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Add camera movement, fix shape iteration

main
Luke Murphy 4 years ago
parent
commit
2d404587d9
No known key found for this signature in database GPG Key ID: 5E2EF5A63E3718CC
  1. 49
      voicegardens/static/voicegardens.js

49
voicegardens/static/voicegardens.js

@ -6,6 +6,8 @@
var archiveUrl = window.location + "add-to-archive";
var canvas;
var canvasHeight;
var canvasWidth;
var centerX;
var centerY;
var frameRate = 30;
@ -16,12 +18,14 @@ var recordButton;
var recorder;
var recording;
var recordingTimeout = 30000; // 30 seconds (in milliseconds)
var screenX;
var screenY;
var secondTick = false;
var shapes = [];
var stopButton;
var canvasWidth;
var canvasHeight;
var timer = 0;
var secondTick = false;
var toScreenX;
var toScreenY;
function record() {
/**
@ -300,8 +304,8 @@ function setup() {
/**
* The p5.js initial setup function.
**/
canvasWidth = 600;
canvasHeight = 600;
canvasWidth = windowWidth;
canvasHeight = windowHeight;
createCanvas(canvasWidth, canvasHeight);
frameRate(frameRate);
@ -310,6 +314,9 @@ function setup() {
centerX = canvasWidth / 2;
centerY = canvasHeight / 2;
screenX = toScreenX = 0;
screenY = toScreenY = 0;
}
function draw() {
@ -321,28 +328,52 @@ function draw() {
smooth();
noStroke();
screenX = lerp(screenX, toScreenX, 0.2);
screenY = lerp(screenY, toScreenY, 0.2);
translate(screenX, screenY);
if (newSoundJustRecorded === true) {
shapes.push(new GeneratedShape());
newSoundJustRecorded = false;
}
if (millis() >= 2000 + timer) {
if (millis() >= 6000 + timer) {
secondTick = true;
timer = millis();
}
for (var shape of shapes) {
for (let i = 0; i < shapes.length; i++) {
let shape = shapes[i];
shape.draw();
shape.move();
if (secondTick) {
shape.destX = random(canvasWidth);
shape.destY = random(canvasHeight);
setTimeout(function() {
shape.destX = random(canvasWidth);
shape.destY = random(canvasHeight);
}, random(100, 1000));
}
if (shape.collide(shapes) === true) {
shape.sound();
}
}
secondTick = false;
}
function mouseDragged() {
/**
* Mouse drag movement handling.
**/
toScreenX += mouseX - pmouseX;
toScreenY += mouseY - pmouseY;
}
function windowResized() {
/**
* Canvas re-draw handling.
**/
resizeCanvas(canvasWidth, canvasHeight);
}

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