Newer
Older
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
class Ring
{
float x, y, size, intensity, hue;
void respawn(float x1, float y1, float x2, float y2)
{
// Start at the newer mouse position
x = x2;
y = y2;
// Intensity is just the distance between mouse points
intensity = dist(x1, y1, x2, y2);
// Hue is the angle of mouse movement, scaled from -PI..PI to 0..100
hue = map(atan2(y2 - y1, x2 - x1), -PI, PI, 0, 100);
// Default size is based on the screen size
size = height * 0.1;
}
void draw()
{
// Particles fade each frame
intensity *= 0.95;
// They grow at a rate based on their intensity
size += height * intensity * 0.01;
// If the particle is still alive, draw it
if (intensity >= 1) {
blendMode(ADD);
tint(hue, 50, intensity);
image(texture, x - size/2, y - size/2, size, size);
}
}
};
OPC opc;
PImage texture;
Ring rings[];
float smoothX, smoothY;
boolean f = false;
void setup()
{
size(640, 320, P3D);
colorMode(HSB, 100);
texture = loadImage("ring.png");
opc = new OPC(this, "127.0.0.1", 7890);
opc.ledGrid8x8(0 * 64, width * 1/8, height * 1/4, height/16, 0, true, false);
opc.ledGrid8x8(1 * 64, width * 3/8, height * 1/4, height/16, 0, true, false);
opc.ledGrid8x8(2 * 64, width * 5/8, height * 1/4, height/16, 0, true, false);
opc.ledGrid8x8(3 * 64, width * 7/8, height * 1/4, height/16, 0, true, false);
opc.ledGrid8x8(4 * 64, width * 1/8, height * 3/4, height/16, 0, true, false);
opc.ledGrid8x8(5 * 64, width * 3/8, height * 3/4, height/16, 0, true, false);
opc.ledGrid8x8(6 * 64, width * 5/8, height * 3/4, height/16, 0, true, false);
opc.ledGrid8x8(7 * 64, width * 7/8, height * 3/4, height/16, 0, true, false);
// We can have up to 100 rings. They all start out invisible.
rings = new Ring[100];
for (int i = 0; i < rings.length; i++) {
rings[i] = new Ring();
}
}
void draw()
{
background(0);
// Smooth out the mouse location. The smoothX and smoothY variables
// move toward the mouse without changing abruptly.
float prevX = smoothX;
float prevY = smoothY;
smoothX += (mouseX - smoothX) * 0.1;
smoothY += (mouseY - smoothY) * 0.1;
// At every frame, randomly respawn one ring
rings[int(random(rings.length))].respawn(prevX, prevY, smoothX, smoothY);
// Give each ring a chance to redraw and update
for (int i = 0; i < rings.length; i++) {
rings[i].draw();
}
}