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Upload sketch.js
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sketch.js
ADDED
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@@ -0,0 +1,257 @@
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| 1 |
+
let boundaries = [];
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| 2 |
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let balls = [];
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| 3 |
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let drawingBoundary = false;
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| 4 |
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let boundaryDrawn = false;
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| 5 |
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let w, h;
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| 6 |
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let entropyGraph = [];
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| 7 |
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let startTime;
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| 8 |
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| 9 |
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function setup() {
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| 10 |
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w = windowWidth;
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| 11 |
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h = windowHeight;
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| 12 |
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canvas = createCanvas(w, h);
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| 13 |
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startTime = millis();
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| 14 |
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}
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| 15 |
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| 16 |
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function draw() {
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| 17 |
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background(0);
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| 18 |
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| 19 |
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// Draw the boundaries
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| 20 |
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stroke(255);
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| 21 |
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strokeWeight(2);
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| 22 |
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if (boundaries.length >= 3) {
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| 23 |
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beginShape();
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| 24 |
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for (let v of boundaries) {
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| 25 |
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vertex(v.x, v.y);
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| 26 |
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}
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| 27 |
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endShape(CLOSE);
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| 28 |
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}
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| 29 |
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| 30 |
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// Update and draw the balls
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| 31 |
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for (let ball of balls) {
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| 32 |
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ball.move();
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| 33 |
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ball.checkBoundaryCollision();
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| 34 |
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ball.display();
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| 35 |
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}
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| 36 |
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| 37 |
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// Calculate and display entropy
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| 38 |
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if (boundaryDrawn && balls.length > 0) {
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| 39 |
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let entropy = calculateEntropy();
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| 40 |
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entropyGraph.push(entropy);
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| 41 |
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displayEntropyGraph();
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| 42 |
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}
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| 43 |
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| 44 |
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// Display instructions
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| 45 |
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displayInstructions();
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| 46 |
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}
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| 47 |
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| 48 |
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function mouseDragged() {
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| 49 |
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if (!drawingBoundary && !boundaryDrawn) {
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| 50 |
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boundaries = [];
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| 51 |
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drawingBoundary = true;
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| 52 |
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}
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| 53 |
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if (drawingBoundary) {
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| 54 |
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boundaries.push({ x: mouseX, y: mouseY });
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| 55 |
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}
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| 56 |
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}
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| 57 |
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| 58 |
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function mouseReleased() {
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| 59 |
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drawingBoundary = false;
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| 60 |
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boundaryDrawn = true;
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| 61 |
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}
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| 62 |
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| 63 |
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function mouseClicked() {
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| 64 |
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if (boundaryDrawn) {
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| 65 |
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balls.push(new Ball());
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| 66 |
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}
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| 67 |
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}
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| 68 |
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| 69 |
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class Ball {
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| 70 |
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constructor() {
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| 71 |
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this.x = mouseX;
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| 72 |
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this.y = mouseY;
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| 73 |
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this.vx = random(-2, 2);
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| 74 |
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this.vy = random(-2, 2);
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| 75 |
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this.radius = 2;
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| 76 |
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this.color = color(random(100, 255), random(100, 255), random(100, 255));
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| 77 |
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}
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| 78 |
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| 79 |
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move() {
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| 80 |
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this.x += this.vx;
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| 81 |
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this.y += this.vy;
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| 82 |
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}
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| 83 |
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| 84 |
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checkBoundaryCollision() {
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| 85 |
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let isOutside = !this.isPointInPolygon(boundaries, this.x, this.y);
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| 86 |
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| 87 |
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if (isOutside) {
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| 88 |
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let closestEdge = this.findClosestEdge(boundaries);
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| 89 |
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let edgeNormal = p5.Vector.fromAngle(closestEdge.angle + HALF_PI);
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| 90 |
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let reflectedVelocity = this.reflectVector(createVector(this.vx, this.vy), edgeNormal);
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| 91 |
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this.vx = reflectedVelocity.x;
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| 92 |
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this.vy = reflectedVelocity.y;
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| 93 |
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| 94 |
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// Move the ball back inside the boundary
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| 95 |
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this.x = constrain(this.x, closestEdge.x1, closestEdge.x2);
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| 96 |
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this.y = constrain(this.y, closestEdge.y1, closestEdge.y2);
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| 97 |
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}
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| 98 |
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}
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| 99 |
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| 100 |
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// findClosestEdge(polygon) {
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| 101 |
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// // ... (keep the existing implementation)
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| 102 |
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// }
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| 103 |
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| 104 |
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// distanceToLine(edge) {
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| 105 |
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// // ... (keep the existing implementation)
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| 106 |
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// }
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| 107 |
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| 108 |
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// reflectVector(vector, normal) {
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| 109 |
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// // ... (keep the existing implementation)
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| 110 |
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// }
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| 111 |
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| 112 |
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// isPointInPolygon(polygon, px, py) {
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| 113 |
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// // ... (keep the existing implementation)
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| 114 |
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// }
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| 115 |
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| 116 |
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findClosestEdge(polygon) {
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| 117 |
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let closestEdge = null;
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| 118 |
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let closestDistance = Infinity;
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| 119 |
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| 120 |
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for (let i = 0; i < polygon.length; i++) {
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| 121 |
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let j = (i + 1) % polygon.length;
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| 122 |
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let x1 = polygon[i].x;
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| 123 |
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let y1 = polygon[i].y;
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| 124 |
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let x2 = polygon[j].x;
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| 125 |
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let y2 = polygon[j].y;
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| 126 |
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| 127 |
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let edge = { x1, y1, x2, y2 };
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| 128 |
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let distance = this.distanceToLine(edge);
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| 129 |
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| 130 |
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if (distance < closestDistance) {
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| 131 |
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closestDistance = distance;
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| 132 |
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closestEdge = edge;
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| 133 |
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}
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| 134 |
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}
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| 135 |
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| 136 |
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let dx = closestEdge.x2 - closestEdge.x1;
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| 137 |
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let dy = closestEdge.y2 - closestEdge.y1;
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| 138 |
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closestEdge.angle = atan2(dy, dx);
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| 139 |
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| 140 |
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return closestEdge;
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| 141 |
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}
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| 142 |
+
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| 143 |
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distanceToLine(edge) {
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| 144 |
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let x1 = edge.x1;
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| 145 |
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let y1 = edge.y1;
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| 146 |
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let x2 = edge.x2;
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| 147 |
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let y2 = edge.y2;
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| 148 |
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| 149 |
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let dx = x2 - x1;
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| 150 |
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let dy = y2 - y1;
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| 151 |
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let a = dy;
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| 152 |
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let b = -dx;
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| 153 |
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let c = dx * y1 - dy * x1;
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| 154 |
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| 155 |
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let dist = Math.abs(a * this.x + b * this.y + c) / Math.sqrt(a * a + b * b);
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| 156 |
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return dist;
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| 157 |
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}
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| 158 |
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| 159 |
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reflectVector(vector, normal) {
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| 160 |
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let dotProduct = vector.x * normal.x + vector.y * normal.y;
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| 161 |
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let reflectedVector = p5.Vector.sub(vector, p5.Vector.mult(normal, 2 * dotProduct));
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| 162 |
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return reflectedVector;
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| 163 |
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}
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| 164 |
+
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| 165 |
+
isPointInPolygon(polygon, px, py) {
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| 166 |
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const epsilon = 0.01; // Adjust this value as needed
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| 167 |
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const radius = this.radius;
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| 168 |
+
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| 169 |
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let isInside = false;
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| 170 |
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let j = polygon.length - 1;
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| 171 |
+
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| 172 |
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for (let i = 0; i < polygon.length; i++) {
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| 173 |
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let x1 = polygon[i].x;
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| 174 |
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let y1 = polygon[i].y;
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| 175 |
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let x2 = polygon[j].x;
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| 176 |
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let y2 = polygon[j].y;
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| 177 |
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| 178 |
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if ((y1 > py + radius + epsilon) !== (y2 > py + radius + epsilon) &&
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| 179 |
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px + radius + epsilon < ((x2 - x1) * (py + radius + epsilon - y1)) / (y2 - y1) + x1) {
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| 180 |
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isInside = !isInside;
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| 181 |
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}
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| 182 |
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| 183 |
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j = i;
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| 184 |
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}
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| 185 |
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| 186 |
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return isInside;
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| 187 |
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}
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| 188 |
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| 189 |
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| 190 |
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display() {
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| 191 |
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fill(this.color);
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| 192 |
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noStroke();
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| 193 |
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ellipse(this.x, this.y, this.radius * 2, this.radius * 2);
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| 194 |
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}
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| 195 |
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}
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| 196 |
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| 197 |
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function calculateEntropy() {
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| 198 |
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const gridSize = 10;
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| 199 |
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const grid = {};
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| 200 |
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const totalBalls = balls.length;
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| 201 |
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| 202 |
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for (let ball of balls) {
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| 203 |
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const gridX = Math.floor(ball.x / gridSize);
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| 204 |
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const gridY = Math.floor(ball.y / gridSize);
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| 205 |
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const key = `${gridX},${gridY}`;
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| 206 |
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grid[key] = (grid[key] || 0) + 1;
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| 207 |
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}
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| 208 |
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| 209 |
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let entropy = 0;
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| 210 |
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for (let count of Object.values(grid)) {
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| 211 |
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const probability = count / totalBalls;
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| 212 |
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entropy -= probability * Math.log2(probability);
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| 213 |
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}
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| 214 |
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| 215 |
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return entropy;
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| 216 |
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}
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| 217 |
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| 218 |
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function displayEntropyGraph() {
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| 219 |
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const graphWidth = 200;
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| 220 |
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const graphHeight = 100;
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| 221 |
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const x = width - graphWidth - 10;
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| 222 |
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const y = height - graphHeight - 10;
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| 223 |
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| 224 |
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fill(0, 150);
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| 225 |
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rect(x, y, graphWidth, graphHeight);
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| 226 |
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| 227 |
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stroke(255);
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| 228 |
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noFill();
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| 229 |
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beginShape();
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| 230 |
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for (let i = 0; i < entropyGraph.length; i++) {
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| 231 |
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const px = map(i, 0, entropyGraph.length - 1, x, x + graphWidth);
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| 232 |
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const py = map(entropyGraph[i], 0, 5, y + graphHeight, y);
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| 233 |
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vertex(px, py);
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| 234 |
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}
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| 235 |
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endShape();
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| 236 |
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| 237 |
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fill(255);
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| 238 |
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noStroke();
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| 239 |
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textAlign(RIGHT);
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| 240 |
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text(`Entropy: ${entropyGraph[entropyGraph.length - 1].toFixed(2)}`, x + graphWidth, y - 5);
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| 241 |
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}
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| 242 |
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| 243 |
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function displayInstructions() {
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| 244 |
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fill(255);
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| 245 |
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noStroke();
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| 246 |
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textAlign(LEFT);
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| 247 |
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textSize(14);
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| 248 |
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text("1. Draw a boundary by dragging the mouse", 10, 20);
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| 249 |
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text("2. Click inside the boundary to add balls", 10, 40);
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| 250 |
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text("3. Observe the entropy graph in the bottom right", 10, 60);
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| 251 |
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}
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| 252 |
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| 253 |
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function windowResized() {
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| 254 |
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w = windowWidth;
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| 255 |
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h = windowHeight;
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| 256 |
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resizeCanvas(w, h);
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| 257 |
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}
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