Processing weird issue with float - processing

I've been trying to figure this out for a few hours now to no avail. It is quite simple code, a bouncing ball (particle). Initializing the velocity of the particle to (0, 0) will keep it bouncing up and down. Changing the initialized velocity of the particle to (0, 0.01) or any decimal float will cause the ball to decrease
Particle p;
void setup() {
size(500, 600);
background(0);
p = new Particle(width / 2, height / 2);
}
void draw() {
background(0, 10);
p.applyForce(new PVector(0.0, 1.0)); // gravity
p.update();
p.checkBoundaries();
p.display();
}
class Particle {
PVector pos, vel, acc;
int dia;
Particle(float x, float y) {
pos = new PVector(x, y);
vel = new PVector(0.0, 0.0);
acc = new PVector(0.0, 0.0);
dia = 30;
}
void applyForce(PVector force) {
acc.add(force);
}
void update() {
vel.add(acc);
pos.add(vel);
acc.mult(0);
}
void display() {
ellipse(pos.x, pos.y, dia, dia);
}
void checkBoundaries() {
if (pos.x > width) {
pos.x = width;
vel.x *= -1;
} else if (pos.x < 0) {
vel.x *= -1;
pos.x = 0;
}
if (pos.y > height ) {
vel.y *= -1;
pos.y = height;
}
}
}

I'm not an expert in processing vectors, but I believe I've figured out why this is occurring. If you try to recreate this issue with different values of the y part of the velocity vector, you find that it only happens when the values are not multiples of .5. Based on that, this line is probably responsible:
if (pos.y > height ) {
vel.y *= -1;
pos.y = height;
}
This line rounds the height of the ball, and reverses the velocity of it. This works fine when the ball hits 0 exactly and gets extra velocity before it comes back up, but when the ball goes slightly lower than it should, the velocity that comes from an extra iteration does not get added. As it happens, multiples of .5 hit exactly 0, but other values don't. My proof is that when you change the offending code to the following, every value causes the ball to fall to the ground eventually:
if (pos.y >= height ) {
vel.y *= -1;
pos.y = height;
}
In short, rounding and not making the ball bounce when it hits 0 causes this issue. I hope this answered your question.

Related

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.

object releases another smaller object?

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;
}

How to make this ball spawn in the middle instead at the side? MonoGame in VisualStudio

Trying to create a simple breakout game, I've written all the code, except i dont understand why the ball is on the side of the screen boundaries instead of on top the paddle(player).
Breakout game, ball on side
class Ball
{
int Width => texture.Width;
int Height => texture.Height;
public Rectangle BoundingBox =>
new Rectangle((int)position.X, (int)position.Y, Width, Height);
Texture2D texture;
Vector2 position;
Vector2 speed;
public void SetStartBallPosition(Rectangle rec)
{
position.X = rec.X + (rec.Width - Width);
position.Y = rec.Y - Height;
if (Game1.RandomNumber.Next(0, 2) < 1)
{
speed = new Vector2(-200.0f, -200.0f);
}
else
{
speed = new Vector2(200.0f, -200.0f);
}
}
public void Draw(SpriteBatch sb)
{
sb.Draw(texture, position, Color.White);
}
public void Update(GameTime gt)
{
position += speed * (float)gt.ElapsedGameTime.TotalSeconds;
if (position.X + Width > Game1.ScreenBounds.Width)
speed.X *= -1;
position.X = Game1.ScreenBounds.Width - Width;
if (position.X < 0)
{
speed.X *= -1;
position.Y = 0;
}
if (position.Y < 0)
{
speed.Y *= -1;
position.Y = 0;
}
}
TL;DR.
My ball spawns at the side instead of middle.
Thanks for Help!
In the SetStartBallPosition(Rectangle rec), You've set the ball position at the full width of the boundary box, minus the full width of the ball:
position.X = rec.X + (rec.Width - Width);
Assuming that rec is empty, then in order to get the center, you need to divide both width's there in half. Like this:
position.X = rec.X + (rec.Width/2 - Width/2);
Be aware that when dividing, that they shouldn't have decimals.
Let me know if it works.

Making particles move around the object smoother

i was able to make particles go around the ellipse I created which was my previous question. Now I have another one, flow of the particles are not as smooth as i want, there is this diagonal looking shape they follow and when you move the mouse (the ellipse) you can see my lines of my "force" variable. Again I want particles to move like water floating around a rock in a river.
Link for the previous question I asked about same project
int NUM_PARTICLES = 9000;
ParticleSystem p;
Rock r;
void setup()
{
smooth();
size(700,700,P2D);
p = new ParticleSystem();
r = new Rock();
}
void draw()
{
background(0);
p.update();
p.render();
r.rock();
}
float speed = 2;
float rad = 100;
class Particle
{
PVector position, velocity;
float initialPosY;
Particle()
{
position = new PVector(random(width), random(height));
initialPosY = position.y;
velocity = new PVector();
}
void update()
{
velocity.x = speed;
velocity.y = 0;
float d = dist (position.x, position.y, mouseX, mouseY);
if (d < rad) {
float force = map(d, 0, rad, speed, 0);
if (position.x < mouseX) {
if (position.y < mouseY) {
velocity.y = -force;
} else {
velocity.y = force;
}
} else {
if (position.y < mouseY) {
velocity.y = force;
} else {
velocity.y = -force;
}
}
position.add(velocity);
} else {
position = new PVector(position.x+speed, initialPosY);
}
if (position.x<0)position.x+=width;
if (position.x>width)position.x-=width;
if (position.y<0)position.y+=height;
if (position.y>height)position.y-=height;
}
void render()
{
stroke(255, 255, 255, 80);
point(position.x, position.y);
}
}
class ParticleSystem
{
Particle[] particles;
ParticleSystem()
{
particles = new Particle[NUM_PARTICLES];
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i]= new Particle();
}
}
void update()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].update();
}
}
void render()
{
for (int i = 0; i < NUM_PARTICLES; i++)
{
particles[i].render();
}
}
}
class Rock{
void rock()
{
noFill();
stroke(255);
strokeWeight(4);
ellipse(mouseX,mouseY,50,50);
}
}
It'll be a lot easier if you try to narrow your problem down to a smaller MCVE, like I did in the answer to your first question:
PVector position;
PVector speed;
void setup() {
size(500, 500);
position = new PVector(250, 0);
speed = new PVector(0, 1);
}
void draw() {
background(0);
if (dist(position.x, position.y, mouseX, mouseY) < 100) {
fill(255, 0, 0);
if (position.x < mouseX) {
position.x--;
} else {
position.x++;
}
} else {
fill(0, 255, 0);
}
ellipse(mouseX, mouseY, 100, 100);
fill(0, 0, 255);
ellipse(position.x, position.y, 20, 20);
position.add(speed);
if (position.y > height) {
position.y = 0;
}
if (position.x < 0) {
position.x = width;
} else if (position.x > width) {
position.x = 0;
}
}
Now that we have that, we can talk about how we might improve it.
Right now, our logic for having the particles avoid our obstacle is here:
if (dist(position.x, position.y, mouseX, mouseY) < 100) {
if (position.x < mouseX) {
position.x--;
} else {
position.x++;
}
}
Notice that we're always moving the particle by 1 pixel, which is why it looks blocky. What we need to do is smooth our transition out by moving the pixel only a little bit at first, and then moving it more as it gets closer to the obstacle.
You might user the lerp() or map() function for this, but for this simple example, we can simply use the dist() function.
Here is a super simple approach you might take:
float distance = dist(position.x, position.y, mouseX, mouseY);
if (position.x < mouseX) {
position.x -= 1000/(distance*distance);
} else {
position.x += 1000/(distance*distance);
}
Notice that by squaring the distance, I'm setting up a polynomical interpolation. In other words, the particle moves faster the closer it gets to the center of the boundary.
Again, you're going to have to play with this to get the exact effect you're looking for, but the basic idea is there: what you're looking for is an interpolation (how fast the particle moves) that scales with the distance from the boundary. You can use squaring to exaggerate the effect.
You could also use basic trig to make the particle follow a circular path.

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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