Urgent : Codes of autonomous agent

can any one help me with this code, I need it right now, since I have final submission and presentation today. please help me. my code runs the stop after 10 second

// Path Following

// Using this variable to decide whether to draw all the stuff
boolean debug = true;

Flock flock;

// bus paths
Path pathOrange;
Path pathP1;
Path pathP2;
Path pathG1;
Path pathB1;

// car paths
Path pathQ;
Path pathBroad;
Path pathHW;
Path pathHWR;

// buses
Vehicle bus1;
Vehicle bus2;
Vehicle bus3;
Vehicle bus4;
Vehicle bus5;

//cars
Car car1;
//Vehicle car2;
//Vehicle car3;
//Vehicle car4;
//Vehicle car5;
//Vehicle car6;
//Vehicle car7;
//Vehicle car8;
//Vehicle car9;
//Vehicle car10;
//Vehicle car11;
//Vehicle car12;
//Vehicle car13;
//Vehicle car14;
//Vehicle car15;
//Vehicle car16;
//Vehicle car17;
//Vehicle car18;
//Vehicle car19;
//Vehicle car20;
//Vehicle car21;
//Vehicle car22;

Car BC1;
Car BC2;
Car BC3;
Car BC4;
Car BC5;
Car BC6;
Car BC7;
Car BC8;

Car H1;

Car HR1;




int dayCnt = 0;


void setup() {
  size(1280, 800);

  //wind
    flock = new Flock();
  // Add an initial set of boids into the system
  for (int i = 0; i < 350; i++) {
    flock.addBoid(new Boid(width/2,height/2));
  }

  // Call a function to generate new Path object
  newPath();


  // Each vehicle has different maxspeed and maxforce for demo purposes
  //buses
  bus1 = new Vehicle(new PVector(0, height/2), .5, 0.1);
  bus2 = new Vehicle(new PVector(0, height/2), .25, 0.1);
  bus3 = new Vehicle(new PVector(250, height+20), .5, .1);
  bus4 = new Vehicle(new PVector(0, height+20), .5, .1);
  bus5 = new Vehicle(new PVector(420, -20), .25, .1);

  
  //cars
  car1 = new Car(new PVector(10, height+20), .5, 0.1);
  //car2 = new Vehicle(new PVector(10, height+19), .5, 0.1);
  //car3 = new Vehicle(new PVector(10, height+18), .5, 0.1);
  //car4 = new Vehicle(new PVector(10, height+17), .5, 0.1);
  //car5 = new Vehicle(new PVector(10, height+16), .5, 0.1);
  //car6 = new Vehicle(new PVector(10, height+15), .5, 0.1);
  //car7 = new Vehicle(new PVector(10, height+14), .5, 0.1);
  //car8 = new Vehicle(new PVector(10, height+13), .5, 0.1);
  //car9 = new Vehicle(new PVector(10, height+12), .5, 0.1);
  //car10 = new Vehicle(new PVector(10, height+11), .5, 0.1);
  //car11 = new Vehicle(new PVector(10, height+10), .5, 0.1);
  //car12 = new Vehicle(new PVector(10, height+9), .5, 0.1);
  //car13 = new Vehicle(new PVector(10, height+8), .5, 0.1);
  //car14 = new Vehicle(new PVector(10, height+7), .5, 0.1);
  //car15 = new Vehicle(new PVector(10, height+6), .5, 0.1);
  //car16 = new Vehicle(new PVector(10, height+5), .5, 0.1);
  //car17 = new Vehicle(new PVector(10, height+4), .5, 0.1);
  //car18 = new Vehicle(new PVector(10, height+3), .5, 0.1);
  //car19 = new Vehicle(new PVector(10, height+2), .5, 0.1);
  //car20 = new Vehicle(new PVector(10, height+1), .5, 0.1);
  //car21 = new Vehicle(new PVector(10, height), .5, 0.1);
  //car22 = new Vehicle(new PVector(10, height-1), .5, 0.1);
  
  BC1 = new Car(new PVector(-20, 350), .5, 0.1);
  BC2 = new Car(new PVector(-18, 350), .4, 0.15);
  BC3 = new Car(new PVector(-16, 350), .3, 0.13);
  BC4 = new Car(new PVector(-14, 350), .6, 0.18);
  BC5 = new Car(new PVector(-12, 350), .7, 0.12);
  BC6 = new Car(new PVector(-10, 350), .45, 0.11);
  BC7 = new Car(new PVector(-8, 350), .35, 0.1);
  BC8 = new Car(new PVector(-6, 350), .25, 0.16);
  
  H1 = new Car(new PVector(-20, 50), .5, 3);
  
  HR1 = new Car(new PVector(465, height+20), 1, .1);
}

void draw() {
  background(50);
  println(frameCount);
  
    flock.run();
  
  // Display the path
  pathOrange.display();
  pathP1.display();
  pathP2.display();
  pathG1.display();
  pathB1.display();
  
  pathQ.display();
  pathBroad.display();
  pathHW.display();
  pathHWR.display();
  
  // The boids follow the path
  bus1.follow(pathOrange);
  bus2.follow(pathP1);
  bus3.follow(pathP2);
  bus4.follow(pathG1);
  bus5.follow(pathB1);
  
  car1.follow(pathQ);
  //car2.follow(pathQ);
  //car3.follow(pathQ);
  //car4.follow(pathQ);
  //car5.follow(pathQ);
  //car6.follow(pathQ);
  //car7.follow(pathQ);
  //car8.follow(pathQ);
  //car9.follow(pathQ);
  //car10.follow(pathQ);
  //car11.follow(pathQ);
  //car12.follow(pathQ);
  //car13.follow(pathQ);
  //car14.follow(pathQ);
  //car15.follow(pathQ);
  //car16.follow(pathQ);
  //car17.follow(pathQ);
  //car18.follow(pathQ);
  //car19.follow(pathQ);
  //car20.follow(pathQ);
  //car21.follow(pathQ);
  //car22.follow(pathQ);
  
  BC1.follow(pathBroad);
  BC2.follow(pathBroad);
  BC3.follow(pathBroad);
  BC4.follow(pathBroad);
  BC5.follow(pathBroad);
  BC6.follow(pathBroad);
  BC7.follow(pathBroad);
  BC8.follow(pathBroad);
  
  H1.follow(pathHW);
  
  HR1.follow(pathHWR);
  
  
  // Call the generic run method (update, borders, display, etc.)
  bus1.run();
  bus2.run();
  bus3.run();
  bus4.run();
  bus5.run();
  
  car1.run();
  //car2.run();
  //car3.run();
  //car4.run();
  //car5.run();
  //car6.run();
  //car7.run();
  //car8.run();
  //car9.run();
  //car10.run();
  //car11.run();
  //car12.run();
  //car13.run();
  //car14.run();
  //car15.run();
  //car16.run();
  //car17.run();
  //car18.run();
  //car19.run();
  //car20.run();
  //car21.run();
  //car22.run();
  
  BC1.run();
  BC2.run();
  BC3.run();
  BC4.run();
  BC5.run();
  BC6.run();
  BC7.run();
  BC8.run();
  
  H1.run();
  
  HR1.run();
  
  
  bus1.borders(pathOrange);
  bus2.borders(pathP1);
  bus3.borders(pathP2);
  bus4.borders(pathG1);
  bus5.borders(pathB1);
  
  car1.borders(pathQ);
  //car2.borders(pathQ);
  //car3.borders(pathQ);
  //car4.borders(pathQ);
  //car5.borders(pathQ);
  //car6.borders(pathQ);
  //car7.borders(pathQ);
  //car8.borders(pathQ);
  //car9.borders(pathQ);
  //car10.borders(pathQ);
  //car11.borders(pathQ);
  //car12.borders(pathQ);
  //car13.borders(pathQ);
  //car14.borders(pathQ);
  //car15.borders(pathQ);
  //car16.borders(pathQ);
  //car17.borders(pathQ);
  //car18.borders(pathQ);
  //car19.borders(pathQ);
  //car20.borders(pathQ);
  //car21.borders(pathQ);
  //car22.borders(pathQ);
  
  BC1.borders(pathBroad);
  BC2.borders(pathBroad);
  BC3.borders(pathBroad);
  BC4.borders(pathBroad);
  BC5.borders(pathBroad);
  BC6.borders(pathBroad);
  BC7.borders(pathBroad);
  BC8.borders(pathBroad);

  H1.borders(pathHW);
  
  HR1.borders(pathHWR);


  // Instructions
  fill(255);
  text("DAY: " + dayCnt, width-100, height-20);
}

// Add a new boid into the System
void mousePressed() {
  flock.addBoid(new Boid(mouseX,mouseY));
}



// The Flock (a list of Boid objects)

class Flock {
  ArrayList<Boid> boids; // An ArrayList for all the boids

  Flock() {
    boids = new ArrayList<Boid>(); // Initialize the ArrayList
  }

  void run() {
    for (Boid b : boids) {
      b.run(boids);  // Passing the entire list of boids to each boid individually
    }
  }

  void addBoid(Boid b) {
    boids.add(b);
  }

}






void newPath() {
  // A path is a series of connected points
  // A more sophisticated path might be a curve
  
  //orange
  pathOrange = new Path();
  pathOrange.addPoint(-20, height/2);
  pathOrange.addPoint(50, height/2);
  pathOrange.addPoint(60, 425);
  pathOrange.addPoint(70, 550);
  pathOrange.addPoint(90, 560);
  pathOrange.addPoint(110, 575);
  pathOrange.addPoint(690, 575);
  pathOrange.addPoint(700, 560);
  pathOrange.addPoint(710, 540);
  pathOrange.addPoint(720, 450);
  pathOrange.addPoint(730, 440);
  pathOrange.addPoint(745, 450);
  pathOrange.addPoint(750, 690);
  pathOrange.addPoint(760, 700);
  pathOrange.addPoint(780, 720);
  pathOrange.addPoint(760, 765);
  pathOrange.addPoint(750, height+20);
  
  //purple1
  pathP1 = new Path();
  pathP1.addPoint(-20, height/2);
  pathP1.addPoint(60, height/2);
  pathP1.addPoint(70, 410);
  pathP1.addPoint(960, 405);
  pathP1.addPoint(width+20, height/2);
  
  //purple2
  pathP2 = new Path();
  pathP2.addPoint(250, height+20);
  pathP2.addPoint(250, 610); //turn right
  pathP2.addPoint(260, 600);
  pathP2.addPoint(420, 600);
  pathP2.addPoint(430, 590);
  pathP2.addPoint(430, 360);
  pathP2.addPoint(440, 350);
  pathP2.addPoint(720, 350);
  pathP2.addPoint(730, 360);//turn down
  pathP2.addPoint(730, 730);
  pathP2.addPoint(740, 740);
  pathP2.addPoint(845, 740);
  pathP2.addPoint(850, 750);
  pathP2.addPoint(850, height+20);
    
    
  //green
  pathG1 = new Path();
  pathG1.addPoint(0, height +20);
  pathG1.addPoint(5, 615);
 // pathG1.addPoint(0, 600);turn right
  pathG1.addPoint(15, 600); 
  pathG1.addPoint(175, 600);
  //pathG1.addPoint(200, 600); turn up
  pathG1.addPoint(200, 575);
  pathG1.addPoint(200, 375);
 // pathG1.addPoint(200, 350); turn right
  pathG1.addPoint(215, 350);
  pathG1.addPoint(730, 350);
  pathG1.addPoint(width+20, 340);


  //blue
  pathB1 = new Path();
  pathB1.addPoint(420,-20);
  pathB1.addPoint(420, 0);
  pathB1.addPoint(430, 70);
  pathB1.addPoint(420, 350);//bottom point
  pathB1.addPoint(380, 350); 
  pathB1.addPoint(380, 250);
  pathB1.addPoint(290, 250);
  pathB1.addPoint(290, 150);
  pathB1.addPoint(260, 75);
  pathB1.addPoint(400, 50);
  pathB1.addPoint(400, -20);
  
  //Q
  pathQ = new Path();
  pathQ.addPoint(10, height+20);
  pathQ.addPoint(10, -20);
  
  //Broad
  pathBroad = new Path();
  pathBroad.addPoint(-20, 350);
  pathBroad.addPoint(730, 350);
  pathBroad.addPoint(width+20, 340);
  
  //Highway
  pathHW = new Path();
  pathHW.addPoint(-20, 50);
  pathHW.addPoint(80, 55);
  pathHW.addPoint(560, 70);
  pathHW.addPoint(590, 100);
  pathHW.addPoint(620, 200);
  pathHW.addPoint(630, 300);
  pathHW.addPoint(630, 400);
  pathHW.addPoint(610, 500);
  pathHW.addPoint(570, 600);
  pathHW.addPoint(520, 700);
  pathHW.addPoint(450, height+20);
  
  pathHWR = new Path();
  pathHWR.addPoint(465, height+20);
  pathHWR.addPoint(525, 700);
  pathHWR.addPoint(575, 600);
  pathHWR.addPoint(615, 500);
  pathHWR.addPoint(640, 400);
  pathHWR.addPoint(645, 300);
  pathHWR.addPoint(660, 200);
  pathHWR.addPoint(665, 100);
  pathHWR.addPoint(620, 60);
  pathHWR.addPoint(80, 45);
  pathHWR.addPoint(-20, 45);
  
  
}
public void keyPressed() {
  if (key == ' ') {
    debug = !debug;
  }
}



//walmart destination (0, 150)`Preformatted text`


//class bus
// The Nature of Code
// Daniel Shiffman
// http://natureofcode.com

// Path Following

// Vehicle class

class Vehicle {

  // All the usual stuff
  PVector position;
  PVector velocity;
  PVector acceleration;
  float r;
  float maxforce;    // Maximum steering force
  float maxspeed;    // Maximum speed

    // Constructor initialize all values
  Vehicle( PVector l, float ms, float mf) {
    position = l.get();
    r = 2.0; //size of v
    maxspeed = ms;
    maxforce = mf;
    acceleration = new PVector(0, 0);
    velocity = new PVector(maxspeed, 0);
  }

  // Main "run" function
  public void run() {
    update();
    display();
  }


  // This function implements Craig Reynolds' path following algorithm
  // http://www.red3d.com/cwr/steer/PathFollow.html
  void follow(Path p) {

    // Predict position 50 (arbitrary choice) frames ahead
    // This could be based on speed 
    PVector predict = velocity.get();
    predict.normalize();
    predict.mult(10); // moves off the line
    PVector predictpos = PVector.add(position, predict);
    

    // Now we must find the normal to the path from the predicted position
    // We look at the normal for each line segment and pick out the closest one

    PVector normal = null;
    PVector target = null;
    float worldRecord = 1000000;  // Start with a very high record distance that can easily be beaten

    // Loop through all points of the path
    for (int i = 0; i < p.points.size()-1; i++) {

      // Look at a line segment
      PVector a = p.points.get(i);
      PVector b = p.points.get(i+1);
  

      // Get the normal point to that line
      PVector normalPoint = getNormalPoint(predictpos, a, b);
      // This only works because we know our path goes from left to right
      // We could have a more sophisticated test to tell if the point is in the line segment or not
      if (normalPoint.x < a.x || normalPoint.x > b.x) {
        // This is something of a hacky solution, but if it's not within the line segment
        // consider the normal to just be the end of the line segment (point b)
        normalPoint = a.get();
      }

      // How far away are we from the path?
      float distance = PVector.dist(predictpos, normalPoint);
      // Did we beat the record and find the closest line segment?
      if (distance < worldRecord) {
        worldRecord = distance;
        // If so the target we want to steer towards is the normal
        normal = normalPoint;

        // Look at the direction of the line segment so we can seek a little bit ahead of the normal
        PVector dir = PVector.sub(b, a);
        dir.normalize();
        // This is an oversimplification
        // Should be based on distance to path & velocity
        dir.mult(10); //how far leader is ahead of dot
        target = normalPoint.get();
        target.add(dir);
      }
    }

    // Only if the distance is greater than the path's radius do we bother to steer
    if (worldRecord > p.radius) {
      seek(target);
    }


    // Draw the debugging stuff
    if (debug) {
      // Draw predicted future position
      stroke(0);
      fill(0);
      line(position.x, position.y, predictpos.x, predictpos.y);
      ellipse(predictpos.x, predictpos.y, 4, 4);

      // Draw normal position
      stroke(0);
      fill(0);
      ellipse(normal.x, normal.y, 4, 4);
      
      // Draw actual target (red if steering towards it)
      line(predictpos.x, predictpos.y, normal.x, normal.y);
      if (worldRecord > p.radius) fill(255, 0, 0);
      noStroke();
      ellipse(target.x, target.y, 8, 8);
    }
  }


  // A function to get the normal point from a point (p) to a line segment (a-b)
  // This function could be optimized to make fewer new Vector objects
  PVector getNormalPoint(PVector p, PVector a, PVector b) {
    // Vector from a to p
    PVector ap = PVector.sub(p, a);
    // Vector from a to b
    PVector ab = PVector.sub(b, a);
    ab.normalize(); // Normalize the line
    // Project vector "diff" onto line by using the dot product
    ab.mult(ap.dot(ab));
    PVector normalPoint = PVector.add(a, ab);
    return normalPoint;
  }


  // Method to update position
  void update() {
    // Update velocity
    velocity.add(acceleration);
    // Limit speed
    velocity.limit(maxspeed);
    position.add(velocity);
    // Reset accelertion to 0 each cycle
    acceleration.mult(0.2);
  }

  void applyForce(PVector force) {
    // We could add mass here if we want A = F / M
    acceleration.add(force);
  }


  // A method that calculates and applies a steering force towards a target
  // STEER = DESIRED MINUS VELOCITY
  void seek(PVector target) {
    PVector desired = PVector.sub(target, position);  // A vector pointing from the position to the target

    // If the magnitude of desired equals 0, skip out of here
    // (We could optimize this to check if x and y are 0 to avoid mag() square root
    if (desired.mag() == 0) return;

    // Normalize desired and scale to maximum speed
    desired.normalize();
    desired.mult(maxspeed);
    // Steering = Desired minus Velocity
    PVector steer = PVector.sub(desired, velocity);
    steer.limit(maxforce);  // Limit to maximum steering force

      applyForce(steer);
  }

  void display() {
    // Draw a triangle rotated in the direction of velocity
    float theta = velocity.heading2D() + radians(90);

    fill(255, 85, 0, 90);
    noStroke();
    
    pushMatrix();
    translate(position.x, position.y);
    rotate(theta);
    /*
    beginShape(PConstants.TRIANGLES);
    vertex(0, -r*2);
    vertex(-r, r*2);
    vertex(r, r*2);
    endShape();
    */
    rect(0, 0, 5, 15);
    popMatrix();
  }

  // Wraparound
  void borders(Path p) {
    if (position.x > p.getEnd().x + r) {
      position.x = p.getStart().x - r;
      position.y = p.getStart().y + (position.y-p.getEnd().y);
    }
  }
}


//class wind
// The Boid class

class Boid {

  PVector position;
  PVector velocity;
  PVector acceleration;
  float r;
  float maxforce;    // Maximum steering force
  float maxspeed;    // Maximum speed

    Boid(float x, float y) {
    acceleration = new PVector(0, 0);

    // This is a new PVector method not yet implemented in JS
    // velocity = PVector.random2D();

    // Leaving the code temporarily this way so that this example runs in JS
    float angle = random(TWO_PI);
    velocity = new PVector(cos(angle), sin(angle));

//speed of wind lines
    position = new PVector(x, y);
    r = 2.0;
    maxspeed = .5;
    maxforce = 0.01;
  }

  void run(ArrayList<Boid> boids) {
    flock(boids);
    update();
    borders();
    render();
  }

  void applyForce(PVector force) {
    // We could add mass here if we want A = F / M
    acceleration.add(force);
  }

  // We accumulate a new acceleration each time based on three rules
  void flock(ArrayList<Boid> boids) {
    PVector sep = separate(boids);   // Separation
    PVector ali = align(boids);      // Alignment
    PVector coh = cohesion(boids);   // Cohesion
    // Arbitrarily weight these forces
    sep.mult(4);
    ali.mult(3);
    coh.mult(.5);
    // Add the force vectors to acceleration
    applyForce(sep);
    applyForce(ali);
    applyForce(coh);
  }

  // Method to update position
  void update() {
    // Update velocity
    velocity.add(acceleration);
    // Limit speed
    velocity.limit(maxspeed);
    position.add(velocity);
    // Reset accelertion to 0 each cycle
    acceleration.mult(0);
  }

  // A method that calculates and applies a steering force towards a target
  // STEER = DESIRED MINUS VELOCITY
  PVector seek(PVector target) {
    PVector desired = PVector.sub(target, position);  // A vector pointing from the position to the target
    // Scale to maximum speed
    desired.normalize();
    desired.mult(maxspeed);

    // Above two lines of code below could be condensed with new PVector setMag() method
    // Not using this method until Processing.js catches up
    // desired.setMag(maxspeed);

    // Steering = Desired minus Velocity
    PVector steer = PVector.sub(desired, velocity);
    steer.limit(maxforce);  // Limit to maximum steering force
    return steer;
  }

  void render() {
    // Draw a triangle rotated in the direction of velocity
    float theta = velocity.heading2D() + radians(90);
    // heading2D() above is now heading() but leaving old syntax until Processing.js catches up
    
    fill(167, 227, 250);
    noStroke();
    pushMatrix();
    translate(position.x, position.y);
    rotate(theta);
    /*
    beginShape(TRIANGLES);
    vertex(0, -r*2);
    vertex(-r, r*2);
    vertex(r, r*2);
    endShape();
    */
    rect(0, 0, .5, 10);
    popMatrix();
  }

  // Wraparound
  void borders() {
    if (position.x < -r) position.x = width+r;
    if (position.y < -r) position.y = height+r;
    if (position.x > width+r) position.x = -r;
    if (position.y > height+r) position.y = -r;
  }

  // Separation
  // Method checks for nearby boids and steers away
  PVector separate (ArrayList<Boid> boids) {
    float desiredseparation = 90.0f;
    PVector steer = new PVector(0, 0, 0);
    int count = 0;
    // For every boid in the system, check if it's too close
    for (Boid other : boids) {
      float d = PVector.dist(position, other.position);
      // If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
      if ((d > 0) && (d < desiredseparation)) {
        // Calculate vector pointing away from neighbor
        PVector diff = PVector.sub(position, other.position);
        diff.normalize();
        diff.div(d);        // Weight by distance
        steer.add(diff);
        count++;            // Keep track of how many
      }
    }
    // Average -- divide by how many
    if (count > 0) {
      steer.div((float)count);
    }

    // As long as the vector is greater than 0
    if (steer.mag() > 0) {
      // First two lines of code below could be condensed with new PVector setMag() method
      // Not using this method until Processing.js catches up
      // steer.setMag(maxspeed);

      // Implement Reynolds: Steering = Desired - Velocity
      steer.normalize();
      steer.mult(maxspeed);
      steer.sub(velocity);
      steer.limit(maxforce);
    }
    return steer;
  }

  // Alignment
  // For every nearby boid in the system, calculate the average velocity
  PVector align (ArrayList<Boid> boids) {
    float neighbordist = 75;
    PVector sum = new PVector(0, 0);
    int count = 0;
    for (Boid other : boids) {
      float d = PVector.dist(position, other.position);
      if ((d > 0) && (d < neighbordist)) {
        sum.add(other.velocity);
        count++;
      }
    }
    if (count > 0) {
      sum.div((float)count);
      // First two lines of code below could be condensed with new PVector setMag() method
      // Not using this method until Processing.js catches up
      // sum.setMag(maxspeed);

      // Implement Reynolds: Steering = Desired - Velocity
      sum.normalize();
      sum.mult(maxspeed);
      PVector steer = PVector.sub(sum, velocity);
      steer.limit(maxforce);
      return steer;
    } 
    else {
      return new PVector(0, 0);
    }
  }

  // Cohesion
  // For the average position (i.e. center) of all nearby boids, calculate steering vector towards that position
  PVector cohesion (ArrayList<Boid> boids) {
    float neighbordist = 70;
    PVector sum = new PVector(0, 0);   // Start with empty vector to accumulate all positions
    int count = 0;
    for (Boid other : boids) {
      float d = PVector.dist(position, other.position);
      if ((d > 0) && (d < neighbordist)) {
        sum.add(other.position); // Add position
        count++;
      }
    }
    if (count > 0) {
      sum.div(count);
      return seek(sum);  // Steer towards the position
    } 
    else {
      return new PVector(0, 0);
    }
  }
}
// end of wind
// The Boid class

class Boid {

  PVector position;
  PVector velocity;
  PVector acceleration;
  float r;
  float maxforce;    // Maximum steering force
  float maxspeed;    // Maximum speed

    Boid(float x, float y) {
    acceleration = new PVector(0, 0);

    // This is a new PVector method not yet implemented in JS
    // velocity = PVector.random2D();

    // Leaving the code temporarily this way so that this example runs in JS
    float angle = random(TWO_PI);
    velocity = new PVector(cos(angle), sin(angle));

//speed of wind lines
    position = new PVector(x, y);
    r = 2.0;
    maxspeed = .5;
    maxforce = 0.01;
  }

  void run(ArrayList<Boid> boids) {
    flock(boids);
    update();
    borders();
    render();
  }

  void applyForce(PVector force) {
    // We could add mass here if we want A = F / M
    acceleration.add(force);
  }

  // We accumulate a new acceleration each time based on three rules
  void flock(ArrayList<Boid> boids) {
    PVector sep = separate(boids);   // Separation
    PVector ali = align(boids);      // Alignment
    PVector coh = cohesion(boids);   // Cohesion
    // Arbitrarily weight these forces
    sep.mult(4);
    ali.mult(3);
    coh.mult(.5);
    // Add the force vectors to acceleration
    applyForce(sep);
    applyForce(ali);
    applyForce(coh);
  }

  // Method to update position
  void update() {
    // Update velocity
    velocity.add(acceleration);
    // Limit speed
    velocity.limit(maxspeed);
    position.add(velocity);
    // Reset accelertion to 0 each cycle
    acceleration.mult(0);
  }

  // A method that calculates and applies a steering force towards a target
  // STEER = DESIRED MINUS VELOCITY
  PVector seek(PVector target) {
    PVector desired = PVector.sub(target, position);  // A vector pointing from the position to the target
    // Scale to maximum speed
    desired.normalize();
    desired.mult(maxspeed);

    // Above two lines of code below could be condensed with new PVector setMag() method
    // Not using this method until Processing.js catches up
    // desired.setMag(maxspeed);

    // Steering = Desired minus Velocity
    PVector steer = PVector.sub(desired, velocity);
    steer.limit(maxforce);  // Limit to maximum steering force
    return steer;
  }

  void render() {
    // Draw a triangle rotated in the direction of velocity
    float theta = velocity.heading2D() + radians(90);
    // heading2D() above is now heading() but leaving old syntax until Processing.js catches up
    
    fill(167, 227, 250);
    noStroke();
    pushMatrix();
    translate(position.x, position.y);
    rotate(theta);
    /*
    beginShape(TRIANGLES);
    vertex(0, -r*2);
    vertex(-r, r*2);
    vertex(r, r*2);
    endShape();
    */
    rect(0, 0, .5, 10);
    popMatrix();
  }

  // Wraparound
  void borders() {
    if (position.x < -r) position.x = width+r;
    if (position.y < -r) position.y = height+r;
    if (position.x > width+r) position.x = -r;
    if (position.y > height+r) position.y = -r;
  }

  // Separation
  // Method checks for nearby boids and steers away
  PVector separate (ArrayList<Boid> boids) {
    float desiredseparation = 90.0f;
    PVector steer = new PVector(0, 0, 0);
    int count = 0;
    // For every boid in the system, check if it's too close
    for (Boid other : boids) {
      float d = PVector.dist(position, other.position);
      // If the distance is greater than 0 and less than an arbitrary amount (0 when you are yourself)
      if ((d > 0) && (d < desiredseparation)) {
        // Calculate vector pointing away from neighbor
        PVector diff = PVector.sub(position, other.position);
        diff.normalize();
        diff.div(d);        // Weight by distance
        steer.add(diff);
        count++;            // Keep track of how many
      }
    }
    // Average -- divide by how many
    if (count > 0) {
      steer.div((float)count);
    }

    // As long as the vector is greater than 0
    if (steer.mag() > 0) {
      // First two lines of code below could be condensed with new PVector setMag() method
      // Not using this method until Processing.js catches up
      // steer.setMag(maxspeed);

      // Implement Reynolds: Steering = Desired - Velocity
      steer.normalize();
      steer.mult(maxspeed);
      steer.sub(velocity);
      steer.limit(maxforce);
    }
    return steer;
  }

  // Alignment
  // For every nearby boid in the system, calculate the average velocity
  PVector align (ArrayList<Boid> boids) {
    float neighbordist = 75;
    PVector sum = new PVector(0, 0);
    int count = 0;
    for (Boid other : boids) {
      float d = PVector.dist(position, other.position);
      if ((d > 0) && (d < neighbordist)) {
        sum.add(other.velocity);
        count++;
      }
    }
    if (count > 0) {
      sum.div((float)count);
      // First two lines of code below could be condensed with new PVector setMag() method
      // Not using this method until Processing.js catches up
      // sum.setMag(maxspeed);

      // Implement Reynolds: Steering = Desired - Velocity
      sum.normalize();
      sum.mult(maxspeed);
      PVector steer = PVector.sub(sum, velocity);
      steer.limit(maxforce);
      return steer;
    } 
    else {
      return new PVector(0, 0);
    }
  }

  // Cohesion
  // For the average position (i.e. center) of all nearby boids, calculate steering vector towards that position
  PVector cohesion (ArrayList<Boid> boids) {
    float neighbordist = 70;
    PVector sum = new PVector(0, 0);   // Start with empty vector to accumulate all positions
    int count = 0;
    for (Boid other : boids) {
      float d = PVector.dist(position, other.position);
      if ((d > 0) && (d < neighbordist)) {
        sum.add(other.position); // Add position
        count++;
      }
    }
    if (count > 0) {
      sum.div(count);
      return seek(sum);  // Steer towards the position
    } 
    else {
      return new PVector(0, 0);
    }
  }
}
// end of wind

// class path
// The Nature of Code
// Daniel Shiffman
// http://natureofcode.com

// Path Following

class Path {

  // A Path is an arraylist of points (PVector objects)
  ArrayList<PVector> points;
  // A path has a radius, i.e how far is it ok for the boid to wander off
  float radius;

  Path() {
    // Arbitrary radius of 20
    radius = 20;
    points = new ArrayList<PVector>();
  }

  // Add a point to the path
  void addPoint(float x, float y) {
    PVector point = new PVector(x, y);
    points.add(point);
  }
  
  PVector getStart() {
     return points.get(0);
  }

  PVector getEnd() {
     return points.get(points.size()-1);
  }


  // Draw the path
  void display() {
    // Draw thick line for radius
    //stroke(175);
    //strokeWeight(radius);
    //noFill();
    //beginShape();
    //for (PVector v : points) {
    //  vertex(v.x, v.y);
    //}
    //endShape();
    // Draw thin line for center of path
    stroke(200);
    strokeWeight(.5);
    noFill();
    beginShape();
    for (PVector v : points) {
      vertex(v.x, v.y);
    }
    endShape();
  }
}

No one is going to touch your code until you post it formatted like code. Please edit your post, select your code, and hit the FORMAT THIS LIKE CODE button, which looks like this: </>

That said, are you not allowed to use Arrays for some reason? Your code would be 90% shorter & much easier to read/understand if you used arrays and loops…

2 Likes

Also where are the Car, Vehicle, Boid, and Path classes? How are we supposed to run this code without them?

sorry,I forget to enter them, the classes were in different tab. and also one of the classes are not included in the message since limitation of text in the post.

Looks like you put the Boid class in twice. If you can’t squeeze it in one post - and at this point the formatting is a mess so I don’t suggest you even try - please put them in additional posts.

You could also use hastebin.

Kf