p5js sketch slows down over time - p5.js

I'm new to p5js and I'm trying to plot incoming x y data by drawing circles which initially expand and then shrink becoming 'fixed' , but the speed at which the circles expand slows down over time - and I can't work out why. I have one array which stores the animated expanding / shrinking circle and another which stores the final state of the fixed circle.
let circles = [];
let circlesStatic = [];
function setup() {
createCanvas(640, 480);
frameRate(60);
smooth();
// e1 = new Ellipse(320,240);
// e2 = new Ellipse(20,20);
background(0);
}
function mouseClicked() {
let e = new Ellipse(mouseX, mouseY);
circles.push(e);
}
function draw() {
for (let i = 0; i < circles.length; i++) {
circles[i].render();
}
for (let i = 0; i < circlesStatic.length; i += 2) {
// noFill();
fill('rgba(50,50,50, 0.1)');
strokeWeight(1);
stroke('rgba(100,100,100, 0.25)');
circle(circlesStatic[i], circlesStatic[i + 1], 20);
}
}
class Ellipse {
// constructor
constructor(x, y) {
this.x = x; // copy x argument value to the instance (this) x property
this.y = y; // copy x argument value to the instance (this) x property
// current size - continuously updated
this.size = 10;
// minimum size
this.minSize = 10;
// maximum size
this.maxSize = random(30, 35);
// change speed for size (how much will the size increase/decrease each frame)
this.sizeSpeed = 3;
// internal frameCount replacement
this.tick = 0;
// this.fill=(255,0,0);
}
render() {
// if the size is either too small, or too big, flip the size speed sign (if it was positive (growing) - make it negative (shrink) - and vice versa)
if (this.size < this.minSize || this.size > this.maxSize) {
this.sizeSpeed *= -1;
}
// increment the size with the size speed (be it positive or negative)
this.size += this.sizeSpeed;
console.log(this.sizeSpeed);
if (this.size < this.minSize) {
this.sizeSpeed = 0;
circlesStatic.push(this.x);
circlesStatic.push(this.y);
}
background(0);
// noStroke();
fill(200, 50, 0);
ellipse(this.x, this.y, this.size, this.size);
// this.tick++;
// this.size = map(sin(this.tick * this.sizeSpeed),-1.0,1.0,this.minSize,this.maxSize);
// fill(random(255), random(255), random(255));
// ellipse(this.x,this.y, this.size,this.size);
}
}
<script src="https://cdn.jsdelivr.net/npm/p5#1.4.1/lib/p5.js"></script>

The problem is that every time you render a circle it checks if it should become "static," and if it should it adds new values to circlesStatic. However, there is nothing to stop the animating circle to continue being rendered on subsequent frames. This results in massive numbers of entries being added to circlesStatic which means longer and longer render times. I've implemented one possible fix below. I also made it so that if you hold the shift key down you will see the previous behavior (watch the length of circlesStatic skyrocket after a few clicks). As soon as you release the shift key the fix will run and the number of entries in circlesStatic will plateau.
let circles = [];
let circlesStatic = [];
function setup() {
createCanvas(640, 480);
frameRate(60);
smooth();
// e1 = new Ellipse(320,240);
// e2 = new Ellipse(20,20);
textSize(16);
}
function mouseClicked() {
let e = new Ellipse(mouseX, mouseY);
circles.push(e);
}
function draw() {
background(0);
push();
noStroke();
fill('red')
text(`circles: ${circles.length}; circlesStatic: ${circlesStatic.length}`, 20, 20);
pop();
for (let i = 0; i < circles.length; i++) {
circles[i].render();
if (!keyIsDown(SHIFT)) {
if (circles[i].isStatic()) {
circles.splice(i, 1);
i--;
}
}
}
for (let i = 0; i < circlesStatic.length; i += 2) {
// noFill();
fill('rgba(50,50,50, 1)');
strokeWeight(1);
stroke('rgba(100,100,100, 1)');
circle(circlesStatic[i], circlesStatic[i + 1], 20);
}
}
class Ellipse {
// constructor
constructor(x, y) {
this.x = x; // copy x argument value to the instance (this) x property
this.y = y; // copy x argument value to the instance (this) x property
// current size - continuously updated
this.size = 10;
// minimum size
this.minSize = 10;
// maximum size
this.maxSize = random(30, 35);
// change speed for size (how much will the size increase/decrease each frame)
this.sizeSpeed = 3;
// internal frameCount replacement
this.tick = 0;
// this.fill=(255,0,0);
}
isStatic() {
return this.sizeSpeed === 0;
}
render() {
// if the size is either too small, or too big, flip the size speed sign (if it was positive (growing) - make it negative (shrink) - and vice versa)
if (this.size < this.minSize || this.size > this.maxSize) {
this.sizeSpeed *= -1;
}
// increment the size with the size speed (be it positive or negative)
this.size += this.sizeSpeed;
console.log(this.sizeSpeed);
if (this.size < this.minSize) {
this.sizeSpeed = 0;
circlesStatic.push(this.x);
circlesStatic.push(this.y);
}
// background(0);
// noStroke();
fill(200, 50, 0);
ellipse(this.x, this.y, this.size, this.size);
// this.tick++;
// this.size = map(sin(this.tick * this.sizeSpeed),-1.0,1.0,this.minSize,this.maxSize);
// fill(random(255), random(255), random(255));
// ellipse(this.x,this.y, this.size,this.size);
}
}
<script src="https://cdn.jsdelivr.net/npm/p5#1.4.1/lib/p5.js"></script>

Related

How can i make the size of ellipse keeps the size after i released the mouse

what I need to do is:
As long as the mouse is still pressed, the shapes get smaller and smaller with each frame (already complete it)
When the mouse is released, the shapes keep their size.
When the mouse has clicked again, the „explosion“ is reset (i.e. all shapes that are still visible from the previous explosion vanish and the explosion starts again).
float gravity = .4;
int particle_each_time = 4;
ArrayList<Particle> particle= new ArrayList(); // ArrayList to manage to list of all particles
void setup() {
size(640, 480);
}
void draw() {
background(0);
for (int i = 0; i < particle_each_time; i++) {
particle.add(new Particle(mouseX, mouseY));
}
for (int i = 0; i < particle.size(); i++) {
Particle p = particle.get(i);
p.update(gravity);
p.draw();
}
}
//Next tab
class Particle {
float x; //X Position
float y; //Y Position
float velX; //velocity on X axis
float velY; //velocity on Y axis
float size; // Size of the particle
// float sizeFromMouse;
float lifespan; // duration of the particle
float col;//create fire type colours
Particle(float x, float y) {
this.velY = random(-10, 10);
this.velX = random(-10, 10);
this.x = x;
this.y = y;
this.size = 20;
lifespan = 220.0;
col = random(#DE8816);
}
void update(float gravity) {
this.x += velX; // direction of X axis
velY += gravity; // gravity affectiing the velocity on Y axis causing to fall
this.y += velY; //direction of Y axis
lifespan -= 1.0;
if (mousePressed ) {
size = size - 0.51;
}
if (size<0) {
size = 1;
}
}
boolean isDead() {
if (lifespan < 0.0) {
return true;
} else {
return false;
}
}
void draw() {
stroke(0, lifespan);
fill(#DE8816, lifespan);
ellipse(x, y, size, size);
}
}

How can add interaction and animation to shapes drawn in Processing?

I'm trying to code a canvas full of shapes(houses) and animate them in processing.
Here's an example of shape:
void house(int x, int y) {
pushMatrix();
translate(x, y);
fill(0, 200, 0);
triangle(15, 0, 0, 15, 30, 15);
rect(0, 15, 30, 30);
rect(12, 30, 10, 15);
popMatrix();
}
By animation I mean moving them in random directions.
I would also like to add basic interaction: when hovering over a house it's colour would change.
At the moment I've managed to render a canvas full of houses:
void setup() {
size(500, 500);
background(#74F5E9);
for (int i = 30; i < 500; i = i + 100) {
for (int j = 30; j < 500; j = j + 100) {
house(i, j);
}
}
}
void house(int x, int y) {
pushMatrix();
translate(x, y);
fill(0, 200, 0);
triangle(15, 0, 0, 15, 30, 15);
rect(0, 15, 30, 30);
rect(12, 30, 10, 15);
popMatrix();
}
Without seeing source code: your attempted sketch it's very hard to tell.
They can be animated in many ways and it's unclear what you mean. For example, is that the position/rotation/scale of each square, is it the corners/vertices of each square, both ?
You might have a clear idea in your mind, but the current form of the question is ambiguous. We also don't know you're comfort level with various notions such as classes/objects/PVector/PShape/etc. If you were to 'story board' this animation what would it look like ? Breaking the problem down and explaining it in a way that anyone can understand might actually help you figure out a solution on your own as well.
Processing has plenty of examples. Here are a few I find relevant based on what my understanding is of your problem.
You can have a look at the Objects and Create Shapes examples:
File > Examples > Basics > Objects > Objects: Demonstrates grouping drawing/animation (easing, damping). You can tweak this example draw a single square and once you're happy with the look/motion you can animate multiple using an array or ArrayList
File > Examples > Topics > Create Shapes > PolygonPShapeOOP3: Great example using PShape to animate objects.
File > Examples > Topics > Create Shapes > WigglePShape: This example demonstrates how to access and modify the vertices of a PShape
For reference I'm simply copy/pasting the examples mentioned above here as well:
Objects
/**
* Objects
* by hbarragan.
*
* Move the cursor across the image to change the speed and positions
* of the geometry. The class MRect defines a group of lines.
*/
MRect r1, r2, r3, r4;
void setup()
{
size(640, 360);
fill(255, 204);
noStroke();
r1 = new MRect(1, 134.0, 0.532, 0.1*height, 10.0, 60.0);
r2 = new MRect(2, 44.0, 0.166, 0.3*height, 5.0, 50.0);
r3 = new MRect(2, 58.0, 0.332, 0.4*height, 10.0, 35.0);
r4 = new MRect(1, 120.0, 0.0498, 0.9*height, 15.0, 60.0);
}
void draw()
{
background(0);
r1.display();
r2.display();
r3.display();
r4.display();
r1.move(mouseX-(width/2), mouseY+(height*0.1), 30);
r2.move((mouseX+(width*0.05))%width, mouseY+(height*0.025), 20);
r3.move(mouseX/4, mouseY-(height*0.025), 40);
r4.move(mouseX-(width/2), (height-mouseY), 50);
}
class MRect
{
int w; // single bar width
float xpos; // rect xposition
float h; // rect height
float ypos ; // rect yposition
float d; // single bar distance
float t; // number of bars
MRect(int iw, float ixp, float ih, float iyp, float id, float it) {
w = iw;
xpos = ixp;
h = ih;
ypos = iyp;
d = id;
t = it;
}
void move (float posX, float posY, float damping) {
float dif = ypos - posY;
if (abs(dif) > 1) {
ypos -= dif/damping;
}
dif = xpos - posX;
if (abs(dif) > 1) {
xpos -= dif/damping;
}
}
void display() {
for (int i=0; i<t; i++) {
rect(xpos+(i*(d+w)), ypos, w, height*h);
}
}
}
PolygonPShapeOOP3:
/**
* PolygonPShapeOOP.
*
* Wrapping a PShape inside a custom class
* and demonstrating how we can have a multiple objects each
* using the same PShape.
*/
// A list of objects
ArrayList<Polygon> polygons;
// Three possible shapes
PShape[] shapes = new PShape[3];
void setup() {
size(640, 360, P2D);
shapes[0] = createShape(ELLIPSE,0,0,100,100);
shapes[0].setFill(color(255, 127));
shapes[0].setStroke(false);
shapes[1] = createShape(RECT,0,0,100,100);
shapes[1].setFill(color(255, 127));
shapes[1].setStroke(false);
shapes[2] = createShape();
shapes[2].beginShape();
shapes[2].fill(0, 127);
shapes[2].noStroke();
shapes[2].vertex(0, -50);
shapes[2].vertex(14, -20);
shapes[2].vertex(47, -15);
shapes[2].vertex(23, 7);
shapes[2].vertex(29, 40);
shapes[2].vertex(0, 25);
shapes[2].vertex(-29, 40);
shapes[2].vertex(-23, 7);
shapes[2].vertex(-47, -15);
shapes[2].vertex(-14, -20);
shapes[2].endShape(CLOSE);
// Make an ArrayList
polygons = new ArrayList<Polygon>();
for (int i = 0; i < 25; i++) {
int selection = int(random(shapes.length)); // Pick a random index
Polygon p = new Polygon(shapes[selection]); // Use corresponding PShape to create Polygon
polygons.add(p);
}
}
void draw() {
background(102);
// Display and move them all
for (Polygon poly : polygons) {
poly.display();
poly.move();
}
}
// A class to describe a Polygon (with a PShape)
class Polygon {
// The PShape object
PShape s;
// The location where we will draw the shape
float x, y;
// Variable for simple motion
float speed;
Polygon(PShape s_) {
x = random(width);
y = random(-500, -100);
s = s_;
speed = random(2, 6);
}
// Simple motion
void move() {
y+=speed;
if (y > height+100) {
y = -100;
}
}
// Draw the object
void display() {
pushMatrix();
translate(x, y);
shape(s);
popMatrix();
}
}
WigglePShape:
/**
* WigglePShape.
*
* How to move the individual vertices of a PShape
*/
// A "Wiggler" object
Wiggler w;
void setup() {
size(640, 360, P2D);
w = new Wiggler();
}
void draw() {
background(255);
w.display();
w.wiggle();
}
// An object that wraps the PShape
class Wiggler {
// The PShape to be "wiggled"
PShape s;
// Its location
float x, y;
// For 2D Perlin noise
float yoff = 0;
// We are using an ArrayList to keep a duplicate copy
// of vertices original locations.
ArrayList<PVector> original;
Wiggler() {
x = width/2;
y = height/2;
// The "original" locations of the vertices make up a circle
original = new ArrayList<PVector>();
for (float a = 0; a < radians(370); a += 0.2) {
PVector v = PVector.fromAngle(a);
v.mult(100);
original.add(new PVector());
original.add(v);
}
// Now make the PShape with those vertices
s = createShape();
s.beginShape(TRIANGLE_STRIP);
s.fill(80, 139, 255);
s.noStroke();
for (PVector v : original) {
s.vertex(v.x, v.y);
}
s.endShape(CLOSE);
}
void wiggle() {
float xoff = 0;
// Apply an offset to each vertex
for (int i = 1; i < s.getVertexCount(); i++) {
// Calculate a new vertex location based on noise around "original" location
PVector pos = original.get(i);
float a = TWO_PI*noise(xoff,yoff);
PVector r = PVector.fromAngle(a);
r.mult(4);
r.add(pos);
// Set the location of each vertex to the new one
s.setVertex(i, r.x, r.y);
// increment perlin noise x value
xoff+= 0.5;
}
// Increment perlin noise y value
yoff += 0.02;
}
void display() {
pushMatrix();
translate(x, y);
shape(s);
popMatrix();
}
}
Update
Based on your comments here's an version of your sketch modified so the color of the hovered house changes:
// store house bounding box dimensions for mouse hover check
int houseWidth = 30;
// 30 px rect height + 15 px triangle height
int houseHeight = 45;
void setup() {
size(500, 500);
}
void draw(){
background(#74F5E9);
for (int i = 30; i < 500; i = i + 100) {
for (int j = 30; j < 500; j = j + 100) {
// check if the cursor is (roughly) over a house
// and render with a different color
if(overHouse(i, j)){
house(i, j, color(0, 0, 200));
}else{
house(i, j, color(0, 200, 0));
}
}
}
}
void house(int x, int y, color fillColor) {
pushMatrix();
translate(x, y);
fill(fillColor);
triangle(15, 0, 0, 15, 30, 15);
rect(0, 15, 30, 30);
rect(12, 30, 10, 15);
popMatrix();
}
// from Processing RollOver example
// https://processing.org/examples/rollover.html
boolean overRect(int x, int y, int width, int height) {
if (mouseX >= x && mouseX <= x+width &&
mouseY >= y && mouseY <= y+height) {
return true;
} else {
return false;
}
}
// check if the mouse is within the bounding box of a house
boolean overHouse(int x, int y){
// offset half the house width since the pivot is at the tip of the house
// the horizontal center
return overRect(x - (houseWidth / 2), y, houseWidth, houseHeight);
}
The code is commented, but here are the main takeaways:
the house() function has been changed so you can specify a color
the overRect() function has been copied from the Rollover example
the overHouse() function uses overRect(), but adds a horizontal offset to take into account the house is drawn from the middle top point (the house tip is the shape's pivot point)
Regarding animation, Processing has tons of examples:
https://processing.org/examples/sinewave.html
https://processing.org/examples/additivewave.html
https://processing.org/examples/noise1d.html
https://processing.org/examples/noisewave.html
https://processing.org/examples/arrayobjects.html
and well as the Motion / Simulate / Vectors sections:
Let's start take sine motion as an example.
The sin() function takes an angle (in radians by default) and returns a value between -1.0 and 1.0
Since you're already calculating positions for each house within a 2D grid, you can offset each position using sin() to animate it. The nice thing about it is cyclical: no matter what angle you provide you always get values between -1.0 and 1.0. This would save you the trouble of needing to store the current x, y positions of each house in arrays so you can increment them in a different directions.
Here's a modified version of the above sketch that uses sin() to animate:
// store house bounding box dimensions for mouse hover check
int houseWidth = 30;
// 30 px rect height + 15 px triangle height
int houseHeight = 45;
void setup() {
size(500, 500);
}
void draw(){
background(#74F5E9);
for (int i = 30; i < 500; i = i + 100) {
for (int j = 30; j < 500; j = j + 100) {
// how fast should each module move around a circle (angle increment)
// try changing i with j, adding i + j or trying other mathematical expressions
// also try changing 0.05 to other values
float phase = (i + frameCount) * 0.05;
// try changing amplitude to other values
float amplitude = 30.0;
// map the sin() result from it's range to a pixel range (-30px to 30px for example)
float xOffset = map(sin(phase), -1.0, 1.0, -amplitude, amplitude);
// offset each original grid horizontal position (i) by the mapped sin() result
float x = i + xOffset;
// check if the cursor is (roughly) over a house
// and render with a different color
if(overHouse(i, j)){
house(x, j, color(0, 0, 200));
}else{
house(x, j, color(0, 200, 0));
}
}
}
}
void house(float x, float y, color fillColor) {
pushMatrix();
translate(x, y);
fill(fillColor);
triangle(15, 0, 0, 15, 30, 15);
rect(0, 15, 30, 30);
rect(12, 30, 10, 15);
popMatrix();
}
// from Processing RollOver example
// https://processing.org/examples/rollover.html
boolean overRect(int x, int y, int width, int height) {
if (mouseX >= x && mouseX <= x+width &&
mouseY >= y && mouseY <= y+height) {
return true;
} else {
return false;
}
}
// check if the mouse is within the bounding box of a house
boolean overHouse(int x, int y){
// offset half the house width since the pivot is at the tip of the house
// the horizontal center
return overRect(x - (houseWidth / 2), y, houseWidth, houseHeight);
}
Read through the comments and try to tweak the code to get a better understanding of how it works and have fun coming up with different animations.
The main changes are:
modifying the house() function to use float x,y positions (instead of int): this is to avoid converting float to int when using sin(), map() and get smoother motions (instead of motion that "snaps" to whole pixels)
Mapped sine to positions which can be used to animate
Wrapping the 3 instructions that calculate the x offset into a reusable function would allow you do further experiment. What if you used a similar technique the y position of each house ? What about both x and y ?
Go through the code step by step. Try to understand it, change it, break it, fix it and make new sketches reusing code.

p5.js Add a dissapearing ellipse trail to Lissajous curve line

I have a simple code that traces the Liss cruve with a small ellipse. I was wondering how to add a fading trail to this shape so it represents the cruve more clearly. I only know a bit about adding trails that follows the mouse but I'm not sure how to do this one.
Any help is appreciated, here is the code:
var t = 0;
function setup() {
createCanvas(500, 500);
fill(255);
}
function draw() {
background(0);
for (i = 0; i < 1; i++) {
y = 160*sin(3*t+PI/2);
x = 160*sin(1*t);
fill(255);
ellipse(width/2+x, height/2+y, 5, 5);
t += .01;
}
}
Try changing background(0) to background(0, 0, 0, 4) :)
Here is a working example:
https://editor.p5js.org/chen-ni/sketches/I-FbLFDXi
Edit:
Here is another solution that doesn't use the background trick:
https://editor.p5js.org/chen-ni/sketches/HiT4Ycd5U
Basically, it keeps track of each point's position and redraws them in every frame with updated alpha to create the "fading out" effect.
var t = 0;
var particleArray = [];
function setup() {
createCanvas(500, 500);
}
function draw() {
background(0);
y = width / 2 + 160 * sin(3 * t + PI / 2);
x = height / 2 + 160 * sin(1 * t);
particleArray.push(new Particle(x, y, t));
for (i=0; i<particleArray.length; i++) {
particleArray[i].show(t);
}
//keep the array short, otherwise it runs very slow
if (particleArray.length > 800) {
particleArray.shift();
}
t += .01;
}
function Particle(x, y, t) {
this.x = x;
this.y = y;
this.t = t;
this.show = function(currentT) {
var _ratio = t / currentT;
_alpha = map(_ratio, 0, 1, 0, 255); //points will fade out as time elaps
fill(255, 255, 255, _alpha);
ellipse(x, y, 5, 5);
}
}

Clearing text but keeping existing graphics

I am making this random little sketch where you can click and drop coins and there is a count of how many coins you have in the top left.
The problem I am running into is, whenever you run this you will notice that the amount label just continuously stacks on top of itself whenever it updates. I have read other posts that say that we need to redraw the background to clear the text but when I do this, it also removes any coins that have been generated on the canvas. How can I update this to keep the coins visible but remove and redraw the amount?
var moneyCount = 0;
function setup() {
createCanvas(windowWidth, windowHeight);
background(100);
}
function draw() {
if (mouseIsPressed){
dropCoins();
displayCount();
}
}
function displayCount() {
textSize(80);
text('$' + moneyCount, 80, 80);
}
function dropCoins() {
var maxSize = 40;
var xLoc = mouseX;
var yLoc = mouseY;
makeStacks(xLoc, yLoc, maxSize);
}
function makeStacks(x, y, size){
fill(255,215,0);
ellipse(x, y, size);
for (i = 0; i < size; i++){
let r1 = random(100);
let r2 = random(100);
if (r1 < 50){
x = x + 2
} else {
x = x - 2;
}
if (r2 < 50){
y = y + 2;
} else {
y = y - 2;
}
moneyCount++;
ellipse(x, y, size);
}
}
You have a couple of options available:
You store where the coins are so you can redraw them after you clear the background
You use multiple "layers" using createGraphics() so you can clear the background, but not the coins PGraphics
For option 1 you can do something like this:
var moneyCount = 0;
var coins = [];
function setup() {
createCanvas(windowWidth, windowHeight);
textSize(80);
}
function draw() {
background(100);
if (mouseIsPressed){
dropCoins();
}
displayCoins();
displayCount();
}
function displayCount() {
text('$' + moneyCount, 80, 80);
}
function dropCoins() {
var maxSize = 40;
var xLoc = mouseX;
var yLoc = mouseY;
makeStacks(xLoc, yLoc, maxSize);
}
function makeStacks(x, y, size){
for (i = 0; i < size; i++){
let r1 = random(100);
let r2 = random(100);
if (r1 < 50){
x = x + 2
} else {
x = x - 2;
}
if (r2 < 50){
y = y + 2;
} else {
y = y - 2;
}
moneyCount++;
coins.push({x:x,y:y,size:size});
}
}
function displayCoins(){
fill(255,215,0);
for(var i = 0 ; i < coins.length; i++){
ellipse(coins[i].x,coins[i].y,coins[i].size);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.0.0/p5.min.js"></script>
The idea is you would initialise an array to store the data you would need to redraw the coins (x,y, and size (if it varies)).
Bare in mind the more coins you'd add, the more memory you'd use.
If you simply need the rendered image and don't need the coin position data, option 2 will be more efficient.
For option 2 the main idea, as you can see in the documentation, is that you can have another graphics layer to draw into. Once initialised simply use dot notion on the instance and use the typical p5 drawing calls on it. To render it use image()
Here's a demo for the PGraphics option:
var moneyCount = 0;
var coinsLayer;
function setup() {
createCanvas(windowWidth, windowHeight);
textSize(80);
coinsLayer = createGraphics(windowWidth, windowHeight);
}
function draw() {
background(100);
// render coins layer
image(coinsLayer,0,0);
if (mouseIsPressed){
dropCoins(coinsLayer);
}
displayCount();
}
function displayCount() {
text('$' + moneyCount, 80, 80);
}
function dropCoins(coinsLayer) {
var maxSize = 40;
var xLoc = mouseX;
var yLoc = mouseY;
makeStacks(coinsLayer, xLoc, yLoc, maxSize);
}
function makeStacks(layer, x, y, size){
layer.fill(255,215,0);
layer.ellipse(x, y, size);
for (i = 0; i < size; i++){
let r1 = random(100);
let r2 = random(100);
if (r1 < 50){
x = x + 2
} else {
x = x - 2;
}
if (r2 < 50){
y = y + 2;
} else {
y = y - 2;
}
moneyCount++;
layer.ellipse(x, y, size);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.0.0/p5.min.js"></script>

Processing: How can I make multiple elements in a for() loop move to one location then return?

I have a grid of ellipses generated by two for() loops. What I'd like to do is have all of these ellipses ease into mouseX and mouseY when mousePressed == true, otherwise return to their position in the grid. How can I go about this? I've started with this template, which doesn't work as I can't figure out how affect the position of the ellipses, but the easing is set up.
float x;
float y;
float easeIn = 0.01;
float easeOut = 0.08;
float targetX;
float targetY;
void setup() {
size(700, 700);
pixelDensity(2);
background(255);
noStroke();
}
void draw() {
fill(255, 255, 255, 80);
rect(0, 0, width, height);
for (int i = 50; i < width-50; i += 30) {
for (int j = 50; j < height-50; j += 30) {
fill(0, 0, 0);
ellipse(i, j, 5, 5);
if (mousePressed == true) {
// go to mouseX
targetX = mouseX;
// ease in
float dx = targetX - x;
if (abs(dx) > 1) {
x += dx * easeIn;
}
//go to mouseY
targetY = mouseY;
// ease in
float dy = targetY - y;
if (abs(dy) > 1) {
y += dy * easeIn;
}
} else {
// return to grid
targetX = i;
// ease out
float dx = targetX - x;
if (abs(dx) > 1) {
x += dx * easeOut;
}
// return to grid
targetY = j;
// ease out
float dy = targetY - y;
if (abs(dy) > 1) {
y += dy * easeOut;
}
}
}
}
}
Any help would be greatly appreciated. I'm not sure in which order to do things/which elements should be contained in the loop.
Thanks!
You're going to have to keep track of a few things for each dot: its "home" position, its current position,its speed, etc.
The easiest way to do this would be to create a class that encapsulates all of that information for a single dot. Then you'd just need an ArrayList of instances of the class, and iterate over them to update or draw them.
Here's an example:
ArrayList<Dot> dots = new ArrayList<Dot>();
void setup() {
size(700, 700);
background(255);
noStroke();
//create your Dots
for (int i = 50; i < width-50; i += 30) {
for (int j = 50; j < height-50; j += 30) {
dots.add(new Dot(i, j));
}
}
}
void draw() {
background(255);
//iterate over your Dots and move and draw each
for (Dot dot : dots) {
dot.stepAndRender();
}
}
class Dot {
//the point to return to when the mouse is not pressed
float homeX;
float homeY;
//current position
float currentX;
float currentY;
public Dot(float homeX, float homeY) {
this.homeX = homeX;
this.homeY = homeY;
currentX = homeX;
currentY = homeY;
}
void stepAndRender() {
if (mousePressed) {
//use a weighted average to chase the mouse
//you could use whatever logic you want here
currentX = (mouseX+currentX*99)/100;
currentY = (mouseY+currentY*99)/100;
} else {
//use a weighted average to return home
//you could use whatever logic you want here
currentX = (homeX+currentX*99)/100;
currentY = (homeY+currentY*99)/100;
}
//draw the ellipse
fill(0, 0, 0);
ellipse(currentX, currentY, 5, 5);
}
}
Note that I'm just using a weighted average to determine the position of each ellipse, but you could change that to whatever you want. You could give each ellipse a different speed, or use your easing logic, whatever. But the idea is the same: encapsulate everything you need into a class, and then put the logic for one dot into that class.
I'd recommend getting this working for a single dot first, and then moving up to getting it working with multiple dots. Then if you have another question you can post the code for just a single dot instead of a bunch. Good luck.

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