Processing error with this code - processing

float speed = 1;
void setup() {
size(400, 300);
}
void draw() {
background(255);
move();
display();
}
void move() {
x = x + speed;
if (x > 350) {
speed = 0;
}
}
void display(x,y) {
fill(#FF2121);
translate(x,y);
ellipse(0, 0, 60, 60);
rect(-10, 15, 20, 100);
}
Unexpected token: x on "Void display (x,y)"
Basically this program moves the ellipse and rect to other side of the window. is this the right way to do it? or is there any other easy way.
Example
0 = ellipse
[] = rect
move to other side of window (speed of 1) and when it hit the edge, both them stop.

Parameters need types, just like variables do.
void display(float x, float y) {
Also note that since your display() function takes 2 parameters, it's illegal to call it without any parameters, which is what you're doing in your draw() function.
Also note that you've never defined the x variable, so that's another error.
Please get into the habit of working in smaller chunks instead of trying to write your whole program all at one time. You've got quite a few errors here, and it's going to be hard to fix one without fixing the others. I recommend starting over with something simpler, and only moving forward when you have something that works.

Related

How to make this pattern to expand and shrink back

i have a task to make a pattern of circles and squares as described on photo, and i need to animate it so that all objects smoothly increase to four times the size and then shrink back to their original size and this is repeated. i tried but i cant understand problem
{
size(500,500);
background(#A5A3A3);
noFill();
rectMode(CENTER);
ellipseMode(CENTER);
}
void pattern(int a, int b)
{
boolean isShrinking = false;
for(int x = 0; x <= width; x += a){
for(int y = 0; y <= height; y += a){
stroke(#1B08FF);
ellipse(x,y,a,a);
stroke(#FF0000);
rect(x,y,a,a);
stroke(#0BFF00);
ellipse(x+25,y+25,a/2,a/2);
if (isShrinking){a -= b;}
else {a += b;}
if (a == 50 || a == 200){
isShrinking = !isShrinking ; }
}
}
}
void draw()
{
pattern(50,1);
}
this is what pattern need to look like
Great that you've posted your attempt.
From what you presented I can't understand the problem either. If this is an assignment, perhaps try to get more clarifications ?
If you comment you the isShrinking part of the code indeed you have an drawing similar to image you posted.
animate it so that all objects smoothly increase to four times the size and then shrink back to their original size and this is repeated
Does that simply mean scaling the whole pattern ?
If so, you can make use of the sine function (sin()) and the map() function to achieve that:
sin(), as the reference mentions, returns a value between -1 and 1 when you pass it an angle between 0 and 2 * PI (because in Processing trig. functions use radians not degrees for angles)
You can use frameCount divided by a fractional value to mimic an even increasing angle. (Even if you go around the circle multiple times (angle > 2 * PI), sin() will still return a value between -1 and 1)
map() takes a single value from one number range and maps it to another. (In your case from sin()'s result (-1,1) to the scale range (1,4)
Here's a tweaked version of your code with the above notes:
void setup()
{
size(500, 500, FX2D);
background(#A5A3A3);
noFill();
rectMode(CENTER);
ellipseMode(CENTER);
}
void pattern(int a)
{
for (int x = 0; x <= width; x += a) {
for (int y = 0; y <= height; y += a) {
stroke(#1B08FF);
ellipse(x, y, a, a);
stroke(#FF0000);
rect(x, y, a, a);
stroke(#0BFF00);
ellipse(x+25, y+25, a/2, a/2);
}
}
}
void draw()
{
// clear frame (previous drawings)
background(255);
// use the frame number as if it's an angle
float angleInRadians = frameCount * .01;
// map the sin of the frame based angle to the scale range
float sinAsScale = map(sin(angleInRadians), -1, 1, 1, 4);
// apply the scale
scale(sinAsScale);
// render the pattern (at current scale)
pattern(50);
}
(I've chosen the FX2D renderer because it's smoother in this case.
Additionally I advise in the future formatting the code. It makes it so much easier to read and it barely takes any effort (press Ctrl+T). On the long run you'll read code more than you'll write it, especially on large programs and heaving code that's easy to read will save you plenty of time and potentially headaches.)

Sierpinski carpet in processing

So I made the Sierpinski carpet fractal in processing using a Square data type which draw a square and has a function generate() that generates 9 equal squares out of itself and returns an ArrayList of (9-1)=8 squares removing the middle one (it is not added to the returned ArrayList) in order to generate the Sierpinski carpet.
Here is the class Square -
class Square {
PVector pos;
float r;
Square(float x, float y, float r) {
pos = new PVector(x, y);
this.r = r;
}
void display() {
noStroke();
fill(120,80,220);
rect(pos.x, pos.y, r, r);
}
ArrayList<Square> generate() {
ArrayList<Square> rects = new ArrayList<Square>();
float newR = r/3;
for (int i=0; i<3; i++) {
for (int j=0; j<3; j++) {
if (!(i==1 && j==1)) {
Square sq = new Square(pos.x+i*newR, pos.y+j*newR, newR);
rects.add(sq);
}
}
}
return rects;
}
}
This is the main sketch which moves forward the generation on mouse click -
ArrayList<Square> current;
void setup() {
size(600, 600);
current = new ArrayList<Square>();
current.add(new Square(0, 0, width));
}
void draw() {
background(255);
for (Square sq : current) {
sq.display();
}
}
void mousePressed() {
ArrayList<Square> next = new ArrayList<Square>();
for(Square sq: current) {
ArrayList<Square> rects = sq.generate();
next.addAll(rects);
}
current = next;
}
The problem :
The output that I am getting has very thin white lines which are not supposed to be there :
First generation -
Second generation -
Third generation -
My guess is that these lines are just the white background that shows up due to the calculations in generate() being off by a pixel or two. However I am not sure about how to get rid of these. Any help would be appreciated!
Here's a smaller example that demonstrates your problem:
size(1000, 100);
noStroke();
background(0);
float squareWidth = 9.9;
for(float squareX = 0; squareX < width; squareX += squareWidth){
rect(squareX, 0, squareWidth, height);
}
Notice that the black background is showing through the squares. Please try to post this kind of minimal example instead of your whole sketch in the future.
Anyway, there are three ways to fix this:
Option 1: Call the noSmooth() function.
By default, Processing uses anti-aliasing to make your drawings look smoother. Usually this is a good thing, but it can also add some fuzziness to the edges of shapes. If you disable anti-aliasing, your shapes will be more clear and you won't see the artifacts.
Option 2: Use a stroke with the same color as the fill.
As you've already discovered, this draws an outline around the shape.
Option 3: Use int values instead of float values.
You're storing your coordinates and sizes in float values, which can contain decimal places. The problem is, the screen (the actual pixels on your monitor) don't have decimal places (there is no such thing as half a pixel), so they're represented by int values. So when you convert a float value to an int, the decimal part is dropped, which can cause small gaps in your shapes.
If you just switch to using int values, the problem goes away:
size(1000, 100);
noStroke();
background(0);
int squareWidth = 10;
for(int squareX = 0; squareX < width; squareX += squareWidth){
rect(squareX, 0, squareWidth, height);
}

Interfering keys in Processing 2

I'm trying to activate different visuals by pressing different keys. For example, when I press "z" or "Z", an ellipse on a specific position flows down, leaving a trace behind. If I wait for it to reach the canvas border, there's no problem but when I press "0" which activates another ellipse on another position to do the same thing, the ellipse of "z"/"Z" stops flowing. It also happens when I press the same key before the ellipse reaches canvas border. How can I fix this? When I started to code this, I didn't know classes and objects, then I learned and tried to solve it by using creating an object but it got worse, ellipses didn't work at all. I want the first ellipse to continue until the border even if I press another key while it's on its way.
Another thing is I wanted them to fade out after a short time, so I drew semi-transparent rectangles on canvas which seems very primitive to me. Would you suggest a different way? This is less important but it would be better to have them completely fade over time rather than leaving a slight trace.
Here's my code, I cleaned irrelevant parts to make it look more understandable:
void setup() {
size(640, 500);
background(bgRenk);
frameRate(60);
colorMode(HSB);
noStroke();
}
int bgRenk = #e7e7e7;
int C3Yer;
int C3Y;
int Fd6Yer;
int Fd6Y;
void draw() {
// This part probably sucks because it's a primitive solution to make ellipses fade out by putting semi-transparent rectangles on the canvas.
fill(bgRenk, 10);
rect(0, 0, 640, 500);
// I basically map x and y positions to hue and opacity.
float C3Renk= map(C3Yer, 0, width, 0, 255);
float C3Opak = map(C3Y, height, 0, 0, 200);
// When z/Z is pressed, an ellipse appears and goes down, leaving trace behind.
if (key == 'z' || key == 'Z') {
C3Yer = 10;
fill(C3Renk, 255, 255, C3Opak);
ellipse(C3Yer, C3Y, 20, 20);
C3Y += 20;
}
if (key == '0') {
// Same mapping and ellipse thing.
float Fd6Renk= map(Fd6Yer, 0, width, 0, 255);
float Fd6Opak = map(Fd6Y, height, 0, 0, 200);
Fd6Yer = 630;
fill(Fd6Renk, 255, 255, Fd6Opak);
ellipse(Fd6Yer, Fd6Y, 20, 20);
Fd6Y += 20;
}
}
void keyPressed() {
if (key == 'z' || key == 'Z') {
// When z/Z is pressed, y position of those ellipses are reset.
C3Y = 10;
}
if (key == '0') {
// Same reset thing.
Fd6Y = 10;
}
}
Thank you for your time.
Problem with creating new ellipse while other is still flowing is with variable key which always contains the value of the most recent key used (for more see). So when you press any key after "z" your ellipse will stop being drawn.
You can avoid this using global variables indicating which ellipses should be drawn.
But I would suggest using creating objects that will have defined state (position, color, opacity) and will be stored inside array or list. It will also help you with fading so find a time and read more about classes and objects. On processing site you can find nice tutorials like this one
But because you sad you already tried creating objects and i don't works I will give you few tips and basic example of such a class:
class Ball {
float x, y; // position of ball
color col = 10; // color of ball
int opac = 255; // opacity of ball
Ball(float _x, float _y) {
x = _x;
y = _y;
}
void move() {
y += 20;
opac -= 10;
}
void display() {
fill(col, 255, 255, opac);
ellipse(x, y, 20, 20);
}
}
Then you can create new ball objects:
void mousePressed() {
//this will create new ball on mouse position
balls.add( new Ball(mouseX, mouseY) );
}
and store them into ArrayList like this:
ArrayList<Ball> balls = new ArrayList();
Last thing that you need to do is display and move all balls within draw method.
for (Ball b : balls) // for each ball in list
{
b.display(); // first display ball
b.move(); // move and change opacity
}
This is very basic example and should be improved but I hope it will help you with understanding of classes.

Processing Bullets interaction

Hi How do I make bullets to collide with the objects in Processing ?
Bullets are fired and being translated and rotated
but whenever i try to use function dist() it always gives me 0 as the position of the vector
How do i get the correct vector position if i want the bullet to collide with objects using distance and make the the other object disappear ?
Here's the code
void move(){
passed = passed + time;
if (passed > bulletLife) {
alive = false;
}
forward.x = sin(theta);
forward.y = -cos(theta);
float speed = 15.0f;
velocity = PVector.mult(forward, speed);
side.add(forward);
void display(){
pushMatrix();
translate(side.x, side.y);
rotate(theta);
stroke(255);
ellipse(side.x, side.y, 30, 30);
popMatrix();
Thanks
You're getting 0 from dist() because translate() moves the coordinate system! I think, more than your question, you need to reconsider your code overall. You translate to side.x, side.y (which will then be 0,0 until you call popMatrix()) but then you draw the ellipse at side.x, side.y which is offset from its actual position.
In other words: if the position is 100,200, you're actually drawing the object at 200,400!
If you skip the translate() part, you can use this to draw your object:
void display() {
stroke(255);
ellipse(side.x, side.y, 30,30);
}
And this to check collision:
if (dist(side.x, side.y, bullet.x, bullet.y) == 0) {
collision = true;
}
else {
collision = false;
}
You can also see my collision-detection functions for Processing, which have lots of examples that might help.

Processing - show one circle at a time

I have written this code which, on a mouse button press, increases or decreases the number of circles visible, equally spaced around a circle.
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 would like to alter the code so that, with nbr_circles fixed at 10, only one circle is visible at a time, each in turn in successive frames.
I have changed the code a little. The mouse buttons do nothing and the nbr_circles is fixed at 10.
How can I now show one circle at a time?
show circle #1 -> hide circle #1, show circle #2 -> hide circle #2, show circle #3 … -> hide circle #9, show circle #10 -> hide circle #1, show circle #1…
Adjusted code - where is it going wrong?
int nbr_circles = 2;
int i = 1;
void setup () {
size (600, 600);
}
void draw () {
background (255);
fill (0);
float cx = width/2.0;
float cy = height/2.0;
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);
}
if (mouseButton == LEFT) {
if (ellipse(x,y,20,20))
rotate (angle);
}
Thanks in advance.
Taking a step back, I really suggest you start a bit smaller, instead of posting a new question every time you get stuck. It looks like you've got a fundamental misunderstanding of the basic syntax of Processing, so maybe you should go back and do some tutorials until you're more comfortable in it. That's probably the most "correct" answer I can give you, even though it's probably not what you're looking for.
To answer the question of why your adjusted code doesn't work, it's because none of the syntax makes sense. First of all, you've got an if statement outside of a function, which isn't valid. When do you expect that if statement to be executed?
Secondly, you've got the ellipse() function inside an if statement, but the ellipse() function doesn't return a boolean. What do you expect that to do? And finally, what do you expect that rotate function to do?
It seems like you're trying to copy-paste code you found on the internet without really understanding any of it. That's not going to work. You have to take a step back and understand the basics before you can expect to make a program that actually does what you want it to do.
If you edit your "adjusted code" to fix the problems I pointed out, I'll try to help you through the process, but you really should consider going back and starting smaller before trying to get somebody else's code you found on the internet to work.

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