Cleanup
*Extracted method for spawning new wave and clearing wave *Changed some variable names to be move representative of their function *Changed fade and radius to float to have more control on rates *Fixed fade bug *Waves spawn on mouseclick
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@ -1,21 +1,22 @@
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//Config
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int initialRadius = 5;
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int radiusIncrease = 2;
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int delay = 10; // Declare and initialize delay in frames
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int bufferSize = 50; // Declare and initialize ring buffer size
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float initialRadius = 5;
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float radiusDelta = 3;
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float fadeDelta = -0.5;
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int delay = 30; // Declare and initialize delay in frames
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int bufferSize = 20; // Declare and initialize ring buffer size
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int sourceX = mouseX; // Declare and initialize source point x coordinate to current mouse x coordinate
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int sourceY = mouseY; // Declare and initialize source point y coordinate to current mouse y coordinate
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int[] buffer = new int[bufferSize]; // Declare and initialize radius buffer
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float[] radiusBuffer = new float[bufferSize]; // Declare and initialize radius buffer
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int[] sourceXBuffer = new int[bufferSize]; // Declare and initialize source point x coordinate buffer
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int[] sourceYBuffer = new int[bufferSize]; // Declare and initialize source point y coordinate buffer
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int[] colors = new int[bufferSize]; // Declare and initialize color buffer
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float[] fades = new float[bufferSize]; // Declare and initialize fade buffer
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int bufferIndex = 0; // Declare and initialize buffer index
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int frameCount = 0; // Declare and initialize frame counter
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void setup() {
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size(800, 800); // Set canvas size
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size(1600, 1200); // Set canvas size
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colorMode(HSB, 360, 100, 100); // Set color mode to HSB
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}
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@ -23,23 +24,23 @@ void draw() {
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background(255); // Clear canvas
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for (int i = 0; i < bufferSize; i++) { // Iterate over ring buffer
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int r = buffer[i]; // Get radius value from buffer
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float r = radiusBuffer[i]; // Get radius value from buffer
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int x = sourceXBuffer[i]; // Get source point x coordinate from buffer
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int y = sourceYBuffer[i]; // Get source point y coordinate from buffer
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stroke(colors[i]); // Set stroke color from color buffer
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stroke(colors[i], fades[i]); // Set stroke color from color buffer
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noFill(); // Remove fill
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ellipse(x, y, r, r); // Draw circle with radius and source point coordinates from buffers
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buffer[i]+=radiusIncrease;
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radiusBuffer[i]+=radiusDelta;
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fades[i] = max(0, fades[i] + fadeDelta); // Decrease fade value by 5
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}
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if (frameCount % delay == 0) { // Check if delay has passed
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buffer[bufferIndex] = initialRadius; // Add current radius to buffer
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sourceXBuffer[bufferIndex] = sourceX; // Add current source point x coordinate to buffer
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sourceYBuffer[bufferIndex] = sourceY; // Add current source point y coordinate to buffer
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colors[bufferIndex] = color(0); // Add random color to color buffer
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bufferIndex = (bufferIndex + 1) % bufferSize; // Increment buffer index and wrap around if necessary
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//radius = 5; // Reset radius to small value
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if(mousePressed){
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if (frameCount % delay == 0) { // Check if delay has passed
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SpawnNewWave();
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}
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}
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sourceX = mouseX;
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@ -47,3 +48,25 @@ sourceY = mouseY;
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//radius += 2; // Increment radius
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frameCount++; // Increment frame counter
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}
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void SpawnNewWave(){
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radiusBuffer[bufferIndex] = initialRadius; // Add current radius to buffer
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sourceXBuffer[bufferIndex] = sourceX; // Add current source point x coordinate to buffer
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sourceYBuffer[bufferIndex] = sourceY; // Add current source point y coordinate to buffer
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colors[bufferIndex] = color(0); // Add random color to color buffer
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fades[bufferIndex] = 255; // Add full fade value to fade buffer
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bufferIndex = (bufferIndex + 1) % bufferSize; // Increment buffer index and wrap around if necessary
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//radius = 5; // Reset radius to small value
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}
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void ClearWave(){
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// Clear source point buffers
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for (int i = 0; i < bufferSize; i++) {
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sourceXBuffer[i] = 0;
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sourceYBuffer[i] = 0;
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}
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}
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void mousePressed() {
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}
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