Simulation stops after certain UI elements are used - processing

Im working on a project in processing, and I'm having some difficulty with this super annoying bug. All the code is pasted below, 4 class files.
Whenever the "Simulation speed" slider is moved up and then moved back down, the simulation will stop giving no errors. Same thing with the "Auto" button. I have no idea why this is occurring and I've gone through my code following the variables and I don't see anything wrong.
Help!
noisedemo file
int tableHeight = 20;
int tableWidth = 20;
float prismWidth = 10;
float tableTopx = 260;
float tableTopy = 200;
int k = 0;
int simulationSpeed;
int frameCounter;
Prism[][] prisms = new Prism[tableWidth][tableHeight];
//Declare the sliders
Slider simulationSpeedSlider = new Slider(10, 20, 100, 30, "Simulation Speed");
Slider noiseOctaveSlider = new Slider(10, 50, 100, 4, "Noise Ocatave");
Slider noiseScaleSlider = new Slider(10, 80, 100, 10, 10, "Noise Scale", true);
//Declare the buttons
Button autoScrollButton = new Button(400, 100, "Auto");
void setup(){
size(500, 500);
smooth();
pixelDensity(2);
frameRate(30);
noiseDetail((int)noiseOctaveSlider.sliderValue, noiseScaleSlider.sliderValue);
for(int i = 0; i < 20; i++){
for(int j = 0; j < 20; j++){
prisms[i][j] = new Prism(noise(i, j)*30+10, prismWidth);
prisms[i][j].setHeight(noise(i, j)*30+10);
}
}
}
float[] convertCoordinate(int xcoord, int ycoord, float xtop, float ytop, float pwidth){
float[] coord = new float[2];
coord[0] = (xtop + xcoord*cos(radians(40))*prismWidth - ycoord * cos(radians(40))*prismWidth)*0.95;
coord[1] = (ytop + ycoord*sin(radians(40))*prismWidth + xcoord * sin(radians(40))*prismWidth)*0.95;
return coord;
}
void updateHeight(){
for(int i = 0; i < tableWidth; i++){
for(int j = 0; j < tableHeight; j++){
prisms[i][j].drawPrism(convertCoordinate(i, j, tableTopx, tableTopy, prismWidth)[0], convertCoordinate(i, j, tableTopx, tableTopy, prismWidth)[1]);
}
}
}
void setHeight(){
for(int i = 0; i < tableWidth; i++){
for(int j = 0; j < tableHeight; j++){
prisms[i][j].setHeight(noise(i+k, j+k)*30+10);
}
}
}
void mouseClicked(){
if(autoScrollButton.isInRange()){
autoScrollButton.buttonActive = !autoScrollButton.buttonActive;
}
}
void draw(){
background(0, 150, 0);
noiseDetail((int)noiseScaleSlider.sliderValue, noiseScaleSlider.sliderValue);
simulationSpeedSlider.drawSlider();
simulationSpeed = (int)simulationSpeedSlider.sliderValue;
noiseOctaveSlider.drawSlider();
noiseScaleSlider.drawSlider();
autoScrollButton.drawButton();
if(frameCounter == simulationSpeed && autoScrollButton.buttonActive){
k++;
frameCounter = 0;
setHeight();
}
updateHeight();
frameCounter++;
}
button file
class Button{
boolean buttonActive = true;
float buttonX;
float buttonY;
float buttonWidth = 30;
float buttonHeight = 15;
String buttonLabel;
Button(float x, float y, String label){
buttonX = x;
buttonY = y;
buttonLabel = label;
}
void drawButton(){
if(!buttonActive){
fill(100);
rect(buttonX, buttonY, buttonWidth, buttonHeight, 5);
fill(255);
text(buttonLabel, buttonX + 4, buttonY + 10);
}else{
fill(200);
rect(buttonX, buttonY, buttonWidth, buttonHeight, 5);
fill(0);
text(buttonLabel, buttonX + 4, buttonY + 10);
}
}
boolean isInRange(){
if(mouseX > buttonX && mouseX < buttonX + buttonWidth && mouseY > buttonY && mouseY < buttonY + buttonHeight){
return true;
}
else{
return false;
}
}
}
prism file
class Prism{
float pheight;
float pwidth;
Prism(float tempheight, float tempwidth){
pheight = tempheight;
pwidth = tempwidth;
}
Prism(){
pheight = 10;
pwidth = 5;
}
void drawPrism(float x, float y){
noStroke();
fill(175);
quad(x, y, x - cos(radians(40))*pwidth, y - sin(radians(40))*pwidth, x - cos(radians(40))*pwidth, y - sin(radians(40))*pwidth - pheight, x, y - pheight);
fill(100);
quad(x, y, x + cos(radians(40))*pwidth, y - sin(radians(40))*pwidth, x + cos(radians(40))*pwidth, y - sin(radians(40))*pwidth - pheight, x, y - pheight);
fill(225);
quad(x, y - pheight, x - cos(radians(40))*pwidth, y - sin(radians(40))*pwidth - pheight, x, y - 2*sin(radians(40))*pwidth - pheight, x + cos(radians(40))*pwidth, y - sin(radians(40))*pwidth - pheight);
}
void setHeight(float tempheight){
pheight = tempheight;
}
}
slider file
class Slider{
float sliderLength;
float sliderX;
float sliderY;
float sliderWidth;
float handleWidth;
float sliderValue;
float sliderPos;
int sliderTotal;
boolean handleActive;
boolean isPrecise;
String sliderLabel;
//provide x and y position, length and the max value, the least amount of info
Slider(float x, float y, float slength, int total){
sliderX = x;
sliderY = y;
sliderLength = slength;
sliderWidth = 10;
handleWidth = sliderWidth*1.5;
sliderTotal = total;
sliderPos = sliderX + sliderWidth/2;
sliderLabel = "";
}
//provide x and y position, length and the max value AND a label
Slider(float x, float y, float slength, int total, String label){
sliderX = x;
sliderY = y;
sliderLength = slength;
sliderWidth = 10;
handleWidth = sliderWidth*1.5;
sliderTotal = total;
sliderPos = sliderX + sliderWidth/2;
sliderLabel = label;
}
//provide default values AND a label AND a width AND whether its precise
Slider(float x, float y, float slength, float swidth, int total, String label, boolean p){
sliderX = x;
sliderY = y;
sliderLength = slength;
sliderWidth = swidth;
handleWidth = sliderWidth*1.5;
sliderTotal = total;
sliderPos = sliderX + sliderWidth/2;
sliderLabel = label;
isPrecise = p;
}
void drawSlider(){
fill(255);
textSize(10);
text(sliderLabel, sliderX, sliderY - 5);
text(sliderValue, sliderX + sliderLength + 7, sliderY + sliderWidth/1.1);
fill(100);
rect(sliderX-1, sliderY, sliderLength+1, sliderWidth, 5);
fill(255);
ellipse(sliderPos, sliderY + (sliderWidth/2), handleWidth, handleWidth);
if(!isPrecise){
sliderValue = (int)((sliderPos - sliderX)/(sliderLength/sliderTotal));
}else if(isPrecise){
sliderValue = (sliderPos - sliderX)/(sliderLength/sliderTotal);
}
if(mouseX >= sliderX && mouseX <= sliderX+sliderLength + sliderX && mouseY >= sliderY - (handleWidth/2) && mouseY <= sliderY + (handleWidth/2) && mousePressed){
handleActive = true;
}
if(!mousePressed){
handleActive = false;
}
if(handleActive && sliderPos <= sliderX + sliderLength && sliderPos >= sliderX){
sliderPos = mouseX;
}
if(sliderPos > sliderX + sliderLength){
sliderPos = sliderX + sliderLength;
}
if(sliderPos < sliderX){
sliderPos = sliderX + 1;
}
}
}
Thank you! Sorry if the code is a little messy :)

In your main file, this block relies on the values of those two controls:
if(frameCounter == simulationSpeed && autoScrollButton.buttonActive){
k++;
frameCounter = 0;
setHeight();
}
When that gets skipped (because you changed simulationSpeed or buttonActive), your frameCounter gets out of sync with simulationSpeed so the block continues to get skipped.

Related

Change variable in array coded with processing

Help!
I'm drawing a sketch with randomized letters that fill the screen. The code issue is with my
for (int i = 0; i < I1; i++) {
targets = tX + i * ts;
targets2 = tY;
} else {
runTowards = false;
for (int i = 0; i < I1; i++) {
targets = random(ts, width - ts);
targets2 = random(ts, height - ts);`
** I need to update i within the for loop to denote the array letters' locations. The error returns a type mismatch, "float" does not match with int[]
How do I update the i within the for loop?/ (the targets= and targets2=)
Here is the code**
String message = "a,b,c,d,e,f";
int []positions = new int [0];
int[]positions2= new int[1];
int []targets = new int [0] ;
int [] targets2= new int[1];
int I1= message.length();
boolean runTowards = true;
float runSpeed = 100;
float restSpeed = 1;
float currentSpeed = restSpeed;
float ts = 64;
boolean thisHasReached;
float bk;
float elapsedTime;
boolean allHaveReached;
float pauseTime = 1000;
float distX;
float distY;
float changeX;
float changeY;
float tX;
float tY;
float reachedTargetAt = 0;
boolean hasReachedTarget = true;
void setup() {
size (600,600);
background(255);
if ((I1 > targets.length) && (I1 > positions.length)){
pickNewTarget();
}
}
void draw() {
elapsedTime = millis() - reachedTargetAt;
if (elapsedTime > pauseTime) {
pickNewTarget();
}
drawChars();
updatePositions();
updateCurrentSpeed();
}
void drawChars() {
for (int i = 0; i < I1; i++) {
text(message.charAt(i),positions[i], positions[i]);
}
}
void updatePositions() {
allHaveReached = true;
thisHasReached = false;
for (int i = 0; i < I1; i++) {
distX = abs(positions[i] - targets[i]);
distY = abs(positions2[i] - targets2[i]);
changeX = random(currentSpeed);
changeY = random(currentSpeed);
thisHasReached = changeX > distX && changeY > distY;
if (positions[i] > targets[i]) {
changeX = -changeX;
}
if (positions2[i] > targets2[i]) {
changeY = -changeY;
}
positions[i] += changeX;
positions2[i] += changeY;
allHaveReached = allHaveReached && thisHasReached;
}
if ((!hasReachedTarget) && (allHaveReached)) {
hasReachedTarget = true;
reachedTargetAt = millis();
}
}
void updateCurrentSpeed() {
if (hasReachedTarget) {
if (currentSpeed >= restSpeed) {
currentSpeed -= (currentSpeed - restSpeed) * 9;
} else {
currentSpeed += 1;
}
} else {
if (currentSpeed <= runSpeed) {
currentSpeed += (runSpeed - currentSpeed) * 0.25;
} else {
currentSpeed -= 1;
}
}
}
void pickNewTarget() {
if (!runTowards && random(1) > 0.75) {
runTowards = true;
tX = random(ts, width - 3 * ts);
tY = random(ts, height - ts);
for (int i = 0; i < I1; i++) {
targets = tX + i * ts;
targets2 = tY;
}
} else {
runTowards = false;
for (int i = 0; i < I1; i++) {
targets = random(ts, width - ts);
targets2 = random(ts, height - ts);
}
}
hasReachedTarget = false;
}
Please look at this reference for random(): https://processing.org/reference/random_.html. Note that it states "If two parameters are specified, the function will return a float with a value between the two values." You got the error message because you tried to mix ints and floats. You can correct it by changing the array types from int to float, eg.
float[] targets = new float[80] ;
float[] targets2= new float[80];
You'll also need to make those arrays large enough to handle the size of your data or you'll wind up with another error that the array length has been overrun. Then change the loop to reflect that you are adding data to the arrays ([i]):
void pickNewTarget() {
if (!runTowards && random(1) > 0.75) {
runTowards = true;
tX = random(ts, width - 3 * ts);
tY = random(ts, height - ts);
for (int i = 0; i < I1; i++) {
targets[i] = tX + i * ts;
targets2[i] = tY;
}
} else {
runTowards = false;
for (int i = 0; i < I1; i++) {
targets[i] = random(ts, width - ts);
targets2[i] = random(ts, height - ts);
}
}
hasReachedTarget = false;
}
Also need to add a fill() for the text characters or you will see a blank screen.

Is there a way for me to distribute points so that they're more compact near a different set of points?

I want to make a Voronoi tiling which fits itself to some text in Processing 3.5.3. I've got the algorithm for standard Voronoi tiling implemented, but I initialise all points to just be randomly distributed across the window.
I've got a list of points which make up some letters, generated by the geomerative package. They're all in the standard (x, y) format.
I'm looking for a function which would take the text points and the window size into account and give me back a sort of distribution, or, better yet, a list of points already following that distribution.
My code:
import geomerative.*;
public class Point {
public RPoint p = new RPoint(0, 0);;
public color c;
public boolean isTextPt;
public Point(int _w, int _h, float[][] distribution) {
this.p.x = random(_w);
this.p.y = random(_h);
//this.c = color(random(100, 250), random(100, 250), random(100, 250));
this.c = color(map(p.x, 0, _w, 50, 160), map(p.y, 0, _h, 0, 150), 255);
this.isTextPt = false;
}
public Point(float _x, float _y) {
this.p.x = _x;
this.p.y = _y;
this.c = color(random(50, 160), random(100, 250), 255);
this.isTextPt = true;
}
}
int baseAmountOfCells = 50;
RShape shape;
RPoint[] textPts;
Point[] points;
void setup() {
RG.init(this);
shape = new RFont("RobotoMono-Medium.ttf", 140, RFont.CENTER).toShape("voronoi songs for worley days");
textPts = shape.getPoints();
fullScreen();
colorMode(HSB);
points = new Point[baseAmountOfCells + textPts.length];
for (int i = 0; i < baseAmountOfCells; i ++) {
points[i] = new Point(width, height);
}
for (int i = 0; i < textPts.length; i ++) {
points[baseAmountOfCells + i] = new Point(textPts[i].x / 2 + width / 2, textPts[i].y / 2 + height / 2);
}
println("Amount of text points: " + str(textPts.length));
}
void draw() {
loadPixels();
int index = 0;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
float record = width * height; //it can never be more than this
int recIndex = 0;
for (int i = 0; i < points.length; i++) {
float d = dist(x, y, points[i].p.x, points[i].p.y);
if (d < record) {
record = d;
recIndex = i;
}
}
Point pt = points[recIndex];
pixels[index] = color(pt.c);
index++;
}
}
updatePixels();
for (Point pt : points) {
if (pt.isTextPt) {
stroke(0);
strokeWeight(2);
point(pt.p.x, pt.p.y);
}
}
noLoop();
}

Processing Image Load Error

I've added a background image to my processing file which works fine when I run it in Processing locally, however, I'm receiving this error in console when I host the file:
Uncaught Error using image in background(): PImage not loaded.
I can't find anywhere why this may be happening. Please see my code below:
Particle p = new Particle();
final int LIGHT_FORCE_RATIO = 70; final int LIGHT_DISTANCE= 70 * 50; final int BORDER = 100; float baseRed, baseGreen, baseBlue; float baseRedAdd, baseGreenAdd, baseBlueAdd; final float RED_ADD =
3.2; final float GREEN_ADD = 1.7; final float BLUE_ADD = 4.3; float boxX, boxY; float widthSize = width;
int rectWidth = 915; int rectHeight = 197;
PImage img;
void setup() { img = loadImage("https://s3.amazonaws.com/zcom-media/sites/a0iE000000QK9yZIAT/media/mediamanager/bannerbg.jpg");
background(img); size(1840, 400); // surface.setResizable(true); noCursor(); //img = loadImage("flowtoy.jpg"); baseRed = 0; baseRedAdd = RED_ADD;
baseGreen = 0; baseGreenAdd = GREEN_ADD;
baseBlue = 0; baseBlueAdd = BLUE_ADD;
boxX = width/2; boxY = height/2;
img.loadPixels(); for (int i = 0; i < img.pixels.length; i++) { img.pixels[i] = color(0, 90, 102); } img.updatePixels(); }
void draw() { //image(img, 400, 100, img.width/2, img.height/2); if (mouseX>boxX-rectWidth && mouseX<boxX+rectWidth &&
mouseY>boxY-rectHeight && mouseY<boxY+rectHeight) {
//saveFrame("output/LightDrawing_####.png");
baseRed += baseRedAdd;
baseGreen += baseGreenAdd;
baseBlue += baseBlueAdd;
colorOutCheck();
p.move(mouseX, mouseY);
int tRed = (int)baseRed;
int tGreen = (int)baseGreen;
int tBlue = (int)baseBlue;
tRed *= tRed;
tGreen *= tGreen;
tBlue *= tBlue;
loadPixels();
int left = max(0, p.x - BORDER);
int right = min(width, p.x + BORDER);
int top = max(0, p.y - BORDER);
int bottom = min(height, p.y + BORDER);
for (int y = top; y < bottom; y++) {
for (int x = left; x < right; x++) {
int pixelIndex = x + y * width;
int r = pixels[pixelIndex] >>16 & 0xFF;
int g = pixels[pixelIndex] >> 8 & 0xFF;
int b = pixels[pixelIndex] & 0xFF;
int dx = x - p.x;
int dy = y - p.y;
int distance = (dx *dx ) + (dy* dy);
if (distance < LIGHT_DISTANCE) {
int fixFistance = distance * LIGHT_FORCE_RATIO;
if (fixFistance == 0) {
fixFistance = 1;
}
r = r + tRed / fixFistance;
g = g + tGreen / fixFistance;
b = b + tBlue / fixFistance;
}
pixels[x + y * width] = color(r, g, b);
}
}
updatePixels(); } else {
setup(); }
//updatePixels(); }
void colorOutCheck() { if (baseRed < 10) {
baseRed = 10;
baseRedAdd *= -1; } else if (baseRed > 255) {
baseRed = 255;
baseRedAdd *= -1; }
if (baseGreen < 10) {
baseGreen = 10;
baseGreenAdd *= -1; } else if (baseGreen > 255) {
baseGreen = 255;
baseGreenAdd *= -1; }
if (baseBlue < 10) {
baseBlue = 10;
baseBlueAdd *= -1; } else if (baseBlue > 255) {
baseBlue = 255;
baseBlueAdd *= -1; } }
void mousePressed() { setup(); }
class Particle { int x, y; float vx, vy; //float slowLevel;
Particle() {
x = (int)3;
y = (int)2; // slowLevel = random(100) + 1; }
void move(float targetX, float targetY) {
vx = (targetX - x) ;
vy = (targetY - y) ;
x = (int)(x + vx);
y = (int)(y + vy); } }
Can anybody explain why this may be happening? It's much appreciated, thank you.
I assume by 'hosting the file' you mean running the sketch at www.openprocessing.org.
There are two problem with your code:
Using background() inside setup. This will not work, you will get the error you mentioned. You can try moving that to draw().
Using an image which is hosted in another server. You should host your own images.
A workaround to problem 2 is to store the image as a base64 encoded string.
String uriBase64 = "data:image/jpeg;base64,/9j/4AAQSkZJRgA";
img = loadImage(uriBase64);
Full example here: https://www.openprocessing.org/sketch/511424

Array is only displaying 1 object instead of the full amount of variables

I'm new to coding (as I'm sure you might be able to tell). The program runs and generates 1 Tubble, but the additional objects don't show.
Here's my class:
class Tubble {
float x;
float y;
float diameter;
float yspeed;
float tempD = random(2,86);
Tubble() {
x = random(width);
y = height-60;
diameter = tempD;
yspeed = random(0.1, 3);
}
void ascend() {
y -= yspeed;
x = x + random(-2, 2);
}
void dis() {
stroke(0);
fill(127, 100);
ellipse(x, y, diameter, diameter);
}
void top() {
if (y < -diameter/2) {
y = height+diameter/2;
}
}
}
Class
class Particle {
float x, y;
float r;
float speed = 2.2;
int direction = 1;
PImage pbubbles;
Particle(float x_, float y_, float r_) {
x = x_;
y = y_;
r = r_;
}
void display() {
stroke(#F5D7D7);
strokeWeight(2.2);
noFill();
ellipse(x, y, r*2, r*2);
}
boolean overlaps(Particle other) {
float d = dist(x, y, other.x, other.y);
if (d < r + other.r) {
return true;
} else {
return false;
}
}
void move() { //testing
x += (speed * direction);
if ((x > (width - r)) || (x < r)) {
direction *= -1;
}
}
void updown() {
y += (speed * direction);
if ((y > (height - r)) || (y < r)) {
direction *= -1;
}
}
}
Main sketch:
Tubble[] tubbles = new Tubble [126];
PImage bubbles;
Particle p1;
Particle p2;
Particle p3;
Particle p4;
Particle p5;
float x,y;
float speed;
int total = 0;
int i;
//int direction = 1;
void setup() {
size(800, 925);
bubbles = loadImage("purple_bubbles.png");
p1 = new Particle (100, 100, 50);
p2 = new Particle (500, 200, 100);
p3 = new Particle (600, 600, 82);
p4 = new Particle (height/2, width/2, 200);
p5 = new Particle ((height/3), (width/3), 20);
for (int i = 0; i < tubbles.length; i++); {
tubbles[i] = new Tubble();
}
}
void mousePressed() {
total = total + 1;
}
void keyPressed() {
total = total - 1;
}
void draw() {
image(bubbles, 0, 0, 800, 925);
//background(0);
for (int i = 0; i < tubbles.length; i++); {
tubbles[i].ascend();
tubbles[i].dis();
tubbles[i].top();
}
if ((p2.overlaps(p1)) && (p2.overlaps(p4))) {
background(#BF55AB, 25);
}
if ((p3.overlaps(p2)) && (p3.overlaps(p4))) {
background(#506381, 80);
}
p2.x = mouseX;
p3.y = mouseY;
p1.display();
p2.display();
p3.display();
p4.display();
p5.display();
p4.move();
p5.updown();
// for (int i = 0; i < tubbles.length; i++); {
// tubbles[i].dis();
// tubbles[i].ascend();
// tubbles[i].top();
// }
}
There are extra semicolons in the lines
for (int i = 0; i < tubbles.length; i++); {
for (int i = 0; i < tubbles.length; i++); {
// for (int i = 0; i < tubbles.length; i++); {
It make the for loop do virtually nothing.
Then the block after the for loop will read the global variable i and do the action only once.
Remove the semicolons like this to put the block in the loop.
for (int i = 0; i < tubbles.length; i++) {
for (int i = 0; i < tubbles.length; i++) {
// for (int i = 0; i < tubbles.length; i++) {

Array index out of bounds exception: 100

//----------------------------------------------\\
float x = 300;
float y = 300;
float direction = 0;
float increment = 1;
float speed = 5;
boolean toggle = true; // - For spaceship reversal
float wormX = random(0, 600); // - For wormHole v
float wormY = random(0, 600);
float wormGrowth = 0;
boolean growthSwitch = true; // - for wormHole ^
float[] starXpos = new float[100]; //starsRandom
float[] starYpos = new float[100]; //starsRandom
float d = dist(x, y, wormX, wormY);
int score = 0;
//----------------------------------------------\\
//----------------------------------------------\\ Setup
void setup (){
size (600, 600);
starsP1();
}
//----------------------------------------------\\ Draw
void draw (){
background (0);
spaceShip();
starsP2();
wormHole ();
score();
warpInitial();
blackHoleAt(100, 40);
blackHoleAt(400, 500);
}
//----------------------------------------------\\
//----------------------------------------------\\ starsRandom
void starsP1(){
int i = 0;
while (i < 100){
starXpos[i] = random(0, width);
starYpos[i] = random(0, height);
i = i + 1;
}
}
void starsP2(){
stroke(255);
strokeWeight(5);
int i = 0;
while (i < 100){
point(starXpos[i], starYpos[i]);
i = i + 1;
}
if (key == 'w'){
starYpos[i] = starYpos[i] + 1;
}
}
I'm trying to create a form of parallax for the stars in my code. When the user presses w,a,s,d the array of stars should correspond to the direction. I don't understand how this should work as I keep getting this error.
Try formatting your code to better see what's going on:
void starsP2(){
stroke(255);
strokeWeight(5);
int i = 0;
while (i < 100){
point(starXpos[i], starYpos[i]);
i = i + 1;
}
if (key == 'w'){
starYpos[i] = starYpos[i] + 1;
}
}
Your while loop executes until i == 100. Then after the while loop exits, you use that i variable again. Since i is 100, and your starYpos array only has up to index 99, you get an error.
The fix is to either move that if statement to inside the while loop, or to refactor your code so i doesn't go outside the bounds of the array.

Resources