@ -55,11 +55,9 @@ var shapes = [];
var amplitude ;
var duration ;
// random shape positioning
var positionTick = false ;
var secondTick = false ;
var secondTimer = 0 ;
var positionTimer = 0 ;
// The background colour choices for the environment
var bgChoices ;
var bgColour ;
function record ( ) {
/ * *
@ -201,7 +199,7 @@ class GeneratedShape {
else this . soundAmplitude = soundAmplitude ;
// mouse hover awareness for sound playing
this . hover = false ;
this . hovering = false ;
// The opacity of the shape. This controls whether we can see the shape or
// not (transparency). It starts at zero as we want to fade the shapes in
@ -216,14 +214,8 @@ class GeneratedShape {
this . accelX = 0.0 ;
this . accelY = 0.0 ;
// The x, y destination values which the shape moves towards. This can be
// calculated against the `mouseX` and `mouseY` values, for example. Then
// the shape will follow the mouse.
this . deltaX = 0.0 ;
this . deltaY = 0.0 ;
// The speed at which the shape 'springs' towards its final destination.
this . springing = 0.0009 ;
this . springing = random ( 0.0006 , 0.0009 ) ;
// The speed at which the shape rocks back and forth when it is in the
// process of coming to a halt.
@ -232,7 +224,7 @@ class GeneratedShape {
// Value that controls the tightness or looseness of the curves between the
// x,y values of the shape. AFAIK, this value can go between -5 and +5.
// With +5 we have very sharp curves and edges.
this . organicConstant = random ( - 5 , 5 ) ;
this . organicConstant = 1.0 ;
// The x,y values which determine where the shape is currently. These are
// required in order to calculate where the shape is currently so that we
@ -275,15 +267,24 @@ class GeneratedShape {
this . angle = radians ( 360 / this . edges ) ;
// ???
this . centerX = random ( windowWidth ) ;
this . centerY = random ( windowHeight ) ;
this . centerX = random ( windowWidth ) - toScreenX ;
this . centerY = random ( windowHeight ) - toScreenY ;
// new destination for the shapes
this . destX = random ( windowWidth ) ;
this . destY = random ( windowHeight ) ;
// the shape that was last collided with
this . lastCollidedShape ;
// The x, y destination values which the shape moves towards. This can be
// calculated against the `mouseX` and `mouseY` values, for example. Then
// the shape will follow the mouse.
this . deltaX = this . destX - this . centerX - toScreenX ;
this . deltaY = this . destY - this . centerY - toScreenY ;
// time management for timing when to make new random position
// movements
this . drawTimer = 0 ;
this . nextTick = random ( 1000 , 9000 ) ;
this . tickTimer = 0 ;
this . initialise ( ) ;
}
@ -302,8 +303,8 @@ class GeneratedShape {
// this directly influences the shape of the size alongside the
// this.radius shape value
this . randXs [ i ] = ceil ( this . soundDuration * random ( - 30 , 30 ) ) ;
this . randYs [ i ] = ceil ( this . soundDuration * random ( - 30 , 30 ) ) ;
this . randXs [ i ] = this . soundDuration * random ( - 10 , 40 ) ;
this . randYs [ i ] = this . soundDuration * random ( - 10 , 40 ) ;
}
for ( let i = 0 ; i < this . edges ; i ++ ) {
@ -324,7 +325,7 @@ class GeneratedShape {
for ( let i = 0 ; i < shapes . length ; i ++ ) {
let shape = shapes [ i ] ;
if ( this === shape || this . lastCollidedShape === shape ) {
if ( this === shape ) {
continue ;
}
@ -338,7 +339,6 @@ class GeneratedShape {
) ;
if ( collision === true ) {
this . lastCollidedShape = shape ;
return [ true , shape ] ;
}
}
@ -376,14 +376,37 @@ class GeneratedShape {
/ * *
* Choose a colour for the shape .
* * /
// TODO: choose nicer colours
// TODO: Can we have gradient colours
// TODO: Can we have multiple colours
let colourChoices = [
color ( "red" ) ,
color ( "blue" ) ,
color ( "green" ) ,
color ( "black" )
color ( "#4F6EE8" ) ,
color ( "#626788" ) ,
color ( "#334171" ) ,
color ( "#1529C2" ) ,
color ( "#A17AA3" ) ,
color ( "#606CEB" ) ,
color ( "#8A77D5" ) ,
color ( "#EB4913" ) ,
color ( "#FC6012" ) ,
color ( "#D94C14" ) ,
color ( "#F08A60" ) ,
color ( "#F8988F" ) ,
color ( "#6E4F47" ) ,
color ( "#93E35B" ) ,
color ( "#DE3F16" ) ,
color ( "#D1611F" ) ,
color ( "#C22F0A" ) ,
color ( "#C97814" ) ,
color ( "#EDA714" ) ,
color ( "#D5894A" ) ,
color ( "#448F54" ) ,
color ( "#61C26F" ) ,
color ( "#ACE9B2" ) ,
color ( "#CC25B6" ) ,
color ( "#D695F0" ) ,
color ( "#C5C2F0" ) ,
color ( "#CC3D25" ) ,
color ( "#A3614E" ) ,
color ( "#F0DBA9" ) ,
color ( "#7C4531" )
] ;
let index = floor ( random ( 0 , colourChoices . length ) ) ;
@ -404,9 +427,27 @@ class GeneratedShape {
for ( let i = 0 ; i < this . edges ; i ++ ) {
curveVertex ( this . xs [ i ] , this . ys [ i ] ) ;
}
for ( let i = 0 ; i < this . edges - 1 ; i ++ ) {
curveVertex ( this . xs [ i ] , this . ys [ i ] ) ;
}
endShape ( CLOSE ) ;
}
tick ( ) {
/ * *
* Manage internal time for each shape .
* * /
this . drawTimer = millis ( ) ;
if ( this . drawTimer >= this . nextTick + this . tickTimer ) {
this . tickTimer = millis ( ) ;
this . nextTick = random ( 1000 , 9000 ) ;
return true ;
}
return false ;
}
draw ( ) {
/ * *
* Draw the shape vectors .
@ -424,6 +465,26 @@ class GeneratedShape {
this . curve ( ) ;
}
hover ( ) {
/ * *
* React to mouse hovering .
* * /
let isHovering = collidePointPoly (
mouseX - screenX ,
mouseY - screenY ,
this . vectors
) ;
if ( isHovering === true ) {
if ( this . hovering === false ) {
this . sound ( ) ;
this . hovering = true ;
}
} else {
this . hovering = false ;
}
}
move ( ) {
/ * *
* Move the shape vectors .
@ -463,33 +524,31 @@ function setup() {
createCanvas ( windowWidth , windowHeight ) ;
frameRate ( frameRate ) ;
setupRecording ( ) ;
bgChoices = [
color ( "#F6B2FF" ) ,
color ( "#F58F6C" ) ,
color ( "#C3EFDB" ) ,
color ( "#ADCA95" ) ,
color ( "#F58F6C" ) ,
color ( "#A5F1F7" ) ,
color ( "#FFC266" ) ,
color ( "#FF66BB" ) ,
color ( "#F6B2FF" ) ,
color ( "#CFE4D9" )
] ;
bgColour = bgChoices [ floor ( random ( 0 , bgChoices . length - 1 ) ) ] ;
}
function draw ( ) {
/ * *
* The draw loop which is called x times a second where x is the frameRate .
* * /
background ( "white" ) ;
background ( bgColour ) ;
blendMode ( BLEND ) ;
smooth ( ) ;
noStroke ( ) ;
// count random waiting times in seconds until choosing a new destX, destY
// for a moving shape
let nextPositionTick = random ( 3000 , 8000 ) ;
let positionTickingTime = millis ( ) ;
if ( positionTickingTime >= nextPositionTick + positionTimer ) {
positionTick = true ;
positionTimer = millis ( ) ;
}
let nextSecondTick = 1000 ;
let secondTickingTime = millis ( ) ;
if ( secondTickingTime >= nextSecondTick + secondTimer ) {
secondTick = true ;
secondTimer = millis ( ) ;
}
// offset the window view based on new values of x,y related to the screen.
// These values are generated once the user drags the screen with the mouse.
screenX = lerp ( screenX , toScreenX , 0.2 ) ;
@ -509,45 +568,22 @@ function draw() {
for ( let i = 0 ; i < shapes . length ; i ++ ) {
let shape = shapes [ i ] ;
// if hovering over the shape, play the recorded sound
let hovering = collidePointPoly (
mouseX - screenX ,
mouseY - screenY ,
shape . vectors
) ;
if ( hovering === true ) {
if ( shape . hover === false ) {
shape . sound ( ) ;
shape . hover = true ;
}
} else {
shape . hover = false ;
}
shape . hover ( ) ;
shape . draw ( ) ;
shape . move ( ) ;
// randomly move the shapes
if ( positionTick ) {
if ( shape . tick ( ) === true ) {
shape . destX = random ( windowWidth ) ;
shape . destY = random ( windowHeight ) ;
// also reset last collided shape
shape . lastCollidedShape = undefined ;
}
shape . draw ( ) ;
shape . move ( ) ;
// play recordings when shapes collide
let [ collision , collidedShape ] = shape . collide ( shapes ) ;
if ( collision === true ) {
if ( secondTick ) {
shape . sound ( ) ;
collidedShape . sound ( ) ;
}
shape . sound ( ) ;
collidedShape . sound ( ) ;
}
}
// reset random shape position time ticker
positionTick = false ;
}
function mouseDragged ( ) {