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.
Can anyone help me?
So, I'm supposed to have a ball that is moving horizontally, such that every time I press the mouse, a ball would get shoot vertically, then slows down due to friction. The vertical ball would stay in the old position but the player would reset.
How do I go about doing that without using classes?
Here my code so far:
boolean circleupdatetostop = true;
float x = 100;
float yshot = 880;
float speedshot = random(4,10);
float speedx = 6;
void setup() {
size(1280,960);
}
void draw() {
background(255);
stroke(0);
fill(0);
circle(x,880,80);
if (x > width || x < 0 ) {
speedx = speedx * -1;
}
if (circleupdatetostop) {
x = x + speedx;
}
if (circleupdatetostop == false) {
float locationx = x;
stroke(0);
fill(255,0,255);
circle(locationx,yshot,30);
yshot = yshot - speedshot;
}
}
void mousePressed () {
circleupdatetostop = !circleupdatetostop;
}
I'm not entirely sure if this is what you meant, but you could achieve shooting multiple balls by using ArrayList as well as processing's PVector to better handle the x and y coordinate pairs. If you wanted to look at classes, see this post.
import java.util.*;
// Whether the ball is moving or not
boolean circleupdatetostop = true;
// Information about the main_ball
PVector position = new PVector(100, 880);
PVector speed = new PVector(6, 0);
float diameter = 80;
// Information about the sot balls
ArrayList<PVector> balls_loc = new ArrayList<PVector>();
ArrayList<PVector> balls_speed = new ArrayList<PVector>();
float diameter_shot = 30;
float friction = 0.994;
void setup() {
size(1280, 960);
}
void draw() {
background(255);
stroke(0);
fill(0);
circle(position.x, position.y, diameter);
// Remember to consider the radius of the ball when bouncing off the edges
if (position.x + diameter/2 > width || position.x - diameter/2 < 0 ) {
speed.mult(-1);
}
if (circleupdatetostop) {
position.add(speed);
}
// Cycle through the list updating their speed and draw each ball
for (int i = 0; i<balls_loc.size(); i++) {
balls_speed.get(i).mult(friction+random(-0.05, 0.05));
balls_loc.get(i).add(balls_speed.get(i));
stroke(0);
fill(255, 0, 255);
circle(balls_loc.get(i).x, balls_loc.get(i).y, diameter_shot);
}
}
void mousePressed(){
// Add a new ball to be drawn
if(circleupdatetostop){
balls_loc.add(new PVector(position.x, position.y));
balls_speed.add(new PVector(0, random(-4, -10)));
}
circleupdatetostop = !circleupdatetostop;
}
I need to create a loop which will space circles equally around a circle in Processing.
I know I can somehow implement a FOR loop.
I need to be able to increase or decrease the number of circles around this circle (with button presses) but keep them equally spaced.
I know the formula's I need to include in the FOR loop to get the X and Y axis. The formulas:
being
X = R*cos(angle-90)+Y0
Y = R*sin(angle-90)+X0
I understand the three parameters of the FOR loop; when does it start, when does it finish, what changes when it runs.
What I can't see is how to implement the formulas into the FOR loop.
Many thanks
Here is the code I do have
void setup () {
size (600, 600);
background (255, 255, 255);
smooth ();
ellipse (width/2, height/2, 200, 200); // the guide circle. Not needed in final code.
}
void draw() {
for (int i = 0; i < 20; i ++) {
for (int j = 0; j < 20; j ++) {
ellipse (i *20, j * 20, 20, 20);
}
}
}
This code should do the trick:
float incrementalAngle = 0.0;
void setup(){
size(600, 600);
smooth();
background(0);
ellipse(width/2, height/2, 200, 200);
drawCircles(20, 200);
}
void draw(){
}
void drawCircles(int circlesNumber, int bigCircleNumber){
float angle = incrementalAngle;
for(int i = 0; i < circlesNumber; i++){
ellipse(bigCircleNumber * cos(incrementalAngle) + height/2,
bigCircleNumber * sin(incrementalAngle) + width/2,
circlesNumber, circlesNumber);
incrementalAngle += TWO_PI / circlesNumber;
}
}
So the second loop wasn't needed, and the formula you were trying to introduce would go in the X and Y position of your ellipse, there by playing whit the angle and the cos and sin you can get the result you were looking for.
What's left now is for you to get the number of circles you want by the clicking inside a mousePressed() method and drawing that amount.
Hope this comes useful and call me if you need more help
Regards
Jose.
Thank you to everyone who helped.
I managed to do it (slightly differently to you #Jose Gonzalez
int nbr_circles = 2;
void setup() {
size(600, 600);
smooth();
background(255);
}
void draw() {
background(255);
float cx = width/2.0;
float cy = height/2.0;
fill(0);
//float x, y; //
for (int i = 0; i < nbr_circles; i++)
{
float angle = i * TWO_PI / nbr_circles;
float x = cx + 110.0 * cos(angle);
float y = cy + 110.0 * sin(angle);
ellipse(x, y, 20, 20);
}
}
void mousePressed() {
if (mouseButton == LEFT) {
if (nbr_circles < 20)
nbr_circles = nbr_circles + 1;
} else if (mouseButton == RIGHT) {
if (nbr_circles > 2)
nbr_circles = nbr_circles - 1;
}
}
I'm new to Processing and want to make the following sketch move images down, rather than up. I have tried adjusting the y to y+= speed in void move(), which does this but the images don't reload, they just do one cycle and the screen goes blank.
Your help would be appreciated :-)
Spot[] sp = new Spot[60];
PImage myImage;
/* #pjs preload="http://mathatelle.appspot.com/imgs/drawing_circle.png"; */
void setup() {
size(800, 400);
imageMode(CENTER);
myImage = loadImage("http://mathatelle.appspot.com/imgs/drawing_circle.png"); //100x100px
for (int i = 0; i < sp.length; i++) {
sp[i] = new Spot(random(width), random(height), random(0.2,1.0), random(0.1,1.0));
}
}
void draw() {
background(0);
for (int i = 0; i < sp.length; i++) {
sp[i].move();
sp[i].display();
}
}
class Spot {
float x, y, diameter, speed; // x座標, y座標, 直径, 速さ
Spot(float _x, float _y, float _diameter, float _speed) {
x = _x;
y = _y;
diameter = _diameter;
speed = _speed;
}
void move() {
speed *= 1.01;
y -= speed;
if (y < - myImage.width*diameter/2) {
x = random(width);
y = height + myImage.width*diameter/2;
speed = random(0.5,3);
}
}
void display() {
pushMatrix();
translate(x, y);
rotate(TWO_PI*diameter);
scale(diameter);
//tint(255, 255, 255, 153);
image(myImage, 0, 0);
popMatrix();
}
}
The logical is kind of inverted already,but just invert it again :)
here there are comments in the code:
Spot[] sp = new Spot[60];
PImage myImage;
/* #pjs preload="http://mathatelle.appspot.com/imgs/drawing_circle.png"; */
void setup() {
size(800, 400);
imageMode(CENTER);
myImage = loadImage("http://mathatelle.appspot.com/imgs/drawing_circle.png"); //100x100px
for (int i = 0; i < sp.length; i++) {
// a little change where spots are created...
sp[i] = new Spot(random(width), random(-myImage.height, height - 100), random(0.2, 1.0), random(0.1, 1.0));
}
}
void draw() {
background(0);
for (int i = 0; i < sp.length; i++) {
sp[i].move();
sp[i].display();
}
}
class Spot {
float x, y, diameter, speed; // x座標, y座標, 直径, 速さ
Spot(float _x, float _y, float _diameter, float _speed) {
x = _x;
y = _y;
diameter = _diameter;
speed = _speed;
}
void move() {
speed *= 1.01;
// invert movement direction
y += speed;
// also invert the test...
if (y > height + myImage.width*diameter/2) {
x = random(width);
y = height + myImage.width*diameter/2;
speed = random(0.5, 3);
}
}
void display() {
pushMatrix();
translate(x, y);
rotate(TWO_PI*diameter);
scale(diameter);
//tint(255, 255, 255, 153);
image(myImage, 0, 0);
popMatrix();
}
}
A friend helped me out, this is the solution to my problem :-)
Spot[] sp = new Spot[60];
PImage myImage;
/* #pjs preload="http://mathatelle.appspot.com/imgs/drawing_circle.png"; */
void setup() {
size(800, 400);
imageMode(CENTER);
myImage = loadImage("http://mathatelle.appspot.com/imgs/drawing_circle.png"); //100x100px
for (int i = 0; i < sp.length; i++) {
// a little change where spots are created...
sp[i] = new Spot(random(width), random(-myImage.height, height - 100), random(0.2, 1.0), random(0.1, 1.0));
}
}
void draw() {
background(0);
for (int i = 0; i < sp.length; i++) {
sp[i].move();
sp[i].display();
}
}
class Spot {
float x, y, diameter, speed; // x座標, y座標, 直径, 速さ
Spot(float _x, float _y, float _diameter, float _speed) {
x = _x;
y = _y;
diameter = _diameter;
speed = _speed;
}
void move() {
speed *= 1.01;
y += speed;
// change y = 0 - ...
if (y > height + myImage.width*diameter/2) {
x = random(width);
y = 0 - myImage.width*diameter/2;
speed = random(0.5, 3);
}
}
void display() {
pushMatrix();
translate(x, y);
rotate(TWO_PI*diameter);
scale(diameter);
//tint(255, 255, 255, 153);
image(myImage, 0, 0);
popMatrix();
}
}