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sketch.js
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sketch.js
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var bgr = 0;
var fl = 0;
var painting = [];
var thisStroke = [];
var isPainting = false;
var ellipseCollisionObj = {
r: 25,
x: 150,
y: 50
};
function setup() {
createCanvas(640, 480);
setupSpringCircle();
setupBouncingBalls(2);
}
function draw() {
background(255);
noStroke();
drawBackground();
drawPainting();
drawEllipseCollision();
drawBouncingBalls();
drawSpinningRectangle();
}
// ############################
// #### UTIL: MOUSE EVENTS ####
// ############################
var doubleClickMS = 0;
var isDoubleClick = false;
var isMouseDrag = false;
mouseListeners = [];
var mousePressed = function() {
this.isDoubleClick = (floor(millis() - doubleClickMS) <= 500 ? true : false); //for some reason this.isDoubleClick is passed to the functions without problems
doubleClickMS = millis(); //resets doubleclick timer
mouseEventCallHandlers('mousePressed', arguments);
this.isMouseDrag = false;
};
var mouseClicked = function() {
mouseEventCallHandlers('mouseClicked', arguments);
this.isMouseDrag = false;
};
var mouseReleased = function() {
mouseEventCallHandlers('mouseReleased', arguments);
this.isMouseDrag = false;
};
var mouseDragged = function() {
this.isMouseDrag = true;
mouseEventCallHandlers('mouseDragged', arguments);
};
var mouseEventCallHandlers = function(type, arguments) {
mouseListeners.forEach(function(elt) {
if (elt.type == type) elt.fn.apply(this, arguments);
});
};
// ####################
// #### BACKGROUND ####
// ####################
setupSpringCircle = function() {
springStrength = 0.025;
springDrag = 0.85;
springTarget = 0;
springVel = 0;
springPos = 0; //x position of circle
};
drawBackground = function() {
springTarget = mouseX;
var springForce = springTarget - springPos; // if current position of circle relative to mouseX is great, the force is strong as well
springForce *= springStrength; //scaling force (force will be going down by 90% on each draw)
springVel *= springDrag; // scaling velocity (velocity will go down by 25% due to drag on each frame)
springVel += springForce;
springPos += springVel; // velocity might make the x position overshoot the mousex
bgr = map(springPos, 0, height, 0, 255);
background(bgr);
fl = map(bgr, 0, 255, 255, 0); //inverts grayscale from 0-255 to 255-0
fill(fl);
ellipse(springPos, height / 2, 40, 40);
};
// ##################
// #### PAINTING ####
// ##################
drawPainting = function() {
//fills in all previous strokes
painting.forEach(function(stroke) {
stroke.forEach(function(point) {
fl = map(stroke[0].x, 0, height, 255, 0); // color of the fill is based on where the stroke started, i.e. stroke[0])
fill(fl);
ellipse(point.x, point.y, 40, 40);
});
});
//fills in current stroke because it is not yet in paiting variable
thisStroke.forEach(function(point) {
fl = map(thisStroke[0].x, 0, height, 255, 0); // color of the fill is based on where the stroke started, i.e. stroke[0])
fill(fl);
ellipse(point.x, point.y, 40, 40);
});
};
//requires mousepressed and released due to setting the current stroke
mouseListeners.push({
type: 'mousePressed',
fn: function() {
if (this.isDoubleClick) painting = [];
thisStroke = [];
}
});
mouseListeners.push({
type: 'mouseDragged',
fn: function() {
thisStroke.push(createVector(mouseX, mouseY));
}
});
mouseListeners.push({
type: 'mouseReleased',
fn: function() {
if (thisStroke.length > 1) painting.push(thisStroke);
thisStroke = [];
}
});
// #############################
// #### COLLISION DETECTING ####
// #############################
drawEllipseCollision = function() {
//collision detection on a circle
var circle = ellipseCollisionObj;
var distX = mouseX - circle.x;
var distY = mouseY - circle.y;
var distance = sqrt((distX * distX) + (distY * distY));
if (distance < circle.r) fill(255, 0, 255);
else fill(255, 255, 0);
ellipse(circle.x, circle.y, circle.r * 2);
};
// #######################
// #### BOUNCING BALL ####
// #######################
setupBouncingBalls = function(amount) {
bouncingBalls = [];
amount = amount || 2;
for (var i = 0; i < amount; i++) {
var newBall = new BouncingBall({
r: 15
});
console.log(newBall.getConstructorName());
bouncingBalls.push(newBall);
}
};
mouseListeners.push({
type: 'mouseReleased',
fn: function() {
if (!this.isMouseDrag && !this.isDoubleClick)
setTimeout(function() {
if (millis() - doubleClickMS > 100) bouncingBalls.push(new BouncingBall({
r: 15,
pos: {
x: mouseX,
y: mouseY
}
}));
}, 100);
}
});
drawBouncingBalls = function() {
for (var i = 0; i < bouncingBalls.length; i++) {
bouncingBalls[i].update();
bouncingBalls[i].show();
}
};
function BouncingBall(ball) { //difference between this and returning ballobj is that this is of constructor=BouncingBall and ballobj is of constructor=object
this.r = ball.r || 10;
this.pos = ball.pos || {};
this.pos = {
x: this.pos.x || random(0, width),
y: this.pos.y || random(0, height)
};
this.xspeed = ball.xspeed || random(-4, 4);
this.yspeed = ball.yspeed || random(-4, 4);
this.getConstructorName = function() {
return this.constructor.name;
};
this.update = function() { //adds the draw function to this BouncingBall object
if (this.pos.x + this.r >= width) {
this.xspeed = -Math.abs(this.xspeed);
} // negative = go left
else if (this.pos.x - this.r <= 0) {
this.xspeed = Math.abs(this.xspeed);
} // positive = go right.
this.pos.x = this.pos.x + this.xspeed; //updates the position based on 'speed' that is positive or negative
if (this.pos.y + this.r >= height) {
this.yspeed = -Math.abs(this.yspeed);
} // negative = go left
else if (this.pos.y - this.r <= 0) {
this.yspeed = Math.abs(this.yspeed);
} // positive = go right.
this.pos.y = this.pos.y + this.yspeed; //updates the position based on 'speed' that is positive or negative
};
this.show = function() {
fill(0, 255, 255);
ellipse(this.pos.x, this.pos.y, this.r * 2);
};
return this; // optional
}
// ############################
// #### SPINNING RECTANGLE ####
// ############################
drawSpinningRectangle = function() {
fill(0, 125, 255);
push(); //required such that translate applies only to the rectancle. Try once without push/pop!
translate(300, 50); //translates the origin to 300,300
rotate(p5.Vector.random2D().heading());
rectMode(CENTER);
rect(0, 0, 50, 10);
pop();
};