Remove timing, refactor hovering
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0dd497342b
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@ -55,12 +55,6 @@ var shapes = [];
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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 secondTick = false;
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var secondTimer = 0;
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var positionTimer = 0;
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function record() {
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/**
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* Start recording a sound.
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@ -201,7 +195,7 @@ class GeneratedShape {
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else this.soundAmplitude = soundAmplitude;
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// mouse hover awareness for sound playing
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this.hover = false;
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this.hovering = 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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@ -420,6 +414,26 @@ class GeneratedShape {
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this.curve();
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}
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hover() {
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/**
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* React to mouse hovering.
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**/
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let isHovering = collidePointPoly(
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mouseX - screenX,
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mouseY - screenY,
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this.vectors
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);
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if (isHovering === true) {
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if (this.hovering === false) {
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this.sound();
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this.hovering = true;
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}
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} else {
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this.hovering = false;
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}
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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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@ -470,22 +484,6 @@ function draw() {
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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 positionTickingTime = millis();
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if (positionTickingTime >= nextPositionTick + positionTimer) {
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positionTick = true;
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positionTimer = millis();
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}
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let nextSecondTick = 1000;
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let secondTickingTime = millis();
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if (secondTickingTime >= nextSecondTick + secondTimer) {
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secondTick = true;
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secondTimer = 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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@ -505,42 +503,17 @@ function draw() {
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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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}
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shape.hover();
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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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if (secondTick) {
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shape.sound();
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collidedShape.sound();
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}
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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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