Fixed canvas width and timed movements

This commit is contained in:
Luke Murphy 2020-02-01 11:14:27 +01:00
parent 8736496d6c
commit 9f20ecc0ef
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@ -18,6 +18,9 @@ var recording;
var recordingTimeout = 30000; // 30 seconds (in milliseconds)
var shapes = [];
var stopButton;
var canvasWidth;
var canvasHeight;
var timer;
function record() {
/**
@ -164,6 +167,9 @@ class GeneratedShape {
this.randomX = random(-77, 77);
this.randomY = random(-77, 77);
this.destX = random(canvasWidth);
this.destY = random(canvasHeight);
this.initialise();
}
@ -255,8 +261,8 @@ class GeneratedShape {
/**
* Move the shape vectors.
**/
this.deltaX = mouseX - centerX;
this.deltaY = mouseY - centerY;
this.deltaX = this.destX - centerX;
this.deltaY = this.destY - centerY;
this.deltaX *= this.springing;
this.deltaY *= this.springing;
@ -286,13 +292,16 @@ function setup() {
/**
* The p5.js initial setup function.
**/
createCanvas(windowWidth, windowHeight);
canvasWidth = 600;
canvasHeight = 600;
createCanvas(canvasWidth, canvasHeight);
frameRate(frameRate);
setupRecording();
centerX = windowWidth / 2;
centerY = windowHeight / 2;
centerX = canvasWidth / 2;
centerY = canvasHeight / 2;
}
function draw() {
@ -312,8 +321,16 @@ function draw() {
for (var shape of shapes) {
shape.draw();
shape.move();
if (millis() >= 500 + timer) {
shape.destX = random(canvasWidth);
shape.destY = random(canvasHeight);
}
if (shape.collide(shapes) === true) {
shape.sound();
}
}
timer = millis();
}