Fixed canvas width and timed movements
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@ -18,6 +18,9 @@ var recording;
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var recordingTimeout = 30000; // 30 seconds (in milliseconds)
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var shapes = [];
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var stopButton;
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var canvasWidth;
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var canvasHeight;
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var timer;
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function record() {
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/**
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@ -164,6 +167,9 @@ class GeneratedShape {
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this.randomX = random(-77, 77);
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this.randomY = random(-77, 77);
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this.destX = random(canvasWidth);
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this.destY = random(canvasHeight);
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this.initialise();
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}
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@ -255,8 +261,8 @@ class GeneratedShape {
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/**
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* Move the shape vectors.
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**/
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this.deltaX = mouseX - centerX;
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this.deltaY = mouseY - centerY;
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this.deltaX = this.destX - centerX;
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this.deltaY = this.destY - centerY;
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this.deltaX *= this.springing;
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this.deltaY *= this.springing;
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@ -286,13 +292,16 @@ function setup() {
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/**
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* The p5.js initial setup function.
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**/
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createCanvas(windowWidth, windowHeight);
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canvasWidth = 600;
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canvasHeight = 600;
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createCanvas(canvasWidth, canvasHeight);
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frameRate(frameRate);
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setupRecording();
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centerX = windowWidth / 2;
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centerY = windowHeight / 2;
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centerX = canvasWidth / 2;
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centerY = canvasHeight / 2;
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}
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function draw() {
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@ -312,8 +321,16 @@ function draw() {
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for (var shape of shapes) {
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shape.draw();
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shape.move();
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if (millis() >= 500 + timer) {
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shape.destX = random(canvasWidth);
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shape.destY = random(canvasHeight);
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}
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if (shape.collide(shapes) === true) {
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shape.sound();
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}
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}
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timer = millis();
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}
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