Created
July 4, 2017 17:48
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The pillars have undergone chromatic infusion…
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final int PILLAR_ORDER = 6; | |
final float PILLAR_WIDTH = 40.0; | |
final float PILLAR_HEIGHT = 20.0; | |
final float PILLAR_SPACING = 2.0; | |
final float GRAVITY = -1.0; | |
final float ELASTICITY = -0.6; | |
final float MAX_HEIGHT = 500.0; | |
final int POP_INTERVAL = 100; | |
class Pillar { | |
float velocity, height, hue; | |
Pillar() { | |
velocity = 0.0; | |
height = 0.0; | |
hue = random(360.0); | |
} | |
void popUp() { | |
velocity += random(12.0, 22.0); | |
} | |
void update() { | |
if (velocity == 0.0 && height == 0.0) { | |
// At rest. | |
return; | |
} | |
velocity += GRAVITY; | |
height += velocity; | |
if (height <= 0) { | |
// Bounce! | |
height = 0.0; | |
velocity *= ELASTICITY; | |
if (velocity < abs(GRAVITY)) { | |
velocity = 0.0; | |
} | |
} else if (height >= MAX_HEIGHT) { | |
// Bounce off ceiling. | |
height = MAX_HEIGHT; | |
velocity *= ELASTICITY; | |
} | |
} | |
void draw() { | |
if (height == 0.0 && velocity == 0.0) { | |
return; | |
} | |
float pw = PILLAR_WIDTH / 2.0; | |
float ph = PILLAR_HEIGHT / 2.0; | |
float h = round(height); | |
noStroke(); | |
color c; | |
if (h > 0.0) { | |
c = color(hue, 20, 100, 100); | |
fill(c); | |
quad(0, 0, -pw, -ph, -pw, -(h + ph), 0, -h); | |
c = color(hue, 40, 100, 100); | |
fill(c); | |
quad(0, 0, pw, -ph, pw, -(h + ph), 0, -h); | |
} | |
float hRatio = h / MAX_HEIGHT; | |
c = color(hue, 4 + 10 * hRatio, 100, 100); | |
fill(c); | |
quad(0, -h, -pw, -(h + ph), 0, -(h + pw), pw, -(h + ph)); | |
} | |
} | |
float[] offsets; | |
int lastPop = 0; | |
int pillarCount; | |
Pillar[] pillars; | |
int calculatePillarCount(int order) { | |
return (order * (order + 1)) / 2; | |
} | |
void setup() { | |
size(300, 640); | |
colorMode(HSB, 360, 100, 100, 100); | |
pillarCount = PILLAR_ORDER * PILLAR_ORDER; | |
pillars = new Pillar[pillarCount]; | |
for (int i = 0; i < pillarCount; i++) { | |
pillars[i] = new Pillar(); | |
} | |
int index = 0; | |
float rowCount = 0.0; | |
offsets = new float[pillarCount * 2]; | |
float pw = PILLAR_WIDTH / 2.0 + PILLAR_SPACING; | |
float ph = -(PILLAR_HEIGHT / 2.0 + PILLAR_SPACING); | |
for (int i = 0; i < PILLAR_ORDER; i++) { | |
float xOffset = float(i) * -pw; | |
for (int j = 0; j <= i; j++) { | |
float x = j * (PILLAR_WIDTH + 2.0 * PILLAR_SPACING) + xOffset; | |
float y = rowCount * ph; | |
offsets[index * 2] = x; | |
offsets[index * 2 + 1] = y; | |
index++; | |
} | |
rowCount += 1.0; | |
} | |
for (int i = PILLAR_ORDER - 2; i >= 0; i--) { | |
float xOffset = float(i) * -pw; | |
for (int j = 0; j <= i; j++) { | |
float x = j * (PILLAR_WIDTH + 2.0 * PILLAR_SPACING) + xOffset; | |
float y = rowCount * ph; | |
offsets[index * 2] = x; | |
offsets[index * 2 + 1] = y; | |
index++; | |
} | |
rowCount+= 1.0; | |
} | |
} | |
void draw() { | |
background(0, 0, 100, 100); | |
int now = millis(); | |
int timeSincePop = now - lastPop; | |
if (timeSincePop >= POP_INTERVAL) { | |
int index = int(random(pillarCount)); | |
pillars[index].popUp(); | |
lastPop = now; | |
} | |
pushMatrix(); | |
translate(150, 630); | |
for (int i = pillarCount - 1; i >= 0; i--) { | |
pushMatrix(); | |
float x = offsets[i * 2]; | |
float y = offsets[i * 2 + 1]; | |
translate(x, y); | |
pillars[i].update(); | |
pillars[i].draw(); | |
popMatrix(); | |
} | |
popMatrix(); | |
} |
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