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"use strict";
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//
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// Voicegardens front-end Javascript
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//
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// URL which exposes the archive saving API end-point
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var archiveUrl = window.location + "add-to-archive";
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// The x,y coordinates which gives the center of the canvas
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var centerX;
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var centerY;
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// The canvas frame rate which controls how many times the draw function is
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// called. So far as we have seen, this can affect performance. Try the value
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// of 30 and also 60 to see the difference. Higher values may also give more
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// fun animation effects.
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var frameRate = 30;
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// Sound recording API objects
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var microphone;
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var recorder;
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var recording;
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// Boolean which is only true when the user stops the recording of a sound.
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// This then triggers the generation of a shape based on that recording.
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var newSoundJustRecorded = false;
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// All user clickable buttons
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var recordButton;
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var stopButton;
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var chorusButton;
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var leafButton;
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// Time-out used to stop a recording in case the user forgets to stop it
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// themselves. It also gurantees to turn off the mic in case of some unknown
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// error that we didn't take into consideration. This is 30 seconds in
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// milliseconds.
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var recordingTimeout = 30000;
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// The x,y coordinates which shows where the window position is. This is useful
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// because we use the `translate` function to offset the window view in
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// relation to the canvas (users can drag their view across the "environment")
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// and we need to record where that x position leaves us.
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var screenX = 0;
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var screenY = 0;
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var toScreenX = 0;
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var toScreenY = 0;
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// All shapes generated
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var shapes = [];
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// Sound properties
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var amplitude;
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var duration;
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// random shape positioning
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var positionTick = false;
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var timer = 0;
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function record() {
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/**
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* Start recording a sound.
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**/
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if (microphone.enabled) {
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setTimeout(recorder.record(recording), recordingTimeout);
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}
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}
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function stop() {
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/**
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* Stop recording a new sound.
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**/
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if (recorder.recording) {
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recorder.stop();
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// signal to the draw loop that we should generate a new shape
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newSoundJustRecorded = true;
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// https://p5js.org/reference/#/p5.SoundFile/getPeaks
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amplitude = recording.getPeaks(1)[0] * 100;
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// https://p5js.org/reference/#/p5.SoundFile/duration
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duration = recording.duration();
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// automatically archive this sound to the back-end
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sendToArchive();
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}
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}
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function sendToArchive() {
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/**
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* Send the sound to the back-end for archiving.
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**/
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var soundBlob = recording.getBlob();
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var formData = new FormData();
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var date = new Date();
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var filename = date.getTime().toString() + ".wav";
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formData.append("file", soundBlob, filename);
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var config = new Headers({ "Content-Type": "multipart/form-data" });
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axios.post(archiveUrl, formData, config).catch(function(error) {
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console.log(
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"Upload failed!",
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"Received the following message:",
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error.response.data
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);
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});
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}
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function setupRecording() {
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/**
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* Setup logic for sound recording.
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**/
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microphone = new p5.AudioIn();
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microphone.start();
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recorder = new p5.SoundRecorder();
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recorder.setInput(microphone);
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recording = new p5.SoundFile();
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recordButton = createImg("../static/images/RECORD-COLOR.png");
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recordButton.position(10, 5);
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recordButton.mousePressed(record);
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stopButton = createImg("../static/images/STOP-BW.png");
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stopButton.position(10, 40);
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stopButton.mousePressed(stop);
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chorusButton = createImg("../static/images/CHORUS-BW.png");
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chorusButton.position(10, 110);
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leafButton = createImg("../static/images/GARDEN-BW.png");
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leafButton.position(10, 140);
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}
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class GeneratedShape {
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constructor(soundRecorded) {
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/**
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* Initialise the new shape.
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**/
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// mouse hover awareness for sound playing
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this.hover = false;
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// The opacity of the shape. This controls whether we can see the shape or
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// not (transparency). It starts at zero as we want to fade the shapes in
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// when they enter the environment
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this.opacity = 0;
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// the colour of the shape
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this.colour = this.chooseColour();
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// Acceleration x,y values which control at which speed the shape
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// accelerates towards the intended x,y destination.
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this.accelX = 0.0;
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this.accelY = 0.0;
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// The x, y destination values which the shape moves towards. This can be
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// calculated against the `mouseX` and `mouseY` values, for example. Then
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// the shape will follow the mouse.
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this.deltaX = 0.0;
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this.deltaY = 0.0;
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// The speed at which the shape 'springs' towards its final destination.
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this.springing = 0.0009;
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// The speed at which the shape rocks back and forth when it is in the
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// process of coming to a halt.
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this.damping = 0.98;
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// Value that controls the tightness or looseness of the curves between the
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// x,y values of the shape. AFAIK, this value can go between -5 and +5.
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// With +5 we have very sharp curves and edges.
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this.organicConstant = random(-5, 5);
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// The x,y values which determine where the shape is currently. These are
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// required in order to calculate where the shape is currently so that we
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// can then go about moving it to the new destination.
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this.startXs = [];
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this.startYs = [];
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// The x,y values which track the new position of the shape (and therefore
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// update the `startXs` and `startYs`) as the shape moves about the
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// environment
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this.xs = [];
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this.ys = [];
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// vector listing of the above xs, ys so that we can pass these lists to
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// the collidePolyPoly function for collision detection which expects
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// vector objects, not plain x, y coordinates as in xs, ys.
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this.vectors = [];
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// Angles between xs and ys.
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this.angles = [];
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// Curve movement wobble frequencies.
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this.frequencies = [];
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// Random x,y values (only randomly chosen once, then fixed) which are used
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// in the calculation of the curve drawing between the x,y vectors of the
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// shape
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this.randXs = [];
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this.randYs = [];
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// Number of edges of the shape
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this.edges = amplitude + 3;
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// The distance between the xs and ys influencing the size of the shape.
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// The randomXs, randomYs also influence the shape size as they are added
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// when drawing the space between xs and ys.
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this.radius = ceil(duration * 40);
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// ???
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this.angle = radians(360 / this.edges);
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// ???
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this.centerX = random(windowWidth);
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this.centerY = random(windowHeight);
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// new destination for the shapes
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this.destX = random(windowWidth);
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this.destY = random(windowHeight);
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// the sound recording attached to this shape
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this.soundRecorded = soundRecorded;
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// the shape that was last collided with
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this.lastCollidedShape;
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this.initialise();
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}
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initialise() {
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/**
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* Initialise the shape values.
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**/
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for (let i = 0; i < this.edges; i++) {
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this.startXs[i] = 0;
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this.startYs[i] = 0;
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this.xs[i] = 0;
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this.ys[i] = 0;
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this.vectors[i] = createVector(this.xs[i], this.ys[i]);
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this.angles[i] = 0;
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// this directly influences the shape of the size alongside the
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// this.radius shape value
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this.randXs[i] = ceil(duration * random(-30, 30));
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this.randYs[i] = ceil(duration * random(-30, 30));
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}
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for (let i = 0; i < this.edges; i++) {
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this.frequencies[i] = random(5, 12);
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}
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}
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collide(shapes) {
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/**
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* Detect if the shape collides with another shape. Returns a tuple of type
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* [bool, shape] where bool = if there was a collision and shape = the
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* collided shape.
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**/
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if (shapes.length === 1) {
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return [false, undefined];
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}
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for (let i = 0; i < shapes.length; i++) {
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let shape = shapes[i];
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if (this === shape || this.lastCollidedShape === shape) {
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continue;
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}
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// don't detect if one shape is fully inside another
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let interiorCollision = false;
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var collision = collidePolyPoly(
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this.vectors,
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shape.vectors,
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interiorCollision
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);
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if (collision === true) {
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this.lastCollidedShape = shape;
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return [true, shape];
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}
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}
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return [false, undefined];
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}
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sound() {
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/**
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* Play a sound after a collision is detected.
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**/
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if (this.soundRecorded.isLoaded()) {
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this.soundRecorded.play();
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}
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}
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docolour() {
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/**
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* Draw colour and fade-in shape.
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**/
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if (this.opacity != 256) {
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if (this.opacity < 256) {
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// shape should fade in, so increment alpha value
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let currentAlpha = this.colour._getAlpha();
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this.colour.setAlpha(currentAlpha + random(0, 3));
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} else {
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// shape has faded-in, show it as fully visible now
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this.opacity = 256;
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}
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}
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fill(this.colour);
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}
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chooseColour() {
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/**
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* Choose a colour for the shape.
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**/
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// TODO: choose nicer colours
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// TODO: Can we have gradient colours
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// TODO: Can we have multiple colours
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let colourChoices = [
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color("red"),
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color("blue"),
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color("green"),
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color("black")
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];
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let index = floor(random(0, colourChoices.length));
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let chosenColour = colourChoices[index];
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// set shape opacity to 0 initially to enable fade-in
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chosenColour.setAlpha(this.opacity);
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return chosenColour;
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}
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curve() {
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/**
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* Curve the shape.
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**/
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curveTightness(this.organicConstant);
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beginShape();
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for (let i = 0; i < this.edges; i++) {
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curveVertex(this.xs[i], this.ys[i]);
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}
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endShape(CLOSE);
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}
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draw() {
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/**
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* Draw the shape vectors.
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**/
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this.docolour();
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// set the start x,y positions for the shape on each draw loop
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for (let i = 0; i < this.edges; i++) {
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this.startXs[i] =
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this.centerX + cos(this.angle * i) * this.radius + this.randXs[i];
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this.startYs[i] =
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this.centerY + sin(this.angle * i) * this.radius + this.randYs[i];
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}
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this.curve();
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}
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move() {
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/**
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* Move the shape vectors.
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**/
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this.deltaX = this.destX - this.centerX - toScreenX;
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this.deltaY = this.destY - this.centerY - toScreenY;
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this.deltaX *= this.springing;
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this.deltaY *= this.springing;
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this.accelX += this.deltaX;
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this.accelY += this.deltaY;
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this.centerX += this.accelX;
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this.centerY += this.accelY;
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this.accelX *= this.damping;
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this.accelY *= this.damping;
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this.organicConstant = 1 - (abs(this.accelX) + abs(this.accelY)) * 0.1;
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for (let i = 0; i < this.edges; i++) {
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this.xs[i] =
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this.startXs[i] + sin(radians(this.angles[i])) * (this.accelX * 2);
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this.ys[i] =
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this.startYs[i] + sin(radians(this.angles[i])) * (this.accelY * 2);
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this.vectors[i] = createVector(this.xs[i], this.ys[i]);
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this.angles[i] += this.frequencies[i];
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}
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}
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}
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function setup() {
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/**
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* The initial setup function called once on start.
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**/
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createCanvas(windowWidth, windowHeight);
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frameRate(frameRate);
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setupRecording();
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}
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function draw() {
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/**
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* The draw loop which is called x times a second where x is the frameRate.
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**/
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background("white");
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blendMode(BLEND);
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smooth();
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noStroke();
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// count random waiting times in seconds until choosing a new destX, destY
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// for a moving shape
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let nextPositionTick = random(3000, 8000);
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let tickingTime = millis();
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if (tickingTime >= nextPositionTick + timer) {
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positionTick = true;
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timer = millis();
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}
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// offset the window view based on new values of x,y related to the screen.
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// These values are generated once the user drags the screen with the mouse.
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screenX = lerp(screenX, toScreenX, 0.2);
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screenY = lerp(screenY, toScreenY, 0.2);
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translate(screenX, screenY);
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// generate a new shape after a sound recording
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if (newSoundJustRecorded === true) {
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// build a new copy of the recording to store on the shape object
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let soundBlob = recording.getBlob();
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let recordedSound = new p5.SoundFile(new p5.File(soundBlob));
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let newShape = new GeneratedShape(recordedSound);
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shapes.push(newShape);
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newSoundJustRecorded = false;
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}
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for (let i = 0; i < shapes.length; i++) {
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let shape = shapes[i];
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// if hovering over the shape, play the recorded sound
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let hovering = collidePointPoly(
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mouseX - screenX,
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mouseY - screenY,
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shape.vectors
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);
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if (hovering === true) {
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if (shape.hover === false) {
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shape.sound();
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shape.hover = true;
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}
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} else {
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shape.hover = false;
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}
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// randomly move the shapes
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if (positionTick) {
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shape.destX = random(windowWidth);
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shape.destY = random(windowHeight);
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// also reset last collided shape
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shape.lastCollidedShape = undefined;
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}
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shape.draw();
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shape.move();
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// play recordings when shapes collide
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let [collision, collidedShape] = shape.collide(shapes);
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if (collision === true) {
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shape.sound();
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collidedShape.sound();
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}
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}
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// reset random shape position time ticker
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positionTick = false;
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}
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function mouseDragged() {
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/**
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* Mouse drag movement handling.
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**/
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toScreenX += mouseX - pmouseX;
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toScreenY += mouseY - pmouseY;
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}
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function windowResized() {
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/**
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|
* Canvas re-draw handling.
|
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**/
|
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|
resizeCanvas(windowWidth, windowHeight);
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}
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