It's really basic but for example, I draw a rectangle and press somewhere (x,y), nothing happens but when I press again somewhere else(x2, y2), that rectangle will move to the first place I press(x, y). So wherever I press, the rectangle will move to the last place I press.
I have it so that the rect appears wherever I press but not the previous location.
void setup(){
background(234);
size(400, 400);
}
void draw(){
}
void mousePressed(){
background(234);
rect(mouseX, mouseY, 20, 20);
}
All you need to do is create your own variables, store the previously clicked position in that, and then use that to draw your rectangle.
float targetX;
float targetY;
void setup(){
background(234);
size(400, 400);
}
void draw(){
}
void mousePressed(){
background(234);
rect(targetX, targetY, 20, 20);
targetX = mouseX;
targetY = mouseY;
}
Notice that you'll have to decide what you want them to be the first time you click, since you don't have a previously clicked position yet. The default is 0, 0 in the upper-left corner.
Related
I am trying to draw two intersecting circles, as shown in the attached snapshot.
The border of my first circle on left is not displayed since the second circle on right is overlayed on it.
Is there a way that I can see the border of both the circles in the intersecting region?
My code:
int x = 250;
void setup()
{
size(500,500);
background(255);
}
void draw()
{
coolCircles();
}
void coolCircles()
{
stroke(150);
ellipse(180, 250, x, x);
ellipse(360, 250, x, x);
}
Actually you're drawing filled circles. Use noFill():
void coolCircles()
{
noFill();
stroke(150);
ellipse(180, 250, x, x);
ellipse(360, 250, x, x);
}
I have a program that draws a flower with 4 petals to the screen where ever you click. Instead of redoing the petals one at a time I was just going to attempt to rotate the flower by a quarter turn and have it overlay the first flower, so it appears to have 8 petals. The problem is that it draws the second flower some distance away from the first in the x and y direction, but as I get closer to (0,0) they get closer to overlapping (and do at (0, 0)). I'm not sure why this is happening and would appreciate any help. I'm using Processing 3 for this program.
int c_center = 15;
int c_petal = 20;
int petalsize = 70;
color rcol;
void setup(){
fullScreen();
background(0);
}
void draw(){
rcol = color(random(255), random(255), random(255));
}
void mouseClicked(){
pushMatrix();
flower();
translate(mouseX, mouseY);
rotate(PI/4);
flower();
popMatrix();
}
void flower(){
//left petal
make_petal(mouseX - (petalsize - c_petal), mouseY, petalsize, c_petal);
//right petal
make_petal(mouseX + (petalsize - c_petal), mouseY, petalsize, c_petal);
//top petal
make_petal(mouseX, mouseY - (petalsize - c_petal), c_petal, petalsize);
//bottom petal
make_petal(mouseX, mouseY + (petalsize - c_petal), c_petal, petalsize);
//flower center
fill(random(255), random(255), random(255));
ellipse(mouseX, mouseY, c_center, c_center);
}
void make_petal(int a, int b, int c, int d){
fill(rcol);
ellipse(a, b, c, d);
}
You're mixing two styles of drawing together: your flower() function uses mouseX and mouseY to determine where to draw the petals, but then you're also calling translate(mouseX, mouseY);. So you're drawing petals relative to the mouse, but then moving the entire canvas by the mouse position, and then drawing more petals relative to the mouse again.
Instead, you probably want to only use one style of drawing. Specifically, you probably don't want your flower() function to care about the mouse position. Treat it like a "stamp" that draws things around the origin at 0,0. Then move the origin by calling translate() and rotate the stamp by calling rotate().
I corrected the code thanks to feedback, so it works now in case anyone is interested. I condensed it a little by just making one petal then rotating it through a loop.
int c_center = 20;
int c_petal = int(random(5, 15));
int petalsize = int(random(30, 60));
color rcol;
void setup(){
fullScreen();
background(0);
}
void draw(){
rcol = color(random(255), random(255), random(255));
}
void mouseClicked(){
pushMatrix();
translate(mouseX, mouseY);
for(int r = 0; r < 360; r+=5){
rotate(radians(r));
flower();
}
popMatrix();
}
void flower(){
//petal
make_petal(0, 0 - (petalsize - c_petal), c_petal, petalsize);
//flower center
fill(random(255), random(255), random(255));
ellipse(0, 0, c_center, c_center);
}
void make_petal(int a, int b, int c, int d){
fill(rcol);
ellipse(a, b, c, d);
}
I want to create a picture that has some closed areas using function curve(...), but I do not know how to fill the color inside.
Is there any way to fill inside the head and body?
void setup(){
size(800,800);
}
void draw(){
background(170,243,255);
fish();
}
void fish(){
translate(width/2, height/2);//mouseX, mouseY
//eye
fill(231,255,188);
stroke(0);
ellipse(-100,-100,50,45);
fill(0);
ellipse(-100,-100,30,28);
//head
noFill();
strokeWeight(2);
stroke(157,88,255);
curve(-400,-100,-200,-200,50,-150,150,50);
curve(-100,-400,-200,-200,-150,50,0,100);
curve(-300,50,-150,50,50,-150,50,-300);
//body
curve(-200,-350,50,-150,250,250,600,300);
curve(-200,-200,-150,50,250,250,500,250);
}
You could use the curveVertex() function.
This doesn't do exactly what you want, but you can play around with it until it does:
//body
fill(255, 0, 0);
beginShape();
curveVertex(-200, -350);
curveVertex(50, -150);
curveVertex(250, 250);
curveVertex(-150, 50);
curveVertex(-200, -200);
endShape();
Note that you can have multiple blocks like this to fill in different pieces with the same color.
I'm trying to add animation in my code. What I have so far is an object that can be changed by pressing a button. So every time you press the button, the object changes (it is a tree and I'm changing its branches). Is it possible to add some kind of animation like snow? The problem with that is that I have to put it inside the draw method so it will be called automatically and make us think that it is animation. Thus, I also have to add the background / button and everything all the time. But I can't do that with my main object (tree) as I want to change it only when you press the button.
Is there any solution to that?
Thanks in advance
To persist some objects while refreshing others, you either:
Refresh only part of the screen. Like, draw a shape (rect or whatever) with background colour erasing only part of screen
Conditionally draw selected objects. Use flags to selective draw what you need, every draw, and use background() to clear the whole screen every draw cycle.
Use layers. Erase one layer and not other as you need, display all them in draw. This is usually done with PGraphics objects. Search processing + layers to see samples. Here and/or in processing forum.
EDIT:
Here some simple examples of each approach:
1.
/**
* A very simple example of erasing just part of the screen to
* selective persist draws
**/
void setup() {
size(400, 400);
background(0);
noStroke();
}
void draw() {
fill(0);
rect(0, 0, width/2, height);
fill(120);
ellipse(width/4, frameCount%width, 100, 100);
}
void mouseMoved() {
fill(255);
ellipse(mouseX, mouseY, 10, 10);
}
2.
/**
* A very simple example of conditionally draw stuf
* to selective persist draws
**/
ArrayList <PVector> points = new ArrayList <PVector>();
boolean showBalls = true; // any key to toogle
void setup() {
size(400, 400);
background(0);
noStroke();
}
void draw() {
background(0);
fill(30);
rect(frameCount%width, 100, 200, 200);
fill(120);
ellipse(width/2, frameCount%width, 150, 150);
fill(255);
if (showBalls) {
for (PVector p : points) {
ellipse(p.x, p.y, 10, 10);
}
}
if (points.size() > 500) {
points.clear();
}
}
void mouseMoved() {
ellipse(mouseX, mouseY, 10, 10);
points.add(new PVector(mouseX, mouseY));
}
void keyPressed() {
showBalls = !showBalls;
}
3.
/**
* A very simple example of using PGraphics as layers
* to selective persist draws
**/
PGraphics layer;
void setup() {
size(400, 400);
layer = createGraphics(width, height);
layer.beginDraw();
layer.fill(255);
layer.endDraw();
background(0);
noStroke();
}
void draw() {
background(0);
fill(30);
rect(frameCount%width, 100, 200, 200);
fill(120);
ellipse(width/2, frameCount%width, 150, 150);
image(layer, 0, 0);
}
void mouseMoved() {
layer.beginDraw();
layer.ellipse(mouseX, mouseY, 10, 10);
layer.endDraw();
}
I'm trying to create a multi-player game with Processing, but can't figure out how to split screen into two to display different situation of the players?
like in c#,we have
Viewport leftViewport,rightViewport;
to solve the problem.
Thanks a lot
In processing all drawing operations like rect, eclipse etc. are done on a PGraphics element. You could create two new PGraphic objects with the renderer of your choice, draw on them and add them to your main view:
int w = 500;
int h = 300;
void setup() {
size(w, h);
leftViewport = createGraphics(w/2, h, P3D);
rightViewport = createGraphics(w/2, h, P3D);
}
void draw(){
//draw something fancy on every viewports
leftViewport.beginDraw();
leftViewport.background(102);
leftViewport.stroke(255);
leftViewport.line(40, 40, mouseX, mouseY);
leftViewport.endDraw();
rightViewport.beginDraw();
rightViewport.background(102);
rightViewport.stroke(255);
rightViewport.line(40, 40, mouseX, mouseY);
rightViewport.endDraw();
//add the two viewports to your main panel
image(leftViewport, 0, 0);
image(rightViewport, w/2, 0);
}