity in entities.entities)
{
var pos = positionComponent.Get(entity);
var vel = velocityComponent.Get(entity);
var radius = radiusComponent.Get(entity);
// Check for collision with other circles
foreach (int otherEntity in entities.entities)
{
if (otherEntity == entity)
{
continue;
}
var otherPos = positionComponent.Get(otherEntity);
var otherVel = velocityComponent.Get(otherEntity);
var otherRadius = radiusComponent.Get(otherEntity);
float distance = (float)Math.Sqrt(
Math.Pow(pos.X - otherPos.X, 2) +
Math.Pow(pos.Y - otherPos.Y, 2)
);
if (distance < radius.Value + otherRadius.Value)
{
HandleCollision(entity, otherEntity);
}
}
}
}
private void HandleCollision(int entity1, int entity2)
{
var pos1 = positionComponent.Get(entity1);
var vel1 = velocityComponent.Get(entity1);
var mass1 = radiusComponent.Get(entity1);
var pos2 = positionComponent.Get(entity2);
var vel2 = velocityComponent.Get(entity2);
var mass2 = radiusComponent.Get(entity2);
// Calculate collision normal
float nx = pos2.X - pos1.X;
float ny = pos2.Y - pos1.Y;
float len = (float)Math.Sqrt(nx *
Sure, here's the implementation of the HandleCollision
method:
private void HandleCollision(int entity1, int entity2)
{
var pos1 = positionComponent.Get(entity1);
var vel1 = velocityComponent.Get(entity1);
var mass1 = radiusComponent.Get(entity1);
var pos2 = positionComponent.Get(entity2);
var vel2 = velocityComponent.Get(entity2);
var mass2 = radiusComponent.Get(entity2);
// Calculate collision normal
float nx = pos2.X - pos1.X;
float ny = pos2.Y - pos1.Y;
float len = (float)Math.Sqrt(nx * nx + ny * ny);
nx /= len;
ny /= len;
// Calculate relative velocity
float vx = vel2.X - vel1.X;
float vy = vel2.Y - vel1.Y;
// Calculate relative velocity in terms of the normal direction
float dot = vx * nx + vy * ny;
// Calculate restitution
float e = Math.Min(mass1, mass2);
// Calculate impulse scalar
float j = -(1 + e) * dot;
j /= (1 / mass1) + (1 / mass2);
// Apply impulse
float impulseX = j * nx;
float impulseY = j * ny;
vel1.X -= impulseX / mass1;
vel1.Y -= impulseY / mass1;
vel2.X += impulseX / mass2;
vel2.Y += impulseY / mass2;
positionComponent.Add(entity1, pos1);
velocityComponent.Add(entity1, vel1);
radiusComponent.Add(entity1, mass1);
positionComponent.Add(entity2, pos2);
velocityComponent.Add(entity2, vel2);
radiusComponent.Add(entity2, mass2);
}
The HandleCollision
method takes two entities as parameters and retrieves their position, velocity and radius using the appropriate component.
It then calculates the collision normal by subtracting the position of one circle from the other and normalizing the result.
It then calculates the relative velocity of the two circles, and the dot product of the relative velocity and collision normal. This dot product is used to calculate the impulse scalar, which is applied to the velocity
Sure, here's an example of how to separate the movement and border detection into two systems MovementSystem
and BorderSystem
.
public class MovementSystem
{
private Component<Position> positionComponent;
private Component<Velocity> velocityComponent;
private Entities entities;
public MovementSystem(Entities entities, Component<Position> positionComponent, Component<Velocity> velocityComponent)
{
this.positionComponent = positionComponent;
this.velocityComponent = velocityComponent;
this.entities = entities;
}
public void Update(float deltaTime)
{
foreach (int entity in entities.entities)
{
var pos = positionComponent.Get(entity);
var vel = velocityComponent.Get(entity);
pos.X += vel.X * deltaTime;
pos.Y += vel.Y * deltaTime;
positionComponent.Add(entity, pos);
velocityComponent.Add(entity, vel);
}
}
}
public class BorderSystem
{
private Component<Position> positionComponent;
private Component<Velocity> velocityComponent;
private Entities entities;
private Size screenSize;
public BorderSystem(Entities entities, Component<Position> positionComponent, Component<Velocity> velocityComponent, Size screenSize)
{
this.positionComponent = positionComponent;
this.velocityComponent = velocityComponent;
this.entities = entities;
this.screenSize = screenSize;
}
public void Update()
{
foreach (int entity in entities.entities)
{
var pos = positionComponent.Get(entity);
var vel = velocityComponent.Get(entity);
if (pos.X < 0 || pos.X > screenSize.Width)
{
vel.X = -vel.X;
}
if (pos.Y < 0 || pos.Y > screenSize.Height)
{
vel.Y = -vel.Y;
}
positionComponent.Add(entity, pos);
velocityComponent.Add(entity, vel);
}
}
}
The MovementSystem
class takes an Entities
object, a positionComponent
and a velocityComponent
in its constructor. The Update
method iterates over all the entities and for each entity, it updates the position based on the velocity and delta time.
The BorderSystem
class takes an Entities
object, a positionComponent
, a velocityComponent
and a screenSize
in its constructor. The Update
method iterates over all the entities and for each entity, it checks if the position is out of screen bounds, if so it inverts the velocity of the entity, so the circle will bounce back to the screen.
you can call both system update method each frame to update the position of the circles and check for the screen bounds.