SpeedOfLight/SpeedOfLight.pde

50 lines
2.1 KiB
Plaintext

//Config
int initialRadius = 5;
int radiusIncrease = 2;
int delay = 10; // Declare and initialize delay in frames
int bufferSize = 50; // Declare and initialize ring buffer size
int sourceX = mouseX; // Declare and initialize source point x coordinate to current mouse x coordinate
int sourceY = mouseY; // Declare and initialize source point y coordinate to current mouse y coordinate
int[] buffer = new int[bufferSize]; // Declare and initialize radius buffer
int[] sourceXBuffer = new int[bufferSize]; // Declare and initialize source point x coordinate buffer
int[] sourceYBuffer = new int[bufferSize]; // Declare and initialize source point y coordinate buffer
int[] colors = new int[bufferSize]; // Declare and initialize color buffer
int bufferIndex = 0; // Declare and initialize buffer index
int frameCount = 0; // Declare and initialize frame counter
void setup() {
size(800, 800); // Set canvas size
colorMode(HSB, 360, 100, 100); // Set color mode to HSB
}
void draw() {
background(255); // Clear canvas
for (int i = 0; i < bufferSize; i++) { // Iterate over ring buffer
int r = buffer[i]; // Get radius value from buffer
int x = sourceXBuffer[i]; // Get source point x coordinate from buffer
int y = sourceYBuffer[i]; // Get source point y coordinate from buffer
stroke(colors[i]); // Set stroke color from color buffer
noFill(); // Remove fill
ellipse(x, y, r, r); // Draw circle with radius and source point coordinates from buffers
buffer[i]+=radiusIncrease;
}
if (frameCount % delay == 0) { // Check if delay has passed
buffer[bufferIndex] = initialRadius; // Add current radius to buffer
sourceXBuffer[bufferIndex] = sourceX; // Add current source point x coordinate to buffer
sourceYBuffer[bufferIndex] = sourceY; // Add current source point y coordinate to buffer
colors[bufferIndex] = color(0); // Add random color to color buffer
bufferIndex = (bufferIndex + 1) % bufferSize; // Increment buffer index and wrap around if necessary
//radius = 5; // Reset radius to small value
}
sourceX = mouseX;
sourceY = mouseY;
//radius += 2; // Increment radius
frameCount++; // Increment frame counter
}